
Enter a high-stakes PvE-first open-world tactical shooter set on a quarantined Southeast Asian island torn apart by faction warfare. Deploy as an elite operator, fight solo or with your squad to carry out missions, earn reputation, and explore the truth behind the Event igniting the conflict.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Turkish*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 688 reviews with recorded playtime.
Reviews
Themes across 685 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Boring and I hate a game that controls me. You cant just stop playing here you have to get back to your base or you lose everything you have on you.
I refunded the game for one reason. As a PvE player, I expected to enjoy the world at my own pace. Instead, the PvE mode shares the world with many random players who can kill the AI needed for your tasks, eliminate bosses, and loot every valuable container before you arrive. After flying across the map, you can end up with empty crates and no way to complete your objective. The game has a lot of potential, and I genuinely like what the developers are building. If private PvE sessions for solo players or friends only are added, with separate quest progress, AI, bosses, and loot for each player or squad, I'll gladly buy the game again and change this review to Recommended.
gorgeous, extremely fun game that lets you play however you want. 10/10 would recommend to anyone. however i hate that every cool item in the game is locked behind 2 day long twitch drop campaigns where you have to watch 8 hours to get everything
Very rough and painful to play. Cool concept, way under-cooked. Cheaters ruined the experience.
PVE is nice but PVP ... cheaters ... cheaters ... cheaters ... cheaters ... campers ... campers ... and a handful of nice people.
Gray Zone warfare is a fun game. but I'm not a fan of the direction the game is going with Twitch drops that sh*t is a waste of time. The developer can and is censoring discussions around the cheating happening in the game. I have seen that the PVE servers are just looting grounds for PVP players, making it more time-consuming for players. Make that sh*t separate or make it so it does not carry over.
I have only played this GZW update (and just this update on PVE) for about 140 hours and I cannot recommend this game, I wish I could. It has good bones and it looks pretty but I regularly feel like my time is wasted. Half of my playtime is probably in inventory or deciding where to drop/quest. Any good reasonable loot or quest area will take at least an hour of dedicated time and most places if they have good loot are usually already empty by the time you walk through two miles of jungle from the helicopter drop point. I find myself walking through jungles and sorting inventory in base more than I am shooting bad guys, which as much as it's atmospheric, it kind of stinks. Like any extraction shooter it's not fun to lose your stuff after a death, but being put in a coma with a death button waiting for someone that will never save you is a pretty sad end as a solo player. Then you have to repeat the same handful of quests for trader exp which is a real grind with around 3k-4k exp for a level up and each quest could give only 80 to 300 exp each time and that's if the trader you want has a quest that's worth doing which is not often. And the only way to get new quests in that section of the map is to do more quests which just adds to the problem, it would be nice to be able to decline or reroll missions. Also when you die you have one chance to find your body and loot it otherwise it's gone for real so it creates a panic loop when you respawn with nothing thinking, "I have to go back to get my stuff!" It's like falling down the stairs to retrace your steps. So yeah, I think there's some good bones and gunplay the systems in place work well but only as a means to an end, it's to take your time and gamble it for progress. This is not worth my time anymore. The guns are cool, sound good and the ballistics and body damage system is neat but I don't see those things influencing my choice in playing as much as the time sink annoyances do. Also you cant add someone as a steam friend through this game which I think is strange. Also asking players of your game to not play the game and watch it on Twitch so that they can get persistent outfits in the game screams to me that this is literally a promotion for Twitch itself, not GZW. Talk about a waste of time, 10+ hours of watch time AND paying for subs for each part of the promotion is just predatory to those who just like the vibes, when they could easily implement a vanilla version in-game for everyone and do this Twitch event with a fancy version rather than a limited-time paid skin only.
MFG banning people for talking about cheaters and not the cheaters themselves.....power hungry female devs banning everyone talking how they can't even handle the cheater situation.
Stop. Punishing. Solo. Players.
I was hoping to have a fun time with a 'true' milsim, and at first, it delivered. I took it slow: accepted a mission, crouched my way over, and scouted out a small shed where I found 2 enemy AI soldiers. Two shots, two down. I looted them and moved on. By the time I reached the next checkpoint, every AI in the area was already dead, because the other players in my lobby were sprinting around, spraying bullets like it's a run-and-gun shooter. Good for them if that's their playstyle, but it kind of kills the immersion this genre is supposed to offer. This game needs solo offline
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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