
Zero Caliber 2 Remastered brings the full VR shooter experience to PC - with intense, cinematic firefights, a full single player and Co-op campaign, PvP, a huge arsenal to unlock, and character customization to make you stand out. Jump in if you’re after a proper VR shooter. Out NOW!
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): 0.29/day in the week to Sep 5 → 1.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0.33/day in the week to Jul 21 → 0.2/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

Your favorite all-in-one VR FPS is back - and it’s better in every way!
Zero Caliber 2 Remastered is the full-blown sequel to the original, built on everything we learned during development and shaped by community feedback.
We’ve been giving it everything we’ve got to deliver the kind of VR shooter the PCVR community actually deserves - no lazy ports, no shortcuts.

Expect intense, cinematic firefights, airstrikes, a massive arsenal to unlock, improved weapon handling, full campaign (solo or co-op), and head-to-head PvP.
The story picks up right where the first game left off - only louder, faster, and more explosive.
Want behind-the-scenes stuff, sneak peeks, and some chaotic dev energy?
Hop into our Discord, we’re in there when we aren't working on the release build - which is rare. Come join our community anyway!

Genres
Engagement
Reviews
Themes across 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Another glorified android "game"
runs bad, campaign is janky asf, graphics are terrible. 1st game is more worth the money
crashed every time i shot a gun multiple times, from what little i saw the game looked just as ♥♥♥♥♥♥ as the first one
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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**languages with full audio support
Hours played at review time, across 80 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Zero Caliber 2 Remastered is a VR-focused military first-person shooter that aims to provide something more substantial than a collection of shooting ranges or short arcade missions. Developed and published by XREAL Games, it combines a story-driven campaign with cooperative multiplayer, competitive PvP, extensive firearm handling, weapon customization, and character progression. Its overall direction favors explosive cinematic warfare rather than uncompromising military simulation, making it particularly suited to VR players who enjoy physical gun interaction without wanting every encounter slowed down by highly technical realism. The campaign continues the storyline established by the original Zero Caliber, placing players back into a conflict filled with hostile forces, dangerous combat zones, and increasingly dramatic confrontations. Storytelling gives the missions context, but combat remains the primary attraction. Missions are structured around moving through environments, eliminating opposition, handling different weapons, and surviving larger engagements. Explosions, airstrikes, intense firefights, and other battlefield events help create the impression of participating in a wider conflict instead of simply progressing through a sequence of isolated shooting galleries. Gunplay is where the experience has the greatest opportunity to shine. Firearms are physically operated through VR motion controls, turning actions such as aiming, reloading, changing equipment, and manipulating weapons into meaningful parts of combat. This physical involvement makes even relatively familiar FPS situations more engaging because the player is directly responsible for actions that would normally be handled by a single button press. The large selection of unlockable weapons further encourages experimentation, while customization lets players modify their preferred equipment and gradually develop a loadout that complements their play style. Despite its military presentation, the game generally chooses accessibility and entertainment over rigid simulation. Battles can become fast and chaotic, and the player is frequently encouraged to push forward rather than spend long periods carefully planning every movement. That direction gives the campaign an energetic rhythm and makes its larger action sequences particularly enjoyable. Players expecting a meticulous tactical simulator may find some aspects comparatively straightforward, but those wanting the spectacle of a traditional action FPS translated into virtual reality are much closer to the intended audience. Cooperative play substantially strengthens the campaign's appeal. Instead of experiencing the missions exclusively with solo progression in mind, players can join forces online and fight through the campaign together. Having human teammates naturally changes the rhythm of encounters, especially when several players coordinate attacks, cover different directions, or simply create entertaining moments through the unpredictable nature of VR interaction. The ability to experience the campaign either alone or cooperatively also makes the game more flexible for players whose friends are not always available. Competitive PvP provides another major component beyond the campaign. Its inclusion gives the weapon mechanics a different purpose once players want to test their skills against human opponents rather than artificial intelligence. The combination of solo campaign content, cooperative missions, and competitive multiplayer gives the overall package considerably more variety than a VR shooter built around only one mode. Its long-term multiplayer value will naturally depend on the availability of other players, but the presence of a complete campaign means the experience does not rely entirely on maintaining an active competitive community. Progression is supported by unlockable firearms and customization features. Being able to experiment with different guns helps prevent combat from becoming overly repetitive, particularly for players who enjoy mastering the physical operation of each weapon. Character customization adds another personal element, especially in multiplayer environments. These systems are not intended to overshadow the shooting itself, but they provide additional incentives to continue playing and give users greater ownership over their equipment and appearance. The Remastered version also places considerable emphasis on presentation. Weapons, environmental detail, lighting, explosions, and battlefield effects contribute to a stronger sense of immersion, particularly because VR puts the player directly inside each environment. The larger combat situations benefit from this sense of physical scale. Performance, however, will depend significantly on the PC and headset configuration being used. VR games are particularly sensitive to inconsistent performance, so having hardware capable of maintaining smooth gameplay is important for both comfort and responsiveness. Steam Deck compatibility is effectively not applicable for normal handheld play because Zero Caliber 2 Remastered is a VR-only PC title. It requires compatible virtual reality hardware and tracked controllers rather than functioning as a conventional game on the Steam Deck's integrated screen and controls. Even though a Steam Deck is part of the broader Steam ecosystem, prospective buyers should not treat this as a traditional Deck-compatible portable FPS. The intended experience requires a proper PCVR environment and supported VR equipment. The game's biggest strength is ultimately the amount of content built around its central VR shooting mechanics. A cinematic campaign, cooperative support, PvP, numerous weapons, equipment customization, progression, and physical firearm interaction create a well-rounded package. The action-heavy direction will not necessarily satisfy players seeking the deepest tactical simulation, and those primarily interested in elaborate storytelling may find the narrative less important than the battles. The VR-only requirement also creates an unavoidable barrier for anyone without the necessary equipment. Taken on its own terms, Zero Caliber 2 Remastered delivers an appealing blend of physical VR gunplay and large-scale military action. Its campaign provides structure, cooperative play makes repeated missions more socially engaging, and PvP extends the experience beyond fighting computer-controlled enemies. The broad arsenal and customization systems add welcome variety without distracting from the central pleasure of handling weapons and participating directly in intense firefights. For PCVR players searching for an action-oriented shooter with enough content to feel like a complete game rather than a technical demonstration, it stands as a strong and ambitious option. Rating: 8/10
It is very good but with a few more tweaks it could have been excellent. Here are a couple of things that let it down, comparing it to the previous game: - If you've played the first one, you'll sorely miss the geometry-based parkour. Here you can climb on so few things it's basically not worth mentioning. This was one of the best parts of the first game IMHO, allowing you to climb anything and get creative with sight-lines and enabling you to use the weapons how you like. In this game however, you can only stare longingly at all those lovely sniper towers while holding your poor useless sniper rifle at ground level. As a result sniper rifles are essentially useless in this game, since the engagement distance is always assault rifle or closer (but not really close enough for SMGs), with most set-piece fights being 100-200 metres in distance, meaning it's way too close for sniping, and without being able to creatively get high ground, I have not found a use for them. There are a few memorable missions with longer engagement distances but I would be suprised if someone preferred the sniper rifles in those anyway given you don't know they are coming, and would need to lug a sniper through the whole mission, when an assault rifle on semi-auto usually does the job well. Also, while you CAN technically go prone and shoot from there, your character refuses to get into that position, so you end up looking at your own ammo belt, the back of your knee, etc. It seems like the game was definitely not designed with DMR/sniper lovers in mind. - The gun choice is far more limited but is decent enough, with customisations feeling OK. You can't do anything crazy like attach three laser dots to your gun to make it look like predator sights, which I think is a shame. There are certain guns which, when you unlock, it's unlikely you'll use anything else ever again (an assault rifle that rhymes with the animal people often mistake alpacas for, and a pistol named after a thirsty bird of prey). - The enemies are DUMB AS A POST! You'll find quite a few set pieces where enemies come running out, and just run to 3-6 different cover spots, so if you've found a flanking sight line you will just tend to sit there and plink at the same spot for like 10 minutes which can get very and does not feel engaging. They will occassionally throw grenades at you (with a telegraphing animation that takes so long they could fill in a government webform before they pull the pin) so sometimes that makes you break out of cover, but not really. They just don't flank, or deviate from their few paths, and ocassionally run back and forth as if stuck on a malfunctioning travellator. You should expect your allies to be just as dumb, standing in the middle of open ground getting shot to death, running in front of your sight-lines, pushing you out from behind cover etc. When they all get taken out it's a small mercy as, while you don't have backup, at least you can plan your moves without interruption. - I very much enjoy the clearing houses gameplay but there are only about 3-5 different houses so that gets a bit tedious, and the enemy positions are preset so there's always one on the stairs behind you, one in the bathroom, etc etc. If there are multiple enemies in one room they also don't really move around, so if you're slicing the pie you just take one out after another as they stand there and question their life choices. They will also all stay in the room they are spawned in, so once you clear downstairs, the rest of them will just wait for you to come up and kill them in their own little (sometimes very little) rooms without even peeking out to try to get you first. It feels unnecessarity unrealistic. Aside from these gripes, the rest of the game is good, the gun play is solid the audio is great (let's ignore the voice acting) and there are definitely moments where it feels like you are playing a Battlefield franchise game in VR. The few vehicle-based situaitons are all pre-determined and the vehicles are driver by insane people without driver licenses, so if you do get motion sick in VR, these will be the worst moments for you. While early missions are relatively digestible (30 minutes odd) by the time you get to mid-game they are very long. I'm taking 100 minutes long. That's a good thing on one hand becuase it lets you really immerse yourself into the mission, but be careful if doing lots of them back-to-back as it can get physically fatiguing (although you'll get your squat count up for the day :) ). Overall I'd say it's a 7-8/10. Well worth it, especially on sale as it currently is, just go in not expecting perfection.
Idk what everyone is crying about in the reviews, if you've played the first one you'd instantly see this is a great sequel in the franchise, the campaign picks up well where the first left off. The gunplay and controls remain true to the original game (was already amazing in Zero Caliber 1) and the graphics are albeit not "breathtaking" are a definite upgrade from the original Zero Caliber and they continue to run amazingly smooth. I also love how they kept the weapon choices very sandboxy with the option to choose different optics, grips, barrel attachments, and accessories just like original Zero Caliber. The only downside I've seen so far is the lack of world oriented climbing (eg. climbing around everything like you're spiderman like the original version) other than that it is peak :D.
Out of the 40+ hours I played I loved this game but I got so much stuff in the game I wanted to play more the achievements are so simple the only one that grinded my gears was leveling up to 69 but is a joke funny and a great idea to make more play time for a achievement hunter minis that the guns are fun to shoot the shooting range is so unlooked but I really like the effort that the developers put in and all detail proper trigger discipline with the guns the slide and loading a new clip, mag, bullet holder with out shooting out the last bullet it stays in thar and you load it and you still have a bullet from the previous load thats vary cool for me annoying for most the pistols are cool duel wheeling is epic on many levels but I just run the levels with the mg with the 200 mag vary fun I used the bat on so many people I thought I lost all my stress the camos are good the attachments are creatively destructive if thars a zero caliber 3 Ill buy it pronto and I hope the achievements are easier than 2 please Im begging make a 3 I want to see a new villain and rpg him or her to the moon or kick them in a rocket and trap them in space ohhhhh that will be cool plot twist they escape and zero caliber 4 ohhh boy the possibilities
Доооолго я думал о покупке и в итоге решился. Чё я скажу? Это старый графон времен 2000 годов с попыткой повторить экшен современных ААА игр. Минусы для меня: - Анимация никакая у окружающего мира. - Болванчики деревянные - Боты тупорылые как пробки( но их много) - Вот тебе эпичная сцена: Падает самолет, а твой грузовик с тобой и 2мя товарищами от него уезжает. Что делают НПС? Смотрят в пол, а потом резко лежат в кровяке) Хуже подхода к анимации я не видел в подобных проектах. Погружение летит в очко на этих моментах сразу. В видосах в стиме игра сочная и +- "сойдёт" по графону, а по факту это совсем не то. Я долго могу писать о минусах, но не вижу смысла. Кроме багов с болванчиками и тупым графоном - меня особо ничего больше тут не раздражает. Плюсы? они есть. Удобное обращение с оружием Кастомизация - вообще топчик Подбор оружия противника - тоже всё сделано хорошо На самом же деле они попытались передать экшен плоских игр и если бы не графон и анимации - у них бы это получилось) В целом по скидке советую к покупке, но за фулл прайс оно того не стоит
Спасибо за кооператив!
Really fun game for a co-op campaign. Stock is recommended, the virtual stock isn't effective.
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Where this game's players are, estimated from review languages.
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