Zero Bugs Given
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Game Description
The swarm is endless. Your choices define the battle.
Zero Bugs Given is a roguelite tower defense built on a procedurally generated hexagonal grid. Every run reshapes the map, the enemy waves, and the choices you'll face. There are no safe picks — only calculated risks.
CHOOSE YOUR POISON
After every wave, you're offered three Malus-Bonus pairs. Accept a Malus — enemies gain health, speed, resistances, or unlock terrifying new threats — and in return, pick a Bonus to strengthen your defenses. Skip the choice if you can afford it. Refresh if you dare. But the swarm adapts regardless.
Stack enough bonuses of the same type and trigger powerful Synergies: Arsenal Mastery, Inferno, Tesla Field, Killing Spree, and more. But beware — maluses stack too.
EVERY TURRET TELLS A DIFFERENT STORY
From single-target snipers to chain lightning, from burning cones to economy generators that don't fire a single shot — each turret unlocks special mechanics through bonuses. Not just stat upgrades, but entirely new abilities that reshape your strategy. No two builds play the same.
ENEMIES THAT DEMAND ANSWERS
Flying wasps that ignore your ground defenses. Armored bugs immune to fire. Scorpions that laugh at your lightning. A Trojan Turtle that resurrects from its own minions. A Cyborg Frog — impossibly slow, impossibly tough, worth a fortune in Junkbytes.
Each enemy demands a different answer. No single build handles everything.
THE MAP FIGHTS BACK
Kill enough enemies on a tile and it becomes corrupted. Corrupted paths buff enemies passing through — regeneration, speed boosts, shields, damage resistance, even duplication. The better you defend a chokepoint, the more dangerous it becomes. Relocate, adapt, or get overwhelmed.
DEFEND MULTIPLE OUTPOSTS
Protect several goals across an expanding hex grid. Each outpost has its own Integrity — lose it all, and it flips into a new enemy spawn point. Spread your defenses thin or sacrifice one goal to save the rest. When the last outpost falls, it's game over.
PROCEDURAL EVERYTHING
Maps are generated block by block with connectivity validation — no two layouts are alike
Waves scale dynamically with enemy unlocks gated by risk level
Choices are assembled from hundreds of templates with tier locks, one-time events, and synergy tags
Corruption emerges organically from your own kill patterns
KEY FEATURES
Hexagonal grid with procedural map generation
Roguelite choice system — every wave is a risk-reward decision
Turrets with unlockable special mechanics and deep build variety
Diverse enemy roster with unique immunities and behaviors
Corrupted path system — the battlefield evolves from your actions
Multi-goal defense with outpost integrity
Synergy system rewarding focused builds
30-wave runs with scaling difficulty
No two runs play the same
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