
Fight through post-apocalyptic South Korea in this retro survival horror. Uncover the truth behind the devastating meteor impact that left the country in ruins and turned every living organism into a terrifying monstrosity. Fight. Solve puzzles. Upgrade gear. Make every bullet count.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.56/day in the week to Aug 4 → 1.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Ground Zero is a retro survival horror set in post-apocalyptic South Korea.
A devastating meteor impact has wiped out South Korea. 2 months later as the dust and lightning storms settle and the air becomes breathable, an elite Korean operative and her Canadian partner are sent to investigate. What waits for them in the foggy remains is more terrifying than they ever could have imagined…
Fight terrifying monsters that lurk in the dark corners of Busan, mutated by the fallout of the impact.
Uncover the truth of what really hit Busan that day. What are these strange growths unravelling from the meteor impact, and why has it corrupted what little life remains in the aftermath?
Explore a beautiful city in ruins, from shoreline towns and temples to the urban center.
Defend yourself with an array of abilities; shoot, stab, kick and counter as an expert soldier trained in firearm and martial combat.
Perfect your fighting skills and get rewarded. Cleaner kills means more Genome Points, which can be traded for powerful gear upgrades.
Take on huge, terrifying bosses. Seo-Yeon has no idea just how bad the mutations can get in the heart of the city. Be prepared for anything.
Relive the spirit of classic Survival Horror. Ground Zero captures the nostalgia of retro horror titles with fixed cameras and pre-rendered backgrounds, puzzles, custom difficulty and optional tank controls.
Have fun with unlockables and extra content: alternate outfits, additional game modes and hidden endings await players curious enough to find them.
Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 769reviews | 90% | — | $315.2K |
| $13.39−33% | 525ratings | 93% | — | not modelled | |
Engagement
Reviews
Themes across 164 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Can you have too much of a good thing? With Ground Zero, maybe the answer is yes…! I’d say the game is flawed, but mostly brilliant. It looks great, it plays well, the writing - when it turns up - is brisk and has personality, but an overlong campaign that lacks variety blots the games copybook. Visuals are SPECTACULAR, with some incredibly dramatic and characterful lighting, employing a palette with a heavy emphasis on greens, aqua and orange, somewhat recalling the palette decisions of the AKIRA animated movie. There’s a number of pre-rendered camera moves executed like in Parasite Eve 2 and Fear Effect, but with live lighting like in Alone In The Dark: The New Nightmare (the backgrounds are present behind the renders as untextured geometry, acting as light/shadow catchers with the results being composited onto the backgrounds. The effect is very effective, despite the technique sometimes displaying a low ‘framerate’ as the player explores and retraces the animated environments (reasonable, as the devs seem to have chosen not to use a video file for these areas and are loading in hundreds of pre-rendered images to maintain the illusion). With the realtime geo also being calculated, this can cause slowdown on a weaker computer, which seems a little ironic. But… why use pre-rendered at all? Nostalgia? If so, surely you would be better off copying the approach of Alisa with bit-crushed imagery and no realtime lighting? That said, the world of GZ is visually sumptuous. A descent into hell represented by a deserted highway full of wrecked cars, an abandoned stadium given over to medical tents, a fake house in an underground bunker… a train with a dining car complete with low Korean tables to kneel and eat at…! The game makes some great use of the fixed multicam approach, with some lovely framing and unusual angles. I especially enjoyed the camera peering out from a sewer opening at Evan passing by…! One last environment note - there’s a sequence where city streets are flooded and, as ever, this looks fantastic. However, there’s what seems like an unceasing amount of back-and-forth here, combined with the odd choice of applying camera-relative controls to a vehicle (a boat) which leads to the section outstaying its welcome. Unfortunately the game will only allow you to see maps in the vicinity of the player character, so you can’t flip through different floors (for example) in order to find the next unfinished area of the game. On the topic of navigation, the GZ devs could use more decals to ensure there's less confusion about doorways. I found myself getting a bit disorientated in the main junction of the museum. Loved the overall setting - through consultants or staff members familiar with Korea, the developers have expressed (to a foreigner’s eye!) what feels like a believable series of Korean locations, with a strong local flavour. The characters and dialogue are solid, with Evan and Isabella having a lot of personality. Unfortunately the encounters with speaking characters are rare, which means that the pacing of the game can feel very slow, with the atmosphere and tone relying on one single (beautifully crafted) note. You miss the regular encounters of something like a Resi 1 or 2, where there’s always a new character or plot twist to keep things fresh. GZ has an unremarkable plot, which would be fine - but it’s told in a slow, unremarkable fashion, which means the experience can become a bit of a slog at times. The environments are full of life and character, however, which helps balance the lack of tonal variety. However, there’s a lot of effort and care in the writing and performance of the narrative scenes in this game. Kudos also to the actor for Evan - it sounds like he’s having a great time, and he brings a lot of life to his character. Animation is STRONG throughout, with plenty of character and dynamism. I especially enjoyed the limping animation that indicates a low health state, along with the sequence where Jang Seo-Yeon navigates a tall crane, which definitely gave me vertigo…! The monster designs are pretty strong, though some of them (dogs!) could do with a stronger silhouette. I really liked the more alien spidery-things - I fear for the arachnophobes, but they’re one of the best takes on giant spiders that I’ve seen, reminiscent of a Steven King / The Mist-ish monster. The reanimation quality of the invasive ‘plant’ is a fun idea, reaching a dramatic culmination with a giant monster in the museum. Unfortunately, I feel this monster is insufficiently signalled as a stalker enemy. The issue with combat in Ground Zero so far in this playthrough is that... it seems to be mostly walking backwards and wildly slashing bipedal enemies, with two bullets reserved for the dogs. Combat (melee and ranged) has a bunch of different techniques that are interesting (the parry! The finisher!), but not essential, which is a problem, because you kinda want it to be exciting and vital. To paraphrase a Valve maxim, if the BEST way to play is not the most FUN way to play, you’re not doing it right. Unfortunately the more involved fighting techniques aren’t more interesting or effective than just cheesing it - which drags the entire experience down. The biggest discouragement to parrying for me is the HUGE punish window when you release the 'block' function. I don't want to be able to spam 'parry', but the length of time to reset after pressing the button seems excessive and doesn’t invite experimentation. There’s a critical-shot mechanic using a power bar / active reload model, which must be handled in concert with manual aiming. A successful use of this mechanic will instantly headshot most human-sized enemies, so in a game with limited ammunition (in theory) engaging with this mechanic is vital. But it’s a pain in the ass. Aiming requires maintaining an understanding of the enemy’s position in relation to your own, then handling pitch and yaw from an arbitrary point in the screen to another arbitrary point in the screen. On top of this, the power bar appears on top of your character, so you’re obliged to be looking in two places at once while handling aiming and timing. I think this kind of mechanic is better handled by Chili Con Carnage and the Pulsebreaker demo, both of which put the bar (in the form of an animating reticle) on the target and draw difficulty from the single-pass nature of the bar and the punishing attacks of the enemy. This models ‘holding your nerve’, is less finicky, more cinematic and comes with greater consequences for failure. Ala standard survival horror, the game is a little miserly in how it hands out supplies and ammo - at the beginning. By about a third of the way in, the game is showering you with items, to the point where you’ll find yourself selling a lot of the more useless gadgets (safe explosives in normal mode, especially - the safe puzzles are NOT difficult, and I’d have liked the cracking explosives to have had a second purpose as grenades, actually). The economy is fairly loose, and never feels like there’s a tension or worry associated with it. Other puzzles in the game are mostly straightforward (with some very clever uses of indoor heating!), but there’s a few trials which seem to make less sense than something you’d find in an Umbrella lab. When you have to match colours to animals to geographic placement to a short story you just happen upon… it’s worth considering if your solution is too tenuous. I think Ground Zero is an interesting example of over-delivering, with a playtime that outlasts the entertainment the mechanics and assets can provide. I’d much prefer a game that was shorter but had some more variety - or even multiple campaigns or games (ie. an anthology). But if you’re hungry to play some classic fixed multicam survival horror, you will find an enormous, delicious meal here…!
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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, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $19.99 |
| 141ratings |
| 86% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 164 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Coreana Culona vs La Cosa...[/h1] obviamente sabemos quién va a ganar, y ya enserio: Un buen homenaje a RE3 clásico, más que un clon, se atreve a otras cosas que las empresas triple A no, y por ello se le debe apoyar. Y también; va enserio que los Coreanos quieren conquistar el mundo a punta de obras audiovisuales y arte. [h2]>A Grandes Rasgos:[/h2] Pues... este titulito, es un buen survival horror, que mezcla generaciones; visualmente y mecánicamente es como un RE clásico (en específico el RE3), que se enfoca más en la acción y le implementa mecánicas actuales, como el parry, dodge y personalización, en su homogeneidad es una genialidad en el género, cumple en los 3 aspectos; horror, puzzles y supervivencia, así como desbloqueos y "paths", que son a elección, una obra muy completa por lo que llega a costar. Dicho lo anterior, es un imperdible para amantes del género, y una obra longeva para los que quieran exprimir hasta el último peso de su dinero ganado con el sudor de su frente: 20 horas en primer run aproximadamente, muchos dirán que el que sea longevo una obra de survival horror es malo porque te acostumbras al "miedo", pero yo no comparto ello; si estas disfrutando algo, quieres que no se termine, al menos de ese género opino. [h3]>De que va la historia:[/h3] Pues... en el año 20XX un meteorito ha caído en Corea del Sur, y los reportes preliminares después de 2 meses, dicen que algo feo está ocurriendo en las calles de ese país, pues hay criaturas que están comiéndose a la gente, y la gente misma se está infectando de algo, a lo que dicho país ha sido puesto en "cuarentena", a lo que nos corresponde como miembros de una fuerza militar especial coreana el investigar que está pasando en el epicentro del impacto para evaluar algún movimiento militar. Ya que manejamos principalmente a Su Hoyon... que diga Seo Yeon; una coreana culona militar, que es miembro de la fuerza especial de ese país. Para lo anterior, nuestro aliado Canadá, nos ofreció a un agente especial para auxiliar a nuestra prota, que es como Carlos de RE3, pero en canadiense y francés, con un argumento asi de interesante, que se va volviendo más intrincado, es un jueguito fácil de abordar y jugar, y no pierde ritmo... solo al final con una escena horrenda de botes xD pero, supongo era el objetivo; alentar el ritmo para el clímax. El gameplay es el de los RE originales, incluso puedes poner controles tanke, y la cámara esta ajustada, que es el mayor enemigo a veces, y aprovecha el horror que da el suspenso de no saber que hay en la esquina pero suena, así como el diseño de enemigos que son más apegados a engendros de La Cosa. Y el gameplay también implementa cositas de la "modernidad", como el parry y dodge, que no están rotos, y puedes dominar si quieres o no, que es otra de las cosas por las que brilla, es un título que da muchas opciones al jugador de como jugar; limpiar cuartos, esquivar, dominar mecánicas, hacer uso de las mejoras y tiendas en el juego, etc. Solo del jugador depende como pase el juego, sin bajar la dificultad de manera tan artificial. [h3]>Lo Bueno:[/h3] +Si buscas un título longevo por tu dinero, en el género, es de las mejores opciones. +Tiene gameplay muy familiar, pero con su identidad; necesitas apuntar bien, y dominar mecánicas para pasar relativamente "bien" el juego, a guisa de ejemplo, si dominan el critical nunca les va a faltar balas; y no es fácil dominarlo o acertar ya que los enemigos se están moviendo. +Mucho arsenal y desbloqueos, incluso tiene NG+ +El apartado de personalización es interesante... también existen las "hierbas" que aquí son "vacunas"; si mezclas 3 de igual tipo en una sola, puedes subir tus stats, a costo de una curación. +La historia está bien, para el tipo de jueguito. +El diseño de enemigos es mejor que otros. +Los bosses cumplen, no son excelsos, pero cumplen. +Logros relativamente normales de hacer (jugando). +Tiene "caminos" y elecciones, si cambian tu run y lo que vas viendo dependiendo de lo que elijas. [h3]>Lo Malo:[/h3] -Pensé que exageraban con la sección del "bote", y no es exageración, es una sección que necesita más checkpoints xD si lo compran y llegan a esa sección del bote, asegúrense de tener la tarde libre, que van a estar ahí un rato. -Tiene detalles y bugs, los segundos más chistosos que molestos, sin embargo, hay algunas secciones que no tienen el baúl ni save tan bien localizado en el escenario. [h2]Resumiendo[/h2] Pues... no está nada mal, probablemente es de los mejores lanzamientos de este año en el Survival Horror y barato por lo que ofrece, en gameplay y calidad 8/10, un imperdible si amas el género [code]Si encontraste útil o divertida esta reseña, considera seguir mi mentor de Steam: [url=store.steampowered.com/curator/33788137] [/url] es gratis~♥ y me ayuda mucho a la hora de redactar. Ojo, mi mentor es NSFW solo mayores de edad.[/code]
Buckle up Buckaroos! We got a review to do! So i'm giving this the most marginal, like, sliver of a margin thumbs up today. As someone who beat RE3 so bad I use to no save speedrun it for fun I saw this game and pretty much knew it was a buy, so how'd it end up? The good It dawned on me in the middle of my second run that this game was pretty much designed with it's set pieces first, like wham, it's camera pointed at the player and there are soo many screens, it's just, gobs of angles and scenes, like easily 4x as many as re3, a long game to be sure, which is fine, as long as your game-play/experience scales with the length. Which it doesn't really. You do the same thing over and over, pop into a new room, get some critical shots via the little mini game, pop out which resets enemy positions, before they get close enough for a grab. There is a block/parry system which relies on timing clunky ps1 box pixels to pull off, idk, I got like, 1 and never tried it again, otherwise blocking is useless for grabs, the dodge button on the other hand gives you I-frames so you can literally short hop out of a gang of creatures, try it, it's fun and effective. So that's the game-play, what else? Oh, game flow. RE3 technically our last real re game makes liberal use of it's maps with multiple story puzzles going on at a time and a dynamic city that shifts now and then. Ground Zero does none of those things, it goes, hit up some dead ends, a store, alleyway ect, get the things, use them, proceed to the next area. You literally go to the arcade, get a crowbar, go to a store, get a token, go back to the arcade, then you get a key to... get to the next area. Also this is the most open part of the map ie chapter 2 and 3. After those two it's a railroad map to the end of the game. Also protip, go left when you get to the museum, you need 1 item inside one small no enemy area, and it's a long ways away from the right side of the map which will let you get all the way to the end of the whole section, but stuck because you forgot to get a screwdriver. Or that that door was there when you arrived. So exploration is dry, popping enemies is fun, bunny hopping out of danger is great, and also you can upgrade your health/def, max this out and I face tanked the final boss without dropping out of green, on normal. Which leaves offense, I didn't talk about weapons because they all function the same, critical hits kill everything in one shot, and a few enemies need more, but like why use the high powered rifle when the Beretta does the same thing and you can buy 50 rounds for it when you feel like it? Game play without using the critical game is just bad and leads to all those “out of ammo” complaints you see, enemies close too fast and it's clear you'll be keeping the shotgun on hand the whole game for the “get out of danger” card, or just tank it and dodge to safety, I dunno, those are the game-play choices. IMO the dev should rework criticals and toss the mini game, and balance their guns as tools to make having more than 1 maybe 2 on you at a time viable. Also, just give them their owns slots, a side arm and a big weapon slot, tired of not taking guns for the dozen or so health/story items i'm going to run into. So overall it was a bit addicting, but all very amateurish across the board, they made the most common rookie mistake of “maps too big” and “underused areas”, if they just added more puzzles with dynamic spawning, or something to actually make the formula from the 90s fresh that would've been a big hit.
Se vc curte um survival horror aos moldes de resident evil clássico essa e uma ótima escolha, entrega mapas enormes com uma ótima progressão, dezenas de tipos de armas, um combate que funciona bem, uma historia interessante e muito conteúdo pra explorar no pôs game
Easily worth thw price, im just disappointed I didn't hear about it sooner, there's a good amount of content and the "choose your own adventure" part is very nice with different dialogue and context. Now, there are some things that need to be worked on, there's a few bugs, there's a chance where one of your guns can become a paperweight where you cannot reload it during gameplay or even in your inventory, i managed to make it to the end of the game and realizedmy KR2 didn't work and i had only used it onece to test one what ammo it needed.(as of Aug 3 2026 i still have the save if you want proof). Next bug, in the lighthouse behind the elevator at the first floor there's a grenade that is inaccessible. The biggest gripe i had with the game was the boat section, it would be better to have the controls be tied to the direction of the boat instead of the camera angle as its very easy to lose control of it and take damage that was absolutely not needed. Would be nice to have the description say specifically what type of ammo the weapon needs. Otherwise its a very good game which I wholeheartedly love and recommend as I hardly ever make reviews.
Well, I would say that the game was executed pretty well. It has the right atmosphere, and the voice acting and soundtrack do their part. Unfortunately, the mechanics bring the game down a bit in the second half. The controls paired with the switching camera angles made it hard to navigate. I couldn’t bring myself to complete a second playthrough because I didn’t want to replay the boat ride chapter due to the terrible controls. That almost made me quit the game on my first playthrough. However, for die-hard fans of classic survival horror games, it’s worth checking out.
I really wanted to like this, but the tank controls do not command a sense of nostalgia, only frustration.
アクションハード、謎解きハードでクリアしました。 初期の古きバイオが好きな人にはおすすめです。 むしろこれバイオ〇のあれと同じじゃんみたいなのがいくつもあります。 ボリュームは15時間~20時間でバイオRE4並みにあると思います。 1周クリアでより高難易度のモード解放に次周でも使えるクリア特典の武器を買ったり、ディノクライシスのように途中何回か分岐ルートがあるので2周目は違うルートに行くというのも楽しいかと思います。 戦闘については回避ができるのとパリィカウンターとクリティカルショットというのが特徴的です。 ただわざわざ難しいパリィを狙う必要性を感じられなかったので全く使わなかったです。 パリィ使って欲しいのなら回避無くしてもいいんじゃないかと思いました。 クリティカルショット前提の弾数になっているのでバイオのように出会う敵全て連射していたら前半は特に弾があまり落ちていないのであっという間に玉が無くなります。 逆に後半は探索をしっかりしていれば撃ちまくってもいいぐらいには弾が余ります。 また初期バイオと大きく違うのが構えるとレーザーポインターが表示され、敵が近くにいるとオートエイムは働きますが背丈の低い犬や攻撃オブジェクトなど場合によってはしっかりスティックを動かしてエイムする必要がある所です。 値段以上にたっぷり遊べる良ゲーだと思います。
Além de ser um excelente jogo na parte de história e gameplay, se destaca pelo cenário perfeito! Não sei se utilizaram as mesmas técnicas de pré-renderização dos REs antigos mas ficou muito lindo. Se vc gosta de Resident Evil, vai gostar desse jogo.
Я пытаюсь, честно! Я пытаюсь полюбить эту игру. Я правда стараюсь увидеть в ней то, что видят все! Но... Зараза, это все равно что жрать еду которую все хвалят, а ты такой взял и... И просто не понимаешь! Вроде все как у людей, а ты хоть убейся, но не видишь и не чувствуешь того самого, что все восхваляют. Пишу на нервах, потом после полного прохождения возможно сменю оценку с на положительную, но сейчас... СЕЙЧАС! Это просто невозможно! Пока я вижу только одни минусы, ТОЛЬКО минусы, и ни каких плюсов. - Анахромическая камера. Я не знаю каким любителям преспктивы смотреть на мир сквозь камеры охраника из Пятерочки нравится это. Но лично меня, и не только меня, это бесит! Это не ретро, это просто убогость! Хватит! - Управление. Вот тут просто шикарно, ты убегаешь за угол от монстров, или просто исследующей карту и тут ИГРА ТАКАЯ ХОБА! И резко веперд - это назад, а назад - вперед, и ты сбавляешь темп камера все время переключает преспективу, и итог... Ты сдох, если это бой. Тебя тошнит от этих резких перепадов, если не бой. - Стрельба... Тормозная шо писец! Господи она тугая, медленная, я вывел все настройки в максимум, а итога едва заметно. - Музыка. Кроме заглавной темы... Композитор зря жрал свою миску риса. Все уныло, не интересно, и пресно. Особенно СЕЙФРУМ! Вот где НЕЛЬЗЯ пролюбить атмосферу никогда! И они ее пролюбили! Вот вообще. - Отсуствие нормальной загрузки из быстрого меню... Нужно выходить в начальное, и уже оттуда грузиться. Это господа вообще из какого года?! 90-х?! Да даже там такого было немного! - Отсуствие нормальной анимации смерти персонажа. Помните как в том же РЕ нам крутили модельку погибшего героя, и быстро всплывала меню загрузки? Я вот помню. Здесь же, убивают и... И ты минуты полторы ждешь, пока игра сообразит что тебе нужно что-то показать для загрузки. А быстрой загрузки нет! Отчего ты просто смотришь и думаешь... ДА РОДИ ТЫ НАКОНЕЦ-ТО! Я понял что она СДОХЛА! Давай дальше!!! - Шрифт... Ох! Я не знаю из какого ЭТО проблема тут года!? Но тот кто это делал явно в глаза долбится! Пол текста где-то за кадром, и что там от тебя просит игра, ты хрен поймешь! - Прицельная стрельба. Сама по себе фишка интересная, но... Сделана по убогому! Можно эту черточку от слова ЧЕРТ, сделать заметнее?! Ярче!? На фоне общей картинки уныния и блеклости, а?! Или чутка медленнее?! А то по большей части, это фишка сохранения патронов, не может быть использована в полную силу! - Оружие только одно, хочешь сменить, добро пожаловать в инвентарь!.. Это тут вообще зачем, а?! Это же писец как неудобно. - Ближний бой. ОХ... БОГИ! То противника мы ложим спать с одного-двух ударов, то эта тварь выдерживает целый град ударов, выстрелов и взрыв гранаты! И это не босс! Это просто рядовое пушечное мясо! Итак всю игру! Хорошая идея, интересная задумка, классные механики, но реализация... Пока пишу негативный отзыв, после прохождение всего сюжета, дам окончательный вердикт.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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| $315.1K | 1.2K | 69% | $9.99 | |
| $315.1K | 996 | 92% | $7.99 | |
| $315.1K | 743 | 76% | $19.99 | |
| $315.3K | 496 | 98% | $29.99 | |
| $315K | 543 | 94% | $19.99 |