
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.
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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.
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Hours played at review time, across 176 reviews with recorded playtime.
Reviews
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Reviews
缝隙的不断产生 所有人似洪流般流向它 飞流唯一能做的 “实力和运气缺一不可”也就是此时此刻 恰恰是命运之流中唯一能握住的
风格喜欢,各种意识形态感觉有点没玩懂() 和梅的delulu很有意思,我大吃特吃
因为很像极乐迪而兴奋,也因为太像极乐迪而恼怒 不过抛开所有场外因素,其实单从故事上,极乐迪和归零巡礼是有点难放在一起比较的。极乐迪重在探讨意识形态,而归零巡礼早就预设好了[spoiler] 你是康米主义的间谍组织“剧院”的一员 [/spoiler]。极乐迪的故事更像是命运的洪流裹挟着hdb和金,而归零巡礼的故事中,飞流一直在决定故事的走向。 我不否认极乐迪的故事更好,更历久弥新,更能成为游戏史上的经典,我也知道Zaum干的恶心的事情,但体验完归零巡礼之后,我发现批评和否定它比我想象中更困难。归零巡礼讲了一个和极乐迪完全不一样的故事,但依然是一个值得体验的故事。我不愿意去细品这其中有多少是对极乐迪的东施效颦,我只想非常坦诚地说,玩完之后,我的内心是有感动的,对飞流,对[spoiler] 狠人全家福 [/spoiler],对[spoiler] 这沟槽的历史停滞的世界 [/spoiler]。 ……想知道一个秘密吗,该发生的都已经发生了…… …… 以下是[strike]纯粹理性[/strike]批判: 1. 我很极乐迪故事中那些“魔幻现实”的部分,[spoiler] 伊苏林地竹节虫、货运箱里有钱到可以扭曲空间的富豪,还有洲与洲之间的“灰域” [/spoiler],极乐迪对它们的使用是恰到好处的,它们是世界观的一部分,是极乐迪美学的一部分,也是极乐迪对康米主义和hdb的故事的隐喻,它们并不是噱头,它们在故事中是很轻盈的。相比之下,归零巡礼中的这些魔幻因素更会让人觉得冗余,仿佛只是为了噱头、为了”独特“而加的,甚至会让人短暂地出戏,比如[spoiler] 高级谈判代表用咒语取消了柯特的债务,真的假的!? [/spoiler] 2. [b] 归零巡礼游戏内的bug真的很多,一度到了影响游戏体验的地步。 [/b]比如缺失的游戏音频,偶尔点不动的选项,明明剧情上应该已经没有了却依然出现的东西 3. [b] 归零巡礼的自动存档是我见过最沟槽的自动存档。 [/b]它的自动存档是[b] 覆盖的 [/b],我吃了不知道多少次亏,想要回档,却只能回到上一次手动存档的地方,因为自动存档只有最近的那一次,我甚至回不到上一次游戏进入时的存档 4. 归零巡礼确实在玩法上有比极乐迪进步的地方,一天的时间更紧凑,疲惫/焦虑/谵妄的设计让玩家有了更多资源管理和巴巴博弈的空间,也更有了回去睡觉的紧迫感 5. 我其实更喜欢归零巡礼的美术,但这个UX真的让人很恼火,点名的就是你这个只有美术没有功能的b地图和按TAB定格显示可交互物,定格个屁,你直接把极乐迪右键展示偷了不好吗
Лучшая проверка во всей игре "ХЛАДНОКРОВИЕ": "ОПЕРА НЕ УСТАЕТ!"
It's good enough with a rather coherent storyline. It's mechanically more competent than disco Elysium and exploration felt more fluid. However, I cannot get hooked to any of the characters and the VA of the "voices in the head" is decent at best.
Мне понравилось, хоть и есть огрехи, специально не проходил Диско Элизиум, сначала из отдаленно похожего (с натяжкой) прошел Rue Valley, но мне игра не понравилась, на ее фоне ZERO PARADES уже с нормальным сюжетом и работающими механиками. Игра затянула и прошел почти залпом. Здесь мне не зашел прикол с переодеванием, когда ты разговариваешь, видишь что тебе не хватает, подбираешь одежду, снова заходишь в диалог, затем обратно одеваешь одежду. Были не совсем понятные моменты, приходилось смотреть в инете что делать, ПОЛУ СПОЙЛЕР [spoiler] конечно последнее задание мне не зашло, ожидал что будет тщательно спланированная операция в духе Hitman absolution где мы выполняем задание в белом доме, ну или хотя бы убиваем оперного певца, а получилось как то слабенько. Просто на пустыре собрались противники, потом тебя схватили и потащили в вагон, твои 2 союзника по итогу просто болванчики. [/spoiler]
Игра схожа с Disco Elisium графически и по духу: пронизана иронией, юмором, философией, политикой, депрессией и самобичеванием. Очень неоднозначная игра. Не вписывается в стандартные рамки. Мне игра понравилась.
a little more politically cynical than disco elysium believe it or not. but its a world that is more loving to you; where you are being forgiven left and right. its nice in that way. much like disco elysium you play as a walking apology; but instead you apologize for wrongs far into the past and learn to accept kindness and the transience of connection. you can create a world full of friends. more on the political aspects of the game. there is truly no metaphor in this game that can rival the brilliance of the Pale. The game attempts to on some levels; but the concept of the pale builds off of and borrows from seminal authors like Hegel and ideas like the "geist" and turns it into an in game phenomena. Beautiful moments like infra-materialism and the book club simply cant exist within this games cynical/doomer post-historical political framework. it doesnt reach that height of sincerity in terms of ideology. most of the communist dialogue is just calling something "bourgeoise" which i think is probably the biggest blow it suffers from the loss of Kurvits as a writer. I think this game surpasses DE mechanically and interpersonally. I am much more emotionally attached to the characters of ZERO PARADES as opposed to amused and entertained by most of those in Disco Elysium.
"ZERO PARADES: For Dead Spies" is a spiritual successor to Disco Elysium, being made by the same studio but playing in another universe. It’s also, and I feel like this is important to mention, highly controversial as the creators behind Disco Elysium were forced out of their work and their IP was pretty much stolen. This is most of the reason why barely anyone I know has played it and, I presume, why guides for the game are in the awful state that they are. Let’s ignore that for the time being: How is the actual game? ZERO Parades is by no means a bad game, but also nowhere as good as Disco Elysium, which itself is a spiritual successor of one of my favourite games “Planescape Torment”. Firstly, I never connected with the character of this game like I did with the failed detective, so the whole affair fell somewhat flat for me emotionally. Secondly, the way quests were organised frequently had me stumped and, as the online guides were either vague or wrong, it just became a guessing game of what to do next. In the first game this made sense, as we were mostly following our own bungled investigation, but this time it just felt like incompetence. Thirdly, while most of the old mechanics are there, be it in a somewhat altered form, I like the way it originally worked much better, especially with the thoughts. That being said, what remains is still a weird spy rpg, that is fun as long as you know what to do next. The whole end sequence was especially great, because I had gathered lots of weird solutions to solve the final puzzle and I won’t deny that I had a lot of fun with some other sequences. This all equals out to a soft recommendation, if you are fine with the whole development mess, which I was unaware of.
Amazing game, truthful to its disco elysium legacy.
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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.
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