
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 2,400 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.
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Engagement
Reviews
Themes across 1238 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
半成品的感觉 作为一个普通的任务玩家,任务无聊难做,还没有啥奖励。 作为一个生存建造玩家,家园格子有限,有没有解锁新东西好像没啥区别。 作为一个普通的RPG玩家,升级的技能加点平庸,不能组成任何流派,对基本玩法毫无影响。 作为一个硬核?算了我不是硬核玩家,乱七八糟的子弹太麻烦了。
这游戏更新以后巨SB 怪跑起来没声 也不知道从哪刷出来的 而且只要刮风下雨你根本看不到怪 真是越改越垃圾
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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
Boys, I don't even know how to start this review... Let's see, I have found the game I truly love. Yesterday evening I was chatting with a friend talking about the game and mentioned I had over 24 hours in the game already. Upon checking when I bought the game it had only been three days! If you like the inventory management, building up a base, and the thrill of trying to make it back there with whatever you can find while exploring the world in the games you play.. Stop looking at this game, and just play it. I do mean this with the upmost respect to those who negatively reviewed this game, but I could not disagree with you more. I can understand pointing out what could go wrong with this game and what turned you off, but saying it is a bad game is ludicrous to me. For an example, this game tricks you into thinking it's combat will be simple to master and it will just be a mind numbing relaxing shooter up with a looting component. That being because of it's pixel art and 2D nature. That is *so not* true, the AI is the best I have ever seen in my entire life. Sometimes, you start engaging and you scare the ♥♥♥♥ out of a dude, he then panics for a second running then turns to shoot you. Maybe three of them are together, one lays down cover fire while one goes to cover and the last man tries to flank or tosses a grenade your way. Not to mention the wildlife in this game, wolfs and boars are not just bullet fodder, they actually are threats that make exploring constantly feel engaging. You must keep your head on a swivel and look out for anomalies and whatever else that could be wandering around the map. All of that being said, the game can be punishing and you will die, a lot, when you first start playing. That can be upsetting. Even more so if you are like me and like games like DayZ where when you die you lose it all. Do not go with the permadeath option from the start, genuinely it will make an already challenging experience, very frustrating as a new player. As you can genuinely be 100 yards away from your extract and because you weren't keeping your head on a swivel, now a boar is on top of you and not a second later you've lost everything you've gathered and brought in with you. The developers are active, I do not use Discord anymore - switched to Fluxer, so not sure how the community is over there. I will say though all of the content I have watched about the game, every single creator seems to be unified in their overwhelming praise of this game. That gives me a lot of comfort knowing I am not alone in being so impressed and in love with this game. I have dabbled a lot with game development, but am not great with art. Am "okay" with pixel art, but mostly am a code guy. I recently started making more pixel art and have been toying around with Nintendo 3DS homebrew and have gotten to that point with gaming where I was like instead of buying more games I just need to make the game I will actually really love and want to play with no down sides. The next day after deciding to do that, came across a video showing off this game. Was shocked to find out someone had made not only the game I would make if I could, but it has more than I could've thought up and is created in a way I have to respect from a technical point of view. If a developer sees this, keep up the fine work and God bless you! The game has great progression, weapon loadout system, bunker/base modification, crafting, and more. There truly is something special here. This is hands down the finest game I have played, with a well implemented and executed vision. Trust me when I say I am thankful I was able to able to spend my money on this game and it truly was worth every penny. I will be spending a lot of time exploring everything the devs have put into this game. Now, I think that is a long enough review. I hope this helps someone and anybody who read all this has a blessed day. Now I got some tasks for the traders to complete, another aspect of the game that's great, so hopefully see some of you around gtg bye!
Combat is utterly pathetic, AI literally uses aimbot, laser precision. All ive done is repeat the same garbage process over and over and over. Zero Fun is what this should be called
This game is a strong Never Recommend. But, if you do decide to pick it up and play it, do not progress past the fourth map/zone. There is no fun to be had there.
好玩爱玩,但是76的价格个人感觉偏贵。搜打撤紧张刺激,比较杀时间,高难度下要提防四面八方的敌人,敌人接近时只有脚步声,并不会显示脚步来自哪里。目前没有见到评论区说的人物移动延迟、准星移动延迟的情况,我用的是联想小新air15 2021酷睿版,虽然是很老的电脑了,依然能打,用的并不是最低画面效果。有兴趣可以买来玩下
좆병신겜 ㅇㅇ 니가 뭔 썡지랄을 해서 풀장비를 맞췄건 똥칸에서 튀어나온 죽돌이한테 1초만에 5발 맞으면 뒤짐 스나말곤 좆도 의미없는 총들은 왜 구현해놨나 싶음
Finished on iron mode and i have 100% the game. It's a fun little metro/stalker/tarkov mix game. No always online bull, no micro transactions, just pure unadulterated fun gameplay. Easy to get immersed in the world and the gun modding system is complex for this type of game. Mods for additional guns and attachments are available. Crafting for food, ammo, attachments and meds make looting a bit more strategic. Overall this game is fun but it I have rage quit on more than a few times (F U Kibba and Big). Hoping for more content and additional maps (plus story).
The biggest question I have to ask is whether or not a shooter game should really be designed from the perspective of over-the-top and if it can truly create suspense and fear when you have a huge 360 degree overview of the area. I have played other video games of this style and [i]ZERO Sievert's[/i] answer to an exhilarating gunfight is to make it so that enemies vanish when not in your direct line of sight or whenever they enter into something marked as cover, like that of a big boulder or a wall. Gamers who lack object permanence may immediately forget what they just saw a second ago, creating an even more challenging fight to overcome, but I found this to be more annoying than fun and it revealed quite often how flawed this design choice is in regards to the combat portion of the game, because the AI seemingly has far better sight and range than you ever do and wandering bandits will likely spot you first, especially because you are overburdened by visual clutter, such as trees and thick foliage in the case of the starting zone. They really need to get some lawnmowers out there to tend to the overgrowth, because the difference between flora in a first-person perspective versus how this game handles its isometric viewpoint is that you can at least observe the area more accurately in first-person, spotting a pattern that shouldn't really be sticking out of a bush in front of you. In this game, that hostile target just pops out abruptly while every object in your direct walking path flickers transparently so that you can see your character moving around on ground level or else you lose sight of yourself underneath a tree. This design choice does the game no real favors except make it extra tedious because you're dying more often than not from something that was not entirely your fault, and so there's very little opportunity to learn from mistakes since you didn't make any. It's more a flaw with the game than yourself, like bad camera controls that FromSoftware is known for. In a proper first person shooter, you can say, "that foot sticking out from behind that tree was obviously belonging to a bandit, I should have attacked first" whereas here, it's more like, "well, I didn't see that foot at all because my screen is just full of the tops of a tree or the roof of a building." It's like the player character is just being stalked by a drone at all times like it's the [i]Hunger Games[/i] or something, and it's more jarring than anything. Unlike many other extraction shooters, [i]ZERO Sievert[/i] is an exclusive singleplayer experience, and so there's no stress and frustration of having to deal with other players whose entire identity and role is to be as criminal as possible, you just have to contend with inconsistent AI that is either very smart or very dumb. You don't have to get to the extraction zone and pull out binoculars as you crouch in some nearby bushes to try and discern anybody else doing the same thing as they camp the zone to ambush you and steal your hard earned items. Instead, the map you spawn in on (there's six maps as of this review) is random procedurally generated and the placement of hostiles like animals, creatures, and bandits, differs each time you infiltrate, although the main 'boss' encampment is generally in the same area each time, and killing the boss of the map is how you unlock the next area that you can explore, as every other map is locked at first until you've proven yourself an adept survivor and looter. In a way, this being exclusively a singleplayer experience is a good thing, although many others will disagree because they associate an extraction shooter as a competitive online experience. With the perspective being over top of you, you're just at a huge disadvantage if you're playing against other people. At the most, it should have incorporated cooperative play where you can connect to somebody and scour the world with them, and the game lacking this feature makes it worse than what it could have been. The game is a bit confusing at first and does very little to introduce you to its many mechanics and systems, such as how to customize your weaponry, and so there can be a steep learning curve for newbies to the genre as you force yourself to explore the game's numerous menus. You'll come across different types of bullets that highlight green as if your current weapon(s) can use them but until you press a certain button, Y in this case, you can't select to use that ammunition type and the game doesn't explain to you how to actually do this, I stumbled upon it completely accidentally after I had already cleared the first map with 50 different types of bullets clogging my limited storage container that I was trying to figure out how to use. There exists a 'prologue' that does explain the most basic elements of the game but when even the tutorial of the game shows you how tough the wilderness is, you know you're in for a challenging time in overcoming immense unfairness. Outside of the basics, it didn't take but maybe a few hours to learn what to do and what my priorities are beyond just acquiring loot, but upgrading your storage containers to stash everything for future upgrades is an arduous, grindy process. It's much like my time spent in [i]ARK: Survival Evolved[/i] where the idea is to unashamedly adjust the difficulty sliders to something more realistic and respecting of your time, otherwise you're spending it as a chest opening simulator where you hope RNG takes your side for that raid and gives you a propane tank or the last hammer you need for another storage module. There is a base that you and fellow NPC survivalists reside in and you can upgrade an area of this base with benches that let you craft items like medicine, weaponry, ammunition, etc. These benches require a great deal of items that you scavenge out in the world, unlocked by crafting modules of varying tiers. This base of operations also lets you accept quests from a few major NPCs within its walls, which generally just revolves around the elimination of bandits and is where you sleep because night time in this game is nigh impossible to explore in. I would have liked to see more customization to this base, like building furniture, beyond just choosing from which five benches you want to use, because there exists like eight benches that each has its own unique purpose but you have to prioritize what you think you need the most as you can't add each one to this large home base area. It's just an odd design choice that seems to be artificial difficulty. It's a mix of [i]Tarkov[/i] and [i]S.T.A.L.K.E.R[/i] but becomes repetitive very quickly, where the only reward of exploration is in unlocking the next map, to which you explore that pretty quickly as well. Early game is very punishing but once you manage to defeat that first boss, he drops a rather overpowered weapon that you might as well just stick to and not use anything else unless you just want that 100% completion statistic. During my "iron man" playthrough, I pretty much only ever used his gun. I think it could be worth full price if it is your type of game, but it's definitely more of a niche.
this game addictive as hell. 550 hours on it now. even better with mods. looking forward to zero sievert 2
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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