
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 | 771reviews | 90% | — | $315.2K |
| $13.39−33% | 525ratings | 93% | — | not modelled | |
Engagement
Reviews
Themes across 165 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's not a bad game but it also not great at the beginning i liked it a lot it did catch the vibe of an old school survival horror but there is some flaws in the game at least for my perspective. the shotgun in the game they feel underpowered like sometimes they miss somehow and they only deal full when the enemy is literally in front of you there is full auto shotgun you get to unlock when completing the game but when i tried it out a full clip of 20 rounds wasn't enough to deal with three zombies but the revolver which you can also unlock only takes exactly 3 rounds. apocalypse crisis the mercenaries version of the game is challenging but not exactly fun it looks like you just end up memorizing the enemies in the route and run pass most of them as the game doesn't give you ammo to really deal with them unless you critical shot constantly so spray n pray not a thing in this mode. the unlockables have no description how to get them so you basically have to guess but they are not expensive to get at least. a bit of a spoiler for the game the pursuing enemies in some section of the game you cant kill them they are pratically invincible until you get to there actual area where you suppose to fight them. this seem like a miss chance i thought if you take them down or stun them they either drop an item like nemesis or stun them or even go away they just there to waste youre resources. this is slightly better than the re3 remake so take that as you will.
Media

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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 165 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As a fan of Survival horror games and the Resident Evil games, I've had a blast with this game. There are branching paths too that seem to be quiet different. At one point you decide between going to the hospital or the Police station and the Police station was a pretty big area so I'm excited to see if the hospital is the same. It has the staples of early resident evil with Item management and Item boxes to keep stuff in that are all connected so you can get what you want out when you want it along with items that allow you to save. Which are kind of like ink ribbons except you only have to use them once to turn on the save point and then you can save at that point as many times as you want. On normal I've never ran out of them so it's been easy to keep saving. The combat is different and the aiming takes some getting used too. You can focus and have a little quick time event where you have to let go while its in a red square and you can do basically a critical hit and with the Magnum it mostly one shots all the early to mid game enemies You can aim while doing it (I've been playing on controller) with the other joystick it is kind of weird to get used to but I've been enjoying the combat now that I've gotten it down. I'm interested in the plot and it's cool seeing a horror game set in Korea the visuals are great and reminiscent of the early Resident Evil games or playstation 1 games. If you like Survival horror or the early resident evil style games I'd say pick this up and give it a shot. It does include Tank controls or the more Modern control style kind of like Resident evil 1 remake.
Пройшов гру один раз на середньому рівні складності і вражень у мене накопичилось багато і вони доволі контрастні. На поверхні це клон оригінальних Resident Evil, але на фундамент з їхніх культових фіч розробники накидали достатньо своїх ідей, за рахунок чого гра не виглядає як просто копія. І в цьому полягає моя основна проблема з цією грою. Вона бере перевірений фундамент з усіма його перевагами та недоліками і додає власні ідеї, які, на жаль, не завжди гарно продумані та реалізовані. Фіксована камера та танкове керування, на мій погляд, є найбільшим недоліком гри. Ці речі залишились у минулому і на те є вагомі причини. З цим можна жити, але незручності це так чи інакше створюватиме і - скажу відверто - під кінець гри перспектива та керування були максимально близькі до того, щоб почати бісити. Якщо вже говорити про речі, які гра додала від себе, не спраючись на спадок серії Resident Evil, то багато з них дійсно цікаві і свіжі, але деякі з них просто... дивні. Коли стикаєшся з ними вперше, часто може знадобитись кілька секунд, щоб переварити побачене. Вони не поламані, вони не викручують навиворіт складність, не ламають твій стиль проходження, вони просто застають тебе зненацька. Сам ігровий процес буде доволі стандартним для RE клона. Зачищай локацію, збирай корисні предмети, вирішуй загадки, під кінець можливо з босом треба буде розібратись. І перші дві третини гри все працює доволі добре в цьому плані. Локації гарно сплановані, дослідження йде доволі плавно, є необов'язкові завдання, які гравець може виконати самостійно без прямої указки від гри, в ключових моментах доведеться робити вибір який вплине на наступний сегмент проходження. Але рано чи пізно це починає приїдатись, особливо в комбінації з недоліками камери та керуванням. Один з сегментів гри практично перед фіналом вимагатиме від гравця бігати туди-сюди занадто часто, за рахунок чого час проходження штучно розтягується. Загалом гра трішки довгувата для свого жанру. Перше сліпе проходження тривало 18 годин і це, на мій погляд, десь на третину довше, ніж треба. Окремо хочу виділити взаємодію з інвентарем, яка є важливою механікою, як і будь-якому RE клоні. І вона, на жаль, не ідеальна. Менюхи іноді багують, просто перемістити предмет з однієї комірки в іншу не можна. Інвентар магічної скрині швидко забивається предметами, однак навіть функції сортування нема, а сам перелік речей втиснутий в дуже маленький простір, за рахунок чого доводиться постійно скролити його туди-сюди, щоб знайти потрібний предмет. Сюжет. Ну, він тут є, але більше відіграє декоративну роль. Він мене не дуже зачепив, під кінець я просто пропускав катсцени з діалогами і навіть не намагався читати численні записки. Гра очікує від гравця повторних проходжень. І хоча я вцілому залишився задоволеним тим часом, що я їй присвятив, палкого бажання почати все заново у мене не виникло.
A rly good game retro game, the big problem for me is that i could never finish the game because the door to the last endboss is bugged and you always get teleported to the area before, so its not possibly for me to finish the game.
Grafika momentami wychodzi na brzydką zamiast retro a sterowanie czasami wkurza, ale sama gra jest fajna.
A well made ode to a bygone era!
고전 바하 느낌이 나는 한국 배경의 공포 게임입니다 고전 바하 시리즈 좋아하시면 추천합니다
I had a great time with this game. If you like old school fixed camera survival horror games this is a must buy. It took just under 12 hours to finish and I'm definitely going to play it again to see the other branching paths.
Survival horror neoretro que homenajea todas las claves jugables y estéticas de los Resident Evil clásicos, pero aportando una pizca de modernidad en el combate y aumentando el tamaño de los niveles. Si echas de menos las cámaras fijas, Ground Zero te va a quitar el mono de golpe: cientos de planos fijos para cada recoveco de los escenarios. La acción está bien resuelta, pero los puzles son anodinos. Además, es excesivamente largo: ser una experiencia más concentrada le habría sentado requetebién. [I][url=https://otraciudadolvidada.wordpress.com/2026/08/07/ground-zero/] ENLACE AL ANÁLISIS COMPLETO [/url][/I]
Ground Zero is one of the more faithful and true to form Indy Survival Horror games I've gotten around to playing. I've played and seen a decent deal of Indy Horrors at this point and without fail they always end up missing something crucial to the experience. They either feel too short, or they don't flesh out the story enough to be satisfying, or the characters feel a little too hit-and-run to be meaningful, or the mechanics and movement just don't feel right, it's always something. Capturing the spirit of these kinds of games requires more than a simple copy and paste of trends of the time, it also requires understanding and applying the philosophy and attitudes that were going around, which was an attempt to push the boundaries of what was possible as hard as possible using limited tech, and that is what Ground Zero manages to do. This game feels like a classic survival horror experience that wouldn't be out of place on something like the Dreamcast. Not quite the PS1, the game has a few too many QOL features and the character models are a little too high resolution and crisp for the PS1, but many of the things on display here are Dreamcast all the way. It has just that right amount of competency and mad ambition that was normal for the time. This can even be seen right down to the voice acting, as it inhabits that spot where you can tell that they're amateurs, but they're doing their absolute best and not phoning it in. The actual act of playing is very enjoyable and an interesting twist on this style of game. Resident Evil gave the player hitscan guns cone-like hitboxes that made hitting the enemies easy with the tank controls, Alone in the Dark: The New Nightmare allowed the player to lock onto enemies, this game gives you an RE4 style laser sight with optional lock-on, but you also have the ability to essentially force critical hits through the critical shot mechanic, which helps tremendously with ammo conservation assuming you're able to make enough space between you and the alien monstrosity trying to eat your face. In the event where Kwalee Carpenter's The Thing does get in your face, you have both a dodge button and a block button that are very reliable to use and very useful, and even a parry-counter system for you Darksouls freaks out there. All these mechanics gel well together but also have enough clunkiness to them to remind you that this isn't Doom; your positioning needs to be smart and your actions must be deliberate, you cannot just turn your brain off and expect to glide through. The environments are gorgeous, memorable, and absolutely in line with the era. I haven't done much research into the credits but I wouldn't be surprised if some of the staff either worked with or studied under former Capcom developers, and if they haven't then they've demonstrated a superb understanding of how level aesthetics worked back then. All the backgrounds are prerendered and have this glossy late 90's, early 2000's feel to them. This also has the added affect of making enemies and items very easy to identify, as well as making it easy to tell where you need to go. No yellow paint here, kids! I think the only thing about this game that could be improved is the weapon balancing. There doesn't seem to be much performance difference between the 9mm pistols and the magnum pistols, but that could be due to me playing on normal and doing new game+ on hard. The game's money system is very heavily reliant of which guns you're using to kill enemies, which does help incentivize cleaver play but has the consequence of making you not want to use the more powerful and funner guns as doing so would dramatically cut into your paycheck. The end game avoids this by turning off the money system entirely so there's no reason not to enter M16/M202 Nirvana, but I would like a mode that does away with the store completely and forces the player to rely entirely on scavenging supplies. Let's see how sharp your survival horror skills are now! That most likely isn't going to happen anytime soon, but it can be something to consider for the sequel if we happen to get one. There's also the issue of health items. The game uses medical syringes that you can combine similarly to RE's herb system and for my first playthrough I did just that; making a RGB syringe seems to have a similar effect to doing so in Resident Evil, but if you combine three of a kind, you create a syringe that gives you a permanent stat upgrade. I really like this in theory, but in practice the health items are far too abundant for the mechanic to mean much, unless you're bad at these games. It's possible that these items might be far rarer on higher difficulties, I haven't gotten around to it yet, but in both of my playthroughs I am flush with healing items, and you can't just stockpile full heals like in RE, once you make a syringe, you're committed to it until it's used. There was an attempt to balance this out by making it possible for all the enemies to poison you while making the blue antidotes rarer than the other two, but they still weren't rare enough to matter and with enough, it feels like you can negate the mechanic entirely. Again, this might change on higher difficulties, but if that is the case than easier difficulties aren't doing enough to prepare players for the tougher experiences. It almost feels like easy, normal, and hard are just an extended tutorial. If you're a fan of classic survival horror, this game does it far better than its contemporaries. It's certainly leagues better than Hollow Body, which feels more concerned with aping Silent Hill than it does with actually being a decent game. QOL stuff like the auto-saving and the shop system might turn off RE purists, and the balancing could use some work, but overall the game is fantastic and I highly recommend it. I want to see what else this team can do.
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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