
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 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.
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 1235 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game is NOT worth 20 bucks or what ever crazy amount the developer has put there, given that this game is basically still in early access and the developers are now trying to release the sequal while this game is still lacking things.
Announcing the sequel before actually finishing the game. This is still EA; avoid.
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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
如果你想像玩塔科夫一样折磨自己的话 这个游戏就是2d版的尼基塔发明的傻逼游戏
been following this game since early-early access. and i can say im very happy with what the developers did. the core of the game is simple, but it grows more complex when you add enemy varieties and level design, all of which are very good. i like the semi-random gen aspect of some maps, but it feels like it was left out on the newer ones and the predictability is something i feel removes from the replayability of the game. in general, i think the end product is very good especially when you consider mod support. however, i do have some notes i hope will make it to the next game: 1) random generation of maps and missions is a key factor in the replay value of the game. the descision to keep the mall, city and labs is understandable but in my opinion was a mistake. having each of these be randomly generated would have made these locations far less predictable and hence more enjoyable to return to. 2) adding random special events and challanges for the player to overcome, some of which should be rare, would also contribute massively to the replay value. adding 'special' sections to maps (such as rooms or buildings) which wouldnt always spawn but would hold valuable loot but also a unique challange for each one is something to look into, as it could massively contribute to the unpredictability of each raid. 3) having factions take a bigger role in the game, meaning story and descisions have a visibly and impactful change on the game world - would make the story progression feel a lot more then just unlocking access to new guns. this can be done by multiple ways, and here are some ideas: -giving access to new, specialized sections of the bunker specific to the faction the player chose to side with, -providing the player with special tools with which he can interact with the world around him, again faction specific -changing how the bunker and certain in-raid areas look according to player choices (for example, a compound the player previously visited could have blasts and bullet holes after a certain story mission) this is my (rather long) take on this game. i write all of this knowing there is a chance the devs see this, as they do interact with the community which is a VERY rare trait nowadays. TL:DR - good game, promises delivered and im hoping for an even better sequel.
Тот сложный случай, когда однозначно не можешь поставить оценку, но все же негативные моменты этой игры перевешивают положительные. Первые сложности, первые победы, первые вылазки на болото и промзону - это плюсы. Но потом приходит осознание, что вся сложность в резком перекосе баланса в сторону противника. В Закове вы легко можете встретить пачку хранителей, которые засунут вам ваш суперброник и суперпушку во все самые интимные места. Вас может ваншотнуть противник с края экрана, убить толпа мутантов и этому нет противодействия, это просто есть. Поход на АЭС в конце - это извращение, количество противников превышает все мыслимые пределы. Ну а вишенка на торте - отсутствие финала. Пройдя все круги ада, нафармив на модули в убежке, пройдя с сотой попытки АЭС вы очнетесь на базе - сбегай еще 100 раз. Спасибо, но нет. P.S. Большинство простых ачивок в игре получили 10-12% игроков, вот и думайте, чего стоят положительные отзывы.
When you play this game, remind yourself that no matter how armed to the tooth you are with your fully decked out Skop-H with tons of mags, your T5 armor, your bag full of grenades and MRE, it's always the damn pigs that get you..... and wolves..... and Arman..... maybe that bandit too if you had your guard down... yeah.
I loved this game, It's fun and it was worth playing, but not now. The game is still in development and they have the audacity to say "this is the full game, we make a new one now." If they would just add the multiplayer into this game they could fix everything and no one would be mad. After having 99% of the game completed it can't be released like that. No end-game content. I love this game vary much, but for the betterment of this game don't give a hand in this "ZS2" scam
本来想打好评的,我很喜欢这个游戏,估摸1000h了,经常从0开始,挑战三天到商场,四天到扎科夫;很喜欢挑逗奇霸,虽然偶尔被他搞死,真的很有意思,点一下开始绕来绕去逗他玩,但是更新方面做的很差劲,我刚刚看了我买的时候76块,那还是差评了,我这么喜欢,心理预期是45上下,我觉得内容差不多35,买贵了,emmm,给个差评,是定价和更新
从测试开始玩,还不错。剧情更新到沼泽时候,还不错。更新到城市,地下实验室打怪有意思,敌人强力能接受,还不错。今天无聊下回来玩玩,怎么我走路有延迟啊,怎么我换枪那么慢啊,怎么我瞄准跟有病一样啊
Over 650 hours into this game and I cannot recommend it. I was in the beta where they wasted MONTHS trying to please everyone screaming for multiplayer, just to end up with: 1. No Multiplayer B. A game with ZERO story beyond kill things and side with Red or Green or Nobody. Red has gear A, Green has Gear B, Nobody has nothing. There is no benefit to being a S.T.A.L.K.E.R. in a 2D S.T.A.L.K.E.R. clone. 3. An amount of items and gear that has already be surpassed by Mods. Mods that actually make use of items in vanilla that to this day serve no purpose whatsoever. D. Melee enemies that will murder you almost instantly using NES tactics of, just kinda standing on you until you die with no way of fighting back. Think Castlevania Medusa Heads that just stack on you. It isn't fun, it is frustrating and half cooked. I wish they hadn't wasted so many resources on multiplayer for a game that wasn't intended to be that and had just focused on making a great game. The foundation was there.
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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