5 Games Like ZERO Sievert for Loot-and-Extract Fans

More gear tinkering, more time to think, or fewer lost supplies: choose which part of the next expedition should change.

Sable holds a rifle beside a rusted railway carriage, facing an illuminated shelter in an overgrown rail yard.
Sable watches the route home through a misty, overgrown rail yard. · Zombie Defence

Escape from Duckov is the closest all-round recommendation if you want another game like ZERO Sievert: prepare a weapon, search dangerous ground for useful objects, then put the haul into a hideout. SULFUR pushes gun experimentation into a first-person dungeon crawl. Quasimorph turns the dangerous expedition into a tactical, turn-based problem, while Incursion Red River adds native cooperative raids. Zombie Defence connects active scavenging to shelter investment with a much gentler Scrap-retention rule.

The important question is what you want to carry over from ZERO Sievert. Perhaps it is the moment a scavenged component finishes a bunker project. Perhaps it is picking ammunition before departure, checking a blind approach or deciding that one more container is a bad idea. Those pleasures can survive a change of camera or setting. They do not automatically survive a switch to an arena where collecting experience is the entire outing. These five choices preserve a meaningful relationship between the supplies you seek and what you can do afterward.

Also check which ZERO Sievert you are comparing against. Its current Relaxed, Standard and Survivor presets retain your gear; Hunter loses most gear, and Custom lets you adjust the rules. If replacing a favorite rifle is your only frustration, a different preset may solve it without changing games. Below, gear preparation, field decisions, long-term projects and failure consequences matter more than superficial resemblance. Zombie Defence is a browser Alpha in development with a waitlist, rather than an immediate public play option; the other entries have playable paid PC editions.

The quick comparison

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

  1. 01Review score: 8.5/10
    Escape from Duckov
    Jump to comparison

    Fit for this list: 9.6/10

    The closest scavenging-and-hideout replacement
    • Extraction
    • Crafting
    • Shelter building
    • Loot builds
    Platforms
    Windows PC and macOS; single-player
  2. 02Comparison score: 8.5/10
    Zombie Defence
    Jump to comparison
    Shelter projects with less lost progress from Scrap runs
    • Manual aim (desktop)
    • Extraction
    • Shelter building
    • Crafting
    • Permanent progress
    Platforms
    Browser Alpha in development; current single-player PvE
  3. 03Comparison score: 8.4/10
    SULFUR
    Jump to comparison
    Turning a carefully prepared gun into a strange personal build
    • Manual aim
    • Extraction
    • Loot builds
    • Crafting
    Platforms
    Windows PC; single-player; Steam Early Access
  4. 04Comparison score: 8.4/10
    Quasimorph
    Jump to comparison
    Extraction planning without real-time aiming
    • Extraction
    • Tactical combat
    • Crafting
    • Permanent progress
    Platforms
    Windows PC; single-player; version 1.0 released July 2026
  5. 05Comparison score: 7.7/10
    Incursion Red River
    Jump to comparison
    Prepared PvE raids with friends
    • Manual aim
    • Extraction
    • Co-op
    • Tactical combat
    Platforms
    Windows PC; solo or online co-op for up to four; Steam Early Access

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

The games

01

Escape from Duckov

Keep the overhead gunfights and purposeful shopping list, then trade Zakov’s bleakness for a duck-filled world with extensive hideout projects.

8.5 /10

Review score

  • Extraction
  • Crafting
  • Shelter building
  • Loot builds
Platforms
Windows PC and macOS; single-player
Price model
Paid game

Escape from Duckov is the easiest recommendation to explain to a ZERO Sievert fan: that apparently unimpressive object in a cupboard may be exactly what your next hideout improvement needs. Quests, blueprints, workbench crafting and weapon modifications give the backpack competing priorities. You can head out with a particular project in mind instead of treating every trip as a search for a bigger cash total. If ZERO Sievert hooked you through its bunker modules and the satisfaction of returning with the missing ingredient, Duckov keeps that motivation at the center of the adventure.

Preparation still matters once the shooting starts. Weapons and attachments let you shape a loadout, while the overhead 3D view keeps movement and shooting readable without turning the terrain into a harmless board. The useful habit to bring from ZERO Sievert is to decide why you are entering an area before becoming distracted by every promising container. Get your immediate supplies in order, select a quest or construction target, and let that target influence when you leave. The appeal is a sequence of purposeful errands interrupted by fights, rather than a demand to wipe out everything on the map.

The lighter presentation does not make every difficulty forgiving. Duckov offers several presets and Custom settings, including a Scavenge option aimed at players who chiefly want to collect resources. Read the chosen rules rather than assuming a cute character guarantees an easy recovery. This flexibility makes Duckov a strong choice when you enjoy ZERO Sievert’s decisions but want to change the amount of combat pressure around them. Equally, selecting a tougher configuration keeps the expedition from becoming a casual shopping trip. The official game is single-player, so the tonal change should not be mistaken for a cooperative mode.

There is also more to bring home than another attachment. The February 2026 update added Lab Area 37, new quests and base facilities including a weapon display rack, a training dummy and a 3D printer, alongside wallpaper and decoration options. That gives the return trip an expressive side as well as a functional one. Choose Duckov if you want your next home base to feel busier and more personal. Its cartoon world is a real tradeoff if you chiefly want ZERO Sievert’s grim atmosphere, and the hunt for project materials still means spending plenty of time inside inventories.

An armed duck searches beside a supply box and shipping container, with weapon and survival indicators visible.
Official trial-version gameplay capture: a supply box sits beside a shipping container, with the equipment and survival HUD visible. · Team Soda / Steam

What works

  • A close match for overhead scavenging, weapon preparation and hideout investment
  • Quests and blueprints give ordinary loot a specific purpose
  • Difficulty choices support both lower-pressure scavenging and harder outings

Worth knowing

  • Cartoon ducks create a very different atmosphere from ZERO Sievert
  • Project hunting still involves substantial inventory work
  • The official game remains single-player

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
9.6

Combat combines weapon customization and positioning; Progression stands out through quests, blueprints and hideout facilities. Difficulty options support Usability, although inventory work remains substantial. The paid adventure offers strong Value. Fit is exceptional for players who want ZERO Sievert’s scavenging-and-home rhythm in a brighter world.

The verdict

Start here for the most familiar overall loop. Choose a difficulty that matches your appetite for combat and loss before judging the game by its cheerful appearance.

02

Zombie Defence

A strong fit for the hunter who wants every scavenging trip to feed a shelter, with active gunplay and collected Scrap retained within storage capacity.

8.5 /10

Comparison score

  • Manual aim (desktop)
  • Extraction
  • Shelter building
  • Crafting
  • Permanent progress
Platforms
Browser Alpha in development; current single-player PvE
Price model
Public launch price and monetization terms are not announced

Zombie Defence suits the ZERO Sievert player whose favorite part of a raid is deciding what the haul will build. Its separate Scrap expeditions send you through ruined streets to search amber containers, keep an escape route open and return to a green extraction pad. Enemy pressure increases as the outing continues, so moving efficiently and making room to shoot remain useful skills. The target is a supply run with a clear destination. It is a narrower scavenging economy than collecting a backpack full of individual guns and barter items, but the resources have several meaningful jobs waiting at home.

The shelter turns that Scrap into competing plans. Construction, weapon improvement, crafting, parts processing and ammunition can all draw on the same stock. Reserving resources for a new weapon is a different choice from feeding a production line immediately. Branching research adds another layer: the Deadeye and Suppression doctrines emphasize stronger, slower shots or faster, lighter fire, with the rival route closing after a choice. This is the part that should interest a bunker planner. You are building a direction for the next deployment, using fixed rooms and stations rather than freely placing a settlement anywhere you like.

In the field, desktop movement and cursor aim are independent. You fire, manage ammunition, reload and make space as zombies approach; on touch, the fire control targets the nearest living enemy. Campaign battles also offer choices between immediate weapon cards and shelter investments, so a useful upgrade can help either the current fight or later preparation. Keep the outing types straight: those sector battles and endless Scavenge waves are separate from the city Scrap expeditions. For a ZERO Sievert fan, the attraction is hands-on shooting linked to durable projects, with horde control replacing much of the cautious hunter-versus-hunter rhythm.

The most important difference is what failure takes away. Collected Scrap expedition cargo is retained after extraction, defeat and an interrupted browser-page reload, up to available storage capacity; shelter progress persists too. That makes checking storage and choosing a useful spending goal more important than nursing a fear of losing the whole bag. The rule belongs to Scrap expeditions, not a blanket promise that every mode has identical consequences. Pick Zombie Defence when you want scavenging to keep advancing your home. Players who specifically want to put an expensive carried kit on the line will find that tension better served elsewhere.

A survivor fires across a ruined street while a controlled zombie crowd surrounds the route toward a green extraction pad.
Staged HD Alpha test capture: the survivor fires across a ruined street, with the green extraction pad beyond the controlled zombie crowd. · Zombie Defence · Alpha

What works

  • Recovered Scrap funds concrete weapon, production and research projects
  • Active desktop aiming, ammunition and reload decisions keep combat hands-on
  • Scrap cargo survives failed expeditions within storage capacity

Worth knowing

  • The Scrap economy is narrower than a large item-by-item loot system
  • Fixed shelter stations offer less building freedom than an open construction sandbox
  • Retained Scrap reduces the high-stakes loss tension some extraction fans want

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

Aiming, reload management and combat cards support Combat, while weapon projects and mutually exclusive research paths give Progression direction. Retained Scrap helps Usability, although production inputs and storage still need attention. Value is not applicable before public access and purchase terms are available. Fit is strong for ZERO Sievert fans who prioritize home investment over losing a carried kit.

The verdict

Choose this direction for purposeful supply runs and lasting shelter plans, especially if failed outings should still contribute resources. Its horde combat and protected Scrap give the familiar loop a different emotional pace.

03

SULFUR

Take the attachment-and-ammunition mindset into a first-person fantasy descent, with cooking, weapon enchantments and configurable death losses.

8.4 /10

Comparison score

  • Manual aim
  • Extraction
  • Loot builds
  • Crafting
Platforms
Windows PC; single-player; Steam Early Access
Price model
Paid Early Access game; free Steam demo

SULFUR is the choice for a ZERO Sievert player who spends as much time considering the weapon as the route. Attachments, oils and enchantments turn firearms into build projects, so a gun becomes more than a temporary damage upgrade. The fantasy setting gives those experiments room to become wonderfully odd. Current additions include knockback oils and combined enchantments such as Cryo Rockets, taking customization far beyond an optic swap. Choose it when you want to ask what a weapon could become, then take that creation into a hostile place where it has to justify its inventory space.

The field experience is a first-person descent through hostile areas rather than an overhead patrol across Zakov. Shooting, movement and awareness now happen from inside the room, and supplies compete for a tight inventory. Cooking gives ingredients a survival use; spare equipment and valuable finds force decisions about what deserves room. That makes a sensible starting plan valuable: bring a functional weapon, enough ammunition and recovery options before filling every remaining slot with speculative treasure. The church serves as the recurring hub for stashing and preparation, keeping a recognizable home-and-expedition rhythm beneath the more eccentric enemies and scenery.

Its current progression is more reassuring than a simple “lose the gun and start from nothing” description suggests. Telia lets you sacrifice a Rank 5 weapon to unlock manufacture of fresh base versions for a cost. That turns a favorite weapon type into a longer-term project without making every customized example disposable or automatically replaceable for free. Save-specific difficulty settings also change how much you lose on death; Hard is the default roguelite setting. Compare the chosen rules with your ZERO Sievert preset, because the two games can feel much closer or further apart depending on that decision.

The tradeoff is where your attention goes between outings. SULFUR rewards collecting, cooking and experimenting with equipment more directly than organizing a production shelter. There are storage and service unlocks at the church, including weapon racks and a target dummy, but the central pleasure is preparing something interesting to fire. It remains in Steam Early Access as of 13 October 2026; the announced PC 1.0 and console launch is 28 October. The PC demo is a useful first stop if you like the mechanical pitch but are unsure whether its first-person combat and grotesque cartoon style are your kind of change.

A first-person pistol fires at a hooded creature in a cavern, with other enemies and a chest nearby.
Official gameplay capture: a pistol shot strikes a hooded creature in a cavern, with more enemies above and a chest to the side. · Perfect Random / Steam

What works

  • Attachments, oils and enchantments create expressive firearm builds
  • Cooking and limited carrying space make preparation matter
  • Permanent weapon-manufacture unlocks and death-loss settings offer control over setbacks

Worth knowing

  • First-person dungeon combat changes ZERO Sievert’s overhead scouting rhythm
  • Its home loop emphasizes equipment and services more than shelter production
  • Maintaining an elaborate kit can still make a failed run expensive

SULFUR: Comparison score

8.4 / 10 · Five equally weighted criteria.
Combat
8.8
Progression
8.4
Usability
7.3
Value
8.4
Fit
9.0

Weapon effects and first-person handling drive a high Combat score. Telia’s manufacture unlocks and gear experiments give Progression lasting goals. Usability is tempered by inventory and supply demands, with difficulty settings providing useful relief. The paid PC package and demo support Value. Fit is excellent for gun-focused ZERO Sievert players who welcome a new perspective.

The verdict

Pick SULFUR for deeper gun experiments and a stranger setting. Try the PC demo, then choose death-loss rules deliberately instead of assuming the default suits the way you played ZERO Sievert.

04

Quasimorph

A turn-based extraction RPG for players who want to think harder about each deployment, with cloned operatives and a ship full of lasting upgrades.

8.4 /10

Comparison score

  • Extraction
  • Tactical combat
  • Crafting
  • Permanent progress
Platforms
Windows PC; single-player; version 1.0 released July 2026
Price model
Paid game; optional Supporter Pack sold separately

Quasimorph preserves the frightening value of a prepared loadout while removing the demand to land a quick mouse shot. You send a cloned mercenary on corporate contracts, search hostile facilities and try to extract with resources and technology for your ship. Combat is turn-based, so the skill test shifts toward positioning, equipment and the consequences of an action. This is a tactical alternative, not another real-time shooter with pixel art. It suits the ZERO Sievert fan who likes studying a dangerous room and wishes the game would give them more time to make the next decision.

More thinking time does not mean less to manage. Ammunition, weapon condition, wounds and enemy capabilities all belong in your plan. The current rules make noise from opening doors and enemy deaths relevant to attracting attention, alongside gunfire; the 1.0 update also added deployable cover and gas grenades. That encourages a different version of sightline caution: consider what a doorway exposes and how your tools can change the approach before spending actions. A supplies-first loadout can be more useful than carrying only valuable weapons. Your preparation gets tested as a system, not just by whether the biggest gun hits hard.

The Magnum replaces the bunker as the place where recovered materials become lasting options. Ship upgrades, crafting, clone improvements and equipment upgrades give you several directions to develop, while corporate contracts attach your work to reputation and a wider struggle for influence. Body modifications and implants also make the operative part of the build. For a ZERO Sievert player who enjoys planning the next module, this provides a compelling expansion of the same idea: the valuable find may unlock a better way to run your operation, rather than simply sell for enough to replace the last rifle.

Quasimorph’s ordinary stakes are severe: death can remove the equipment carried into the mission, while successful extraction strengthens the company behind the expendable clone. Difficulty and restart settings matter here too, so do not assume every configuration imposes identical consequences. Start with the game’s newcomer-oriented difficulty guidance and examine the mission briefing before treating a familiar-looking enemy as a safe target. This is the recommendation for more tactical and strategic depth, not for a lighter evening. It left Early Access in July 2026, but its interlocking combat, faction and upgrade systems still ask for patient attention.

An electrical weapon attack crosses a room in Quasimorph, surrounded by weapon, health and combat-log panels.
Official gameplay capture: an electrical attack crosses a room while the weapon, health and combat-log panels remain visible. · Magnum Scriptum / HypeTrain Digital / Steam

What works

  • Turn-based decisions preserve tactical pressure without a reflex-aiming requirement
  • Ship, clone and equipment development give recovered materials several lasting uses
  • Contracts and reputation connect individual expeditions to a wider strategic game

Worth knowing

  • A substantial departure if real-time aiming is the main attraction
  • Combat, faction and upgrade systems create a steep learning load
  • Failed deployments can consume carefully prepared equipment

Quasimorph: Comparison score

8.4 / 10 · Five equally weighted criteria.
Combat
8.6
Progression
9.1
Usability
6.9
Value
8.6
Fit
8.8

Combat earns its score through positioning, supply choices and tactical tools, rather than reaction speed. Ship, clone and equipment systems make Progression especially strong. Their combined learning load lowers Usability. The released single-player campaign supports Value. Fit is high for deliberate preparation and extraction, with the turn-based format a meaningful preference rather than a combat flaw.

The verdict

Choose Quasimorph when you want to pause your hand, not your planning. Its strongest connection to ZERO Sievert is the importance of arriving prepared and leaving with something useful.

05

Incursion Red River

Replace solitary overhead sorties with first-person tactical deployments, detailed weapon setups and an AI-only enemy roster you can face with friends.

7.7 /10

Comparison score

  • Manual aim
  • Extraction
  • Co-op
  • Tactical combat
Platforms
Windows PC; solo or online co-op for up to four; Steam Early Access
Price model
Paid Early Access game

Incursion Red River answers a very specific request from ZERO Sievert fans: let me prepare a serious loadout and take it on a raid with friends. It supports solo play or a squad of up to four against AI enemies, giving the outing a cooperative shape without adding opposing human teams. The switch to a first-person military setting is substantial, but choosing a task, equipping for it and extracting with useful supplies remains familiar. It is the strongest choice here when sharing the expedition matters more than retaining ZERO Sievert’s pixel art, solitary mood or overhead controls.

Weapon preparation is a major part of the appeal. Barrels, handguards, grips, stocks, sights and magazines affect the setup, while the Gunsmith lets you save and load preferred presets. Ballistics and handling make the choice more involved than equipping the item with the largest damage number. Decide whether the task calls for closer fighting or a longer sightline, then organize the kit around that plan. The first-person view makes communication useful as well: while one person deals with an objective or container, agreeing who watches the approach gives the squad a purpose beyond bringing extra firepower.

Back at the safehouse, upgrades and player leveling give recovered resources a destination alongside marketplace purchases and faction work. The February 2026 update added those systems with campaign Act 1 and the Delta map, so the current game has more structure than an isolated firing-and-looting sandbox. It is still an Early Access commitment rather than a finished multi-act campaign. That same major update wiped inventories, a development event separate from the risk of losing a deployed kit during a raid. If rebuilding after a substantial update would spoil the appeal of long-term preparation, factor that possibility into the purchase.

Adjustable AI difficulty helps you find a workable challenge, and the session’s friendly-fire option deserves a look before a cooperative run. PvE describes the enemy roster; it does not automatically prevent a teammate from causing damage when friendly fire is enabled. The other price of the tactical focus is attention: detailed loadouts and deliberate approaches are the activity, not merely the setup before fast action. Choose Incursion if you want to discuss a route, customize equipment and cover one another. For a more compact solo scavenging loop, Duckov is the closer replacement.

A first-person rifle points along a wooded road toward a van and cargo containers in Incursion Red River.
Official Alpha gameplay capture: a rifle is held along a wooded road with a van and cargo containers ahead; the build label remains visible. · Games Of Tomorrow GmbH / Steam

What works

  • Native solo or up-to-four-player PvE extraction
  • Detailed weapon modification with saved Gunsmith presets
  • Safehouse upgrades, leveling and faction tasks give supplies a continuing purpose

Worth knowing

  • Early Access has included inventory wipes during major updates
  • Loadout work and deliberate first-person approaches demand attention
  • The current campaign is still incomplete

Incursion Red River: Comparison score

7.7 / 10 · Five equally weighted criteria.
Combat
8.3
Progression
7.7
Usability
6.8
Value
7.3
Fit
8.6

Ballistics and customizable loadouts give Combat depth. Safehouse upgrades, leveling and faction tasks support Progression, while their preparation demands lower Usability. The unfinished campaign and history of major-update inventory wipes temper Value. Fit is strong for ZERO Sievert players seeking official cooperative PvE, with first-person pacing the main change to accept.

The verdict

Make this the cooperative choice. It best serves players who want ZERO Sievert’s preparation decisions expanded into a shared tactical raid and are comfortable with Early Access changes.

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 part of ZERO Sievert you want more of. Duckov is the closest replacement for scavenging toward a hideout shopping list. SULFUR makes the weapon itself a stranger and more personal project; Quasimorph lets you replace quick aiming with deliberate tactical decisions. Incursion Red River is the pick for preparing and extracting together. Zombie Defence is especially appealing when the goal is a shelter that keeps moving forward, with retained Scrap supporting weapons, production and research even after a failed expedition. If gear loss alone is driving the search, check ZERO Sievert’s current difficulty presets first. A new setting may be all you need; a new game should give you a different reason to pack the next bag.

Your questions, answered.

Escape from Duckov is the closest match here for overhead scavenging, weapon modifications, quests and hideout investment. It changes the setting and tone considerably, but preserves the satisfaction of finding an object for a specific home project. Choose SULFUR instead if experimenting with the gun matters more than keeping the same view.

Not necessarily. The current Relaxed, Standard and Survivor presets retain your gear, while Hunter loses most gear; Custom offers additional control. Gear protection and successfully bringing home new raid loot are different questions, so read the chosen rules. If you like the game except for replacing equipment, try a suitable preset before buying an alternative.

Incursion Red River supports solo play or online PvE with up to three friends. Check the session’s friendly-fire setting if you want to avoid teammate damage. The original ZERO Sievert remains officially single-player; the developer distinguishes community co-op mods from official multiplayer planned for its sequel.

No. In its current Scrap expeditions, collected Scrap is retained after extraction, defeat and interrupted browser-page reload settlement, subject to storage capacity. The interest is active scavenging and how those supplies improve the shelter, rather than losing an entire carried kit. It is a browser Alpha in development, and joining the waitlist does not grant immediate access.

Quasimorph. Its turn-based combat shifts the challenge toward position, ammunition, equipment condition and tactical tools. Ship and operative development preserve long-term project planning. It is a substantial genre change, so choose it for more thinking time rather than as a promise of an easier game.

As of 13 October 2026, the Windows Steam edition is in Early Access, with PC 1.0 and console releases announced for 28 October. Its save-specific difficulty settings change death losses, and Hard is the default roguelite setting. Telia can also unlock paid manufacture of base versions of a weapon type after you sacrifice a Rank 5 example, giving gun collection a lasting goal.

Want to see what we’re building?

Zombie Defence is in Alpha. Join the waitlist.

Join the waitlist

More games to explore