4 Best PvE Extraction Games Without PvP

Keep the scavenging, tense exits and useful loot. Choose who joins you and how much a failed run should cost.

Mara reaches a warmly lit doorway above a flooded street while distant zombies approach
Mara brings recovered supplies toward shelter. · Zombie Defence

You can enjoy the best part of extraction games without handing your evening to an enemy squad. A bag worth bringing home, one more tempting container and an increasingly uncomfortable route back can create plenty of tension against AI. The useful question is what you want removed: hostile players, punishing gear loss, or both. Those are different preferences, and the games below answer them differently.

For a released solo adventure, Escape from Duckov offers a strong combination of quests, hideout projects and configurable difficulty. ZERO Sievert is the pick for a grimmer wasteland and granular risk settings. Incursion Red River brings the loop to first-person, four-player PvE. Zombie Defence connects zombie expeditions to a persistent shelter and retains collected Scrap even after defeat; its browser Alpha is in development, with a waitlist for news and playtest availability.

All four choices offer an AI-only combat loop in the edition described. Incursion Red River supports human teammates, while the other recommendations concern their single-player builds. We compare what happens to your kit, fresh loot and established progress, because “no PvP” alone says surprisingly little about what a bad run will cost.

The quick comparison

4 games, different reasons to give the next run a chance.

  1. 01Comparison score: 8.5/10
    Zombie Defence
    Jump to comparison
    Retained Scrap and a shelter worth coming home to
    • Manual aim (desktop)
    • Extraction
    • Shelter building
    • Crafting
    • Permanent progress
    Platforms
    Browser Alpha in development; single-player PvE. Native mobile releases are planned.
  2. 02Review score: 8.5/10
    Escape from Duckov
    Jump to comparison

    Fit for this list: 9.5/10

    A solo hideout adventure with recoverable setbacks
    • Extraction
    • Crafting
    • Loot builds
    • Permanent progress
    Platforms
    Windows and macOS; the official game is single-player.
  3. 03Review score: 8.6/10
    ZERO Sievert
    Jump to comparison

    Fit for this list: 9.4/10

    Solo wasteland raids with a deliberate choice of gear risk
    • Extraction
    • Tactical combat
    • Loot builds
    • Permanent progress
    Platforms
    Windows PC; official single-player game.
  4. 04Comparison score: 7.9/10
    Incursion Red River
    Jump to comparison
    First-person extraction with a regular PvE squad
    • Extraction
    • Co-op
    • Tactical combat
    • Loot builds
    Platforms
    Windows PC; solo or online co-op for up to four players. Steam Early Access.

Choose a game to jump to its overview. Platform lists are summaries; check the linked official edition.

The games

01

Zombie Defence

An active zombie-scavenging loop where surviving the city matters, but a failed Scrap expedition does not erase the resources you already picked up.

8.5 /10

Comparison score

  • Manual aim (desktop)
  • Extraction
  • Shelter building
  • Crafting
  • Permanent progress
Platforms
Browser Alpha in development; single-player PvE. Native mobile releases are planned.
Price model
Public launch pricing and monetization are unannounced.

Zombie Defence puts the pressure in the streets and the payoff underground. Its Scrap expeditions send you through ruined city areas to search amber containers, manage your route around enemies and return to a green extraction pad. Enemy pressure rises as the outing continues, making another detour a practical decision rather than a free shopping trip. The current Alpha is entirely single-player PvE: the approaching threats are zombies, with no invading player squad competing for your exit.

The important difference is how an expedition settles. Scrap you have collected is retained when you extract, when you are defeated and when an interrupted run settles after you reload the browser page, subject to storage capacity. You do not have to win a corpse-recovery run to reclaim that Scrap. Storage still matters: a full shelter cannot bank an unlimited haul. These are the Scrap expedition rules, not a blanket promise that every combat mode has identical penalties.

That recovered material has several jobs waiting for it. You might reserve Scrap for a weapon recipe, improve a production station or invest in research instead of spending everything on ammunition. Crafting has identifiable projects, and branching research can close off a rival doctrine, so the shelter offers decisions beyond filling a progress bar. Rooms, research and crafted weapons survive defeat. The result suits players who want a bad outing to interrupt their plans without deleting the whole reason they ventured out.

There is still hands-on shooting to do. Desktop movement and cursor aim are independent, and you must fire, reload and keep escape space open; touch fire instead selects the nearest living enemy. The tradeoff is the risk model itself: retaining Scrap removes much of the expensive-kit anxiety that drives harsher extraction games. Choose this design for active horde pressure feeding a durable home, especially if you would rather plan the next shelter improvement than rebuild an inventory after every loss.

Zombie Defence survivor fires split projectiles across a wet street with a green extraction pad visible beyond a zombie crowd
Staged Alpha test capture: the survivor fires across the street, with the extraction pad visible beyond the controlled horde. · Zombie Defence · Alpha

What works

  • Collected expedition Scrap survives extraction, defeat and interrupted-page settlement within capacity
  • Crafting, research and production give recovered resources competing uses
  • Active shooting and rising enemy pressure keep route decisions meaningful

Worth knowing

  • Scrap retention offers less high-stakes haul-loss tension
  • Current play is solo; there is no co-op extraction squad
  • Shelter development uses stations and upgrade choices rather than unrestricted construction

Zombie Defence: Comparison score

8.5 / 10 · Applicable criteria are equally weighted.
Combat
8.4
Progression
8.8
Usability
8.1
ValueNot applicable
Fit
8.8

Direct shooting supports Combat, while crafting and consequential shelter choices give Progression depth. Capacity limits make resource use deliberate, adding some management work to Usability. Fit is strong for retained-progress PvE, with solo-only play and lighter loss stakes shaping the audience. Value is not applicable until public access and purchase terms are announced.

The verdict

A distinctive fit for players who want AI-only zombie extraction and lasting shelter investment with a gentler resource-loss model.

02

Escape from Duckov

Duckov turns extraction into a personal scavenging adventure, with AI opponents, a growing hideout and death rules you should choose as carefully as your weapon.

8.5 /10

Review score

  • Extraction
  • Crafting
  • Loot builds
  • Permanent progress
Platforms
Windows and macOS; the official game is single-player.
Price model
Paid game; no separate PvE mode purchase is required.

The ducks are funny; your ammunition choices still matter. Escape from Duckov gives you top-down gunfights, weapon attachments and hostile areas to explore without asking you to outplay another human. Because the official game is single-player, there is no rival-player raid to opt out of and no separate PvE access tier to unlock. Community co-op mods are a different proposition. Buy it for the solo adventure unless you specifically want to manage a modded setup.

Its strongest hook is how often a seemingly ordinary find can advance a project. Bring resources home to build the hideout, complete a quest, unlock a blueprint or improve your equipment. Skill trees provide another route toward stronger ranged, melee and character capabilities. The February 2026 update added Lab Area 37, 39 quests and additional base facilities, including weapon displays and a 3D printer. That makes the home feel like a place to develop, while giving later scavenging more purposes than replacing spent rounds.

Death is more involved than an automatic inventory refund. Under recovery-enabled rules, dropped carried gear and loot can be retrieved from your latest death marker; dying again before recovery replaces that marker and loses its contents. Your support dog can protect the items placed in its limited inventory. Extreme and Custom settings can change the punishment, so inspect the chosen rules rather than treating every difficulty as identical. Keep a usable backup kit at home: recovering a valuable rifle is a very different task when you have something reliable to carry back out.

This is the best match here if you want an extraction game that keeps producing small personal goals: find a component, improve the hideout, finish a task, then try a more ambitious route. The cartoon presentation does not remove the risk of being underprepared or overloaded. It also remains a top-down solo game, which may be the wrong fit for friends looking for military-style room clearing. The appealing part is having a whole scavenging world to work through at your own pace, with the danger coming from its inhabitants.

An armed duck stands beside an open supply box and shipping container, with health, ammunition and item slots visible
Official trial-version gameplay capture showing the top-down view, a supply box and the equipment HUD. · Team Soda / Steam

What works

  • A complete official single-player PvE game
  • Hideout projects, quests, crafting and skills give loot several lasting uses
  • Recovery-enabled settings and the support dog soften selected losses

Worth knowing

  • Recovering dropped gear can put a second loadout at risk
  • Official co-op is not part of the base-game recommendation
  • Difficulty settings need attention if your priority is avoiding equipment loss

Escape from Duckov: Comparison score

8.7 / 10 · Five equally weighted criteria.
Combat
8.2
Progression
9.0
Usability
8.1
Value
8.7
Fit
9.5

Weapon builds and deliberate positioning support Combat, while quests, skills and hideout projects carry Progression. Difficulty choices improve flexibility, although equipment recovery still demands care. The paid solo package offers substantial Value, and its entirely PvE adventure is an excellent Fit for this search.

The verdict

Our strongest released solo recommendation for players who want substantial hideout progression and AI-only extraction with configurable pressure.

03

ZERO Sievert

A detailed, top-down extraction shooter that separates losing a raid’s new loot from losing the equipment you brought into it.

8.6 /10

Review score

  • Extraction
  • Tactical combat
  • Loot builds
  • Permanent progress
Platforms
Windows PC; official single-player game.
Price model
Paid game; PvE is the main game.

ZERO Sievert is for the player who wants the hostile-wasteland preparation ritual without a human sniper deciding how it ends. You leave a bunker, search variable maps, fight AI bandits and creatures, and try to return with useful equipment. Changing layouts and loot make routes worth reassessing. The overhead pixel-art view keeps the focus on position, sightlines and preparation rather than first-person weapon handling. You can meet armed hunters without meeting other players: the original game is officially single-player.

Choose the failure rules before you choose an expensive loadout. The current preset menu says Relaxed, Standard and Survivor keep your gear on death; Hunter loses most gear. In the gear-preserving presets, that protection applies to the kit you brought in, not the fresh loot gathered during the failed raid. Custom settings let you alter the balance further. Standard was added in August 2026, when Rookie was renamed Relaxed, so an older guide’s difficulty names may no longer match the menu in front of you.

The bunker makes successful returns count. Its bench supports ammunition, medicine, cooking, repairs and weapon customization, while installed modules develop your personal area and storage. Quests and factions create specific reasons to venture out, and weapon and hunter skills add a longer progression thread. This is particularly satisfying if you like preparing a build and collecting the parts to improve it. The corresponding cost is inventory work: keeping ammunition, repair supplies and project materials organized becomes part of the activity, rather than a brief pause between firefights.

Official co-op is an important boundary here. In October 2026, the developer again confirmed that multiplayer would not be added to the original ZERO Sievert; community co-op mods exist, while official cooperative development belongs to the sequel. For this recommendation, pick the first game for its self-contained solo loop. It is especially strong when you want to preserve a favorite gun while still needing a successful extraction to bank new finds, or when you want to turn up gear loss without introducing hostile human players.

ZERO Sievert pixel-art survivor exchanges fire inside a pharmacy with health and status indicators visible
A pharmacy firefight in the official gameplay gallery shows ZERO Sievert’s top-down view and compact status HUD. · CABO Studio / Steam

What works

  • Current presets clearly separate gear-preserving and gear-loss play
  • Bunker modules, weapon skills and quests sustain long-term goals
  • Procedural maps and equipment choices support repeated solo expeditions

Worth knowing

  • Fresh raid loot is still lost when you fail to extract
  • Equipment and storage systems ask for substantial inventory management
  • The original game has no official co-op support

ZERO Sievert: Comparison score

8.8 / 10 · Five equally weighted criteria.
Combat
8.7
Progression
9.2
Usability
7.8
Value
8.8
Fit
9.4

Weapon preparation and changing environments support strong Combat; modules, quests and skills give Progression breadth. Detailed inventory work tempers Usability. The complete paid solo game offers good Value, and configurable equipment loss makes it a particularly strong PvE Fit, though it cannot fill a native co-op role.

The verdict

Choose ZERO Sievert when selecting the amount of gear risk matters as much as removing PvP.

04

Incursion Red River

A tactical military extraction shooter for players who want human teammates, AI enemies and meaningful loadout risk.

7.9 /10

Comparison score

  • Extraction
  • Co-op
  • Tactical combat
  • Loot builds
Platforms
Windows PC; solo or online co-op for up to four players. Steam Early Access.
Price model
Paid Early Access game; the base game includes solo and co-op PvE.

Incursion Red River is the clearest answer here when “without PvP” still means “with my friends.” You can deploy alone or with up to three teammates against AI in its Vietnam setting. That changes the appeal substantially: one person can watch an approach while another searches, and a planned withdrawal can become a team decision. You are buying an explicitly solo-and-cooperative extraction shooter, rather than buying a competitive game and hoping other squads leave you alone.

Weapons and equipment are central to the preparation. Attachments change the build you carry, while ballistics and ergonomics give loadouts more substance than an appearance change. The game also lets you adjust AI difficulty to suit your group. One useful distinction: cooperative does not automatically mean immune to teammates. The developer added a session-level friendly-fire switch, so turn it off if avoiding human-caused damage is part of your goal. There is no reason to keep that particular source of friction simply because you enjoy tactical combat.

With a personal loadout, dying costs the equipment and field loot you were carrying; gear already stored in the safehouse and established safehouse upgrades remain. That is a harsher failure model than Zombie Defence’s retained expedition Scrap, and it gives a decision to extract real financial weight inside the game. Treat a dependable replacement kit as part of your supplies, not as wasted storage. Ordinary raid loss is also separate from development resets: the major February 2026 update explicitly wiped inventory, so an Early Access collection should not be treated as permanently protected from future system changes.

That February update added the first campaign act, safehouse upgrades, player leveling and the Delta map, giving raids more direction and recovered resources more uses. The currently advertised campaign is still its first act, with Quarry, Bunker and Delta forming the map lineup, so buy for those existing systems rather than the eventual full story. Its strongest audience is a small group willing to learn equipment together and accept replacement costs. If you mainly want a private, low-attrition scavenging routine, the solo games above offer different bargains.

First-person rifle view along a wooded road with vehicles and shipping containers in Incursion Red River
Official Alpha gameplay capture: a rifle-equipped view along a wooded road, with the build label visible. · Games Of Tomorrow GmbH / Steam

What works

  • Native solo and up-to-four-player PvE, without opposing human squads
  • Detailed weapon customization and adjustable AI challenge
  • Campaign tasks and safehouse upgrades give extractions longer-term purpose

Worth knowing

  • Death can take your personal loadout and carried field loot
  • The campaign and overall content remain in Early Access
  • Major development updates can reset inventory independently of raid deaths

Incursion Red River: Comparison score

7.9 / 10 · Five equally weighted criteria.
Combat
8.3
Progression
7.7
Usability
6.8
Value
7.3
Fit
9.2

Ballistics, attachments and team planning support Combat, with campaign tasks and safehouse upgrades adding Progression. Detailed loadouts and replacement costs make Usability demanding. Early Access breadth and inventory-reset risk temper Value; native four-player AI-only raids give it a strong Fit for cooperative extraction.

The verdict

The best fit on this shortlist for a regular co-op group that wants tactical extraction and gear stakes without competitive opponents.

How we compare

A good recommendation explains who a game suits and where it falls short. Our editorial scores use the same five criteria, each rated out of ten.

  1. 01

    Combat

    Controls, aiming, enemy readability, and the decisions you make under pressure.

  2. 02

    Progression

    Build choices during a run and meaningful progress between attempts.

  3. 03

    Usability

    Control demands, platform access, interface options, and documented device requirements.

  4. 04

    Value

    What the asking price includes, optional purchases, and the scope of the free version.

  5. 05

    Fit

    How well the game answers the specific question in this article.

Read our editorial standards

Which one should you try?

Choose the kind of pressure you actually enjoy. Escape from Duckov makes a strong first choice for a released solo game with a busy hideout and recovery runs. ZERO Sievert lets you protect your starting kit or put more of it on the line. Incursion Red River is the direct pick for a regular co-op group that wants tactical firefights against AI. Zombie Defence is especially appealing when you want zombie combat and long-term shelter projects without losing collected Scrap to a failed expedition. The best match is the one whose setbacks make you plan the next outing, rather than dread replacing the last one.

Your questions, answered.

The selected activity must let you enter a hostile area, gather useful resources or complete objectives, and leave without opposing human players being part of the encounter. AI soldiers can look like player-controlled enemies and still qualify. Playing alone in a shared PvPvE raid does not remove hostile players. A separate PvE mode can qualify, but its access, progression and loss rules need checking individually.

Incursion Red River supports solo play or a team of up to four against AI. Its paid base game includes that PvE loop; you do not need a separately advertised PvE upgrade. For a group that wants to avoid teammate damage too, switch friendly fire off in the session settings. Escape from Duckov and the original ZERO Sievert are recommended here for their official single-player experiences, not community co-op mods.

Collected Scrap is retained on extraction, defeat and settlement after an interrupted browser-page reload, up to shelter storage capacity. Shelter rooms, research and crafted weapons also persist. That rule belongs specifically to Scrap expeditions: sector battles have their own settlement rules. The current Alpha is single-player PvE, and joining the waitlist gives you Alpha news and playtest availability updates rather than immediate game access.

No. Keeping your starting equipment and banking newly collected loot are separate things. Relaxed, Standard and Survivor preserve your starting gear under their preset death rules, but a failed raid does not deliver its fresh haul to your stash. Hunter adds loss of most carried starting gear. Use the current Custom settings if you want a different balance; old guides may still call Relaxed “Rookie.”

No. AI can still overwhelm you, and the loss rules can make a single mistake expensive. Duckov can send you back for dropped equipment, while Incursion Red River puts a personal loadout and field loot at risk. If losing progress is the part you dislike, compare retention settings first. Lowering enemy damage and protecting equipment solve different problems.

Duckov and ZERO Sievert are designed for single-player play, so their recommended modes do not match you against rival players. Incursion Red River offers online co-op as well as solo play. That does not establish internet-free startup for every storefront or a particular co-op waiting time. If offline access is essential, check the exact store edition and its launcher requirements before buying; browser support alone is not an offline-play promise.

Yes, an update wipe is a separate issue from dying during a raid. Incursion Red River’s February 2026 update explicitly wiped inventory while adding its campaign chapter and safehouse systems. That is a concrete Early Access tradeoff to consider if building a permanent collection is your main motivation. Read major patch notices before returning to a long-running save.

Want to see what we’re building?

Zombie Defence is in Alpha. Join the waitlist.

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More games to explore