
From the creators of Disco Elysium comes ZERO PARADES – an espionage RPG. You're a brilliant but tormented operant on one final desperate assignment. Gather your broken network, untangle a web of lies, and prove yourself on the world stage - or blow it all up again.
Modeled estimate, not a reported figure. How we estimate →
Media

About


Brilliant, burnt-out, possibly cursed – you play as operant Hershel Wilk, alias CASCADE. Five years ago you led your team into the abyss and have been haunted by your failures ever since. Now you've been recalled for a mysterious assignment that may give you a chance to prove yourself again.

Uncover secrets hidden in the lost corners of the city and within your own mind. Navigate a murky world of potential informants and adversaries. Pass skill checks to uncover their true motivations through subterfuge, violence, or deduction. As an operant, there are multiple ways to approach every problem - your choices and methods will be your own, and so will the consequences.

Find yourself thrown into a three-way struggle for cultural and ideological power, played out across an unforgettable city. You'll go up against international bankers, foreign techno-fascists, psychic doppelgängers, a paranoid TV presenter, a man with a box for a heart, and dozens more. Everyone you meet has their own agendas, beliefs, and secrets for you to uncover and turn to your own ends. In ZERO PARADES, even the world itself is a character with its own secrets, traumas, and miracles for you to discover.

Operants subject themselves to years of psychological training to hone their minds into their greatest weapons. Do you favor animal-like reflexes, a philosophical approach, or a different cover story for every occasion? Through Conditioning, you'll turn the deepest aspects of Hershel's identity into potent abilities and unlock new paths forward. You can even change the rules of the game itself.

Pressures simulate the physical and psychological toll of being in-theatre. Exertion pushes dice rolls in your favour – just remember that you’re gambling with your life. Keep your Fatigue, Anxiety, and Delirium in check or deal with the long-term repercussions.

In this line of work you're going to fail way more often than you succeed. That much is expected of you. What matters is how you pick yourself back up. If the dice don't go your way (and they won't) you'll have to improvise and hope the consequences are ones you can live with.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 176 reviews with recorded playtime.
Reviews
Themes across 176 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
pretty good so far
有一个好故事,但文本很预制。中期冗长无趣的意识形态和背景故事塞爆全文,痛苦的跑图任务更是折磨之折磨,而且这对话真的不有趣啊就像不会跳舞的人硬跳。但看到最后人会原谅一切。其实disco好看的地方也不是堆积如山的政治戏吧。
Мне игра понравилась. Чуть хуже чем DE. Портофиро крутая лока. Мир с интересной историей. Персонажи гуд. Особенно зашла арка с Каролиной. А вот арка с Голоценом мне не особо понравилась. На мой взгляд, там многовато какой-то шизы метфизической. Сюжет интересный, постепенно разгоняется, мне прям понравилось. Такая хорошая шпионская драма. Геймплей и его нововведения в формулу Дискача мне зашли. Смотрится свежо. Минусы: Музыки особо нет, это грустно, так как в Дискаче музыка были лютой имбой. Тут просто какой-то эмбиент не выразительный играет. Сделайте пожалуйста пресеты одежды как в KCD 2. Одежду приходится менять частенько. Было бы круто, чтобы этим не заниматься создавать свои "луки" под разные характеристики. А то каждый раз вручуню приходится менять. Ориентирование на локации тяжеловато мне далось. [b] Итог. [/b] Отличная игра в духе Disco Elysium. С небольшим количеством недостатков. Но со своим виденьем и новым идеями.
Very fun and engaging, had a great time with it!
the igatz mission where you are supposed to take a photo i left them alone at the bridge to stat farm and take the pic later now they wont spawn on the bridge
Great game and a solid follow-up to Disco Elysium.
For me this is better than Disco Elysium. Rolls and all that felt more meaningful at least on first playthough, taking this as whole a little step closer to RPG aspect rather than Point and Click game.
Отличная игра. Конечно, это не Диско, но в некоторых аспектах вполне на ее уровне, а это уже немало.
Increíble muchos espías y mucho espías
it's a good time. An early hurdle to clear is readjusting to what a spy narrative can be, with the opening hours of Zero Parades (at least in my run) repeatedly demonstrating a less-than buttoned up approach to blending in with your environment. many many opportunities to ask "as the spy here, what's my line?" to any old citizen meandering the streets, which coupled with the reminiscing about the original fall from grace made for a super discordant pairing between the spy related media I've experienced and this. Playing it a bit more though, it made me wonder why I'm OK with Naked Snake talking at length with his controller about Godzilla (1954) but not down with a fleshier, in-her-feelings CASCADE experiencing friction with the human automaton/exceptionally skilled expectation of spycraft that you'd see in a Tom Clancy or James Bond. If a game can make me re-evaluate how I approach something, imo the floor for the game is Pretty Good. We're once again treated to a superbly written game. The individual characters are sharp, I wanted to see their conversations exhausted to see more of their world and their worldviews. The unique quality of this studio's authorship is, in my mind, the ability to make the text of the game feel in sync with the game's world. Like when you're getting at the crux of a character in the dialogue, you get to appreciate the confluence required to arrive at what you read. The world they come from, their beliefs, the history both grand and personal that shapes them, desires and motivations, the present moment that shapes it all: imo these all manage to be delightfully expressed and centered. The thoughts' writing here helps enable the portraits of these characters, as refracted through CASCADE's eyes. It feels fairly singular, at least in games, to get dialogue and description that feels "of a place" even though that place is something I'm experiencing for the first time. One barb that stuck in my brain the entire time, what feels like a bit of a missed opportunity, is how both this game echoes Disco's approach to catching the player up to speed in the early hours. Disco has you as a man on a blinding bender, forgetting damn near everything, so it is a more natural course of action to start quizzing those around you: "what am i doing here exactly?". ZP starts on a similar note, showing up on the job (at least knowing you're a spy) but not knowing the details. Reiterating this particular narrative crutch felt off: as a fallen cop, you are in the world but also of it. Harrier DuBois is preternaturally gifted with sensing the winds and then feeling the city about him. He is meant to be there, these are his streets, his people, his history. Herschel is an inflitrator. She is in this world, but not of it. Her time there is meant to be transient, this history is not her own. It felt a bit discordant to tackle scene setting in a similar way, between the rhyming of Entanglement and Shivers writing and how early hours descriptive dialogue played out. idk the exact change I'm hoping for, maybe space for Herschel to develop either a more personal attachment to Portofiro outside of her assets (compromising her work further) or time spent on the tension of fashioning a fiction that lets you belong. QOL changes to traversal are great (being able to teleport to diff map parts when outside), narration was super strong throughout, using coffee and drugs felt like a fine way to navigate the mental state system, Thoughts are still pretty cool and I like how it feels like stat padding, mechanically still perfectly serviceable for a game based on choices and dice rolls. I wish there were more opportunities to use the "Split Second Decision Making" mechanic, which is basically a condensed set of skill checks that were fun every time they came up. Only gripes I have are minor: I felt like I was able to pursue parallel solutions pretty easily to tasks (which led to a lot of skill points unspent for hours), outfit optimizing was tedious to do + I felt like there were a lot more clothing items here, some early days' bugs to navigate (Journal getting blanked out, music dropping out which got sorted at some point, dupe items, extra copper in my inventory why didn't she take it all when I sold it!!). Yeah it's a good one.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English*, German, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| The Blackout Club | $2.5M | 2.9K | 77% | $29.99 |
| WHAT THE GOLF? | $2.5M | 4.8K | 94% | $19.99 |
| Age of Water | $2.5M | 3.5K | 70% | $29.99 |
| Arma: Cold War Assault Remastered | $2.5M | 6.4K | 80% | $9.99 |
| Bang-On Balls: Chronicles | $2.5M | 5.1K | 96% | $24.99 |
| UnEpic | $2.5M | 8.2K | 91% | $12.99 |