
Now with over 600,000 copies sold, ZERO Sievert is a tense top-down extraction shooter that challenges you to scavenge a procedurally-generated wasteland, loot gear, and explore what’s left of a devastated world. When the odds are stacked against you, you’ll need to do more than just survive...
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.
Every market we collect.
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.
Reviews, worldwide (the counter carries no country): 3.57/day in the week to Aug 14 → 20.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Half a million players have stepped into the radioactive ruins, scavenged for precious loot, and fought tooth and nail to make it out alive. That number represents not just sales, but stories. Thousands of extraction runs, loadouts tested, factions faced, and unforgettable moments of survival and chaos.
For those who are making runs into the radioactive wasteland, THANK YOU! And for those of you thinking if you should join them, well, I know 600,000 reasons why you should...
Happy hunting...
The world has ended. ZERO Sievert charges you with scavenging equipment across multiple areas, all set in an atmospheric fictitious post-apocalyptic Eastern Europe setting. Your base of operations, the bunker, is filled with traders, modding stations, and areas to make your own, providing you with progression across your excursions into the wild.
Once you’re out in the wilds of the wasteland, however, the situation becomes a lot less secure. Across the six biomes of the game, you’ll initially be armed with little more than a gun and a bottle of water, after which point it’s up to you to recover items, take out bandits, and most importantly, get back alive.
And be warned; the nuclear fallout may have impacted some of the local wildlife…
With a complete new hunter experience, our tutorial takes you (loosely) by the hand and equips you with the knowledge, skills and guns you'll need to to survive and thrive in the world of ZERO Sievert.
Procedurally generated maps make every journey different, with ever-changing hiding spots, loot locations, weather, and layouts. With six maps to explore, be sure to adapt and learn each one's secrets to get in, get out, and get better.
Hunt in a way that suits your playstyle, with over 50 unique guns and 150 mods that can be combined to make you the biggest threat in the wastes of ZERO Sievert. Create a weapon that suits your style or focus on stats to become the ultimate hunter.
As you survive the harsh wasteland you’ll gain experience, sharpening your skills and unlocking new ways to become a deadly hunter. The Weapon Skill System allows you to level up various weapon types, boosting stats such as reload speed, damage, movement speed, and even unlocking unique perks tailored to each weapon. Beyond weapon XP, you can level-up your hunter with unique perks to help navigate the wasteland, tackle tough challenges, and take on more enemies.
In Zakov you’ll encounter The Green Army, a group dedicated to maintaining law and order, or the Crimson Corporation, a global pharmaceutical and technology giant. As a hunter you can choose a faction, earn reputation, unlock unique faction quests, and collect special, high-tier loot to aid you in your journey throughout the wasteland!
Multiple questlines guide you through the world of ZERO Sievert. Through talking with a range of characters you’ll slowly unravel information and lore about the world that’s been left behind. Alongside this, there are more than 100 different items to loot which can be used to craft new items, upgrade your own base, and trade.
The Steam Workshop offers all new ways for you to experience the post-apocalyptic world of Zakov. Dive into a wide range of game changing mods that introduce new weapons to your arsenal, factions for you to work for, NPC’s to discover, quests, languages, and much more.
Updates
Engagement
Reviews
Themes across 1235 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I no longer can play this game... I have a linux machine. If you are on linux bad luck. For quite some time we could play it. But after one of the latest updates (I think it was the christmas update... it stoped working). Thanks for the hours, it was funny. If it is possible it would be cool if this game could be compiled for linux.
I'm writing this review because some of the recent negative reviews are plain sdubid and put the game in "mixed" and it's totally unfair. I hate writing overly long reviews but I think this might be useful to those thinking of buying and being unsure cause of said negative reviews. This game is a surprisingly complex extraction shooter. If you like hard games where you need to be careful every step of the way because behind every single corner you turn might be a danger lurking. If you like meddling with guns picking the best attachments and bullets for the upcoming raid. If you like lonely forlorn world with stalker-ish vibes then this is the perfect game for you! First what I loved about the game: 1. I loved how in-depth it is (did NOT expect that from the screenshots and graphics). You need to manage thirst, hunger, weight you can carry. At the beginning of the game if you take too long until the nightfall, you'll see NOTHING so you're essentially time limited (until you get torch / night goggles etc). There are several bullet types, weapon types with many attachments. Different types of danger (ghouls and infestations / humans / wildlife). I loved the feeling (especially at the beginning of the game) when you have to prepare for a specific task you are going to do. So for example when you're dealing with infestations, you're grabbing shotgun with slugs and smg. When you're going after a human boss, you're loading your sniper with armour penetration and grabbing grenades to clear corners before peaking... You need to plan ahead and think instead of just smashing lmb to win and that's so cool (I was playing on the hardest difficulty offered at the beginning if that matters). 2. Enemy AI is interesting. It's not great - they get stuck at the corner of your screen, inside randomly generated obstacles, sometimes they go ham and shoot 360 around themselves etc. But it's also not bad - they might get spooked if you jump them and, instead of shooting you immediately, panic and run away, they try to peak corners safely, if possible they try to flank you instead of peaking the same corner over and over. Shotgun wielding ones might rush you while snipers cover them forcing you to rotate. There were VERY tight combat experiences in this game, there were also plain stupid ones too. But just imagine you tactically retreating fighting enemies, ending up being cornered, then your allies randomly join and flank them, you use this chaos to rotate, switch to sniper rifle, zoom in and get mauled by a boar from the back and die. Pretty cool, huh? :) 3. Story. I did not expect the story to be interesting and have a cool ending (also a secret ending). I kind of thought it's going to be a rogue-like extractions until you get bored but no, there is progression, story and a goal. Now what I disliked: 1. At the beginning the game is super confusing. You can ask barman (the main quest providing npc) about stuff but I did end up having to google where to get this or that, where to sleep, how to craft, how different base modules affect your character, how ergonomics affect your gameplay, how bullet penetration gets mitigated by armour and even if I need more or less recoil for my guns (on paper the latter is obvious but the way they visually depict those metrics is confusing since you need more for everything BUT recoil which is in the middle and I really needed to verify, I also might not be the brightest lmao). What I mean is even if you are very familiar with your guns and extraction shooters, I'm pretty sure you'll have to google at least something. Also pretty confusing that "finding toilet paper" quest (the first one basically) is not a silly tutorial thing that you don't need but an essential part without which you won't progress anything, who would have thonckled. 2. At the end the game introduces a few grind-ey quests (kill that boss 5 times, kill this boss 15 times, kill that type of enemy 70 times) but in all fairness they are optional for the story completion (but some are required to get all the achievements if that matters to you). The last mission is basically you being thrown against 20-ish high class enemies that WILL shred you on sight in a span of a second which feels so rough) but it is the last mission after all. Lastly, the reviews that made me write this rant of mine: 1. One person was complaining "when a games idea of difficulty is spawning the player in pitch darkness with 0 visibility or chance to defend yourself 10 times in a row its not worth it". BREV, have you heard of day / night cycle? If you are dying and not sleeping to spend time and instead just going immediately in, you will end up AGAIN during the night. SHOCKER. 2. "no stealth mechanic". Partially true if you want stealth in terms of sneaking behind an enemy and incapacitating them with a press of the button. BUT. At some point in the game when enemies start to shred you on sight ("on sight" is the key word). You will absolutely HAVE TO sneak behind them so they won't notice you to essentially shred them before they have the chance to shred you (especially some bosses). Also in the fight when you rotate, they keep looking for you in the last place you peaked so if you avoid being spotted you can jump them over and over. I feel like this is stealth? 3. grind-ey quests at the end. TRUE. YES. but they are optional to finish the story. Just don't do them, bozo. What do you mean you played 17 hours but optional quests upset you so much you left an entirely negative review??? LMAO, at the end of the day, my replies to "haters" are in good faith and everyone is entitled to their own opinion, I just wanted to rant and defend the game a little, hope you had a chuckle) Overall: Definitely recommend if you're into this type of games! Don't recommend if you don't like hard games coz you won't have a good time then. Now go get to gaming, gamerrs!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, Spanish - Spain*, Japanese*, Korean*, Portuguese - Brazil*, Simplified Chinese*, Spanish - Latin America*, French*, Italian*, Polish*, Russian* +1 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
recent review-bombs coming in from people with no object permanence thinking that because ZS2 exists, ZS1 is suddenly some unfinished demo-state game (a statement they would not have made in their dozens of play hours before the sequel was announced) these are not genuine opinions of people capable of critical thinking. it's, at best, petulant whining from the type of people you have to explain sarcasm to. ZS is a very good game and a fantastic take on the extraction genre, especially as a PvE experience.
I think ZERO Sievert is a decent game at its core, and the idea behind it is genuinely interesting. A full solo extraction shooter is a rare thing on the market, and that alone already makes this project stand out. If you want a Tarkov-like loop without PvP, just you, the map, loot, and extraction - this game does deliver that experience. The basic gameplay loop works: you go on zone, bring back resources, upgrade your base, and slowly progress forward. In general, playing it feels okay, and I wouldn’t call it a bad game. Visually, the graphics are simple and minimalistic, but not terrible. They do their job and make the world readable. Sound design is also mostly fine: weapons and ambient sounds work well enough, and the atmosphere can feel tense during raids. On paper, the game has a lot of systems: base modules, weapon modding, factions, story progression, different regions, and crafting. All of this sounds great and gives the impression of depth. But in practice, many of these systems just don’t work properly or feel unfinished. The game has only six regions, and most of your time will be spent in the first one, the Forest, because the others are locked behind story progression. At the same time, crafting is not locked behind story progression at all. There are no unique items that can only be found in late-game zones, so you can fully upgrade your base without ever unlocking most of the zones. Once your base is maxed out, there is basically no reason to keep playing, because progression is already finished. Yes, there is weapon efficiency and player level progression, but experience is gained so slowly that grinding for it feels pointless. I tried to keep playing after upgrading my base and started doing story missions, but on the second quest the story bugged out completely and became impossible to continue. Because of that, I literally cannot access four out of six locations. That’s just absurd. It would have been much better if the game simply allowed access to all regions from the start and balanced them by placing stronger enemies in later areas. Weapon modularity also feels broken or unfinished. The game often marks parts as compatible with your weapon, but when you try to install them, it turns out you actually can’t. So you often just switch scopes. In general, there is almost no reason to use anything except sniper rifles. There is no dodge roll, so proper gunplay feels clumsy and unsafe. Pistols, SMGs, and shotguns just don’t make much sense compared to snipers, because sniping is the safest and most reliable way to play. Enemy density is also strange. There are fixed points of interest like warehouses, villages, or campfires where enemies will always spawn, which is fine. But the map is also filled with a huge number of animals. Most of the time you won’t even see them because of all the trees, and you will just bump into them at close range. When animals attack you, you get slowed down, and since there is no dodge roll, you often can’t escape. I’ve had many good raids ruined just because I suddenly ran into some animal I couldn’t see in time. The visual style also lacks consistency. It feels like the environment, character models, inventory items, and weapons were made by different people with different art styles. This graphical mismatch is very noticeable and breaks immersion. Sound design has another weird issue: the Geiger counter sound is used for many menu and inventory actions, so you constantly feel like you are in a radiation zone even when you’re not. Instead of helping the atmosphere, it just confuses and annoys. There also isn’t much music or ambient variety - most of the time you only hear sound effects. Crafting tracking is awkward too. If you mark an item you want to craft, the game does not count already collected materials as collected. It keeps highlighting them anyway, so you have to manually remember what you still need and what you don’t. Factions also behave oddly. One is always hostile, two can be made friendly quite easily by trading, although one of them I only met once. Another is always friendly, and the fifth one is marked as neutral but still attacks you on sight. Maybe this system becomes clearer later, but I couldn’t progress far enough because of the broken story quest. Overall, the main real strength of this game is that it is a true single-player extraction shooter, and there simply aren’t many games like that right now. Gameplay itself is not bad, and the core idea works. But because of boring and inconsistent visuals, broken or half-working mechanics, unresponsive gunplay, and especially the story bug that blocks access to most of the map, I can’t really recommend buying it in its current state. It has potential, and I wanted to like it more, but too many systems feel unfinished or poorly thought out.
This game have a lot of good things going. running around exploring and fighting is always nice - doing what YOU want. if you like tarkov and are looking for some solo top down experience, then sure. try it out.(ive had my fun tbh) but the thumbs down comes from dying to stupid things. The word's "what the ♥♥♥♥ just happened" Will become youre go to sentence for this game... Dying from, an unarmored bandit (that you outclass by far)- gettin shot from outside range to being lazered down without the chance to fight back. oh and also the aimbot exploiting ai will get you when they are alert. having long runs end because you fight something that is useually easy to beat - just dossent make sence btw, they are making a ZERO Sievert 2 which dossent look anything like Zs1. asking me. this one looks better - but again, the other one have Coop - so theres that. I want to love it - but i can't the game is not hard. its unbalanced.
This is the best game I've played in a long while when npcs fight eachother you know its good
Русский язык официально добавь ♥♥♥♥♥!!!! В твою ♥♥♥♥♥ в любом случае в основном играют игроки из снг! Добавь кооператив и язык ♥♥♥♥♥! Чепушила кандёхай веселей!
説得力は俺の総プレイ時間を見てくれ。 まず、見て分かるだろうがだいぶ楽しんだ。PVEなので気楽なのが良い。 特に難易度をメチャクチャ細かく設定できるのが大変良い。ノーマル設定だとレベルもモリモリ上がるし、ベースの施設建設やクエスト資材もあっという間に集まる。というかアイテム出過ぎて何持って帰るか選ぶ作業が大変。なのでドロップ出現率などをごっそり削り、頑張って頑張って集める楽しみがもうね、良くて良くて。 お金も有り過ぎるので売却額率をがっつり削り、弾も敵から拾えると店買いや弾丸自作の機会が無いから弾ドロップも大きくカット。 で、敵も人と変異体でそれぞれHP設定できるから150%補正を入れた。これは通常の敵を映画のモンスター的な硬さにする意味で実行したが、大型種が地獄のように強くなってしまった。だがトラップ等を駆使すれば何とかなるものだ。この試行錯誤がこのゲームの醍醐味でもある。 地道に地道に、タルコフ等のサバイバルシューターで物拾いを延々したいプレイヤーにおすすめ。 現在日本プレイヤーコミュニティがかなり過疎っている。 原因はデビューから時間が経っている事もあるが、バグが多い点や、何よりMOD群が死滅しかけているのが大きい。 プレイキャラを可愛くする。モチベ上がるよね? 勿論MODがあったしキャラクタ自作もした。 だがこのゲーム、なんとアプデが入る度にデータの格納場所がコロコロ変わるのだ。当然MOD類が壊滅的に使えなくなる。小アプデでも変わる。頑張ってたMOD作者達も疲れ果て去っていった。 現在Steamワークショップが開設され、中国圏にも販売されだして新規中国ユーザーの作ったMODがかなり増えた。外見MODも自分で画像入れてアドレス書いてとかしなくても使えるような環境になってきた。これはキャラクタ画像のアドレスが変わるなら、外見に干渉するアーマー画像で代用しようという試み(なのか?)で、服装のMODっぽく見えるのだが購入して装備すると服だけでなく外見が変わる。イイネ! 本当に楽しいのでお勧めする。
the new distance mechanic is so awful and unfun its terrible I love doing 2 damage because the npc is 1 inch too close to me really fun. I love having recoil when npcs can beam you through tier 6 across the map full auto
Stash is overflowing with top-tier gear. I could retire, sell everything, and never set foot in the zone again. Instead I’m still loading in at 3am with a full kit I don’t even need, chasing that one more perfect raid. The zone doesn’t care how rich you are. 10/10 pure addiction.
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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