
STALZONE is the PvPvE extraction shooter where you don't have to start over — and the only one with persistent world worth belonging to. You are invited to explore the Chernobyl Exclusion Zone twisted by anomalies and divided between rival factions whose territories shape the danger around you
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | Free | 72% | approximately $0 |
| Epic | Free | 82% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 3159 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
喜欢我的根据装备匹配大世界吗,捏麻麻地的好端端刷着事件被一枪抬走了,完事一看装备气笑了,然后人反手一个把你掉的垃圾包挂个天价,我是说,何意味呢,刷子掉东西我能理解吗,强制pvp我能理解吗,数值这么鬼我能理解吗? 换个角度,不谈pvp,就你pve的也不赖啊,捏麻麻地的做个主线,结果给我水温直接控到死了,人机无死角扎堆的放,甚至还要放个追逐战完事怪不消掉的,直接进空地开始诺曼底登陆,两边都在曹我?完事跑酷这块水温也不低啊,nmb无容错是什么意思呢?利用异常特性跑我能理解,但都是致死级别的谁平时研究?而且死在最后还得重新跑一大串的这类,什么西西弗斯? 斯拉夫大牢给你忘了倒是 哦对了,bandit的孩子们,被stalker开局蹲了有几乎十成原因是因为人任务上来就让杀人越货,而且还指出来哪里可能有人 在这里对新手期做任务时被我偷背身的bandit哥们道个歉,红豆泥私密马赛,包我已经寄还给你了 以上都是今天打完目前前中期(新手区)主线的牢骚,纯个人主观感受,入坑需谨慎啊
Sin servidores aca es imposible, sobre todo cuando son juegos que tienen pvp
A total home run. It creates an incredible atmosphere right out of the gate and maintains a flawless, deeply engaging momentum the entire time.
The story has been simple but interesting enough to keep me moving forward. It also introduces the world without explaining everything at once.
Оптимизировать загрузку при запуске не могут уже лет 5. Деление на классы просто ужасный. Задроты и донатеры. Одному играть тоже не светит со временем, а найти норм пачку чтобы еще попробуй. Ничего нового нет. Мобов сделать не могут, сказали что их же делать надо, а это трудно. Недо сталкер, недо майнкрафт как был, так и остался.
The atmosphere is easily my favorite part. The abandoned buildings, distant gunfire, anomalies, and random players make the Zone feel dangerous even when nothing important is happening.
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крутая игра
I have a complicated relationship with this game. I can list its problems without thinking, yet I still have it installed and continue playing. The grind is real, especially once the easy upgrades are gone. Matchmaking can produce fights that feel hopeless, seasonal objectives sometimes create pressure to play more than I want, and certain updates have made me wonder who exactly asked for a particular change. There have been sessions where I spent most of my time gathering resources and finished the evening feeling like I had barely moved forward. Then I have a session where everything works. I find a decent artifact, survive a fight I expected to lose, finish a task that has been sitting in my list for days and reach the base with enough materials for the upgrade I wanted. Few online games make that kind of ordinary progress feel as satisfying. The combat is good when players are on reasonably similar footing. Aim helps, but awareness, cover, range and knowing when not to fire are just as important. Making noise can attract more trouble, and chasing a wounded player has caused more disasters than I can count. The open-world setting gives fights consequences that a normal scoreboard cannot. I also like that death does not erase my character. Losing collected loot is enough punishment to make me careful, while keeping my equipped gear means one unlucky encounter does not destroy an entire week of progress. Would I change parts of the game? Absolutely. The later grind needs better pacing, several systems need clearer explanations, and PvP balance will probably remain an endless argument. But beneath those issues is an online world with a very specific identity. I have taken breaks when it became tiring, yet every time I return, it only takes one good evening to remind me why I played for so long.
Buen juego la vdd