
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 →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best RU #78, worst CA #97 · 3 markets collected
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.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 737 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I got the game on the first week of release, back then the enviroment, narrative and soundtrack really grabbed my attention. It was annoying that most of the npcs voices were missing and some other bugs that by now are already corrected. With the updates it's getting even more enjoyable. Yes, the narrator sounds weird but there's probably a reason for that. Comparisions aside, its a great game!
Game of the year
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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*, German, Russian, Simplified Chinese, Spanish - Latin America*languages with full audio support
| $39.99 |
| — |
| 96% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 739 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
严重不推介, 主创被开以后的狗尾续貂之作, 配乐,CV 完全让人听不下去, 一塌糊涂.
I wanted to avoid the game because of all the stuff that happened, but have to admit it is a 10/10 so far. Exactly what i wanted. Probably even like it more than disco.
Imersivo, intrigante e te prende do inicio ao fim. Belos visuais e boa trilha sonora. roda bem, sem problemas tecnicos. Como critica: o jogo tem conteúdo demais: facções, personagens, arcos, historias. E boa parte disso o jogo espera que vc memorize ou volte a falar com determinados personagens sempre que se esquece. Ele carece demais de um ´´diario´´ em que tudo ficasse regsitrado pra facilitar a consulta.
Zero Parades: For Dead Spies is a Rpg must have. It has equal the merits and excellence as Disco Elysium. Although it will go down in history as a shallow attempt to cash in on the brilliance of that masterpiece it has all the talent and interest to stand on its own and you should treat it as such. It has intrigue, interesting characters and a notable setting just like Revanchol and it has probably a better premise that is more palatable to an audience. There's a lot of replayability and charm to it My only complaint is that it takes a bit to take off, but when it does it takes off in a big way. Praying for this company to get itself sorted because if it can come out with something like this without the original innovators it can come out with many new interesting properties.
20 minutes into Zero Parades and I have to lose a skill point because my anxiety is so high. It’s been a morning; my spy double PSEUDOPOD has been zeroed, unresponsive in a chair, listening to music that cannot be replayed. He’s also not wearing any pants. My handler has called to demand I get out of town on the first tram. I can’t tell who to trust. I’ve leaned into a paranoid intellectual archetype, built on too much media literacy of 1970s spy thrillers. I’ve been at this job way too long, seen all my colleagues disappear, and I’m starting to believe the man with a bag on his head on TV. This is how Zero Parades opens. It only gets weirder from here. https://www.youtube.com/watch?v=4y_iACJ4PnE An hour later, I’m standing in a market watching TV with two children who tell me all about their favourite television show. Sixty-Six Wolves, where lycanthropes emerge from the heart of a girl to fight the angels. I wonder about the future symbolism of this, as a woman who is clearly destined to fight the powers that be. To aid my proletarian struggle, I wrangle a cool sword off the kids. An hour after that, I’m impersonating the police, I’ve called an abduction hotline, and found out there’s a boar infestation in town. Which I’m clearly going to fight with my plastic sword. The point here is not absurdity, although it abounds in Zero Parades. It’s time. Time is important in Zero Parades. Like the spy that you are, it pays to observe the passing of time and the movements of its people. The world progresses around you as the day passes; when I went back to the bazaar in the evening, the children were gone, the television abandoned. It’s one of the most subtle and beautiful aspects of Zero Parades’ narrative design. As I was playing, it struck me how this progression through the day was so perfectly constructed; from the first examination of Pseudopod’s body which directs you to ask around the market, to finding the disc seller, to moving further into the city. The conversations you have along the way aren’t guaranteed; sure, you could come to these places by various paths. But these conversations built the world and my quests as I progressed: a young party vendor worried about her missing father; a market seller bothered by the man observing from on high; the children wanting to collect six wolf cups, in a heady portent to your six missing colleagues. In Zero Parades, you play Hershel Wilk, cryptonym CASCADE, a rogue Opera agent in the city of Portofiro, back in theatre for one last mission. Her catastrophic last mission saw her comrades dispersed by the fascist surveillance operators of the Weeping Eye, and this past haunts her throughout her choices in the game. You uncover the city’s secrets one by one, each significant chapter bookended by thrilling set-pieces where your choices – and your dice rolls – determine the outcome. While you can occasionally die, the fail-forward system means that the story won’t stumble to a halt at a failed dice roll. Although you’ll be surprised how your choices eventually play out. Even the most innocuous conversation can affect future events. CASCADE’s cryptonym is representative of what the player does; each choice has a positive or negative affect throughout the game. It cascades down over time. That little chat I had with the depressive audiophile in the market comes back to haunt me later as I try to engage in conversations about music. His misanthropic views bum my enthusiasm in the form of negative modifiers to my skill checks. Sometimes, exhausting dialogue trees is actually bad for you (and occasionally, your health). There’s a more nuanced take to this gamer FOMO where we’ve been trained to click every button, ask every question. In Zero Parades it’s best to remember that you are a spy – and as they say, discretion is the better part of valour. CRPGs have always been dialogue heavy, but Zero Parades overwhelms the senses. The rasping narrator’s voice crawls across the words, as if she’s scratching to get out of CASCADE’s psyche. It’s an active choice to be patient, to listen to the dialogue as one would an audiobook. It’s unapologetically dense at times, and sometimes apologetically too, but it rewards the intellectually curious gamer with musings on everything from art to economics. The best diatribes are delivered by the most absurd characters: the Fear and Loathing in Las Vegas doppelganger Dr Gonza, the perpetually drunk agent of the free-state Oskar Metamoto, the ALL CAPS monkey. As in any game, the best NPCs have a carefully constructed identity; what makes them memorable is their originality, their absurdity, those little hooks that make them tick and sink their way into the player’s subconscious well after the game has finished. Which brings us to Hershel Wilk, Operant CASCADE herself. I considered it a flaw of the game that the main character didn’t have a perceived identity for the player to latch onto. There was no permission slip for outlandish behaviour, nor was there a nudge towards seriousness. CASCADE is as you make her. As I thought about this more, I was struck with an epiphany. Where does a middle-aged woman fit into any identity? She fits no story, we have no story to give her. She is a blank slate melding to whatever the situation calls for. CASCADE can be brutal, professional, cringeworthy, illuminated, cantankerous, deceptive or truthful. She can be purple-haired poetry in motion, a technoflexing uber-nerd, or a paper-bag wearing basketcase. She is haunted by her past, but how she is haunted is up to you. For this moment, she is everything and nothing, and she is a spy. Those expecting a straight spy story from Zero Parades might walk away bamboozled by the metaphysical aspects of this world. There’s few games where the plot revolves around techno-necromancy, a first year university reading of Francis Fukuyama, and a phone sex hotline that could bring down an economy. But metaphysical agents are nothing new; you only need to look back to G.K. Chesterton’s 1908 novel The Man Who Was Thursday to know they’ve always been there. If you’re willing to open your mind to the weirdness, Zero Parades is a deep meditation on the use of art as a tool of totalitarian soft-power. Sometimes creating art outside of this hegemony feels dangerous; as dangerous as sitting on the teetering ruins of a moon-missile silo. Zero Parades feels timely in a world where technology threatens the existence of truth. Where people are disenfranchised from economic systems and democratic institutions. Where art is getting harder to create, at a time where human-created art is more important than ever. But if you know how to wield it, art can also be used against the powers that be.
GOOD
good game imo
Perhaps the first and most important thing is that this is not Disco elysium. This is a different game, but with a similar visual style and gameplay. Here the presentation, entourage and general style are different. However, this does not make the game bad, it is simply different. A very interesting plot, a spy-psychological thriller without unnecessary stuffiness and extravagance. There is more action here than in Disco, more dynamics, not too much text. There is enough of everything here. 24 hours of pure pleasure. Of the minuses, in my opinion, there is really no music with a WOW effect like in Disco, but it is still not bad. If you liked Disco elysium, then you will also like this game. Do not expect a complete cloning of its predecessor, here everything is different, in its own way, but at a HIGH level. You will not regret it. P.S. Add the Ukrainian language to the game please!! Мабуть перше і найважливіше - це не Disco elysium. Це інша гра, але з подібним візуальним стилем та геймплеєм. Тут інша подача, антураж та загальний стиль. Проте це все не робить гру поганою, вона просто інша. Дуже цікавий сюжет, шпигунсько-психологічний триллер без зайвої душнини та зайобства. Тут більше екшену, ніж в Діско, більше динаміки, не надто багато тексту. Тут всього вдосталь. 24 години чистого задоволення. Із мінусів як на мене - дійсно відсутність музики з ВАУ ефектом як в Діско, проте вона все ще не погана. Якщо вам сподобалась Діско елізіум, то і ця гра також сподобається. Не очікуйте повного клонування попередника, тут все по інакшому, по своєму, але на ВИСОКОМУ рівні. Ви не пожалкуєте. P.S. Додайте українську мову в гру будь ласка!!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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