
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
总体而言是一款游戏性强的RPG,如果说极乐迪斯科是一款文学性的上乘之作,归零巡礼在情感和宏大叙事以外的情绪触动上也有所长。在“讲一个完整的故事”上,还是成功的。音乐稍微单薄,但美术风格依然很好。金属徽章形式的技能展示和成就系统视觉效果很好,思想的解锁和绘制,语言的考究没有极乐迪斯科那么惊艳,但包括任务卡牌在内的多个画面呈现的设计很好地服务于故事展开本身。随着情节的展开,有一些很有趣的彩蛋,可以打破第四面墙,引发思考,或是单纯的让人唏嘘。极乐迪斯科的精神不在,但是作为“身本忧”的类迪“肉体续作”,归零巡礼在当前的同类竞品中的确具有最强的表现力。 “运气与实力缺一不可。” [spoiler] 【档案】 将它归类为一款类《极乐迪斯科》作品,当然省事。熟悉的等距视角,彼此争吵的内在声音,骰子、检定、失败,以及一座等待被阅读的城市。证据排列整齐,标签已经写好。但归档不是理解。至少,不完全是。一个作品继承了另一部作品的视角、结构与语言习惯,是否就足以成为它的续作?档案对此没有结论,只有一艘被逐块更换的船。 【技术流】 那么先检查船体。游戏性是扎实的:任务相互交错,调查与检定能够形成反馈,不同路线也确实会留下痕迹。它没有只把系统当作文本文学的支架,而是让技能、思想、装备、任务卡牌和行动共同参与叙事。零件并非全部严丝合缝,部分结构也能看见旧船留下的孔位,但机器确实运转到了终点。在“讲完一个完整的故事”这件事上,它成功了。 【灰质】 可是,能够航行并不能证明它仍是原来的船。不要急着在这里寻找《极乐迪斯科》的精神。那东西不在。 【密谍】 至少,不以你所熟悉的形态存在。 【诗性】 有些作品不是船。是沉船记住的潮汐。 【灰质】 《极乐迪斯科》是一部文学性的上乘之作,语言本身便能建立世界、拆解人物,再把玩家埋进废墟里。《归零巡礼》的文字没有达到同样惊人的密度与精确度,思想的命名、解锁与描绘,也较少带来那种“原来一句话可以这样生长”的震动。它保留了轮廓,却更换了不少材料;而被更换掉的,恰恰可能是最难复制的部分。 【分身】 它只带走某种姿势、某种创伤,或一道原本以为已经消失的目光;随后在另一副身体里睁开眼睛,误以为自己第一次看见世界。 【纠缠】 然而,人本来也是这样活下来的。记忆被改写,身份被组织重新命名,身体被伤痛和时间逐块替换;昨日的你消失了一部分,今日的你仍坚持使用同一个名字。《归零巡礼》反复触碰的,正是这种自我与自我消亡之间的矛盾:当记忆能够复制、人格可以印刻、意识能够被“归零”,一个人究竟要失去多少,才不再是原来的那个人? 【诗性】 它们沿着旧航线归来,不带回旧日的水手,只把那些未能说完的话磨成盐,吹进另一群人的眼睛。于是新的船员流泪,却不知道自己在哀悼谁;新的甲板发出旧木头的呻吟,却没有任何一块木板真正来自从前。 【灰质】 它对此没有给出干净的答案,却懂得另一种情绪触动。不是宏大叙事压下来时的震耳欲聋,也不只是人物关系抵达终点时的悲恸,而是某些更侧面的东西:一通不该发生的电话,一个荒唐的人忽然证明自己是对的,一条游戏规则在眼前悄悄改变,一段对话结束以后,你才意识到自己已经失去了什么。它未必总能刺穿你,却很擅长在身上留下一小块无法立即解释的淤青。那也是一种连续性:疼痛提醒你,昨天的身体仍在今天里面。 【人格】 人格不是藏在本能深处、等待被发现的一枚硬核。它更像一种长期维持的阵形:记忆站在这里,欲望站在那里,恐惧负责看守出口,而名字在最前面接受检查。 于是,自我消亡也未必需要一场壮烈的死亡。它可以发生在一次次微小的让渡中:让组织替你判断,让任务替你选择,让别人保管你的名字,最后再由一份评分表宣布,剩下的那个人仍然是你。只要姿势没有改变,只要回答仍然正确,外界就会继续承认这副人格的有效性。 可游戏不断让这种有效性发生动摇。一个人可以说着同样的话,执行同样的任务,甚至拥有同样的记忆,却已经不再是那个最初作出承诺的人。特修斯之船的问题因此不只在于木板被换了多少,而在于:究竟是谁,一直坚持把它称作同一艘船? 【感知】 而身体首先以表面出现。金属徽章形式的技能图标在界面上泛着冷光,像从制服、档案柜和旧机器上拆下来的身份零件;成就系统也使用了相近的视觉语言。思想被绘制出来,任务被装进卡牌,人物、地点与行动被压缩成具有重量的平面。它们仿佛在告诉你:自我也是由这些可以佩戴、卸下、巩固或违逆的东西拼接起来的。 【诗性】 夜晚的城市像一枚泡在海水里的旧勋章。金属已经发黑,名字也被锈蚀,但它仍在微弱地反光。每一道划痕都曾经是一种忠诚,每一块霉斑都覆盖着某个没有兑现的明天。人在其中行走,带着借来的名字、修补过的记忆和不属于自己的使命,像一封被拆开太多次的信,封口已经不存在,内容却仍固执地声称自己从未被阅读。 【分身】 所谓自我,也许就是这种固执。 【诗性】 每当海水准备把一切抹平时,仍有某样东西在黑暗里重复自己的形状。它可能是一句没有说完的话,一只在扳机前停住的手,或一阵早已属于别人的疼痛。它们不够完整,甚至不足以证明什么,却像夜海上相隔很远的灯,一盏接着一盏,替一艘已经更换全部木板的船,维持着回家的错觉。 【感知】 音乐稍显单薄,有时不足以托住场景的全部情绪,但美术风格依然很好。塑料、金属、霉菌、潮湿空气与廉价灯光共同构成了一座统一而疲惫的城市。那些画面不是附着在故事之外的装饰,而是在替故事整理呼吸,也替那些正在消失、却还没有完全消失的东西保存形状。 【密谍】 错觉也可能是线索。 【灰质】 游戏知道什么时候不该把真相摆在桌面中央。部分支线、彩蛋和隐藏对话会越过人物与玩家之间那条默认存在的边界:有人似乎认识时间,有人仿佛察觉存档,有些疯话最终被证明并不只是疯话。它们可能打破第四面墙,也可能只是让墙变得薄了一点。你看见墙后似乎有人影经过,却来不及确认那究竟是谁——角色、玩家,还是某个已经被替换、却仍声称自己从未离开的“原本自我”。 【国格至上】 国家不会为这类问题停船。公司也不会。它们要求航向、任务与结果,也要求商标、股份、知识产权和下一件可以出售的产品。 【密谍】 特修斯之船的问题不只属于人物,也属于作品本身。若视角、技能系统、政治寓言和内心独白仍在,而语言的灵魂、世界的历史与情绪的重心已经改变,这究竟是同一艘船的延续,还是一艘借用了旧船航线的新船? 【档案】 所有权不是作者身份。 【国格至上】 《归零巡礼》无法从真实世界的前史中被干净地剥离出去。《极乐迪斯科》的核心主创在ZA/UM内部的权力与所有权变动后离开了公司,围绕股份、资金、解雇理由和创作归属的争议至今仍像一道无法彻底缝合的伤口。在我看来,他们所遭受的待遇是不公正的。创造了那个世界的人失去了继续掌控它的权力,而持有公司、商标和知识产权的人,仍然能够出售那个世界留下的名字、结构与回声。 这不意味着后来留下的普通开发者有罪,也不应抹去他们投入其中的劳动。但它让《归零巡礼》从诞生起就背负着一种资本市场的原罪:作品可以被登记为资产,世界可以被切割成产权,作者却可能被从自己创造的历史中剥离出去。 【本能】 所以,不要再寻找幽灵。幽灵没有回来。回来的是身体。 【国格至上】 于是,一部反复讨论组织如何吞噬个人、自我如何在服从中消亡的作品,恰好来自一家在现实中经历过类似吞噬的公司。这不再只是创作背景,而像是作品无法摆脱的第二层文本。游戏询问一次成功应由谁定义;现实则已经给出了一个残酷答案——拥有所有权的人,可以替创造者书写结案报告。 【本能】 它拖着伤口,穿过一座潮湿、疲惫、充满塑料、金属、霉菌与旧日债务的城市。它会疼,会喝醉,会开枪,也会在应该服从的时候忽然心软。身体的零件同样会被替换:新的伤疤覆盖旧的,新的名字压住旧的记忆,新的任务要求你杀死过去的自己。但它仍然在呼吸,仍然会因为一通电话而停顿,也仍然会在系统已经给出正确答案以后,做出另一个选择。 【国格至上】 但所有权可以决定谁的名字留在封面上。 游戏中的自我消亡因此并不总是一场超自然灾难。它也可能只是一次服从:让任务替你判断,让组织替你命名,让产权替你决定谁有资格继续讲述故事。每交出一块属于自己的东西,船依然前进;直到某一刻,你不得不问,甲板上站着的究竟还是一名特工,还是任务借用的一具身体。 【分身】 影子没有继承灵魂。 【本能】 作为一部被戏称为“身本忧”的类迪作品,《归零巡礼》或许不是《极乐迪斯科》的精神续作,却的确像一部倔强的“本能续作”。它没有继承那颗已经无法复制的灵魂,却继承了让系统、语言、政治与人的身体彼此摩擦的野心。 也许它正是一艘特修斯之船:旧日的精神已不在船上,但新的身体仍沿着那条航线,继续追问一个人如何在不断被拆除以后,勉强保持为自己。 【人格】 名字没有被归零。 【判定:成功】 它没有成为《极乐迪斯科》。这是它的缺憾,也是它得以成为自己的前提。 [/spoiler]
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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
It's a great time, a lot bleaker and more serious than Disco Elysium, but still has heart.
Good - Gameplay systems are super fluid, the world is fun to inhabit, the characters are fun to talk to, and there's a lot to discover Perhaps not so good - Painfully under the shadow of DE, which is a very weird choice for a studio that has alienated so many hardcore DE fans. The overarching story is less compelling than DE, which isn't a problem, but is tough here because of just how much this game wants to remind you of DE.
it was fun and i liked it
Good story, commendable writing style and linguistic command(if somebody appreciates the english language). Better mechanics than in Disco. Main jarring things were animations, can't even describe them as passing. Still the closest thing to disco out there and a fun game on it's own.
I enjoyed the game, I love the dialogue and voice acting. Only thing i didnt like is that you dont get really work out the case and you dont get as much freedom with decisions or actions though I enjoyed the game.
Only a few hours in and I'm already feeling the magic of Disco Elysium. It's not as good - how could it be? But it's scratching that same itch so I can't complain.
LUCK AND SKILL, YOUNGBLOOD
Si te gusta 'Disco Elysium', este te va a encantar. Son dos juegos muy parecidos, lo cual es perfecto porque ambos son buenísimos. Eso sí, si no sabes o no te gusta leer, mejor que ni los pruebes. Si necesitas acción desenfrenada, tampoco te lo recomendaría. Si te encantan las buenas historias, entonces se convierte en un imprescindible.
What a great game ! It definetly inst like disco elysium and resembles it in mechanics and interface only but it tells a much diferent story which wasnt a problem forme. Story is great, well written and interesting. THere are some flaws but mostly minor and they dont affect the overall experience. Only thing I found a bit lacking was the end game which could have used a bit of expanding.
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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