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ZERO Sievert 2

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ZERO Sievert 2 screenshot 1
Zero Sievert 2 Announcement trailerWatch trailer on Steam ↗

ZERO Sievert 2

Underdog · Published by Modern Wolf, CABO Studio · Official site ↗

Content notice: This game contains stylized, non-realistic violence from a top-down perspective, including blood splatter, visual effects, and combat sounds. It also features alcohol and tobacco use in a post-apocalyptic setting; these items provide short-term benefits but have overall negative effects. Some adult language can be found in character interactions and dialogue.

Last updated 28 Sept 2026

ZERO Sievert 2 is a top-down PvE extraction shooter set in the ruined country of Zakov. Hunt alone or with a crew, face anomalies, bandits, and mutants, and make it out alive.

Free to PlayComing SoonDJCTQ 14Co-opFull Controller Support

Free

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Action, Adventure, Indie, Early Access · More free games

Explore the desolate landscapes of Zakov in ZERO Sievert 2, an action-packed adventure where solo or crew play meets relentless danger. Hunt down resources, outwit mutants, and make your escape through Underdog’s early access experience.

About this game

ZERO Sievert 2 is a top-down PvE extraction shooter set in the Zakov Exclusion Zone.

Play solo or with friends across procedurally generated maps filled with anomalies, bandits, and mutants.

Extract alive, sell your loot, and gear up for the next Hunt.

 

Hunt solo or with up to four players. Move together, cover more ground, and back each other up when things turn south. Every Hunter gains experience in co-op, keeps their own gear and loot, and can pursue their own quests during the same Hunt.

 

ZERO Sievert 2 sends Hunters across new and returning maps, each with its own threats, landmarks, and opportunities. Each Hunt changes the layout, but fixed landmarks help you navigate, find loot, and spot danger early.

Conditions can change a Hunt in an instant. Day turns to night. Fog rolls in. Blizzards cut visibility. Acid rain makes every minute outside riskier, and on some Hunts, special events can block routes, draw factions into open conflict, or pull you into fights you did not start.

 

 

Anomalies are one of Zakov’s defining threats, and Hunters learn quickly to test the path ahead with bolts before moving forward. They can be deadly, but they also leave behind crystals valuable enough to draw Hunters back into the Zone.

Relics - new in ZERO Sievert 2 - are powerful objects linked to those same anomalies. Hunters can equip them for passive bonuses, and the most powerful relics can even grant active abilities. Every use pushes a relic closer to destabilisation. Push one too far, and it can trigger a Catastrophic Failure.

Your Hunter develops through four skill paths: Combat, Survival, Recon, and Ingenuity. How you Hunt shapes that growth, so aggressive players develop differently from those who scout ahead and stay quiet.

Weapon Mastery grows with each weapon class you use, while Map Mastery is earned on each map in Zakov.

More than 30 weapons can be modified and maintained for the Hunt. Whether you prefer pistols, shotguns, ARs, or long-range rifles, each type suits a different kind of Hunter. Adjust weapons to make them your own. Ammo choice matters: different rounds trade off penetration, damage, and cost. So build your perfect loadout to tackle any situation.

But no matter how good your gun is: neglect it for too long and it might fail you. A jam at the worst possible moment will be fatal.

 

After your grandfather is gravely wounded, your search for answers pulls you into a wider struggle between the ruthless Zakov People’s Army, the shady Crimson Corporation, and the mysterious Church of the Grieving Star. Their motives might differ, but all of them fight over the same question: "How do you harness the power that made Zakov the Zone?"

Across Zakov you will find that traders, factions, and other figures have problems of their own, and plenty of reasons to make them yours.

 

 

Return to Zero Sievert with loot, improve your space and prepare for the next Hunt. What starts as a makeshift hideout gradually becomes a base for the Hunts ahead. As your journey progresses, new traders and survivors arrive with fresh jobs and better equipment.

 

ZERO Sievert 2 is designed with modding in mind from the start.

More details on tools and support will be shared during Early Access!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: intel Core i7-9700/AMD Ryzen 5 5600
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060/AMD Radeon RX 6500 XT
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 16 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: intel Core i7-9700/AMD Ryzen 7 5700
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 2060/AMD Radeon RX 6600
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 16 GB available space

Supported Languages

English*, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Turkish, Ukrainian, Vietnamese
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Building the World of ZERO Sievert 2

    Hello Hunters!One of the things we're most excited about with ZERO Sievert 2 is expanding the world. We want Zakov to feel like a real place. A world with consequences to your actions. To achieve this, we're adding even deeper narrative than the first game. That is not a knock on ZERO Sievert 1. The original already has rich environments, characters, story arcs and plenty of that carries it forward. It's more that ZS2 has the room to go the whole hog. Or, I guess, the whole boar.To give you a proper look at how that thinking is taking shape, Ethan and Crimmerz sat down for a chat.Meet the DevsEthan is a Game Designer at Underdog. He's also QA on ZERO Sievert 1 and our official Lore Keeper, so he knows the world like the back of his hand from both sides of the bunker door.Crimmerz is a Gameplay Programmer at Underdog. And between the two of them, you get the design intent and the systems that have to actually make the stories work on a Hunt.Same Roots. Its Own Identity.ZERO Sievert 1 wears its influences with a grin. Most of the references stay subtle, then every so often one slaps you in the face. Stalker. Roadside Picnic. An exclusion zone full of things that shouldn't exist and are often trying to kill you...Follow that chain back and it runs Zero Sievert, to Stalker the game, to Tarkovsky’s Stalker, to the Strugatsky brothers’ Roadside Picnic. A wish granter. A crystal. A place that changes everyone who walks into it.We are not doing a straight adaptation of any of that. The pacing would be a completely different game. What we can do is keep the elements that matter, filter them through ZERO Sievert and mix in some other things until Zakov feels like itself.Story You Play, Not Story You Sit ThroughThe first game already has a strong hook. You are the Hunter and most of the quests push you towards Zakov. Once there, it opens up... Though, we're not gonna spoil what in this post.For ZERO Sievert 2, we can go further. There will be a main quest of course. There will...
    Read full article on Community Announcements (shoe.)
  • AnnouncementsOfficial

    Gameplay and Quests Preview

    Hello Hunters!Without grizzled veterans sending you out into the Zone for toilet roll and bolt cutters, it just wouldn’t be ZERO Sievert would it? And it definitely wouldn’t be ZERO Sievert 2 either.In many ways the quest systems are just as important as the guns. They’re what give you reasons to step outside the bunker (assuming blasting mutants and looting their corpses isn’t already enough motivation). These systems don’t just appear out of thin air though, a lot of care goes into building them. So we sat down with the team to find out how the ZERO Sievert 2 quest system actually works.The Technical Side – MartFirst up is Mart, Technical Designer at Underdog (and former Splash Damage developer). He’s the shepherd of the quest system, looking after all the technical bits and bobs that let the rest of the team create the gameplay they want.The quest system acts as a clean central hub that ties together lots of different game systems (player interactions, shooting, inventory, etc.) without everything talking directly to everything else. That way a small change in one place doesn’t accidentally break something elsewhere and turn the whole thing into spaghetti code.Everything is event-based on the backend through something they call the Choreographer. Any system in the game can send or listen for messages through it, which keeps things flexible and easy to expand. The goal long-term is that this setup will also make it possible for modders to create custom quests.The Design Side – AntoineNext we spoke to Antoine, Lead Game Designer at Underdog. His job is designing the intent behind the quests. Where players should go, what they should do, what they encounter, what rewards they get and the overall journey through the game.The team has three main goals with quests:Tell the story through doing, not just readingGuide players through the world and help them discover cool thingsDeliver unique challenges that only a properly set-up quest can provideA Quick Look at one of th...
    Read full article on Community Announcements (shoe.)
  • AnnouncementsOfficial

    ZERO Sievert 2 Has Over 200,000 Wishlists

    It’s official... Over 200,000 Hunters have added ZERO Sievert 2 to their Steam wishlist!Yea... We're gonna need a moment to process that, as it's absolutely INSANE!!!When we put the announcement trailer together back in April, we hoped it would go down well… but hitting 200k, let alone in under 12 weeks? Mind-blowing... This kind of support is both incredibly humbling and the best motivator we could have ever asked for.Our goal for ZERO Sievert 2 is simple: build a strong, solid sequel that you’re proud of and excited to jump into. Especially now that you will be able to squad up with up to three friends in co-op.What the Team Had to SayTo celebrate, we wrangled the developers and asked them to share their thoughts on hitting this incredible milestone and managed to get a few slight looks behind the curtain at what's coming next and what they're most excited for (including new maps, such as Peaks!).If you missed the announcement trailer, or want to relive the moment you saw multiple players battling together against ghouls for the first time, then you can check that out here:What’s NextWe’re not slowing down. You’ll keep seeing our deep-dive videos that show how the sausage gets made. If there’s something specific you want us to cover, drop it in the comments and we’ll do our best to include it in a future update.Keep the Momentum GoingIf you haven’t already, please do wishlist ZERO Sievert 2 (and tell your friends! Remember, it’s up to 4-player co-op after all).Subscribe to the official ZERO Sievert YouTube channel and the official Underdog YouTube channel for longer uncut looks at development. Whether you’re an aspiring game dev or just want more ZERO Sievert content, that’s the place to be.We cannot overstate just how much your support means to each and every one of us here at Modern Wolf and Underdog. We genuinely couldn’t do this without you.Thank you. From all of us. Antoine Crimmerz Ethan Mart Mr K Pepo Ruo Yu shoe. Tomo
    Read full article on Community Announcements (shoe.)
  • AnnouncementsOfficial

    Our Brand New Weapons System for ZERO Sievert 2

    Welcome back to our behind-the-scenes dev series! In this one, we’re talking guns, because let’s be honest, it just wouldn’t be ZERO Sievert without them.We sat down with Pepo (Underdog Studio Director & Creative Director) and Crimmerz (Gameplay Programmer) to see how the team is making the weapons feel satisfying in ZERO Sievert 2.Making Guns MatterPepo, who’s been in the industry for 20 years and is a huge shooter fan, explains that getting the weapon system right is so essential for ZERO Sievert 2.To test and refine the guns, the team builds special “gym" levels, which are basically shooting ranges with different materials (metal, wood, glass, concrete, plaster and even flesh), enemies, or whatever they need to test at that time. For the materials. they check that every surface reacts differently when shot:Concrete chips and cracksWood sends chips flyingGlass shatters with that satisfying soundMetal sparks and ringsFlesh shows realistic exit woundsThese effects are dynamic on both 3D objects and 2D sprites. Enemies can take localized damage (headshots and neck shots look different) and when they die they leave blood splatter. And of course, the crows are back to clean up the bodies, just like in the first game.The team also wants to expand to destructible and interactable environments in the future, with physics props like shootable barrels and other interactable objects.Recoil & Weapon FeelNext, we catch up with Crimmerz, who’s been working on the recoil system. The goal is to take everything that felt good in the original ZERO Sievert and add more depth through sub-systems:Separate horizontal and vertical recoilDifferent attachments that affect each type differentlyMore variety between weaponsAnd much more!Instead of complex per-gun recoil patterns, they’ve gone with a linear curve system for now. This makes it easier for players to learn and master each weapon. The system is very flexible though, as we can crank the recoil up to ridiculous levels for testing.A...
    Read full article on Community Announcements (shoe.)
  • AnnouncementsOfficial

    Creating Procedurally Generated Maps in ZERO Sievert 2

    Welcome back to our behind-the-scenes dev series! This time round we’re sitting down with Senior Environment Artist Tomo to talk about how the world of ZERO Sievert 2 is coming together.What Does a Senior Environment Artist Actually Do?Tomo's job is pretty simple on the surface: “make everything pretty”. But there’s a lot more to it than that. He takes functional grey-box layouts from the level designers and turns them into believable, lived-in locations that actually make sense in the Zone and the greater world of ZERO Sievert.The tricky part is balancing beauty with gameplay. Everything has to respect the level design. No shooting through walls (unless intended), proper blockers, correct enemy spawn locations and clear paths for players. It’s a constant back-and-forth to make sure art and design work together perfectly.Checking Out the TilesHere we look at one of the smaller Forest tiles that will form part of the bandit camps. Tomo adds details to make it feel lived-in and interesting to both explore and fight through. There are also lootable containers scattered around so players always have something worth fighting over and hauling back to base.Because ZERO Sievert 2 uses a procedural tile-based system (just like ZERO Sievert 1), the team builds smaller hand-crafted pieces that the game then stitches together algorithmically. This gives players a fresh map every raid while letting the artists focus on high-quality work.Familiar Faces & New LooksTomo also gave us a look at a few other environments he's been working on:Igor’s House – The home of a beloved character from ZERO Sievert 1. Tomo is having fun reinterpreting it in the new art style while keeping that classic feel (water tower, logs and all). It still feels instantly recognizable, but refreshed. The Boar Patch – That muddy, rock-filled area players know well. The shape and silhouette make it very readable from a distance so you instantly know where (and what) you’re walking into. Working with the Isomet...
    Read full article on Community Announcements (shoe.)

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