
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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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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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 187 reviews with recorded playtime.
Reviews
Themes across 187 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
Un buen juego para aficionados a la lectura, quizás digan por ahí que no llega a la altura de su predecesor, Disco Elysium, que fue una bomba, es cierto. En esta segunda parte, con un equipo renovado, plantean cosas más serias, como los problemas mentales de toda una sociedad, y quizás dejan de lado esos tintes eskizos del anterior juego, pero tampoco se queda corto. 10/10
我喜欢所有对话即支线,支线即主线的游戏。 还有就是,剪影姐我不跑了,快来电我!!(在双座酒吧可以提前见面的bug什么时候修,,,很影响体验
Liking this more than I thought I might. Story good, but a bit less weird than Disco. Similar enough. I don't remember Disco having as many helper systems: maps, reminders of various quests, unsolved ability challenges. Very nice!
The game has some good set pieces and gameplay improvements for the genre. While text-heavy, the depth can easily be seen as a strength. The narrator can be a burden, but you get used to her overacting, overall the VA is very good and the game has great characters and a very strong protagonist. It is great title on its own, even if not as good as its predecessor.
TL;DR: I enjoyed it quite a bit. It has some flaws but it's still a very good game. It's difficult to separate it from Disco Elysium and I think that hurts it a bit. The marketing keeps mentioning Disco though so I guess it's fair for me to mention it too. It didn't quite give me the same sort of post-game melancholy (the feeling that comes after pieces of art that really touch me) like Disco but plenty was there. It's still one of the most impactful games I've played. Positives: - Engaging story - Interesting, varied characters - Wonderful visual art - Very well voiced - Sound design - World building - The gameplay felt a bit more polished than Disco in general - Failing checks is still often quite funny rather than frustrating. - Consumables feel more necessary. In Disco I felt like it was quite easy to abstain and that didn't quite seem to fit the character. Here though after difficult situations, I felt (how I suppose the character feels) that it was almost necessary to drown one's ailments in booze, coffee, cigarettes and when the going got even rougher, harder drugs. Mixed: - Some aspects of Hershel felt a bit too Harry-like. On one hand, it does recreate that fun feeling of chaos from Disco to some extent but on the other it does feel a bit like a bootleg at times. Negatives: - Continuity has some flaws. There were times when I could talk about things I haven't discovered yet and sometimes things I've already discovered could only be talked about like I haven't. - I feel like most characters speak like poets. Often perfectly, poetically expressive. This fits some but not nearly all characters. It ended up taking me out of it a bit due to seeing more of the writers there rather than the characters. I'd also have expected a meathead Hershel seeing the world less poetically than an intellectual one. - Not sure if this is a coincidence but both of my playthroughs finished basically the same with different characters despite taking quite different choices throughout, passing/failing different checks. I'd have expected a bit more variation.
(++)
Great game.
At the time of writing this, I have just completed the main story for the first time, and ZA/UM have just laid off 34 staff members due to the poor commercial performance of this game. A sign of the times? An all-too-familiar sounding song in this industry? Or a company fallen victim to their own self-imposed *cultural blockade*? It's hard not to consider the drama surrounding the studio when it had some very big shoes to fill after Disco Elysium — a gigantic cultural milestone in storytelling. Lightning doesn't always strike twice, but sometimes what was captured in the bottle can still stain the page. Zero Parades tries to do what it can with its (now even smaller) remaining team. It doesn't try to tell you this is Disco Elysium 2, and it doesn't want to be. You and I will always want it to be, because of how that game made us feel, but sometimes you have to let things stand on their own merit and my god does Zero Parades give it a damn good shot. If you're looking for something to scratch that itch, then of course you should play this game. Just maybe wait for it to go on sale first. An absolutely gripping first half scratched all the itches I'd had since 2019. The systems feel more fleshed out, the characters and environments feel more alive, NPCs actually move around the city, there's weather, and even more parts of your psyche to manage and listen to. The map is bigger, and I was constantly getting lost navigating the city and its alleyways before I found out about fast travel fifteen hours in. The UI feels familiar enough and yet brand new at the same time. The mystery and atmosphere of the story kept me playing for ten-plus hours straight on my first sitting. But then things get a bit weird. The characters you interact with have a lot more to say, but not all of it is of any value. I think nearly every character in Disco Elysium had some string on the corkboard tracing back to the main story, but here, without a stoic sidekick to keep you grounded and in check, you're left scratching your head more and more about whether this person has vital information or whether you yourself are an unreliable narrator. As I type this, I wonder if that could be the whole point, given the character you play. In Disco Elysium, you're a cop LOOKING for answers about everything with no memory at all. In Zero Parades, you're a spy trying to HIDE the answers she already knows, burdened with too many of her own memories. You can waste hours of in-game time talking to a nobody about nothing and find yourself less informed than you were before. Is it thematic, in the sense of chasing a dead end? Possibly. Is it still fun? Sometimes. The world is a lot darker than its predecessor's. A lot less ha-ha funny moments and more bleak, wry undertones. Themes of addiction, torture, abuse, corruption, and mental illness are right at the front. Narratively, there were plenty of threads I pulled on, and plenty more I didn't. Still definitely enough for me to consider a second playthrough, seeing as I still have twenty-plus achievements to uncover. I think back now on loose ends I didn't follow up on and wonder what difference they might have made to my outcome. They recently added the ability to optimize your clothing based on stat modifiers, and it sped things up for me considerably. Mainly because you can find yourself changing outfits constantly just to pass a check that may or may not progress the story but most of the time it won't. I found the dice system frustrating at times. You could have max stats for a check with a +5 modifier and still roll snake eyes and fail, which happened a bit too often for me to consider it randomness. Failure in these systems usually adds to the narrative, and there's always something to be gained from losing, but on some occasions it felt unjust enough that I ashamedly, regrettably found myself reloading a save just to feel like the stats and skills I'd spent hours levelling up actually meant something. On the other hand, late game I found myself failing a lot of *important* checks but succeeding in the action anyway, which left me wondering if some events are just written in stone regardless. The ending was catastrophic, in both good and bad ways. I wasn't sure if I was over-prepared or completely out of my depth, or whether all the world-class espionage I'd performed throughout the game was worth anything at all. I wonder if, knowing what I know now, there's a second route through it all and if there is, I have no idea how I'd find it. Abrupt and a little confusing, it hasn't left the same mark on me that Disco did. I read in another user's review that it's fitting for the title — that there are zero parades — but when the credits rolled I felt maybe there could have been just a little more shine. I wasn't sure what the point of all my actions were for, but then again, I was just following orders right?
You are the only semi normal spy in a city full of trenchcoat wearing perverts. tldr: I enjoyed it but Id recommend it when on sale. Feels like it should be a episodic game as theres so much more happening around the game. Music: nice to listen to but not very present in the game which is unfortunate for a game that revolves so much around cultural warfare, pop stars and musicians. There are no musical highs like in DE. Bugs: theres still some minor bugs, sequence breaks, audio and ui desync here and there as of my playthrough. Rant: the whole game basically happens around a few buildings along a street corner so the game feels abit on the smaller side, the game feels abit looser with alot more npcs and loose threads leading to marginal information and dead ends. theres some world building out there but its mostly vague chessboard stuff between nations, all this goes back to my feeling that this rolls off more like a episodic game as youre just in a tiny corner doing your own thing. when you finish pulling at all the threads and head into the end game, you are pushed into a tunnel where you can choose variations of basically the same path against a still fairly vaguely defined antagonists and then the game just ends. theres really no unwinding or epilogue which kind of makes all the random busy work throughout the game just evaporate into a puff of smoke which is a slight let down. I think a 2nd playthrough would be more fun as you can just avoid all the unnecessary padding npcs and spend more time with the divergent options. ps. whats up with the creepy monkey and also there are multiple charcters who have legit psychic magic powers of the mind
This game scratches the CRPG itch I've been searching for ever since Disco Elysium. While the writing is doing too much at times, the gameplay mechanics have been refined, with the exertion mechanics and balancing your stats to constantly stay viable stays fun throughout the game, and stays reliably challenging, especially if you are exerting all the time. The narrative of the story is very intriguing, combining a spy thriller with ZA/UM's signature blend of humor and criticism, politically, socially, and otherwise. Without spoiling too much, the ending can play out in vastly different scenarios compared to Disco Elysium, which makes me all the more intrigued to play it over again. The art is very well done and my personal favorite part of the game, with the artist of the Thought Cabinet returning to do the art for your Journal missions, thought internalizations, and more. The character portraits portraying themselves through their body language makes them feel even more alive! I bought at launch but since then they have fixed a ton of bugs, added more VO, and especially with the new inventory sort system, removes the friction of digging through my inventory to buff a single skill. Overall, if you are a CRPG fan and loved Disco Elysium, you will definitely enjoy this one!
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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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