
ZERO Sievert
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About ZERO Sievert
ZERO Sievert is a top-down extraction shooter set in a fictional post-apocalyptic Eastern Europe. From a bunker hub, head into procedurally generated areas to scavenge, fight bandits, and get back alive. Steam players rate it 84%% positive across 14,480 reviews.
Credits
Lowest recorded in 36 months
$11.392026-10-03 · FanaticalBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| English | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Spanish | Yes | Yes | Yes |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | Yes |
| Portuguese-Brazil | Yes | Yes | Yes |
| Spanish-Latin America | Yes | Yes | Yes |
| French | Yes | Yes | Yes |
| Italian | Yes | Yes | Yes |
| Polish | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
| Turkish | Yes | Yes | Yes |
Steam PC edition data · 2026-10-16
02Before you buy
Controls and base
The Steam PC version has full controller support. The bunker includes traders, modding stations, and areas to develop.
Exploration and gear
The description lists six maps, procedurally generated areas, and more than 50 guns with 150 mods.
03Frequently asked questions
What do you do on a run?
Runs take you into procedurally generated areas to loot, fight bandits, and make it back alive.
Is there a base?
Yes. The bunker has traders, modding stations, and areas to develop.
Are there quests and factions?
The description mentions multiple questlines, factions, and reputation progression.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Steam really needs a neutral rating. This game has a lot going for it already and has loads of potential, but it needs a lot of work still. I've enjoyed it immensely thus far, but there are some major issues potential buyers need to be aware of (as of this writing - the game is still in EA so expect at least some of these issues to change in the future). The cover system is nonexistent. It's simple yes/no as far as whether or not you can be hit, don't expect to do any tactical sneaky-breeki and crouch-lean around walls like in STALKER or Tarkov. Unfortunately this is unlikely to be fixed due to the top-down, 2D nature of the game. You're probably gonna have to just get used to exposing your entire body to return fire in order to get a shot off. Contrary to what the tryhard simps will tell you, this game is not difficult. Most of the "difficulty" in this game is artificial and comes from issues with how the game is coded. Enemies can and will one-shot you while soaking up your bullets like sponges (and no, I'm not referring to using HP against armored humans - that makes perfect sense to anyone who knows what hollow-points are meant for IRL), they can and will spot you and immediately lay down accurate fire your way, and they can and do have perfect aim in pitch-black night battles without having NVGs even if you are well beyond the range of their flashlights. The radiation, eh, I don't find that as "broken" as other reviewers make it out to be. It is called "The Silent Killer" for a reason, after all. Anomalies, however, need a revamp. At night, not even the fire anomalies give off light like you would expect from a roaring blaze hot enough to fuse your armor to your skin. On that note, there really are no proper lighting effects in the game, just obvious overlays for things like fire-barrels and flashlights. Everything is prohibitively expensive and upgrading your hideout is a tedious grind. Upgrading isn't as "optional" as it may seem at face value, because again, everything is prohibitively expensive. Unfortunately upgrading requires a billion different resources and the only "tracking" system you get for those resources is a highlight of whether or not that object is needed - there's no way to keep track of how much of what item you already have unless you're sitting there staring at the upgrade module crafting menu, nor does it un-highlight items you already have enough of. Not for upgrades, at least. For quests it will tell you in your Journal how many you need and how many you have already. I could go on, but I think you get the point. Game's got an amazing premise and it could go far with a bit of work. I'm hopeful that Cabo can get this thing squared away with a bit more time. If you're on the fence about it, I wouldn't recommend buying it yet. But if you're willing to put up with a lot of jank and artificial difficulty, you'll probably enjoy it a great deal. As an aside, your best bet for giving constructive criticism is either to leave a review with comments disabled or submit feedback directly to the dev. As you can easily see from the discussions and comment-enabled reviews, the community is full of simps huffing copium who refuse to accept that this one-man-created Early Access game isn't the second coming of Christ and if you so much as think about saying there's anything not perfect with the game, they'll shout you down with ♥♥♥♥♥♥♥♥ like "skill issue", "mad cause bad", and other seething copes you'd expect from the Tarkov community. Do yourself a favor and just avoid the other players. Edit: 10 Jesters from salty Tarkov fangirls. Thanks for the free points, clowns. :DShow moreShow less
FOR THE LOVE OF ALL THAT IS GOOD IN THE UNIVERSE ADD CO-OP!!!Show moreShow less
Alright, lets get into it. The game is, on the surface, fun. The graphics are good, the AI is coded better than your run of the mill Tarkov scav, and it scratches the looter shooter itch without the mental anguish attached to other in-genre games. So whats wrong with the game? There is nothing to do, and very little variety. You have tasks, but they linger on the beginner area for far too long. By the time you finish your last quests there, you probably have gone to the highest tier zone and done 90% of what there is to do, exploration and looting wise, in the game. The "boss" of the first zone is a pushover and once you get their gun, the game is over. The caliber of ammunition the gun shoots is ridiculously good, and it is purchasable in large quantities within a hour of starting a save. There is, quite literally, no reason to use anything else. Once you get past that, the enemies you face are... not varied. There are *maybe* 6 classes of enemy in the entire game, four of which are essentially scaling versions of each other, one of which is fauna that bum rush you and give you more bleeds than a barbed wire bed-sheet, and bosses. The four "gun" classes are reskins of one another and are no threat even to a starting player, and as mentioned before, the gun available within 20 minutes of starting the game trivializes even the "harder" ones. The fauna spawn in packs and are a complete joke should you have one of the many automatic weapons available. As for the bosses... the first spawns in the same place every time and can be farmed easily, the second I have seen once, and the third is usually dead on the floor before you can even shoot them. This causes the gameplay loop to boil down to > Enter raid > Walk to boss spawn > Kill Boss / Loot corpse (Because the AI won't and the boss' gear lays there for the taking) > Gather peanuts and empty shell casings from the surrounding area > Leave which is, certainly, repetitive. Combine this with the lacklustre enemy variety and you get an experience which I consider to be, personally, tedious. Finally, the game lacks UI polish. Compared to the reasonably polished graphics of everything else in the game, the menus are a bit sad. All of the menus feel like an afterthought. The inventory looks like a mix between DayZ and Minecraft, only with less equipment slots. The dialogue menus are bland, with every interactable NPC having some variation of the same options, even when they don't actually have anything to do within those options - NPCs with no exposition still have the option for you to ask for information, it just leads to an empty menu with a (>back) button. There are a lot of things that probably should just not be accessible at the moment. Want to join a faction? Early access, not implemented. Want to talk to the mysterious hobo within your home base? He doesn't actually do anything yet. Care about your rep? It resets at the end of each raid because it doesn't actually affect anything long term, only dictating whether or not that faction's goons will shoot at you in the current raid. Essentially, in my opinion, the game has a lot of foundational problems that make it difficult for me to enjoy it. It is in early access, but considering how "early access" is essentially just how most games are released right now, I don't think games should get to hide behind the label from any criticism. The game has a solid foundation and *will* be updated more, and when that happens I hope some of these problems are addressed. I can see this game being fun in a few years. For now however, be patient - this is a $5-10 game with a $20 sticker. I would avoid buying it.Show moreShow less
Add co-op and this game never dieShow moreShow less
This game was great until update .40 Beyond idiotic to have "long range guns" do zero damage at point blank and to have pistols / smgs do zero dmg beyond what would be 10 paces. Balance the guns around recoil / accuracy not how much damage they do at the muzzle. Completely killed the gun play, do not recommend, do not buy, if they update and change this later then the game will be back to being great.Show moreShow less
Add Co-Op and this game will be on a whole new level! 10/10Show moreShow less
Look I kind of love this game but after a long playtime I think the major issues are kind of a lot for me. Cons: -RANGE: If you out-range a ranged enemy the AI will just let you plink it til it's dead. Most notable with scoped DMR's and sniper rifles, you can just shoot them for free while they stand still. The AI, on a fundamental level, does not understand how to deal with the player using long range weapons. Feels like they give a lot of the bosses DMR's specifically so you can't do this to them lol. Melee enemies like the Big do this too so the optimal strategy for their mini-boss monster is to break its brain by standing just off screen and shooting it while it stands still lol okay. It's an unacceptable issue for a 1.0 release that your enemies just don't react to being shot. EDIT: The dev response to this is "Check out our difficulty options"; my bad, I guess I had "Enemies respond to being shot at long range" set to off, gee willickers! It's just enemy health and damage in there I don't see how that does anything about enemies standing still when I shoot them. -MELEE: It is not designed for melee at all and has like a dozen melee exclusive enemies. They don't hit you; they just barge their sprite into yours, clipping straight through you with no animation or knockback for either party, and you have very little recourse because now the thing you're shooting is inside your sprite and even short weapons are too long to hit something thats inside your sprite bounds and you are slowed while taking damage so you can't move to get it out of your sprite. Only one of these enemies actually has a melee animation (it's the blink, and it's the best one by the way). The rest just rub their sprite on yours til you die. Additionally the hit reg and sfx upon taking melee damage are really lacking especially when compared to being shot. If the ranged combat makes me feel like I'm cheesing it, the melee combat is the game cheesing me back. EDIT: The dev response to this is "Skill issue, stay at distance and carry a shotgun". I dunno, skill issue give melee enemies a melee attack animation? Also 'stay at distance' is very funny from the guys designing tight-cornered melee-mob-only dungeons. Buncha nitpicks: -You can track scavenging mats but there's no way to tell how many you currently have at the base, it just tells you how many you need. -Quests can be given for areas you haven't even unlocked. No problem in the mid or late game, but very frustrating at the start when quest rewards can get you early modules and supplies. -Spawn points are still busted for a game that's been out for as long as it has. Objectives (such as anomaly zones), air drops (which are rare and can be extremely high value), and even boss monsters (such as the Big encounter in the lab) will straight up spawn out of bounds. -Enemy grenade AI is so hilariously useless that it almost always benefits the player. They actively run into their own grenades more often than not. -The shooting range update brought an "are you sure" setting to every option at the doctor's, which has made a normally 4 second visit take about 10+; additionally the menu no longer updates these values until you leave it, and it looks like you can purchase the same one twice accidentally now which wasn't the case like two days ago. -Buildings exist in a temporal realm. If you enter a building, bullets in motion and unexploded grenades and enemy positions will be the same when you leave. Not only does this create unwinnable situations, but it can be easily exploited to pop out - shoot - pop back in until enemy deleted. -Game is in horrific, desperate need of a "Transfer all", especially a smart one that puts them on the relevant pages of my storage, because a lot of time between runs is playing inventory tetris. -Enemies clearly do not have the same gun behaviour as the player, as they seem to be hitting at full power with sniper rifles at close range whereas they player has a min range penalty. Additionally, it seems like they can shoot through their allies; these two facts combined can pop the player like a balloon lol UPDATE: I do appreciate the dev response and I am TRYING MY HARDEST not to read their responses as diplomatic-corporate-speak-hidden-passive-aggressiveness "skill issue carry a shotgun and turn the difficulty down" There is no doubt these guys are very active and trying to make the best game they can - and I actually still very much enjoy this game when things are working smoothly. Don't let this review discourage you from buying the game (at least on sale lol.)Show moreShow less
S.T.A.L.K.E.R. had a one night stand with Escape From Tarkov while Project Zomboid watched. This is that baby.Show moreShow less
TL;DR - I strongly advise you to wait until release v1.0 before you buy this game. The game you're getting now may not be the game you want when released v1.0 eventually. Also, there's potential that this game will be in Early Access for a long time. Let me elaborate further. Based on the updates this game has been receiving, there's potential that the game mechanics will be constantly redesigned or maybe revamped. I'm not talking about changes like UI or QOL or minor stuff. It's about the core mechanics. Imagine a developer making an Action RPG, only for it to evolve to Active Battle System RPG. Or a Hold 'Em Poker turning into Draw Poker. Sure, it's still poker, or RPG with action in it., but now it's not what you wanted in the first place. The updates right now gives me an impression that the developer does not have a concrete idea or solid design specification / direction to the game. The development seems to be about throwing ideas at the wall and see what sticks. Or just throw it without seeing the results. This is not a good sign. Biggest example now is the recent update making changes to the core shooting mechanics. It is now the biggest source of contention of this game at this time. Expect lots of other things to change as it looks like the game design turns into a whack-a-mole session. i.e. Change something, and then try to change another thing in response to the previous change. Development hell. I bought this game to demo the first 2 hours. I liked it and had the impression that the development direction is already solid. I would have refunded it immediately if I knew otherwise. I stopped playing. Analogous to this, if you remember the Early Access period of this game called 'Starbound' ; Almost 10 years ago. The flip flop design where the mechanics (e.g. how the items stats work) kept changing to the point a number of people I know of got burned out and never touched the game again. Or AI Wars, where the core damage / RPS mechanics kept getting revamped, until I got tired from trying to relearn everything again.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.