Ground Zero Hero is an action roguelite, bullet-heaven video game developed by Rowan Edmondson and published by Acclaim, Inc. Rowan is an Australian indie game developer who originally developed the game under the name RAD Survivor; however, after this version’s demo was met with little to no fanfare, Rowan set out to redesign the game from the ground up—with a new art design—and renamed it Ground Zero Hero.
Forget surviving the apocalypse. You’re here to dominate it.
Ground Zero Hero drops you into a radioactive wasteland overrun with mutated creatures. Every enemy you destroy becomes fuel for your evolution. Absorb their remains, stack mutations, and build increasingly powerful and unpredictable combinations until you become an unstoppable force. Each run is a new experiment. Each build is a new monster.

Featuring gameplay similar to other examples of the genre, such as Vampire Hunters, Brotato, Halls of Torment, and even Holocure – Save the Fans, Ground Zero Hero offers a fairly competent take on the action Survival-like formula. Picking up the radioactive viscera of fallen enemies increases your own radiation level, allowing unique mutations that further aid the battle against the irradiated hordes.
Rather than time-based rounds, each level is completed by reaching the 10,000 enemy kill count and beating the final boss in normal mode. The game also offers an endless mode on each level once completed, removing the kill count and allowing the player to face unending waves of enemies until death.
Yet the game offers distinct gameplay differences from its competition. The addition of a day/night cycle with different enemy spawns adds variety to the repetitive gameplay. Additionally, bunkers allow you to sleep, heal, and skip to the next day, or even save and quit mid-run (only really necessary for endless). There is also a loose survival mechanic in which you need to eat candy from piñatas scattered across the wasteland to fill your ever-decreasing candy meter. Moreover, safes are scattered throughout the levels and can be cracked (stand within the designated area) for a randomly generated amount of caps (the currency used to upgrade player stats). The metal detector ability makes finding them on the map slightly easier.

However, one noticeable omission is the lack of a strafing function. In similar games, you can face any direction using the mouse cursor while moving to maximise your damage output. However, here, the direction you face is the direction you are going. This can take a slight adjustment, but it doesn’t affect the game too much.
Featuring an extremely vivid colour palette, Ground Zero Hero’s artwork showcases a heavily stylised cartoon design reminiscent of both Rick and Morty and The Simpsons—mixing highly saturated colours and striking enemy designs to create an exceptional visual style. From a desolate desert to a verdant forest to an icy tundra, each of the game’s five levels features a diverse locale replete with fantastic little details that give each stage some life without being too busy. In addition, each enemy’s design is distinctive from the others, helping keep gameplay readable (especially when things become chaotic in the late game). Furthermore, to supplement the visual feedback, larger mini-boss enemies leave a little green slime splatter on the screen upon death—giving a clear indication of when to move on.
Even the artwork for the protagonist varies significantly each run. With each new mutation obtained through levelling up, the player character’s appearance will change considerably—creating a visually unique character each run. From a forward-attacking tentacle to rear-facing spines thrown from your back to emitting radiating damaging energy around you, or even laying your own proximity mine eggs, the game has a vast array of weapons to unlock and choose.

However, Ground Zero Hero chooses to forego weapon synergies and, instead, implements a new system: Bonkers. Certain weapons have a small percentage chance to go bonkers, unleashing faster, stronger, more deadly attacks for a short period of time. The chance increases with more mutation levels in the same weapon, as well as with permanent character upgrades. From unleashing a devastating, pinpoint-accurate firebeam, a nuclear-detonating ground pound, and (checks notes) even birthing your very own Chicken Man, complete with his iconic catchphrase “What even am I?”, there is a plethora of variation in each weapon combination.
Providing a large roster of distinguishable foes, Ground Zero Hero keeps enemies thematic across levels. From desert-wasteland foes such as snakes, rats, and kangaroos to forest dwellers such as owls, beavers, and mushrooms, each fits its level’s environment well. Even with the numerous foes that fill the game’s bestiary, their AI hardly differs from b-lining towards the player—the artwork being more indicative of their health than of any distinct attacks. Though in later levels, these minibosses can have more varied attacks—such as firing damaging area-of-effect lasers.

Yet hordes of mobs aren’t the only things you will run into while traversing levels, with a whole host of friendly NPCs scattered throughout to aid you in your run. Noble mounts, such as the cow and lizard, allow for faster movement speed, damage enemies on contact, and even deliver area-of-effect attacks for a short time. Furthermore, there are summoned NPCs, such as the Fairy Queen, who freeze enemies around the player, or the Sun, who delivers a fiery inferno AOE attack when triggered. Each level features numerous supportive characters with their own idiosyncrasies to help turn the tide in your favour.
An enjoyable fresh coat of paint on the well-established Survivor-like genre, Ground Zero Hero is a delightfully fast-paced experience that certainly scratches that itch for hectic action rougelite gameplay. With its bright cartoony aesthetics, addictive gameplay, and introduction of new mechanics, the game is certainly one of the better examples of the genre to have been released in the last few years.

Ground Zero Hero is available on Steam, Xbox Series X|S, PlayStation 5, and Nintendo Switch 2 (NA | EU) on August 20th.
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Hey there, I’m Jim and I’m located in London, UK. I am a Writer and Managing Director here at Grimoire of Horror. A lifelong love of horror and writing has led me down this rabbit hole, allowing me to meet many amazing people and experience some truly original artwork. I specialise in world cinema, manga/graphic novels, and video games but will sometime traverse into the unknown in search of adventure.






