
USSR, 1986. A girl goes missing in the closed city of Vorkuta-5, yet not a soul seems to be concerned. Uncover the mystery behind her disappearance and transmit your signal to the universe.
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USSR, 1986. When Ira Grachevskaya goes missing in the closed city of Vorkuta-5, not a soul seems to be concerned – except for the quiet outcast Asya Shubina, that is. Uncover the mystery behind Ira’s disappearance, transmit your radio signal to the universe and learn why a bird flies past the window.
Meet the cast.

A problem child and a truant, Ira doesn't have the best reputation. Her standoffish demeanor makes her difficult to talk to, especially for someone as meek as you. There is a rumour she's been meeting with an older man.

Marina's carefree personality makes her quite popular among her classmates. Adults don't seem to like her very much, probably due to poor grades. Despite the girl's outgoing nature, her worldview is rather cynical.

A boy with an unpleasant sense of humour. Likes picking on people weaker than him, namely you. His family has been a little out of it the past few weeks.

You. Not worth writing about.
Z.A.T.O. is a linear visual novel with roughly 7-8 hours of playtime. There are no choices. The ending is predetermined. Sit back and enjoy your time in a town that doesn't exist.
DISCLAIMER: the game contains strong language, loud noises and flickering images.
Genres
Stats
Languages: English
Engagement
Reviews
Themes across 194 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
希望能早日出个原声带 想买来支持一下
игра - пустышка, словно наша жизнь. Не знаю, говорят ли в обзорах про главную мысль игры, поэтому скажу прямо. Главный посыл: "нужно любить себя". Многие могут быть не согласны, что Z.A.T.O именно про это, но мне безразлично. Я написал это обзор, потому что Ася Шубина - буквально я. Конечно без маниакальности и с маленьким гендер свапом. Но всё же, я - Ася
Странное.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 194 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Do you dictate whether you are worthwhile writing about or is it the people around you
这是我玩过最浪漫的游戏,或者我甚至可以说,它就是浪漫本身。 第一次体会到什么叫爱满溢出来,导致我真的无法一次玩完这个游戏,必须要中途休息,平复一下自己的情绪。 另外,我的生日也是12月28日。
好玩,神作
电波作的一个重要设计就是阻止你对其世界观或叙事的解构,它在其中塞入混乱,矛盾,阻止你用理性去构建和压缩它们,使你一定要仰望一种信息的宏伟。它使你认为,或误导你的理性陷入混乱(有点像反逆向工程的各种混淆和胶水函数),来放大甚至强迫你去关注作品想表达的情绪本身,对事物的解构会压制情绪的流动,就像解离,而随着人长大理性也一直下意识地运转,破坏着世间诸多需要你用“心”去感受的(其实就是暂时关一下你的前额叶)事物,事物或美好,或恐怖,或是其他什么。 这也是电波作的魅力所在,刻意的混淆让你回归那个迷茫懵懂的状态,让你放大情绪的感受的状态,就像磕了或者喝酒的状态,艺术总是喜欢在这种地方表达 噢,我突然就理解ZATO也许想指代的东西了,正是那种逐渐的“清晰”,那种对世界的解构,对规律的归纳,好像看到代码本质一样,在作品里是一种病,它在消散作品的意义,那些美好,那些情绪,那些瞬间,随着你的阅读,你的理解,你正在撕毁,消除这个世界,你也许之后就不会打开这部作品了,那些混乱你理性的东西回归平常了,被抹除了 直到此时此刻我却仍然在解构,这种偏执本身是否也是一种非理性,一种强制性的,自以为是有效率的幻觉正在驱使着我,我受着迷地不断自我审视,来让解构被推到极致,推到叙事中的我也不可避免,某种程度上就是电波系带来的混乱催生着我解构的它们的愿望,而我爱这样的作品也是因为它们更难解构,就像更难消化,这使我运转,却不是为了结果,只是使我尽可能的在“解构中”的状态,亦或者是一种副产物,后产物?回想起来那种因迷乱而存在的美,确确实实存在我的记忆了,改变了我,尽管我不得不肢解它,使一切重归无意义,我真残忍啊
literally good game
good
[spoiler] 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 谢谢 [/spoiler]
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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