
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 →
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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.
Genres
Stats
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**languages with full audio support
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
Hours played at review time, across 75 reviews with recorded playtime.
Reviews
Themes across 73 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
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.
I played on middle difficulty (survivor) so your experience may vary if you play the last difficulty which is hunter (losing gear if you die in raid). Because of the 360 no scope, aimbot enemy, not losing your gear is more preferable in my opinion. [list] [h1] Positives [/h1] [*]Gun sounds and feel are punchy and meaty. [*]Aiming is pretty nuanced despite the top-down perspective with glancing shot if your cursor is not directly hovered over the enemy. [*]Armor penetration vs armor durability works well and in-depth. [*]Tracking items are very convenient because it can show you mid-raid how many items are in stash and how many you need more. [*]Solid progression: earning faction reputation to buy better gear, gun experience earns you perks, player experience to level up to give you unique perks, upgrading workbenches feel meaningful and increasing your stash wealth/gear until you become self-sufficient is pretty satisfying. [*]Brutal gunfights that are similar to popular extraction shooters out there. [*]The map designs are cool, especially Zakov City, although I wished there were more randomizations. [h1] Negatives [/h1] [*]The pixel count is low and the art is nothing to praise about. The pixel style didn't do anything and don't help you get more immersed. [*]Environment assets overlap with enemies, making you very hard to aim and shoot at them. This happen very rarely, but still. [*]The grasses are overkill and occasionally blocked dead bodies-certain patches of grass should be more transparent to help with visibility in seeing the bodies/enemies but sadly that is not the case. [*]I was not a fan of the quest that told you to kill the bosses multiple times, one time is enough. Killing Kibba 15 times for a single quest was draining for me, burning me out. [*]Very barebones UI, example: base modules can still be crafted/tracked even though you already crafted them (untrack automatically and remove them from the available base modules list because they are obsolete?), modifying guns in the base must be done through the stash table (can't right click to see what's what, making it tedious), seeing available mods and attachments are hard when you are still low reputation because they didn't get highlighted green (only red because you don't have the rep, making future planning harder than it should be), previous conversations not greyed out so new dialogue lines pop up you will not even realize it. [*]SMG is underpowered because the AP bullets do an inadequate job to penetrate high class armors, forcing me to switch to assault rifles at later stages. [*]Some bosses walk super fast, tanky, and aim bots you. [*]Exploring on your own way may feel like double-work because most quests will send you to those places eventually, combined with few Places of Interests made exploration not that satisfying. Zakov City may be an exception to this. [*]Fighting the Horizon guys are super not fun; aimbot (no recoil), wallhack, tanky. Must rely on cheese tactics and meta-gaming, thumbs down. [*]Sometimes I couldn't hear the enemy's footsteps even when he's very close during fights, resulting to me dying. This is a big no-no. [*]Bland and uninspiring main story. [/list] [h1] Conclusion [/h1] I am hopeful for the sequel, judging by the art style it eliminates my gripe about the overlapping top down perspective and low pixel count, I much prefer isometric. It also has co-op which is a big plus in my book. I also hope the developers will take the lessons from Zero Sievert 1 to make the sequel even more polished, fun, immersive and realistic. Please do not put 360 no-scope aimbot enemies in the sequel and focus on developing deeper mechanics rather than adding content that rely on cheese and meta-gaming. If you treat this like a tarkov-lite and stalker anomaly-lite, I think you will have some fun. Just don't treat it more than that or play this very seriously like a hardcore extraction shooter. If you do, you will be disappointed by some of the mechanics. Overall, I rate this 6.8/10.
нет русского
The simple, punishing-yet-rewarding loop of an exraction shooter. It has a good rhythm and doesn't waste your time like a lot of extraction games do. Very enjoyable.
While many comments give false information due to their false expectations, mine will straight up get to the point without lying.. I magdumped a regular looking bandit, %80 of my shots hit, and I died instead of the bandit. Blud took it like a champ, wow man.. This game has a huge potential, it just needs more work on it. P.S I have more hours on my save than my Steam time, 2-3 hours on that save, decided to try the game before buying it, and this happened right after I bought it EDIT FOR THE DEVELOPERS: I used ECM with 7.62x39 HP, even though it's HP, as it's the only option I have, it doesn't make any sense for the bandit to survive all this even with this ammunition type. The bandit was like every other bandit, this happened in the first map (with 3 ish hours on my save) and it happened around the village. The combat was really close quarter, we were right infront of eachother with barely any distance, yet magdumping the bandit let 'em survive. Aside these though, there are some things that the "custom difficulty sliders" cannot fix, for example, the enemies are too accurate and I don't see any sliders to change that. Other sliders are good but I decided to go with the Survivor difficulty in order to not have the game not treat me too softly nor too harshly, I wanted to have that balance while also having the scavanging aspect of the game shine. I believe that you are trying to create an LQC environment in your game's combat, however, I still believe that having an accuracy slider would benefit your game a lot, as some people might be more keen on CQB rather than constant LQC, this also eliminates the problem where you're too reliant on snipers or late-game gear. Thank you for responding to my review so quickly, I didn't know how to reply to it at first, hence why it took me long to edit my review. I'm sorry for the delay. As I've said, the game has huge potential, it just needs some tweaking and revamping in order to be the game that I can praise without any doubts. Good luck and stay awesome!
When you play this game, remind yourself that no matter how armed to the tooth you are with your fully decked out Skop-H with tons of mags, your T5 armor, your bag full of grenades and MRE, it's always the damn pigs that get you..... and wolves..... and Arman..... maybe that bandit too if you had your guard down... yeah.
Somehow, this is Tarkov, but worse
理论上想给好评,但是希望作者不仅是回复给了差评的人,这样对支持你的或者给你认真留言的人很不礼貌,伤害了认真留言玩家的心情,我看到很多很高质量的评论没有得到开发者的感谢,但是只要是差评就会被认真回复,希望作者注意这一点
One of the reviews I will come back to, for now - it's been a great first impression. I'm pretty certain this game already deserves a positive review for a few things: 1. Combat. The core gameplay loop revolves around entering a map, doing whatever you feel like doing with events, quests, somewhat randomly generated content, and trying to extract. During which, you will encounter many different enemies, many different guns will point at you and you will deal with many of them differently. There's different tactics between enemies, and it doesn't feel super unfair. For those people looking for the most extreme, definitely choosing to lose items on death is a great option, but this game doesn't require you to do it. 2. Sound. It's.. surprisingly good. Except for a few random places cutting off the ambient sounds, firefights sound great. Enemy footsteps usually help you assume where and if there are enemies - it helps, especially at nights, when visibility is incredibly limited and enemies use their flashlight mostly temporarily, when looking for you in the vicinity they hear you walk/shoot etc. 3. Loot (Content). I played a few attempts on one map only, and there is quite a lot of items you can pick up, carry over and use for either crafting, or selling. Apart from that, keys and keycards to access locked places, nice medicine system, stimulants, ammunition - and so on, and so on. 4. Mods. The game supports mods. While I haven't tested them yet, I definitely will if there is some good content. It feels like a game that can grow extremely well with some nice mods. Absolutely great modding platform. (Remember, this is mostly first impression review, I will probably return to it at a later time).
Excellent game! Working towards 100%ing the game again with the new update. Some great changes, and the Horizon enemies are a nice new challenge. This game is totally worth full price. Most people won't give it a shot because of the top-down pixel art style, but that's the charm of it to me.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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