Worth A Try? ZERO PARADES Is My First Disco Elysium Style RPG
Worth A Try? ZERO PARADES Is My First Disco Elysium Style RPG
Updated: February 23, 2026
ZERO PARADES: For Dead Spies is a dialogue-first espionage RPG from ZA/UM, the studio behind Disco Elysium. I jumped into the Steam Next Fest demo to get a clean taste of what this kind of RPG actually feels like, without spoiling the full experience for myself.
This post breaks down the premise, the core gameplay loop, and the one mindset shift that made the demo click. If you have ever owned Disco Elysium but never played it, this is written from that exact perspective.
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Want to try the demo yourself? Here’s the link I used: https://lurk.ly/CVJPkV
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Quick Reset
- Steam Next Fest window: Feb 23 to Mar 2, 2026.
- Demo availability: ZA/UM has indicated the demo runs through Mar 16, 2026.
- Release: Planned for 2026.
- Best way to approach it: Stop trying to “win” conversations and start role playing a build.
What ZERO PARADES Actually Is
ZERO PARADES is a spy and detective RPG built around conversation, investigation, and psychological pressure. There is no traditional combat loop driving the pace. Instead, the game asks you to read people, pull threads, and make decisions while your character’s mental state reacts to every push.
If you have played games where dialogue is flavor, this is different. Dialogue is the main system. Information is currency. And the story is structured around what you notice, who you trust, and what you are willing to risk.
The Premise
You play as intelligence operant Hershel Wilk, also known as CASCADE. You wake up in a small apartment with no clear mission and no clear direction. Your partner is unresponsive, which means you are not executing a plan. You are discovering it.
That structure matters because it sets the tone for everything that follows. The demo is not trying to impress you with a big opening. It is trying to pull you into uncertainty, slowly and deliberately.
When the Demo Clicked for Me
I have never actually played Disco Elysium. I own it. I know how much people loved it. I also know how complicated the studio history is, and how cautious a lot of players feel because of that.
So I went into ZERO PARADES looking for one thing: a taste of what this style of RPG feels like. At first it felt slow, not bad, just slow. And I realized why almost immediately.
I was overthinking every dialogue option like there was a correct answer hiding in the text. But the turning point was understanding that this is not about choosing the smartest option. It is about choosing the option that makes sense for the operant you are building.
Once I stopped trying to “solve” conversations and started role playing my build, the game opened up. The pace stopped feeling slow and started feeling deliberate.
The Spy and Detective Work Is the Real Reward
The best moments in the demo were not cutscenes. They were the little problem solving wins. Figuring out who might know what. Realizing which question actually moves the conversation. Finding out that a random item you almost ignored is suddenly useful.
It captures that specific spy fantasy that most games skip. Not the gunplay, but the human work. The reading between the lines. The social leverage. The quiet sense that information is hidden in plain sight.
Portofiro Feels Built for Threads
The city design supports the core loop. You are constantly running into people with their own problems and their own agendas. Your job is to cross reference what you learn until the world starts forming a shape.
Dice Rolls Make Every Choice Feel Dangerous
The skill checks are presented as actual dice rolls with visible odds. And that creates a very specific emotional rhythm.
- When you pass a low probability roll, it feels like you stole momentum you did not deserve.
- When you fail a high probability roll, it stings in a way that “standard RPG dialogue” rarely does.
That tension is the point. You can plan and build toward outcomes, but you cannot fully control them. It makes the role playing feel real because the world can resist you even when you do things “right.”
Pressure, Anxiety, and Why I Accidentally Broke My Own Operant
ZERO PARADES tracks psychological pressure through systems like anxiety, fatigue, and delirium. Your mental state is not background flavor. It is a core resource.
I learned that immediately because I raised my operant’s anxiety way too high early on. I was asking too many questions, pressing too hard, and basically role playing as my actual anxious self.
That was the moment the game taught me what it expects. Stop trying to be “you” in the situation. Start committing to the operant you are building. The game rewards that commitment.
Why This Feels Like a Perfect Steam Deck Game
This is a game you can sink hours into without realizing it, because the momentum is mental. It is not about faster inputs. It is about deeper focus.
It feels like the perfect “before bed” Steam Deck game. Not because it is passive, but because it is absorbing. The kind of slow burn that becomes more enjoyable the more you lean in.
Why I Did Not Finish the Full Demo
I did not complete the entire demo, and that was intentional. I did not want my first real experience with this world to be fragmented across demo boundaries.
I wanted to leave something undiscovered. Because this is the kind of game where discovery feels more important than completion.
The bigger surprise is what the demo did to my backlog. It made me want to finally play Disco Elysium. Not because it replaced it, but because it helped me understand why people love this style of RPG.
The Reality of Community Sentiment
There is a split in how people are approaching this game. Some are excited. Some are cautious. Some do not trust the studio at all because of what happened after Disco Elysium.
The most useful way to talk about ZERO PARADES is not to relitigate the past. It is to evaluate what is on the screen right now. Does this demo create a world worth leaning into. Does it make role playing feel meaningful.
Based on what I played, it does.
Who This Demo Is Actually For
- For you if you want dialogue and investigation to be the main gameplay system.
- For you if you like role playing builds and committing to a character identity.
- For you if you enjoy tension created by uncertainty and consequences.
- Not for you if you want fast pacing, constant action, or “win every conversation” RPG design.
Demo Dates and Availability
Steam Next Fest (February 2026 Edition) runs from February 23 to March 2, 2026. ZA/UM has also indicated the ZERO PARADES demo will remain available through March 16, 2026.
The full game is currently listed with a planned release window of 2026.
More OnThaSticks Coverage
FAQ
What is ZERO PARADES: For Dead Spies?
ZERO PARADES: For Dead Spies is a dialogue-first espionage RPG from ZA/UM. It focuses on investigation, skill checks, psychological pressure, and role playing identity rather than traditional combat.
When does the ZERO PARADES demo start?
The demo starts February 23, 2026 as part of Steam Next Fest.
How long is the demo available?
ZA/UM has indicated the demo will be available through March 16, 2026.
Do I need to play Disco Elysium before trying ZERO PARADES?
No. The demo is approachable on its own. If anything, trying ZERO PARADES can help you understand whether this style of RPG is for you. In my case, it made me more interested in finally playing Disco Elysium.
Is ZERO PARADES a combat game?
It is not built around a traditional combat loop. The tension comes from dialogue, investigation, skill checks, and high-stakes decision making.
What makes the gameplay feel different from other RPGs?
Skill checks are presented as dice rolls with visible odds, and failure is designed to redirect outcomes rather than hard stop progress. The game also tracks mental pressure through anxiety, fatigue, and delirium.
Is this a good Steam Deck game?
If you like slower, dialogue-driven experiences, it fits perfectly. The pacing rewards short sessions that can quietly turn into longer ones.
Worth A Try?
Yes, if you are willing to meet it halfway. This demo is not trying to impress you in the first five minutes. It is trying to pull you into a mindset.
Once you stop trying to “win” conversations and start building an operant, the game becomes much more interesting.
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