# Interface Zero 3.0

Interface Zero 3.0 is a dense cyberpunk setting and rules toolkit for 2095, built around Savage Worlds Adventure Edition with hacking, cybernetics, biotech, campaign themes, and a broad dystopian future.

## At a Glance

Cyberpunk 2095 • Savage Worlds Adventure Edition • Hacking and cybernetics • Dense setting lore • 3-5 players + GM • Paid PDF

## Why It Fits

Interface Zero fits the cyberpunk shelf as a big-scope toolkit for tables that want corporate power, climate collapse, cybernetics, hacking, and tactical action in a Savage Worlds frame.

## Fit Facts

- Players: 3-5 players + GM
- Session length: 180-240 minutes
- Prep: Medium
- Price: Paid

## Facets

- Genres: Cyberpunk, Dystopian, Science Fiction
- Mechanics: Campaign, Character Customization, Tactical, Tactical Combat
- Themes: Bleak, Dark, Political

## Scores

- Complexity: 4/5
- New GM Fit: 2/5
- Roleplay Focus: 3/5
- Combat Focus: 4/5
- Tactical Depth: 4/5
- Campaign Depth: 4/5

## Best For

- Savage Worlds groups that want a dedicated cyberpunk setting
- Tables that enjoy cybernetics, hacking, gear, and tech-heavy character concepts
- Campaigns that want broad 2095 worldbuilding and modular rules depth

## Avoid If

- You want a rules-light cyberpunk game
- Your group dislikes sorting through optional subsystems
- You need a complete beginner-friendly first cyberpunk TTRPG

## Directory Notes

## What is Interface Zero 3.0?

Interface Zero 3.0 is Gun Metal Games' cyberpunk setting and rules line for Savage Worlds Adventure Edition. The Players Guide presents a 2095 future scarred by climate disaster, nuclear war, state repression, genetic engineering, cybernetics, malware, augmented reality, and the Tendril Access Processor, or TAP, that connects people directly to the Global DataNet and Hyper Reality.

## How play feels

This is the cyberpunk choice for groups that want a lot of setting material and mechanical dials. Interface Zero gives players origins, campaign themes, races, edges, hindrances, hacking rules, weapons, equipment, biotech, cybertech, chemtech, genetech, nanotech, and setting rules. That makes it fertile for long campaigns, tactical action, and tech-heavy character concepts, but it also asks more reading and filtering from the table than a lean mission game.

## What makes it distinct

Interface Zero is broad rather than narrow. Where Cyberpunk RED is tightly tied to Night City and The Sprawl is focused on fiction-first missions, Interface Zero tries to provide a large cyberpunk future with enough rules options for different campaign priorities. Its strongest feature is modularity: a group can lean into fast Savage Worlds action, heavier hacking, cybernetic customization, or world-scale political conflict depending on how much system weight they want.

## Who should play it?

Pick Interface Zero 3.0 if your group already likes Savage Worlds or wants cyberpunk with a large setting, tactical action, and customizable tech. It is a weaker fit for complete beginners, rules-light tables, or groups that want the system to stay almost invisible. Treat it as a toolkit: decide which subsystems matter before play, and it becomes much easier to keep the campaign moving.

## Links

- Directory page: https://www.ttrpg-games.com/item/interface-zero
- Agent JSON: https://www.ttrpg-games.com/api/games/interface-zero.json
- Publisher or official site: https://www.drivethrurpg.com/en/product/288734/interface-zero-3-0-players-guide-to-2095?affiliate_id=1659151
- Reviews or retailer page: https://www.drivethrurpg.com/en/product_reviews_info.php?products_id=288734&affiliate_id=1659151
