
Fight through post-apocalyptic South Korea in this retro survival horror. Uncover the truth behind the devastating meteor impact that left the country in ruins and turned every living organism into a terrifying monstrosity. Fight. Solve puzzles. Upgrade gear. Make every bullet count.
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): 2.56/day in the week to Aug 4 → 1.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Ground Zero is a retro survival horror set in post-apocalyptic South Korea.
A devastating meteor impact has wiped out South Korea. 2 months later as the dust and lightning storms settle and the air becomes breathable, an elite Korean operative and her Canadian partner are sent to investigate. What waits for them in the foggy remains is more terrifying than they ever could have imagined…
Fight terrifying monsters that lurk in the dark corners of Busan, mutated by the fallout of the impact.
Uncover the truth of what really hit Busan that day. What are these strange growths unravelling from the meteor impact, and why has it corrupted what little life remains in the aftermath?
Explore a beautiful city in ruins, from shoreline towns and temples to the urban center.
Defend yourself with an array of abilities; shoot, stab, kick and counter as an expert soldier trained in firearm and martial combat.
Perfect your fighting skills and get rewarded. Cleaner kills means more Genome Points, which can be traded for powerful gear upgrades.
Take on huge, terrifying bosses. Seo-Yeon has no idea just how bad the mutations can get in the heart of the city. Be prepared for anything.
Relive the spirit of classic Survival Horror. Ground Zero captures the nostalgia of retro horror titles with fixed cameras and pre-rendered backgrounds, puzzles, custom difficulty and optional tank controls.
Have fun with unlockables and extra content: alternate outfits, additional game modes and hidden endings await players curious enough to find them.
Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 775reviews | 90% | — | $315.2K |
| $13.39−33% | 525ratings | 93% | — | not modelled | |
Engagement
Reviews
Themes across 170 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Survival horror neoretro que homenajea todas las claves jugables y estéticas de los Resident Evil clásicos, pero aportando una pizca de modernidad en el combate y aumentando el tamaño de los niveles. Si echas de menos las cámaras fijas, Ground Zero te va a quitar el mono de golpe: cientos de planos fijos para cada recoveco de los escenarios. La acción está bien resuelta, pero los puzles son anodinos. Además, es excesivamente largo: ser una experiencia más concentrada le habría sentado requetebién. [I][url=https://otraciudadolvidada.wordpress.com/2026/08/07/ground-zero/] ENLACE AL ANÁLISIS COMPLETO [/url][/I]
Ground Zero is one of the more faithful and true to form Indy Survival Horror games I've gotten around to playing. I've played and seen a decent deal of Indy Horrors at this point and without fail they always end up missing something crucial to the experience. They either feel too short, or they don't flesh out the story enough to be satisfying, or the characters feel a little too hit-and-run to be meaningful, or the mechanics and movement just don't feel right, it's always something. Capturing the spirit of these kinds of games requires more than a simple copy and paste of trends of the time, it also requires understanding and applying the philosophy and attitudes that were going around, which was an attempt to push the boundaries of what was possible as hard as possible using limited tech, and that is what Ground Zero manages to do. This game feels like a classic survival horror experience that wouldn't be out of place on something like the Dreamcast. Not quite the PS1, the game has a few too many QOL features and the character models are a little too high resolution and crisp for the PS1, but many of the things on display here are Dreamcast all the way. It has just that right amount of competency and mad ambition that was normal for the time. This can even be seen right down to the voice acting, as it inhabits that spot where you can tell that they're amateurs, but they're doing their absolute best and not phoning it in. The actual act of playing is very enjoyable and an interesting twist on this style of game. Resident Evil gave the player hitscan guns cone-like hitboxes that made hitting the enemies easy with the tank controls, Alone in the Dark: The New Nightmare allowed the player to lock onto enemies, this game gives you an RE4 style laser sight with optional lock-on, but you also have the ability to essentially force critical hits through the critical shot mechanic, which helps tremendously with ammo conservation assuming you're able to make enough space between you and the alien monstrosity trying to eat your face. In the event where Kwalee Carpenter's The Thing does get in your face, you have both a dodge button and a block button that are very reliable to use and very useful, and even a parry-counter system for you Darksouls freaks out there. All these mechanics gel well together but also have enough clunkiness to them to remind you that this isn't Doom; your positioning needs to be smart and your actions must be deliberate, you cannot just turn your brain off and expect to glide through. The environments are gorgeous, memorable, and absolutely in line with the era. I haven't done much research into the credits but I wouldn't be surprised if some of the staff either worked with or studied under former Capcom developers, and if they haven't then they've demonstrated a superb understanding of how level aesthetics worked back then. All the backgrounds are prerendered and have this glossy late 90's, early 2000's feel to them. This also has the added affect of making enemies and items very easy to identify, as well as making it easy to tell where you need to go. No yellow paint here, kids! I think the only thing about this game that could be improved is the weapon balancing. There doesn't seem to be much performance difference between the 9mm pistols and the magnum pistols, but that could be due to me playing on normal and doing new game+ on hard. The game's money system is very heavily reliant of which guns you're using to kill enemies, which does help incentivize cleaver play but has the consequence of making you not want to use the more powerful and funner guns as doing so would dramatically cut into your paycheck. The end game avoids this by turning off the money system entirely so there's no reason not to enter M16/M202 Nirvana, but I would like a mode that does away with the store completely and forces the player to rely entirely on scavenging supplies. Let's see how sharp your survival horror skills are now! That most likely isn't going to happen anytime soon, but it can be something to consider for the sequel if we happen to get one. There's also the issue of health items. The game uses medical syringes that you can combine similarly to RE's herb system and for my first playthrough I did just that; making a RGB syringe seems to have a similar effect to doing so in Resident Evil, but if you combine three of a kind, you create a syringe that gives you a permanent stat upgrade. I really like this in theory, but in practice the health items are far too abundant for the mechanic to mean much, unless you're bad at these games. It's possible that these items might be far rarer on higher difficulties, I haven't gotten around to it yet, but in both of my playthroughs I am flush with healing items, and you can't just stockpile full heals like in RE, once you make a syringe, you're committed to it until it's used. There was an attempt to balance this out by making it possible for all the enemies to poison you while making the blue antidotes rarer than the other two, but they still weren't rare enough to matter and with enough, it feels like you can negate the mechanic entirely. Again, this might change on higher difficulties, but if that is the case than easier difficulties aren't doing enough to prepare players for the tougher experiences. It almost feels like easy, normal, and hard are just an extended tutorial. If you're a fan of classic survival horror, this game does it far better than its contemporaries. It's certainly leagues better than Hollow Body, which feels more concerned with aping Silent Hill than it does with actually being a decent game. QOL stuff like the auto-saving and the shop system might turn off RE purists, and the balancing could use some work, but overall the game is fantastic and I highly recommend it. I want to see what else this team can do.
Media

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Stats
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, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
| $19.99 |
| 141ratings |
| 86% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 170 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great entry into the survival horror genre. If you like pre-rendered backgrounds and tank controls in your horror games, this is a must.
As someone who grew up loving the original [i]Resident Evil 2[/i] and [i]Resident Evil 3[/i], this one felt like it was made specifically for me. The inspirations are obvious from the very beginning, and honestly, that's exactly why I bought it. Thankfully, it didn't disappoint! So what do we have here and why should you care? Well, it’s a budget-priced retro survival horror game that fully embraces the classic formula: fixed camera angles, limited resources, creepy environments, puzzles, branching paths, multiple difficulty options, collectibles, unlockables, and plenty of reasons to replay it. In fact, the amount of content here is surprisingly impressive, trust me! Between the different routes, collectibles, achievements, unlockable cheat codes, and the separate [i]Apocalypse Crisis[/i] mode – a frantic time-attack challenge – you can easily spend dozens of hours with it. One of the things that impressed me the most was the sheer size of the game. You don't just explore a single mansion or facility, no, not at all; you practically get an entire town to uncover. There are plenty of familiar survival horror locations, including an abandoned hospital with flickering lights, a monster-infested police station, and of course, the obligatory sewers. Because, let's be honest: can you even make a survival horror game without sewers? I don't think so! 😁 The game also throws in some more unusual locations, like a zoo, an amusement park, and even a speeding train. And yes, since the story takes place in a post-apocalyptic South Korea, the train section felt like a fun little [i]Train to Busan[/i] nod that I couldn't help but appreciate. Anyway, the story kept me interested throughout, and while the cast isn't huge, I liked the characters well enough. You even get to control two different protagonists, which helps keep things fresh. The monster variety is solid, there are plenty of weapons to find, and the constant sense of danger keeps the tension high. Oh, and speaking of danger... this game is hard! Even on easy difficulty, I found it surprisingly challenging. Maybe it’s just me, I don’t know, but for me the biggest culprit was easily the fixed camera system. I understand why it's here – it exists to recreate the feeling of classic survival horror games – but sometimes it goes a little overboard, if you ask me. Camera angles change constantly, often at the worst possible moments. You'll be running from a group of monsters, the screen suddenly switches perspectives, and for a second you're desperately trying to figure out where you're going while something is actively trying to eat your face. Not ideal. Combat can also be frustrating because aiming isn't always easy, your character isn't particularly fast, reloading takes time, and using healing items leaves you vulnerable. Surviving a crowded encounter often feels like a small miracle. Objectively, some of these design choices can be annoying. But you know what? Here's the thing: I just can't stay mad at this game. Everything that occasionally frustrates me is also part of what reminds me of those late-'90s survival horror games I spent countless hours playing. The awkward camera angles, the panic when you're low on ammo, the constant feeling that you're barely surviving – it's all part of the experience. I think that old-school atmosphere is captured here incredibly well. Sure, it's a little rough around the edges sometimes. It's not as polished as the big-budget games that inspired it. But considering its price, the amount of content, the replay value, and how faithfully it recreates the classic survival horror formula, it's an easy recommendation from me. If you're the type of player who still prefers the original [i]Resident Evil[/i] games over the modern action-heavy entries, and if the words "fixed camera angles" make you smile instead of run away screaming, then definitely give this one a chance!
好游戏,喜欢老生化的这游戏绝对能爽玩。 我玩的普通难度战斗习惯后还是比较简单的,一个是瞄准模式爆头子弹很够用,第二个是近战弹反性能超强,拿机枪的敌人没试过能不能弹,其他所有的敌人boss都可以弹。 地图超大,流程很长,我一周目16个小时,场景多变,而且有两次选择岔路的时候多周目也能有不同的体验,有的时候甚至怀念老生化短小精悍的体谅,这游戏流程是真的好长,光是警察局的大小就已经有老生2的体谅了上下两层和地下室。 缺点的话地图只能看当前地图,没法全览,有些武器检查的时候看不出来用哪些子弹得射一发换弹才能知道,其他的没感觉,完整的故事,人物也立得住,流程很长,这就够啦
Блин, а неплохо! Сразу видно, что разработчики большие фанаты Capcom)) Игра буквально состоит из заимствованных идей...но это и неплохо! Таких игр сейчас мало делают и каждая, как глоток свежего воздуха в современном геемдеве...
Resident Evil Busan
Buen juego en general, quería jugar un RE clásico y me quitó el mono lastima el ending, por lo demás muy bueno 8.5/10.
探索面は昔のバイオリスペクトで非常に面白いです。しかし。 戦闘はクリティカルショットというテクニック前提の難易度になっているのですが、これが全然気持ち良くないです。違和感がすごい。 オートエイムを長押ししたらさらに別のボタンを長押ししてタイミングを測って離すとゾンビの頭がパーン、という流れ。これ文字だと伝わらないと思うんですけど本当にどうしようもなくしっくりこないんですよね。 エイムじゃなくタイミングを合わせたらヘッドショットになる意味の分からなさとか、ボタンを離すことで射撃になる気持ち悪さなどが合わさることによってこの違和感が生まれているのかなと思います。 もっと探索していたかったですが、違和感に耐えきれず断念。
制作人能不能好好测试,9.7打的存档,今天开游戏读档,警局和别墅里找到的武器道具全没了,就剩初始手枪和霰弹枪,现在刚下缆车回不去,这么严重的bug测试不出来吗?
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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