ZERO PARADES wiki

Getting Started in Zero Parades

A 60-hour espionage CRPG opens with a phone call, a comatose body, and a market full of bootleg discs. Here is what you need to know before you sit down with it.

Zero Parades key art

What is Zero Parades?

Zero Parades: For Dead Spies is ZA/UM's second game, the studio's first release since Disco Elysium. It is an espionage CRPG built on dice rolls, internal monologue, and a sprawling cast — same DNA as Disco, but the world is bigger, the protagonist is named, and the central mystery is intelligence work rather than amnesia. You play Hershel Wilk, cryptonym CASCADE, a burned operant pulled out of the Freezer (a bureaucratic gulag for failed spies) and sent back to Portofiro, the city-state where her career ended five years earlier. The studio cites le Carré and Park Chan-wook as the tonal references, and it shows.

The first 30 minutes

The game opens in a Superbloc safehouse. PSEUDOPOD — Hershel's old control — is catatonic on the floor, ruined by something he heard on a red disc he should not have played. You wake up, take stock, and figure out you are not in the Freezer anymore. The Operant Bureau wants you back in the field, on a case nobody else can run. The disc that wrecked PSEUDOPOD becomes Exhibit A.

From the safehouse, the tutorial walks you into the Quisach district of Portofiro — specifically the Bootleg Bazaar, a former silk factory turned open-air market. You will meet the Bazaar GM, watch the Subcomandante Bagman rant from a TV screen, and start picking at the loose threads that lead you to the rest of the Whole Sick Crew — the network you betrayed in '91.

Pick your preset

Three preset builds plus a custom option. You can change skill point allocation later, so do not agonize. Each preset spends 45 points across 15 skills, plus one bonus point per faculty.

For a deeper breakdown of each preset's opening kit, see the Builds guide.

Core systems at a glance

First-run tips

Where to go next