
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 169 reviews with recorded playtime.
Reviews
Themes across 169 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
I would recommend. I loved the game. I hope there are more games like this in the future.
First off, I'd like to say this game isn't terrible. This is an okay game, but knowing what I know now I would not have paid $35 for it. This is a $20-$25 game that was bumped up because it was "brought to you by the makers of Disco Elysium". With that out of the way, lets go over why I believe this game isn't worth $35. I've played for around 7 (6.9) hours and I still constantly get lost. If I want to avoid circling the same area over and over, I have to fast travel. Then, after fast traveling I have to kind of hope I'll stumble in the right direction to get where I need to go. "But bippo, you're probably just an idiot. I never get lost and always know where I'm going" I hear you say. Well, lets go over something that isn't just up to the kind of player playing the game; bugs. When I was trying to meet the Doctor in party alley, I pressed tab to try and discover things in the area, and saw a lady standing off in the corner. Obviously intrigued by this mystery lady in the shadows, I walked over and began a conversation, only to realize the dialogue was built in a way that suggests you're already familiar with her. Uh oh, now I have a quest to meet some people I've never heard of and the immersion is almost completely gone. Okay, the game just came out not too long ago. Maybe it's too harsh to call out bugs right away before we get patches to fix them? Fair. Lets go over the "branding" around this game. "brought to you by the makers of Disco Elysium" might get you a few more downloads, but it also invites comparisons out the wazoo. In Disco Elysium, it was believable when harry would make odd choices or have weird things to say, because they set him up as that kind of character. You have no idea who he is, and neither does he. You and harry go on a journey of self discovery that could lead to any kind of interactions you could think of. In zero parades for dead spies, Cascade is already set up. In my opinion, there is no reason as to why cascade would have any of that ridiculous DE humor other than the developers saying "hey remember when you could do and say weird stuff in disco? Here some more of that" and often times it falls flat for me. It feels forced. I'd describe the game as comical, not funny. Disco Elysium did a lot of things well, but my favorite was how it made me forget I was following a script. There are characters you have to talk to drive the story forward and it feels rewarding to do so. When you click on them you never know if harry already talked to them before the game started and what kind of hijinks might ensue because of this. This game insists on you gathering irrelevant information for the sake of worldbuilding, which is boring. The best way to sum up my point here is that Disco feels player driven, whereas Zero parades feels author driven, which works well for books but not games. Disco feels like an insane adventure full of excitement and hilarity from start to finish. Zero Parades feels like talking to people on the train to work, or in the waiting room of a doctors office. It just fails to capture your imagination and continues to drone on and on That being said, I don't HATE this game. It does have a sense of charm to it and the writers are just as talented as they've always been. I just hope this game is taken as a learning experience and applied to future games. In conclusion, this game is 100% worth playing, but get it on sale... and when you do, forget disco entirely. Give it a chance on its own right. It can stand alone, just not well
l just cant recomented that narrator sounds like a so unnatural like she dosent want to be there the characters feel no importans at all. all thouths feel so boring and unintresting the game paising is extremely slow and predictable l also found a lot of the text is not voiced acted and if you dont pay attetion you gonna miss key words in the game.
У игры явно есть то самое
luck and skill, operant
Meh, good start, good middle, terrible ending Fells like your choices don't matter, your character doesn't grow, I left the game with a sour taste in my mouth but not for what they intended. In Disco Elysium you had real enemies that you had to conquer, here is more like "yeah, you passed 1 test and now they are your best friends with no strings attatched, just ask the owner of the biggest enterprise on the region abou secret meetings and how they went, he will tell you everithing" PSEUDOPOD was the biggest dissapointment, I got everything back, every clue and had no chance to help him recover besides imprinting myself. Take that and the bugs, missing voicelines, jank controls and the price I wouldn't recommend the game.
I bet making this game was hard, with all the backlash coming from all sides, and still continue coming. Yet they prevailed, and it's an amazing game. As you can guess it has a lot of common things with Disco Elysium, the same painty vibrant art, another completely made-up world with its own politics, economics, technology, nations and religion, the same amount of heavy text, where everyone is a philosopher and a poet: a tailor, a drunkard on the floor, a harmless door and your 15 skills, all contradicting yourself. Disco Elysium is of course a unique novelty, an impossible project somehow manifesting and surviving, full of dreams and romanticized concepts. But I liked Zero Parades more, it's less ambiguous, more concrete, more fleshed-out somehow. Besides the idea of a retro sci-fi spy detective flick is just way cooler in my mind. It was probably just more of my vibe. I absolutely loved the voice acting, even though it had many issues on release, loved the weird, eccentric and loveable characters, with Dr. Gonza probably being the craziest and freakiest one. I loved the episodes of espionage action, even though it was still text and turn based. But I do feel that the game lacks any sort of memorable soundtrack, apart from some written tracks like Cover The Moon. That is a shame. It also runs really poorly on Steam Deck, which is strange, considering how simple the game looks. The skill checks could me logical or less punishing. Juggling clothes around like a clown feels off a second time around. I guess I got a semi-okay ending, although it could be better, or not - who know. But I'm really interested in replaying as a more cold-hearted calculating and sacrificing spy next time. I also want to revisit Disco Elysium now.
As a huge fan of Disco Elysium I was skeptical going in, but I ended up really loving this.
总体来说评分可以有8/10 +: 优秀的美术+1 质量在线的配音+1 戏剧化时间+1 游戏性相较前作有所提升+1 -: 那件事-3 糟糕的汉化-1 文本明显不如Disco Elysium-2 音乐没啥存在感,但雾镜酒吧和两次被审讯的音乐我倒还是挺喜欢的 尽管它不如极乐迪斯科,但依然胜过绝大多数游戏。 BUG: 在获得相关属性劣势时进行孤注并不会提升相应的状态值(除非这是特性) 在部分情况下会出现点击无效的情况,无法选择对话以及点击*继续*(*似乎*与同一时间操作过于频繁有关) 安居工程的一堆箱子旁出现旁白及技能配音缺失的情况(之前的一次更新公告已明确说明前者的配音已补全) 连接山寨集市和旧码头的那扇铁栅栏门在通过检定后,在地图上的白色检定依然存在 地图上的部分白色检定存在逻辑问题,比如进入坦普办公室的门时,分身检定通过后,依然存在技术流的检定 文本建议: 拿回冈萨医生的医疗用具,直接强闯,未与雨果医生进行相关对话,事后也并未出现相关对话选项,希望能加一下 给山羊眼付过一百块的定金后自己造枪,拿着枪回去找他,希望能增添*炫耀*的选项 我的一周目只回了一次档,希望袋头男能根据玩家的回档次数说出不一样的对话 汉化问题: 文化宫的炸弹型号到底是k7还是c4? 安居工程大楼管理员的一句文本“how?"应该被翻译为“怎么会?”或者“咋可能”而不是”怎么学?“ 与万花筒初次见面的戏剧化时间的上面两句话 *漏翻*(怎么能有这样的低级错误) 初次进入废弃的火箭发射中心时*档案*技能的一句文本把“枢密处”写成了“枢秘处” 全新世的论文中到底是“行动员j”还是“行动员c"(也有可能是字体的问题) 最终决战时自己造出来的枪都被*踩碎了*后面是怎么抢回来的?
Zero Parades is another one of those games I can say is "unfortunately really good"; though unlike any other game I've used that phrase for, it is a unique case of the reason not being immediately apparent as the game on it's own would likely be easy to declare a masterpiece in the CRPG genre had it existed under drastically different circumstances. It is ultimately bittersweet that the writers and devs pulled off creating something so damn great despite living in the shadow of Disco Elysium and the horrible business practices of their higher ups, because no matter how great it is, it is doomed to never be judged on its own merits and forced to exist under the thumb of a company that cannot be trusted to keep the souls of it's IPs alive. I didn't go into Zero Parades expecting to like it all that much, I felt it was sure to be a very poor attempt to create Disco without any of the charm, but while certain reused and referencial aspects can certainly make it feel that way, I feel that the team behind the game (sadly whatever is left of them now) proved that they could create something compelling enough that it honestly stopped being all that distracting the more I lived in the world and got to know the people in it. I did not expect this game to exceed my expectations in any way, I went in thinking that, given a miracle, it could end up being a pretty solid game marred by the company's reputation and then when it ended I felt like it was a phenomenal game marred by the company's reputation. There are elements unique to this game that I even slightly enjoy more than how Disco handled them. The Fatigue, Anxiety, Delusion system makes the protagonist feel all the more human, and Hershel as a whole feels a little more freeing to truly roleplay as. I also feel like the world building and character writing almost reaches something near the heights I felt when I first played Disco, though maybe taking a bit longer to really wrap my head around and live with. Of course it's too bad I cannot trust Za/Um to properly allow this setting to expand and live up to it's true potential. Many of the aspects I'd consider flaws here I feel boil down to it presumably being rushed out. It seems they wanted to ship the game fully voiced like Disco's rerelease, so the text to dialogue mismatches and vocal deliveries with incorrect tones and misreads feel a lot more numerous than they did in Disco. There's also just a lot of random unvoiced lines and sentences that cut off too short. In a similar vein is how buggy it can be. My only real complaint is that the game feels like it only really needed a stupidly short time left to cook and they just threw it out there for a quick buck. Really wracking my brain for anything else to complain about, I guess I don't really love the map screen, it could have been a bit more clear and interactive. Maybe the inventory system could have been more sortable but neither of these really felt like a big deal. Zero Parades compelled me in ways I never thought a game with Za/Um in front of it would ever be capable of doing again, I fell deeply in love with it's characters and the twists and turns of their mission, I deeply resonated with many of its themes that manage to feel familiar while standing on their own, and ultimately it left me wanting to play it again and do everything I screwed up as "correctly" as possible. It's only sad that I have to keep reminding myself that not even something I love as much as this game could ever make me trust the company that made it. In the end, I got another fantastic game, but it'd be nice to have something to look forward to
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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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