Zero Day Command

Zero Day Command

Incident Response Strategy

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Free

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Details

Released
October 25, 2026
Updated
October 30, 2026

Features

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About

You are the incident commander. A threat actor has breached your network, the clock is running, and every action costs something. Zero Day Command is a turn-based cyber defense strategy game about making good calls under pressure: investigating before you act, containing the attacker before critical systems fall, and telling the public the truth at the right moment. HOW IT PLAYS • Each turn runs through Intel, Analysis, Action and Resolution. You spend action points on eight commander actions: Scan, Trace, Isolate, Restore Link, Public Notice, Patch, Honeypot and Restore Node. • Balance three resources: Public Trust, Continuity and Evidence Quality. Evidence Quality (Low, Medium or High) decides which actions are safe and which public statements are credible. • The threat actor adapts. It shifts tactics as the mission goes on, from initial access through lateral movement to exfiltration. • ARIA, your on-device analyst, observes the board and reports in incident-response language. She tells you what she sees, never what to do. • Every mission ends with an after-action report on how you handled it. WHAT'S INSIDE • A 15-chapter campaign. Chapters 1-10 are free. Chapters 11-15 are a one-time purchase you can restore any time from Settings. • A Daily Incident: a new scenario every day at midnight UTC, the same for every player, with a streak counter. • Field Operations: procedurally generated scenarios. • The mechanics follow the incident-response lifecycle in NIST SP 800-61. GOOD TO KNOW • No ads and no subscriptions. • ARIA runs entirely on your device: Apple's on-device model on iOS 26 and later, and a built-in library of reports on iOS 18 to 25. • Progress syncs through iCloud. Game Center is optional and only connects if you turn it on. • Requires iOS 18.0 or later. Runs on iPhone and iPad.
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What's New in Zero Day Command

1.0.3

October 30, 2026

A fairer Daily Incident streak, clearer failed results, and a mission screen layout fix. • Closing an operation without taking any action, or while a system is still compromised, now counts as a failure, and the result screen tells you why. • The Daily Incident streak only grows when you finish with a real result. A run with too little evidence to score no longer extends it. • The debrief and ARIA's analysis now describe a failed closure as a failure instead of a success. • The mission screen header no longer wraps or cuts off the turn counter, resource values and evidence badge, including on narrower screens. • Game audio now starts up in the background.

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