Compara los precios de Zero Hour en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por AttritoM7 Productions. Publicado por AttritoM7 Productions. Lanzado el 9/9/2024. Disponible en PC. Géneros: Action, Simulation, Strategy.

If you want Rainbow Six Siege's door-breaching tension without the operator meta arms race, Zero Hour carves out a scrappy, methodical niche - just bring a full squad and realistic expectations.

I approach games like Zero Hour the way I approach a new Paradox release: I want to know where the decision points live, and whether those decisions actually matter. In Zero Hour they do, but in a tighter, more lethal frame than you might expect from an indie tactical FPS out of Bangladesh. The core loop drops two five-person teams into close-quarters buildings where attackers model their approach on a 3D planning table before every round, then execute with breach tools ranging from door kicks and rams to C2 explosives and grenade combos. Defenders, in turn, wire traps and gadgets to hold the space. One flip of the breaker switch plunges the entire building into darkness, suddenly splitting the round into a night-vision vs. flare standoff that forces real adaptation mid-push. That single mechanic alone has more strategic texture than most games four times this price. The PvP side runs 5v5 across bomb defusal, hostage rescue, and deathmatch modes on 18-plus maps built around Bangladeshi locations. Loadout decisions have teeth: guns and gadgets are lost on death, so resource management across three rounds is a genuine discipline, not a checkbox. The co-op track scales up to ten players or lets you roll with nine AI squad mates solo. Version 1.0 added a stamina system, adrenaline kits, a downed-and-revive state, and updated door mechanics, so the game that shipped out of Early Access in September 2024 is noticeably more complete than its early builds. The developers have signaled a roadmap that includes a replay mode for both modes and expanded weapon attachments, which signals an active, if small, studio still engaged with the player base. Here is where I have to be straight with you. The AI in co-op and solo runs is the weakest link. Squad mates behave erratically under pressure, and the single-player experience generally feels thinner than what the PvP structure promises. More critically, the PvP player count is the real wildcard. Europe servers reportedly hold up well, but players in other regions have flagged long queue times or empty lobbies depending on the hour. A tactical shooter built around tight five-person coordination becomes a much duller proposition when the matchmaking pool is shallow. If you do not have a dedicated group of three to five friends ready to commit, the co-op with AI is a reasonable fallback but not the headline. The visual fidelity sits somewhere between Counter-Strike: Source and a current mid-budget release: functional, clear, and not going to win awards. Character movement and animations have a clunkiness that several reviewers have noted, and it does undercut immersion in a game that otherwise leans hard on grounded realism. What it lacks in polish it partly compensates for in atmosphere: voice acting is in Bangla, settings are modeled after real Bangladesh locations, and the environmental detail in the maps is specific enough to feel like somewhere rather than a generic warehouse texture pack. For the strategy-minded player who wants a tactical FPS that respects their time investment - one where cutting the lights, managing remaining magazines, and calling breach timing actually determines the outcome - Zero Hour delivers something genuine. It is not the most polished entry in the genre, and going in without a squad is accepting a meaningful compromise. But the decision-making density at the round level is real, post-launch development has been consistent, and there is nothing else quite like it in terms of setting and studio origin. Approach it as an indie that has earned its mechanics, not a AAA rival on discount. Diego, Scout Team

Zero Hour

Zero Hour

9 sept 2024AttritoM7 Productions
GamerScout opina

If you want Rainbow Six Siege's door-breaching tension without the operator meta arms race, Zero Hour carves out a scrappy, methodical niche - just bring a full squad and realistic expectations.

PC
Steam Deck UnsupportedProtonDB Gold
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en N/A
Mínimo histórico: €0.25

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I approach games like Zero Hour the way I approach a new Paradox release: I want to know where the decision points live, and whether those decisions actually matter. In Zero Hour they do, but in a tighter, more lethal frame than you might expect from an indie tactical FPS out of Bangladesh. The core loop drops two five-person teams into close-quarters buildings where attackers model their approach on a 3D planning table before every round, then execute with breach tools ranging from door kicks and rams to C2 explosives and grenade combos. Defenders, in turn, wire traps and gadgets to hold the space. One flip of the breaker switch plunges the entire building into darkness, suddenly splitting the round into a night-vision vs. flare standoff that forces real adaptation mid-push. That single mechanic alone has more strategic texture than most games four times this price. The PvP side runs 5v5 across bomb defusal, hostage rescue, and deathmatch modes on 18-plus maps built around Bangladeshi locations. Loadout decisions have teeth: guns and gadgets are lost on death, so resource management across three rounds is a genuine discipline, not a checkbox. The co-op track scales up to ten players or lets you roll with nine AI squad mates solo. Version 1.0 added a stamina system, adrenaline kits, a downed-and-revive state, and updated door mechanics, so the game that shipped out of Early Access in September 2024 is noticeably more complete than its early builds. The developers have signaled a roadmap that includes a replay mode for both modes and expanded weapon attachments, which signals an active, if small, studio still engaged with the player base. Here is where I have to be straight with you. The AI in co-op and solo runs is the weakest link. Squad mates behave erratically under pressure, and the single-player experience generally feels thinner than what the PvP structure promises. More critically, the PvP player count is the real wildcard. Europe servers reportedly hold up well, but players in other regions have flagged long queue times or empty lobbies depending on the hour. A tactical shooter built around tight five-person coordination becomes a much duller proposition when the matchmaking pool is shallow. If you do not have a dedicated group of three to five friends ready to commit, the co-op with AI is a reasonable fallback but not the headline. The visual fidelity sits somewhere between Counter-Strike: Source and a current mid-budget release: functional, clear, and not going to win awards. Character movement and animations have a clunkiness that several reviewers have noted, and it does undercut immersion in a game that otherwise leans hard on grounded realism. What it lacks in polish it partly compensates for in atmosphere: voice acting is in Bangla, settings are modeled after real Bangladesh locations, and the environmental detail in the maps is specific enough to feel like somewhere rather than a generic warehouse texture pack. For the strategy-minded player who wants a tactical FPS that respects their time investment - one where cutting the lights, managing remaining magazines, and calling breach timing actually determines the outcome - Zero Hour delivers something genuine. It is not the most polished entry in the genre, and going in without a squad is accepting a meaningful compromise. But the decision-making density at the round level is real, post-launch development has been consistent, and there is nothing else quite like it in terms of setting and studio origin. Approach it as an indie that has earned its mechanics, not a AAA rival on discount.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayerpvponline-pvpcooponline-coopachievementstier:sub-5CQB BreachingPlanning TableResource-on-DeathNight Vision MechanicsBangladeshi SettingAI Squad SupportDoor Trap MetaIndie TacticalPost-Launch Roadmap

Requisitos del sistema

Mínimos

OS
Windows 7/8/10 (64bit versions required)
Memory
12 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
25 GB available space
Graphics
Nvidia Geforce GTX 750TI 2GB or AMD R7 260X 2GB
Processor
Intel Core i3-7100 or AMD Ryzen 3 1200
Sound Card
DirectX® 9.0c compatible sound card with latest drivers

Recomendados

OS
Windows 7/8/10 (64bit versions required)
Memory
16 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
25 GB available space
Graphics
Nvidia Geforce GTX 960 4GB or AMD R9 290 4GB
Processor
Intel Core i7-4770K or AMD Ryzen 5 2600X
Sound Card
DirectX® 9.0c compatible sound card with latest drivers

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Información del juego

Desarrolladora
AttritoM7 Productions
Distribuidora
AttritoM7 Productions
Fecha de lanzamiento
9 sept 2024

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¿En qué plataformas está disponible Zero Hour?

Zero Hour está disponible en PC.

¿Cuándo se lanzó Zero Hour?

Zero Hour se lanzó el 9 de septiembre de 2024.

¿Quién desarrolló Zero Hour?

Zero Hour fue desarrollado por AttritoM7 Productions.