ZERO Sievert

ZERO Sievert

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Worth Buying?
What seems like a positive review game, has shocked me with a mostly positive review rating, checking it out it seems like a plethora of issues related to this game.

Are the negative reviews just skill issue? Or do they hold truth.
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Showing 1-15 of 16 comments
Yes, worth it. You can adjuct difficulty midgame both factors and "yes/no" settings.
Wanna lose your stuff after death? Turn it on. Do not wanna? Turn it off. Wanna hunger and thirst bother you less or none at all? Tune up the slider.
Wanna more ammo, loot? Sliders to the rights. Opposite? To the left.
Dies too fast? Tune more HP for you or less damage for NPC. Or both.

Game emulates greatly stalker and Tarkov experience.
When reviews like ''i just dont get extraction shooters (clown emoji)'' exist we can't really do much!

But, Zero Sievert is pretty easily adjustable to how you want to play with the sliders and options. We'd always say check out reviews on Youtube as some Steam reviews can be errr 'fun'
The game can be pretty tough until you get good gear, but even then making a mistake is easy to do. But you can adjust the difficulty to make it a walk in the irradiated forest if you want to. It's a pretty fun game, and a good alternate if you like the idea of Tarkov without having to pour hundreds of hours of playtime and practice into it. Also a good game if you enjoy "stalker-likes".
If you will buy game, the most important advice: consider EVERY extraction point being camped at least by one Hunter.
If you like the genre -- YEAH! This one does it like no other so far. It's tons of fun, definitlely brutal, but also like fella said, a customizable experience. I keep coming back for more pain haha
It's a nice simpler Tarkov-lite experience. Default settings (not highest difficulty) is abit more casual than Tarkov since when you die on default difficulty you just rewind back in time to before you went into the raid , thus losing nothing. (I think you keep your weapon XP gains though).

There are some bugs , and RNG frustrating moments. Sometimes enemies and objectives can spawn out of bounds. Or a car can spawn covering an entrance to a building. But these are usually pretty minor since you can just die or extract and reload the map and it'll be fixed. It's the price we pay for procedural generated maps.

As for content , there's tons of weapons , attachments , loot , and tasks (alot have references to Escape From Tarkov). There's 6 maps and they all have varying levels of random generation which prevents everything but the insides of buildings from being in the same place every time. You have a hideout you can build and customize to your playstyle. Character and weapon passives to level up.

The things I find absolutely infuriating though is that in the later stages of the game the AI can just laser beam melt you in less than 200 ms (faster than the average human reaction time) as they have access to the best ammo in the game and some will have about 90% accuracy. I'm on the final Tasks now and I've died over 90 times (I dont have the achievement for dying 100 times yet), and im just playing on the default middle difficulty.
So do be warned that there will be times you will rage/quit.
For me, the (tense) fun of the game far outweighs its issues. But if you need your game to be super-polished and completely bug-free, then yeah, you might become frustrated. Many of the complaints can indeed be overcome by skill (“git gud” as no one likes to say these days) or getting to know the game better. But other issues – like the occasional bug – are obviously less about skill, and hopefully someday the game will be mostly bug-free.

As for the negative reviews, my understanding is that many of the negative reviews emerged when the game changed its gun mechanics, so that different guns now have different “effective” ranges. For example, a pistol won’t inflict damage on enemies at the edge of the screen, even though you can still hit them. This was done to force variety of weapon use, and many of the previous players didn’t like this change. Personally, I was fine with it; it gave me a compelling reason to try different weapons. The devs did manage to later inject a bit more realism into the new mechanic: when your skill for a weapon class increases (more XP!), the effective range widens for that weapon class.

Kyuirah’s comments are spot on (I agree with most of them). The only point of Kyuirah’s I’m not as bothered by is the high skill level of NPCs at endgame. I just assume they’re supposed to be crackerjack killers! 😉 But one does see occasional posts on Discord complaining about this. Once you become better at the game (which includes being more cautious where and how you tread!), you might become grateful for what initially feels like imbalanced/overpowered enemies. My impression is the addition of the stronger endgame enemies – plus the leveling up of even early-game enemies, which all happened before and around the 1.0 release – was done to cater to the experienced player crowd. Still, one can argue the devs could’ve maintained high tension and risk, while having NPCs limited the same way the player is.

Before 1.0, the game was hard enough for the completely new player. I shudder to think how intense (and frustrating) it feels for a newbie now 😛. To counter that, recent updates now include more options to adjust difficulty settings, so at least there’s that.
Originally posted by RolandD:
For me, the (tense) fun of the game far outweighs its issues. But if you need your game to be super-polished and completely bug-free, then yeah, you might become frustrated. Many of the complaints can indeed be overcome by skill (“git gud” as no one likes to say these days) or getting to know the game better. But other issues – like the occasional bug – are obviously less about skill, and hopefully someday the game will be mostly bug-free.

As for the negative reviews, my understanding is that many of the negative reviews emerged when the game changed its gun mechanics, so that different guns now have different “effective” ranges. For example, a pistol won’t inflict damage on enemies at the edge of the screen, even though you can still hit them. This was done to force variety of weapon use, and many of the previous players didn’t like this change. Personally, I was fine with it; it gave me a compelling reason to try different weapons. The devs did manage to later inject a bit more realism into the new mechanic: when your skill for a weapon class increases (more XP!), the effective range widens for that weapon class.

Kyuirah’s comments are spot on (I agree with most of them). The only point of Kyuirah’s I’m not as bothered by is the high skill level of NPCs at endgame. I just assume they’re supposed to be crackerjack killers! 😉 But one does see occasional posts on Discord complaining about this. Once you become better at the game (which includes being more cautious where and how you tread!), you might become grateful for what initially feels like imbalanced/overpowered enemies. My impression is the addition of the stronger endgame enemies – plus the leveling up of even early-game enemies, which all happened before and around the 1.0 release – was done to cater to the experienced player crowd. Still, one can argue the devs could’ve maintained high tension and risk, while having NPCs limited the same way the player is.

Before 1.0, the game was hard enough for the completely new player. I shudder to think how intense (and frustrating) it feels for a newbie now 😛. To counter that, recent updates now include more options to adjust difficulty settings, so at least there’s that.


It's worth remember the game features a lot of slider to changes for players to customize the difficulty, that includes things like gun ranges etc

So don't fear to have a tinker! :wololo::wololo:
Originally posted by Linko64:
Originally posted by RolandD:
For me, the (tense) fun of the game far outweighs its issues. But if you need your game to be super-polished and completely bug-free, then yeah, you might become frustrated. Many of the complaints can indeed be overcome by skill (“git gud” as no one likes to say these days) or getting to know the game better. But other issues – like the occasional bug – are obviously less about skill, and hopefully someday the game will be mostly bug-free.

As for the negative reviews, my understanding is that many of the negative reviews emerged when the game changed its gun mechanics, so that different guns now have different “effective” ranges. For example, a pistol won’t inflict damage on enemies at the edge of the screen, even though you can still hit them. This was done to force variety of weapon use, and many of the previous players didn’t like this change. Personally, I was fine with it; it gave me a compelling reason to try different weapons. The devs did manage to later inject a bit more realism into the new mechanic: when your skill for a weapon class increases (more XP!), the effective range widens for that weapon class.

Kyuirah’s comments are spot on (I agree with most of them). The only point of Kyuirah’s I’m not as bothered by is the high skill level of NPCs at endgame. I just assume they’re supposed to be crackerjack killers! 😉 But one does see occasional posts on Discord complaining about this. Once you become better at the game (which includes being more cautious where and how you tread!), you might become grateful for what initially feels like imbalanced/overpowered enemies. My impression is the addition of the stronger endgame enemies – plus the leveling up of even early-game enemies, which all happened before and around the 1.0 release – was done to cater to the experienced player crowd. Still, one can argue the devs could’ve maintained high tension and risk, while having NPCs limited the same way the player is.

Before 1.0, the game was hard enough for the completely new player. I shudder to think how intense (and frustrating) it feels for a newbie now 😛. To counter that, recent updates now include more options to adjust difficulty settings, so at least there’s that.


It's worth remember the game features a lot of slider to changes for players to customize the difficulty, that includes things like gun ranges etc

So don't fear to have a tinker! :wololo::wololo:

I dont recall this being in the game but I am in my first total playthrough now and working on slowly amping it up over several plays. This among other changes like the Prologue (tutorial) were incredible adds to the game and much appreciated. One thing though I cant find save files using the info as there is no Zero Sievert folder in any of the APPDATA locations. Is there a fix for this or am I just having to use the old save slots as I go?
Originally posted by Hyronsoul:
I dont recall this being in the game
I believe the difficulty sliders were introduced a few updates ago (and are still there as far as I know); I don't use them myself, as I like to play the game as God the devs intended 😉.
One thing though I cant find save files using the info as there is no Zero Sievert folder in any of the APPDATA locations.
They should be under AppData/Local/ZERO_Sievert/. This folder contains mods-related JSON files, crash reports, and two subfolders: one for screenshots and another with your savefiles (folder name is a bunch of numbers). You'll find your savefiles in that folder; they're named `save_shared_[123].dat`.
Is there a fix for this or am I just having to use the old save slots as I go?
I'm not sure what you're asking here. It sounds like you're asking if you can swap out savefiles and such. The answer is YES, you can! (But there's a trick you need to do if you want to do that and/or edit a savefile, which are in JSON format).
The only issue I've ever had with this game is enemies shooting further than the furthest scoped range the player can conceive (way offscreen), that is genuinely bad game design but everything else is great.
Originally posted by Mango:
The only issue I've ever had with this game is enemies shooting further than the furthest scoped range the player can conceive (way offscreen), that is genuinely bad game design but everything else is great.

If you're charging head-on onto unsecured camps, you deserve to be shot from way out your screen.
Originally posted by Mango:
The only issue I've ever had with this game is enemies shooting further than the furthest scoped range the player can conceive (way offscreen), that is genuinely bad game design but everything else is great.

So about this....

keep any eye out for some update news :cozycsgoctwhite:
Originally posted by Zagari:
Originally posted by Mango:
The only issue I've ever had with this game is enemies shooting further than the furthest scoped range the player can conceive (way offscreen), that is genuinely bad game design but everything else is great.

If you're charging head-on onto unsecured camps, you deserve to be shot from way out your screen.

Did you read the comment? "Furthest range that the player can see"
That has nothing to do with rushing camps. Even crawling while scoped in with the best equipment in the game, cover to cover, scanning every angle carefully; some enemies will still shoot off screen. Even the developer agrees with me here that is an issue, one that is apparently in the works for fixing, props to them.

In the future, its best to understand that constructive criticism for a game is not the same as insulting it. Far opposite, I'm impressed that this game is as fun as it is and that I've literally had only one issue with it, and its a positive thing that feedback is taken seriously.
Originally posted by Mango:
Originally posted by Zagari:

If you're charging head-on onto unsecured camps, you deserve to be shot from way out your screen.

Did you read the comment? "Furthest range that the player can see"
That has nothing to do with rushing camps. Even crawling while scoped in with the best equipment in the game, cover to cover, scanning every angle carefully; some enemies will still shoot off screen. Even the developer agrees with me here that is an issue, one that is apparently in the works for fixing, props to them.

In the future, its best to understand that constructive criticism for a game is not the same as insulting it. Far opposite, I'm impressed that this game is as fun as it is and that I've literally had only one issue with it, and its a positive thing that feedback is taken seriously.


We take all feedback seriously (apart from boar requests) I think you'll be happy to find what we have in store in the coming update!
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Date Posted: Sep 6, 2025 @ 4:18pm
Posts: 16