
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 1239 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game was cool, but after certain update it is unplayable. It is lagging so much specialy in the rain and chemical particles that you cannot play the game.
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!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, 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
What's the point of armor and recoil when the enemy can care less about it?
没想到这游戏更新了两年,增加的新内容居然屈指可数。两年前我在discord上拿到了内测玩家资格,当时V0.9版本和现在V1.2的内容几乎一模一样,地图也还是那六张图。人物技能全部下调就为了把游戏难度拆分成四个难度,卡地形bug依然存在,垃圾的操作手感导致目前版本最高难度开荒简直不是人玩的
초반에는 재미있음
im bad on this game but just use money for what you like to keeping it going longer
melhor que cr4ck
30+ incursions = zero bolt cutters. Peak game design right there
el juego esta muy bueno tiene concepto geniales al igual que muchas horas de gameplay pero el hecho que este tan mal optimizado arruina la experiencia, no se puede cambiar de ventana sin que el juego se cierre y si se cambia el idioma a español o español de latinoamerica aparecen simbolos extraños que no dejan leer bien, y se me hace una tontera que este tan mal optimizado que aun teniendo una pc de gama alta se laguea cuando estoy cerca de los cristales de fuego y demas. En fin es un buen juego pero todavia le falta arreglar algunas cosas.
Zero Sievert lets you choose between "regular" where any raid where you die is reverted to right before you left, and "hardcore" where you lose everything on your person when dying. Unfortunately, neither of these manage to feel correct to me. Hardcore is overly harsh, because bosses are not guaranteed to drop their armor or useful configurations of their guns. This means that you'll often have to clear a boss and their guards multiple times to get a high-tier kit (which you also must repair before using), but any of the guards can kill you with a few unfortunate shots. This is even worse if you want to run the guns from the roaming bosses, as you can go tens of raids without seeing them once. Regular feels the opposite way - you get a bit of the extraction shooter rush trying to get out with something new or exciting, but you never suffer downgrades so there are no stakes unless you find loot that excites you. Stumbling into the corpse of a roaming boss who was killed by a swarm of bandits means you'll never need to search for that boss again unless you want different parts for their gun. The Lab completely breaks the game's economy once you reach it - spiders are VERY easy to fight when you have a pistol, SMG or shotgun, and you can rack up unreasonable amounts of money running it repeatedly with low-tier gear. I don't know what a middleground could look like (Perhaps something like the system Project Silverfish has, where you can pick some items to keep on death, and have an opportunity to try to retrieve the rest? Maybe either half of this? Maybe a safe pocket?), but in the current state the game is very fun for a little while, and then stops being fun quite quickly.
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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