
🌋⚔ Terraforming + Into The Breach! An experimental puzzle strategy where you are not commanding your troops - now, you are shaping the battlefield itself! Nothing is random*, everything is predictable*, and the battlefield is changing. Every turn. By you.
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/day in the week to Aug 5 → 0/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

Changing terrain is your main weapon now
Changing units, is your sidearm very helpful too
Forget traditional commands - here, your divine influence controls the tide of battle.
100% Predictable Combat - No RNG. Plan everything in advance.
Indirect Unit Control - Units move on their own, following fixed pathfinding rules.
Terraform the Battlefield - Your powers let you reshape terrain and even alter unit classes.
Roguelite Replayability - Build a unique deck of spells and units on every run. Unlock new heroes with different starting styles


(*) 0% random actually means 0% output randomness in the core game. You may still experience input randomness in the core game, as well as various types of randomness between battles. Consult your numerologist before using this product.
Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Une pépite vidéoludique : simplicité, stratégie et rejouabilité au rendez-vous! Après quelques heures de jeu, il est temps de partager mon évaluation. Honnêtement, ce jeu est une vraie *découverte*! Il me rappelle un peu **Into the Breach**, tout en ayant une approche bien à lui. C'est un *roguelike* simple à prendre en main, mais qui cache une profondeur incroyable. 🎮 Le concept est super fun : tu as une chance de jouer, tu meurs, et hop, tu peux recommencer. Et pour les plus courageux, un mode hardcore est disponible. Il y a aussi 8 personnages à débloquer, chacun avec ses particularités, et une tonne d’évolutions possibles pour tes unités. 📈 Ce que j'adore, c'est que tu ne contrôles pas directement les unités. Tu dois les guider stratégiquement, transformer le terrain, lancer des sorts – tu te sens littéralement comme un dieu qui façonne le combat. ✨ Malgré des graphismes simples, la complexité du gameplay est impressionnante. La rejouabilité est énorme grâce à la génération procédurale des parties. Tu peux jouer une petite session de 10 à 15 minutes et reprendre plus tard – parfait pour les agendas chargés. ⏳ Pour être franc, je ne comprends pas pourquoi ce jeu n’a pas plus de succès. Il combine tout ce qu’on aime : du tactique, de l’innovation, une accessibilité immédiate, et ce petit frisson d'un jeu qui ne pardonne rien. 🎲 En résumé : **si tu veux un jeu stratégique, amusant, et qui te tient en haleine longtemps, fonce!**
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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, Russian, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Japanese, Korean, Polish, Simplified Chinese, Turkish +2 more
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Boring
很有创新性的游戏,但正如很多评论所言,这游戏难度很高,由于每回合自动行进,所以对算力要求很大,但玩法确实独一无二,愿意计算的玩家还是值得入手一份的。
[h1]pAxRoc's Review at 4.2 – [b]ZO:Tactics[/b][/h1] Typically, I do my reviews at 42 hours but [b]Zero Orders Tactics[/b] is such an innovative deck builder/battler game that some wordplay was needed to express my opinion earlier... In short, the standout mechanic that sets this game apart is that there is no RNG. That’s right, aside from random spawning of enemies, there is no randomness. All units will move in predefined manners, based on tiles that can or can’t step on or have a preference for. While you can deploy and/or swap units on the board with those in your hand, you do not interact directly with the units once on the board. You can, however manipulate the tiles on the board itself, and thereby changing the behavior of the units themselves by means of shaping the very map itself. As the title states, this game is all about tactics and strategy.
[h1]标题欺诈的纯脑力战棋[/h1] [h2]游戏推荐指数:★★★★★★★★☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 测评版本:V1.060 [h2]玩法总览[/h2] 我完全是被这个标题骗到了才来玩的,Pauloondra所宣传的Zero Orders Tactics的特色在于,作为一款战旗游戏,你无法对你的棋子直接下达指令。所以我这个大聪明马上心领神会——[b]这一定是那种战斗类似自走棋或idle游戏那样,战前布阵,战时托管的爽游吧![/b]全错,这个游戏依旧需要频繁的操作,而且因为你不能直接干涉棋子的走向,所以你反而需要更多计算和预测来估测战局的走势。你唯一可以影响棋子行进路径的方法是更改地块,但是你每局只能进行一次地块修改(还得你手里有对应地块才行)。具体的得去游戏体验了,这不是语言能简单说完的了。 所以相比一般的roguelite战棋玩家,这个更适合传统的国际象棋玩家,你没什么数值可以肝,任何棋子没护甲都可以被一击必杀。棋子的预期操作可以右键调出计划视图查看,但是无法看到被其他棋子行动干涉后的结果,高难下大量计算无可避免,太硬核了。 [h2]局内流程和体验[/h2] 游戏的地图框架照搬杀戮尖塔,三张地图各有一个关底boss,有三条互相交错的路线。抄成功轮子我一直是鼎力支持的,但是受制于内容量,Zero Orders Tactics(以下简称ZOT)只学到了形式,体验上天差地别,因为事件类型太太太单一了。只有三种战斗事件类型(护送/防御/半奖励关卡性质的围猎),,以及三种商人,除此之外没了,没有随机事件,没有真正意义的小boss,地图上能看到接战的怪物类型,体验实在有点太可预测了,这让长程游戏的体验很容易陷入乏味,它不能像是别的爬塔roguelite一样让我在每次被击败后急不可耐地开启下一关,反正在ZOT我亦不会见识到太多新东西。 关于这点,结算流程也有责任,这个游戏的局外有点肝,游戏结束时会根据击杀计算经验值,为英雄带来共十级的局外成长。我目前玩了6h+,尚且没把初始英雄的等级刷完,而肝完一个英雄后,你解锁的新英雄也完全无法享受到任何全局增益,这让人在刷满一个满命英雄后,很难想要去体验一个强度低太多的其他英雄。开发者绝对应当把部分加成做成全局的,让低等级英雄的战斗体验和经验获取能boost一下。 [h2]操作[/h2] 还是简单提下操作吧,这个游戏的教程一定要仔细看啊! 棋子有几个基础属性: 1.移动距离,默认为1,注意,你的棋子只要能动就会尝试一直动!我方默认向右,敌方默认向左路径上遇到敌人自动攻击,如果你的棋子深入敌后,恭喜你,它基本没用了。 2.攻击范围:这个游戏的远程单位很宝贵,且基本都设计为不可攻击面前,山脉和单位都会阻隔远程视线。 3.喜好地块:核心玩法,你的棋子会优先走面前的喜好地块,比如人类基本上是喜好草地,不喜欢森林沼泽,无法进入山脉和水域。这也是你控制你棋子运行的核心,它们不会看哪里有敌人来移动的,只会看哪里有心爱的大草坪。 4.特性:接着第三点说,很多棋子都有的一个特性是非喜好地块上无法攻击,如果你的骑士跑到森林里,那他虽然下回合还能动,但是本回合不会攻击范围内的敌人,也无法反击了。风味上很有趣,操作上很红温。除此之外还有护甲,嘲讽,延迟攻击(理解为诅咒吧)等,策略深度可太足了。 你首个回合可以在较大范围放置(初始两个)棋子,后续的每个回合只能在左侧边界释放棋子,配合大部分单位1点每回合的移动速度比较红温,但好在你的操作不止于此,你每个回合可以进行一次边缘放置新棋子+一次替换场上任意棋子+替换地块,所以常规套路就是骑士快速机动,下回合把战场中心的骑士替换成高战力单位,再在边缘放一个骑士。很好,你已经学会这个游戏的所有操作,现在去保护你的平民不受伤害吧!棋盘顺序为 己方棋子→敌方棋子→己方平民,平民死亡扣你的血,平民只要存活一个即胜利,如果平民死光但是你还有血就会重开本局。 [h2]音画表现和其他[/h2] 游戏这种画风恐怕也算不上养眼了,像素小人画得比较抽象,动态也很粗糙。好在核心卖点不在于此,作为战棋游戏,做到战斗单位易于辨认已经算是尽了本分了。音乐扣分点,没什么记忆点,循环起来就开始有点烦了,加上棋子音效真的很吵,希望能替换下。 [quote][h3]鉴赏员测评配置:[/h3] CPU:Intel Core i9-13900k GPU:NVIDIA GeForce RTX 4090 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
нет
İlk başta anlaması zor olabilir, ama biraz oynayınca eğlenceli bir oyun. Aslında oynanır, fiyatı iyi.
非常好玩的游戏,玩家对场面具有绝对的掌控力,调整地形,调整兵种并进行全自动作战是绝对的天才想法,这么优秀的游戏设计热度这么低实在是可惜。
Zero Orders Tactics approaches strategy from an angle that immediately makes it feel different from most games within the genre. Traditional tactical experiences usually put players in complete control of their armies, allowing them to issue commands, move units one by one, and carefully dictate every action across the battlefield. This game chooses a completely different path. Instead of acting as a military commander directly controlling troops, players take on a more indirect role where influence matters more than authority. The result is a strategy game that feels less like leading an army and more like manipulating the rules of a living battlefield. The most fascinating part of the game's structure is the decision to remove direct orders entirely. Soldiers and units act according to their own behaviors while the player changes the conditions around them. Rather than telling a warrior exactly where to move or who to attack, players alter terrain, adjust positioning, and create situations that encourage desired outcomes. This creates a very different style of thinking because victory no longer depends on controlling every individual movement. Instead, success comes from understanding how various systems interact and using those interactions to guide the battle toward favorable results. This approach makes the game feel surprisingly similar to a puzzle experience hidden inside a strategy framework. Each battle becomes an exercise in observation and planning. Players are encouraged to study the battlefield carefully, understand unit behavior, and anticipate what will happen several turns ahead. Rather than relying on reaction speed or overwhelming force, the game rewards players for finding clever solutions. There is a unique satisfaction in setting events into motion and watching a carefully planned strategy unfold exactly as expected. Terrain manipulation appears to be one of the game's defining mechanics and becomes the main tool through which players influence combat. The environment is not simply a location where battles happen but an active part of every encounter. Landscapes can change, hazards can appear, and positioning can shift in ways that dramatically alter outcomes. Since direct control over units is removed, the battlefield itself effectively becomes the player's weapon. Small changes in terrain can create chain reactions that completely reshape encounters and produce unexpected tactical opportunities. One of the strongest ideas behind Zero Orders Tactics is its emphasis on consistency and predictability. Strategy games often introduce randomness through critical hits, percentage chances, or unpredictable events that can suddenly change the flow of combat. Here, the focus appears to be placed on reducing those uncertainties. Battles become less about hoping for favorable outcomes and more about understanding systems. Players are encouraged to think through situations logically and create plans based on reliable information rather than chance. This design gives victories a stronger sense of ownership because success feels connected directly to player decisions rather than fortunate outcomes. The roguelite elements also help keep the experience fresh. Progression introduces changing circumstances and evolving paths that can alter the flow of future encounters. While individual battles may emphasize predictability, the larger structure surrounding those encounters creates enough variation to encourage experimentation. Different combinations, situations, and approaches allow players to discover new strategies and prevent the experience from becoming overly repetitive. The visual style also supports the gameplay effectively. Pixel art provides a clean and readable presentation that keeps focus on tactical information rather than unnecessary visual clutter. Since positioning and terrain changes play such a major role, clarity becomes far more important than graphical complexity. The retro-inspired presentation also gives the game additional charm and complements its unconventional ideas nicely. However, the same features that make Zero Orders Tactics unique could also become barriers for some players. Anyone expecting a traditional strategy experience may initially struggle with the lack of direct control. Many players are accustomed to commanding units personally, and letting autonomous behavior determine actions can feel strange at first. The puzzle-like nature of combat may also create a slower pace compared to action-focused strategy titles, which could divide audiences depending on personal preference. Even with those potential limitations, Zero Orders Tactics deserves recognition for taking risks with a genre that often relies heavily on established formulas. Instead of repeating familiar mechanics, it experiments with a completely different way of approaching tactical decision-making. It transforms combat into a process of influence, planning, and system manipulation rather than direct command. For players who enjoy strategy games that reward careful thought and experimentation, Zero Orders Tactics offers a refreshing experience that feels genuinely different. Its unusual ideas may require some adjustment, but those willing to embrace its design philosophy may discover a clever and highly satisfying tactical experience hidden beneath its unconventional structure. Rating: 8/10
Игра стоит своих денег определенно, но вот масштабирование сложности крайне странное, ты легко проходишь этапы не напрягаясь, а босс просто непреодолим
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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