
77
Zephon impresses with its combat-oriented 4X gameplay, but lacks in terms of player guidance and variety.
90
ZEPHON delivers a thrilling, combat-focused twist on the 4X genre with relentless battles, strategic depth, and a distinctively dark, immersive world that makes every encounter feel meaningful. While not without minor issues, its polished mechanics and unique setting make it an outstanding choice for fans of grim sci-fi strategy games.
8
The core of the game is very much similar to Warhammer 40k Gladius. Combat mechanics are practically the same - there have been some rebalancing and renaming but nothing that would make it unfamiliar to Gladius veteran. Same with economy, if you understand Astra Militarum eco from Gladius you understand this one (though there are some late game resources present). So, what is actually new? For one, Diplomacy. In Gladius you had predefained teams, and that was that. Here while you start at war with everyone, you can make peace, exchange maps, estabilish trade, make alliances, and other options. It's not very complicated, but it works well with nice and flavourfull conversations that bring characters to life. Big Plus is ability to coordinate with your allies - you mark tile(s) of interest and the allied AI will concentrate its forces in the region, engaging any enemies. It's a bit too easy to exploit and buggy right now, AI can travel half a map to reach the marker you put somewhere at game start and loose its cities due to it, but it's still a plus - an AI ally that is actually usefull is a rare thing indeed. Alternative Victory routes have also arrived. In Gladius you could only do one thing - kill em all! Here you have two alternatives. The first is alliance victory, if every player alive is allied to every other player you all win as a team. The other way of victory was heavily inspired by Stellaris, namely the 'war in heaven'. You see, in every game of ZEPHON there are two unplayable AI factions - the Zephon (AI Machine Spirit fusion) and Archonate (Aliens high on Eldritch weed). If no player wins the game till late game (turn 100+ on standard speed) they will get few very strong units and every player will get an event forcing them to either side with one of the forces or stand defiantly alone against both. I like the concept in general and its nice you can turn it off completely. Though right now it's not done to my liking. As it stands you can choose wich faction to side with no matter what you did all game, and from the few games I reached the late game in it's not a hard choice. Almost always one of them will be wiped off the map and the other will have few AI underlings. You can choose to go independent if you want (and it can be quiet neat), but if victory is all that matters then it's as simple as choosing a winning team (even if you spend your entire game up to that point fighting them). Another new thing are mutators. You unlock them by winning the game with different leaders - something I fully support - it encourages people to try everything. You can make it so that the gamemap is explored from turn 1, units loose HP if outside their base and plenty of other options. Very neat in short, though I suspect AI might not be programed to handle all of them - i had few weird games involving mutators. I won't speak much about story since I don't want to spoil it. Suffice to say it's pretty bleak weird postapo/alien invasion/eldritch horror story. You can see WH40k inspiration at every step, as well as Beksiński's art. The Aliens and Voice take plenty from various Eldritch Horror stories. If you enjoy those type of stories then you'll most likely enjoy this, it's quiet good and original. I tend not to be impressed by graphics&sound in games and this one is no different. While few art pieces were quiet good (especially the intro) and some unit designs were inspired in general I don't have much to say either way. It's pleasant enough. We also have some nice QoL changes since gladius. Things like beeing able to easily see unit ranges, unequiping artifacts from heroes, better artifact market and so on. New quests are much more reasonable then old ones. Independent units have an actual modifier showing&explaining their behavoir, which could have only been guessed previously. All appreciated. Some old annoyances still pester me though. For one it's quiet hard to see cliffs and elevation - you can turn on a graphic option that make things perfectly clear, but it's quiet ugly frankly. Also the balance around cities is very much not to my liking. I feel like building new cities is punished too harshly. Even when I'm playing longer games as faction that can have many cities I berly build them. So, a straight up example **** improving on its predecessor, right? Well... There is one thing that is straight up worse than in Gladius. And it's quiet notable since that was one of its biggest strenghts - faction variety. In Gladius you had 4 factions on start, each with wholly different units, tech and even resources they used. Here you have de facto 3 factions (mechs, eldritch and humans) with their own unique units but using mostly the same resources and mechanics. While the 8 leaders modify things somewhat it's not the same. And I fear that moving forward it won't be much better - I don't see any gates open to introduce a 4th faction and leaders can only do so much. All in all a solid game.
ZEPHON
Released On:
Nov 8, 2024
Metascore
Available after 4 critic reviews
tbd
User score
Generally Favorable
8.2
My Score
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Nov 4, 2024
90
ZEPHON delivers a thrilling, combat-focused twist on the 4X genre with relentless battles, strategic depth, and a distinctively dark, immersive world that makes every encounter feel meaningful. While not without minor issues, its polished mechanics and unique setting make it an outstanding choice for fans of grim sci-fi strategy games.
Jan 9, 2025
77
Zephon impresses with its combat-oriented 4X gameplay, but lacks in terms of player guidance and variety.
User score
Generally Favorable
8.2
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4 Ratings
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Nov 12, 2024
8
The core of the game is very much similar to Warhammer 40k Gladius. Combat mechanics are practically the same - there have been some rebalancing and renaming but nothing that would make it unfamiliar to Gladius veteran. Same with economy, if you understand Astra Militarum eco from Gladius you understand this one (though there are some late game resources present). So, what is actually new? For one, Diplomacy. In Gladius you had predefained teams, and that was that. Here while you start at war with everyone, you can make peace, exchange maps, estabilish trade, make alliances, and other options. It's not very complicated, but it works well with nice and flavourfull conversations that bring characters to life. Big Plus is ability to coordinate with your allies - you mark tile(s) of interest and the allied AI will concentrate its forces in the region, engaging any enemies. It's a bit too easy to exploit and buggy right now, AI can travel half a map to reach the marker you put somewhere at game start and loose its cities due to it, but it's still a plus - an AI ally that is actually usefull is a rare thing indeed. Alternative Victory routes have also arrived. In Gladius you could only do one thing - kill em all! Here you have two alternatives. The first is alliance victory, if every player alive is allied to every other player you all win as a team. The other way of victory was heavily inspired by Stellaris, namely the 'war in heaven'. You see, in every game of ZEPHON there are two unplayable AI factions - the Zephon (AI Machine Spirit fusion) and Archonate (Aliens high on Eldritch weed). If no player wins the game till late game (turn 100+ on standard speed) they will get few very strong units and every player will get an event forcing them to either side with one of the forces or stand defiantly alone against both. I like the concept in general and its nice you can turn it off completely. Though right now it's not done to my liking. As it stands you can choose wich faction to side with no matter what you did all game, and from the few games I reached the late game in it's not a hard choice. Almost always one of them will be wiped off the map and the other will have few AI underlings. You can choose to go independent if you want (and it can be quiet neat), but if victory is all that matters then it's as simple as choosing a winning team (even if you spend your entire game up to that point fighting them). Another new thing are mutators. You unlock them by winning the game with different leaders - something I fully support - it encourages people to try everything. You can make it so that the gamemap is explored from turn 1, units loose HP if outside their base and plenty of other options. Very neat in short, though I suspect AI might not be programed to handle all of them - i had few weird games involving mutators. I won't speak much about story since I don't want to spoil it. Suffice to say it's pretty bleak weird postapo/alien invasion/eldritch horror story. You can see WH40k inspiration at every step, as well as Beksiński's art. The Aliens and Voice take plenty from various Eldritch Horror stories. If you enjoy those type of stories then you'll most likely enjoy this, it's quiet good and original. I tend not to be impressed by graphics&sound in games and this one is no different. While few art pieces were quiet good (especially the intro) and some unit designs were inspired in general I don't have much to say either way. It's pleasant enough. We also have some nice QoL changes since gladius. Things like beeing able to easily see unit ranges, unequiping artifacts from heroes, better artifact market and so on. New quests are much more reasonable then old ones. Independent units have an actual modifier showing&explaining their behavoir, which could have only been guessed previously. All appreciated. Some old annoyances still pester me though. For one it's quiet hard to see cliffs and elevation - you can turn on a graphic option that make things perfectly clear, but it's quiet ugly frankly. Also the balance around cities is very much not to my liking. I feel like building new cities is punished too harshly. Even when I'm playing longer games as faction that can have many cities I berly build them. So, a straight up example **** improving on its predecessor, right? Well... There is one thing that is straight up worse than in Gladius. And it's quiet notable since that was one of its biggest strenghts - faction variety. In Gladius you had 4 factions on start, each with wholly different units, tech and even resources they used. Here you have de facto 3 factions (mechs, eldritch and humans) with their own unique units but using mostly the same resources and mechanics. While the 8 leaders modify things somewhat it's not the same. And I fear that moving forward it won't be much better - I don't see any gates open to introduce a 4th faction and leaders can only do so much. All in all a solid game.
SummaryFrom the developers of Warhammer 40,000: Gladius, ZEPHON is a post-apocalyptic 4X strategy game built on Proxy’s unique tactical combat system. Guide survivors through a turbulent future, navigating unexpected disasters, eldritch horror and cyberpunk monstrosities. What will you do to survive?





























