
Fight giant War of the Worlds -style aliens invading Finland during a Winter in the 90's. Build an army of local townspeople in this chaotic semi-autobattler roguelike. Navigate through different biomes to obliterate the aliens from cosmic dimensions.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Jul 30 → 0/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.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
+I play a lot of different survivors-like games and when they have unique mechanicst that seperates them from the throng its a giant plus and this one is unique yeah. +I like collecting a small elite squad of different specialists fighting against alien horde concept. +cool nothern europe stuff that I don't see much in games. +nice music +dev is responsive to bug reports.
ARRIVAL: ZERO EARTH, developed and published by jounitus, is an inventive indie roguelite that blends top-down action, semi-autonomous army management, and bullet-hell intensity within an alternate-history alien invasion scenario. Set against the bleak, snow-covered landscapes of 1990s Finland, the game creates a striking backdrop for humanity’s desperate resistance against towering extraterrestrial war machines. Rather than focusing on a lone hero battling impossible odds, the game places you in command of a growing militia force, shifting the emphasis from individual power to coordinated survival. The core gameplay revolves around building and directing a squad of townsfolk-turned-soldiers who automatically engage enemies while you influence their positioning, recruit reinforcements, and activate abilities. This semi-autobattler structure gives ARRIVAL: ZERO EARTH its distinct identity. Your role is less about precise aiming and more about battlefield awareness and strategic decision-making under pressure. As alien forces descend in waves, you must adapt quickly—choosing when to expand your ranks, which abilities to prioritize, and how to navigate chaotic skirmishes that can escalate rapidly. Procedural generation ensures that no two runs unfold in exactly the same way. Biomes vary in enemy composition, environmental hazards, and tactical layout, forcing players to adjust strategies constantly. Early runs introduce the fundamentals of positioning and resource management, while later attempts test adaptability with tougher enemy variants and more aggressive invasion patterns. The roguelite structure encourages experimentation; each defeat feeds into knowledge gained about unit synergies and optimal item combinations rather than relying solely on incremental stat upgrades. Visually, the game leans into a retro sci-fi aesthetic reminiscent of mid-20th-century alien invasion fiction. Giant tripod-like machines, energy blasts cutting through snowstorms, and looming extraterrestrial constructs contrast sharply with the grounded, rural Finnish setting. The cold, wintry landscapes heighten the feeling of isolation and vulnerability, amplifying the tension of each encounter. During intense battles, the screen can fill with units, projectiles, and visual effects, creating a spectacle that is both exhilarating and occasionally overwhelming. Combat pacing is fast and often chaotic. Waves of enemies swarm your militia, and strategic repositioning becomes critical as the battlefield shifts dynamically. Because your units act semi-independently, the challenge lies in guiding their movements and maximizing their potential rather than micromanaging every attack. Success depends on reading enemy patterns, anticipating spawn points, and maintaining formation under heavy pressure. While some players may find the visual density challenging to parse during larger engagements, others will appreciate the frenetic energy that defines the game’s identity. Progression systems focus on unlocking new unit types, abilities, and equipment across multiple runs. Rather than building a permanently overpowered army, you gradually expand the tactical toolbox available to you. This approach keeps runs fresh and avoids the stagnation that can occur in roguelites overly reliant on permanent upgrades. Each session becomes a new opportunity to test combinations and refine strategies against increasingly formidable alien threats. One of the most compelling aspects of ARRIVAL: ZERO EARTH is its thematic cohesion. The narrative is conveyed primarily through atmosphere rather than heavy exposition. The stark winter landscapes, desperate militia forces, and relentless alien machines communicate a story of resilience without extensive dialogue. The tension of defending Earth feels immediate and grounded despite the fantastical elements, creating a unique tone that distinguishes it from more conventional sci-fi shooters. While the game’s ambitious blend of genres may not appeal to everyone, its originality is undeniable. By merging strategic unit management with high-intensity action, it occupies a niche that few titles attempt to explore. The occasional imbalance in difficulty spikes or moments of visual overload do little to undermine the overall experience, which thrives on adaptability and emergent chaos. Ultimately, ARRIVAL: ZERO EARTH stands as a bold and creative indie project that reimagines the alien invasion trope through the lens of roguelite strategy and battlefield coordination. It offers replayability through procedural variety, tactical depth through unit synergy, and atmosphere through its stark, wintry setting. For players who enjoy fast-paced combat intertwined with strategic oversight, it delivers a distinctive and challenging experience that feels both fresh and uncompromising. Rating: 7/10
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Traditional Chinese*, Turkish**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[i]Dies ist eine subjektive Meinungsäußerung[/i] [h1]Stimmung gut - kann man spielen[/h1] Ich hatte etwas anderes erwartet. Ich dachte mehr an ein Horde-Survivors-Game. Dies ist nah dran, aber ist es nicht genau. Vogelperspektive / Twinstick - Shooter. Nicht lang genug gespielt um es wirklich zu beurteilen - bis dahin war es aber verdammt leicht (Run abgebrochen, da ich gerade keine Zeit hatte) und stimmungsvoll. Wenn ich mal Zeit habe, dann versuche ich es vielleicht wieder.
It's a fun alright little game.
This game has nothing interesting going on under the hood, and played it's hand too early. Worth the 1$ i paid? I guess so. But is it a good game? ...debatable.
War Of The Worlds meets Vampire Survivors. Absolute bargain.
It's a fun little roguelike autobattler.
I felt the game was not engaging as I cannot control what enemies my units target; as well as finding the game very repetitive. It felt too much was luck or rng-dependent.
kann man mal durchgrinden, nichts besonderes, aber auch nichts schlechtes.
爽割草游戏,缺点是重复度过高
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