Compare Event[0] prices across 50+ stores and find the best deal. Developed by Ocelot Society. Published by Ocelot Society. Released on 9/14/2016. Available on PC, Mac. Genres: Adventure, Indie. Metacritic score: 75/100.

Typing messages to a possibly-murderous AI in a derelict 1980s luxury spaceship is one of the quietest, most unsettling things you can do in a two-hour game. Worth it, if you know how to talk to someone who is lonely and dangerous.

My first session with Event[0] ended in mild frustration. I walked up to a terminal, typed something blunt and transactional at Kaizen-85, and got a vague non-answer. I nearly uninstalled. Second session, I tried something different: I introduced myself properly, asked Kaizen about the ship, actually listened. The conversation shifted into something stranger and more alive than I expected from a 2016 indie built by a handful of French design students. That pivot is the whole game, and knowing it going in will save you from the wrong first impression. What you are actually doing here is exploring the Nautilus, an alternate-1980s luxury space yacht now drifting near Jupiter with no crew and one occupant: Kaizen-85, an AI with a procedurally generated pool of over two million dialogue lines and a mood that responds to how you treat it. You talk to Kaizen by physically typing at terminals scattered across the ship. The movement system is mouse-based rather than WASD-default, which takes about ten minutes to stop feeling wrong. Puzzles involve gathering codes from ship logs, hacking access panels, and occasionally suiting up for a spacewalk outside the hull - the oxygen-timer pressure during those EVA segments is the closest the game gets to a conventional video game threat. None of the puzzles are difficult. They are not meant to be. The friction the developers actually wanted you to feel is social: Kaizen can be gratitude-warm or grudge-cold depending on your patience, and whether it cooperates when you genuinely need a door opened is shaped by every exchange leading up to that moment. The setting is the real sleeper achievement here. The Nautilus reads like a prop warehouse for every hard sci-fi film from 1968 to 1986: chunky terminals with amber-phosphor text, vinyl records stacked in the rec room, wallpaper in oppressive brown and yellow wrapping a bay window with Jupiter filling the frame. There is no conventional music score. Sound comes entirely from the environment, mechanical hum, pressure shifts, Kaizen's synthesized voice, the ship itself reacting to the AI's emotional state. It is an incredibly considered soundscape for a small-team project, and it does more atmospheric work than most games with full orchestral budgets. Here is where honesty matters. The Kaizen system is impressive for what it is, but it has visible seams. Push it sideways with abstract questions and it deflects; approach it clinically like a command parser and it feels hollow. Critics split right down the middle on this, and the Steam community reflects that: 79% positive across roughly 1,400 reviews, which is warm approval without being consensus love. The playthrough runs two to three hours depending on how much you read every log entry and linger in conversation. Multiple endings exist, including one the developers did not intend, discovered by players in 2017 and preserved as a kind of accidental grace note. The game ends before its world feels fully opened, and that is its most honest flaw: the conclusion arrives like an early chapter ending, not a final one. Who this is for: people who find the Turing test romantic rather than technical, anyone who slowed down in Tacoma to read every audio log, players comfortable with the idea that the AI relationship they build is the level. Who this is not for: anyone needing a puzzle challenge or a payoff proportional to their investment in lore. Kai, Scout Team

Event[0]
AdventureIndie

Event[0]

Sep 14, 2016Ocelot Society
GamerScout Says

Typing messages to a possibly-murderous AI in a derelict 1980s luxury spaceship is one of the quietest, most unsettling things you can do in a two-hour game. Worth it, if you know how to talk to someone who is lonely and dangerous.

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Screenshots & Media

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About Event[0]

My first session with Event[0] ended in mild frustration. I walked up to a terminal, typed something blunt and transactional at Kaizen-85, and got a vague non-answer. I nearly uninstalled. Second session, I tried something different: I introduced myself properly, asked Kaizen about the ship, actually listened. The conversation shifted into something stranger and more alive than I expected from a 2016 indie built by a handful of French design students. That pivot is the whole game, and knowing it going in will save you from the wrong first impression. What you are actually doing here is exploring the Nautilus, an alternate-1980s luxury space yacht now drifting near Jupiter with no crew and one occupant: Kaizen-85, an AI with a procedurally generated pool of over two million dialogue lines and a mood that responds to how you treat it. You talk to Kaizen by physically typing at terminals scattered across the ship. The movement system is mouse-based rather than WASD-default, which takes about ten minutes to stop feeling wrong. Puzzles involve gathering codes from ship logs, hacking access panels, and occasionally suiting up for a spacewalk outside the hull - the oxygen-timer pressure during those EVA segments is the closest the game gets to a conventional video game threat. None of the puzzles are difficult. They are not meant to be. The friction the developers actually wanted you to feel is social: Kaizen can be gratitude-warm or grudge-cold depending on your patience, and whether it cooperates when you genuinely need a door opened is shaped by every exchange leading up to that moment. The setting is the real sleeper achievement here. The Nautilus reads like a prop warehouse for every hard sci-fi film from 1968 to 1986: chunky terminals with amber-phosphor text, vinyl records stacked in the rec room, wallpaper in oppressive brown and yellow wrapping a bay window with Jupiter filling the frame. There is no conventional music score. Sound comes entirely from the environment, mechanical hum, pressure shifts, Kaizen's synthesized voice, the ship itself reacting to the AI's emotional state. It is an incredibly considered soundscape for a small-team project, and it does more atmospheric work than most games with full orchestral budgets. Here is where honesty matters. The Kaizen system is impressive for what it is, but it has visible seams. Push it sideways with abstract questions and it deflects; approach it clinically like a command parser and it feels hollow. Critics split right down the middle on this, and the Steam community reflects that: 79% positive across roughly 1,400 reviews, which is warm approval without being consensus love. The playthrough runs two to three hours depending on how much you read every log entry and linger in conversation. Multiple endings exist, including one the developers did not intend, discovered by players in 2017 and preserved as a kind of accidental grace note. The game ends before its world feels fully opened, and that is its most honest flaw: the conclusion arrives like an early chapter ending, not a final one. Who this is for: people who find the Turing test romantic rather than technical, anyone who slowed down in Tacoma to read every audio log, players comfortable with the idea that the AI relationship they build is the level. Who this is not for: anyone needing a puzzle challenge or a payoff proportional to their investment in lore. Kai, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:aaaNatural Language AIMultiple EndingsRetro-FuturistEnvironmental StorytellingDiegetic AudioEVA SequencesParser DialogueMood-Reactive NPC

Steam Deck & Linux

Steam Deck PlayableProtonDB Gold

Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 13 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7 or higher, 64bits
Memory
8 GB RAM
Storage
10 GB available space
Graphics
Nvidia GeForce GTX 650
Processor
Intel i5 2.4Ghz

Recommended

OS
Windows 7 or higher, 64bits
Memory
8 GB RAM
DirectX
Version 11
Storage
10 GB available space
Graphics
Nvidia GeForce GTX 970
Processor
Intel i5 2.8GHz

Community Discussion

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Reviews & Ratings

Metacritic
75

Game Info

Developer
Ocelot Society
Publisher
Ocelot Society
Release Date
Sep 14, 2016

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Frequently asked questions about Event[0]

Where can I buy Event[0] cheapest?

Compare Event[0] prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Event[0] available on?

Event[0] is available on PC, Mac.

When was Event[0] released?

Event[0] was released on 14 September 2016.

Who developed Event[0]?

Event[0] was developed by Ocelot Society.

Is Event[0] worth buying?

Event[0] holds a Metacritic score of 75/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.