
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $31.99−20% | 3.2Kreviews | 84% | — | $2.9M |
| $39.99 | 72ratings | 66% | — | not modelled | |
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 742 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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Every market we collect.
Genres
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 744 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very great story and gameplay very much like Disco Elysium, with some added differences. Overall, definitely a must play if you are a fan of Disco Elysium.
Неплохо
The wrong people made the right game
My thoughts on Zero Parades as a follow-up to Disco Elysium are very complicated. But as a game in its own right, is it worth your time? If you only want a binary answer, I would say "yes." It doesn't beat out Disco Elysium, but I was never expecting it to in the first place. It has a memorable setting, sympathetic characters, and it hit basically every beat that I was expecting a DE spiritual successor to hit. First of all, the thing that I think everyone can agree on, whether you love or hate the game: the mechanics were improved in every way. The game has a new "health" system, doing away with the health bars. In DE, you had 2 health bars, and depleting either one caused a game over. This was a frustrating system, and tying the health bars to specific skills made the importance of which skills to sink your points into feel lopsided, since having low endurance or volition meant you were always one and done if you didn't have a healing item. You could lose over 30 minutes of progress for taking a hit of damage. In Zero Parades, the health bars are replaced with stress meters. There's 3 different meters that start out empty, and fill up by you saying or thinking certain things. Each one is tied to a category of skills, and if you fill a meter up, you're forced to permanently take away a skill point from a skill in that category. It's a much more elegant way to make players be careful of their choices or know when to take breaks, and the penalty is inside the game instead of the real-world penalty of wasting your time. Another gameplay element I really like is the new way it approaches action scenes. When lots of action is happening, time will freeze and the player is made to pick one of multiple red checks to get through the situation. I like the way it handles action, and it allows for scenes to feel quick and climactic. DE did something similar in choice places, but it was more so it had time to narrate what was going on, not to make the scene more dynamic. I was worried a lot of the characters would feel like carbon copies of older DE characters, but surprisingly, I didn't get that feeling nearly as often as I thought I would. Yeah, sometimes a character in this game will seem familiar to another character from DE, but I could still see each character as their own thing, since none of them clung to that familiarity. The only character that felt "derivative" of another iteration was Hershel, the player character. It kind of feels like they didn't know what to do with the personality of another character in a game similar to DE, so they just resort to making Hershel say a lot of the same things Harry might say in the same situation. They did ok with making her their own thing, but she delves into so many "Harry-isms" so often that I have a hard time seeing her as a separate character. For every other character, they did an alright job at worst. A couple of them are real slam dunks, though. My personal favorites are Dr. Gonza and Kaleidoscope. A couple tiny nitpicks that don't deserve their own paragraph: the music is okay, but none of the tracks hit the same as a lot of DE's best work. Felt pretty generic at best. The voice acting also felt like a bit of a step down, even though some voice actors from DE also appear in this one. In the scenes where it feels like emotions should be running high and the characters' intensity should be at like an 8 or 9, it feels like literally everyone is always hovering around a 4, maybe rising up to a 6 at best. The only one who seems like they're dynamically changing emotions is the collective voice for the skills. The actual voice is an odd choice for a narrator, though. It's fine enough to listen to, but the accent made it a little difficult for me to understand her if I wasn't reading along, like if I was looking away from the screen for whatever reason. The voice acting and narration will occasionally not match up, as well. It happened in DE too, but moments like that in DE were very rare. It happens much more often in this game, enough to where I started getting a little annoyed. I guess my biggest complaint about Zero Parades, though, is that it doesn't have as much "soul" as Disco Elysium. I know that's not really a thing you can quantify, but I feel like anyone who's played through this game would agree, even if you like it. It feels like a game that wants to be Disco Elysium so bad, but it doesn't have as much to say. It goes through the motions, but it feels more like necessity and less like someone was behind the story with things and messages that they wanted to tell, trying desperately to get you to see them. That's not to say there weren't creatives behind this project, I'm sure everyone who developed it tried really hard. But Disco had so many perspectives, worldviews, and ideas presented to the player, and it really made me think and step back to reevaluate my own view on the world, and how I interact with it. I vividly remember lying in bed the night of completing DE, unable to get the final hours of the story out of my head. I just finished Zero Parades, and I'm not sure I'm even going to remember this game in the morning until I look back at Steam. At the end of the day, I liked it. It understands what it needs to do, and it gets really close to hitting the heights of DE at points, but it just doesn't measure up. Regardless, everything I needed in this game was there. The jokes weren't as snappy, but they were there. The prose was dryer, but it was there. The truly memorable characters were rarer among the cast, but they were there. So I guess you need to ask yourself if you would be able to play a Disco-like game made by a lot of the same people without comparing it to Disco all the time, because if it's not a quality of life contest, Disco runs away with it every time. If that sounds like it'll be you, even 10 hours in, I would tell you to just replay DE again. But by the second act, I think this game does start to find its footing and does its best to create original, memorable scenarios with the spy theme. If that intrigues you, I don't think you should stop yourself from opening your heart to something new. I don't regret it, personally.
I hope this is not the end of history.
Довольно таки успешная попытка воссоздать шедевр в жанре "интерактивная визуальная новелла" без оригинальных авторов. С радостью ждем игр от других команд. Плюсы игры + Приятный визуал, новые механики, критические ситуации + Интересные персонажи (доктор Гонзо, рабочий Ренотел, обезьяна и др.) + Улучшенная сюжетная фабула (пока еще не дошел до финала). Напоминаю про ДЭ и сюжетный рояль в кустах на другом острове. [spoiler] Там криптоид охмурил ревнующего деда-комуниста и он подстрелил наемника во время секса с любовницей. Этой смертью воспользовались протестующие и инсценировали повешенье. И вы по итогу 3\4 игры занимаетесь абсолютно бесполезным расследованием, так как локация откуда произошел выстрел вам недоступна по сюжету. [/spoiler] Минусы игры - Сырость игры, аудио глюки, 3D модели не совпадают с 2D картинкой - Все так же тонна текста, за которой не всегда легко уловить суть - Раздутый хронометраж, надо было резать сюжет до 20 часов П.С. - В прошлой игре был напарник, было приятнее исследовать мир, он реагировал - За раз всю игру не охватить, сказываются проверки и специализация персонажа Игра в процессе прохождения
Piece of art from a great team of creators. Recommend as ♥♥♥♥.
First name Boat, last name Man. What a banger. Play it.
Don't go in expecting a Disco Elysium 2, it obviously takes in some of it's footsteps but its certainly going for something different and new. Overall a good game
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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