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Zero Caliber 2 Remastered on Steam

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Zero Caliber 2 Remastered brings the full VR shooter experience to PC - with intense, cinematic firefights, a full single player and Co-op campaign, PvP, a huge arsenal to unlock, and character customization to make you stand out. Jump in if you’re after a proper VR shooter. Out NOW!

Zero Caliber 2 Remastered is a action, shooter and fps game developed and published by XREAL Games.
Released on October 30th 2025 is available on Windows and VR.

It has received 442 reviews of which 349 were positive and 93 were negative resulting in a rating of 7.4 out of 10. 😊

The game is currently priced at 24.99€ on Steam, but you can find it for 7.15€ on K4G.


The Steam community has classified Zero Caliber 2 Remastered into these genres:


Here is the detailed breakdown of supported languages for Zero Caliber 2 Remastered:

UI Subtitle Audio
English

Media & Screenshots

Get an in-depth look at Zero Caliber 2 Remastered through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Win10+
  • Processor: AMD Ryzen 5 3600 / Intel i7-11700F
  • Memory: 16 GB RAM
  • Graphics: RTX 2070
  • DirectX: Version 11
  • Storage: 25 GB available space
  • VR Support: SteamVR, Rift/Rift S, Meta Quest 1-3, WMR, PSVR2. Sitting, Standing or Room Scale

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

10 hours played
Feb. 2026
If you had asked me if you should purchase this when it first released, I would have honestly said no. The graphics were dark and kind of washed out and pixelated, the combat was horrible because practically every gun had ridiculous recoil which forced you to need to use EVERY attachments available to reduce it, enemy AI was incredibly stupid, climbing had been removed from the first game, animations were lack luster and there were countless bugs. But since the last update, it seems they listened to a lot of community feedback and worked on the game a ton. Which was honestly unexpected as it feels most devs these days (especially VR ones) just up and abandon the games or don't care about feedback. Now though the issues I had bar maybe 1 or 2 are fixed. The only ones being some slight bugs (nothing too bad really) and no climbing. However the guns are a joy to use now, which is awesome because now you can use WW2 era guns without modifying them with stuff from the modern era AND more guns become usable because they aren't destroyed by the insane recoil system (honestly wish the first game had this fix too). The enemy AI is still a little dopey but far smarter and I would even dare to say better than most VR games I have encountered. They actually take cover try to peek behind it and fire at you and even had some try to flank me. sure if you compare it to flat screen game AI you could say its nothing special, but AI in VR has always seemed stupid and clunky, but this game now gets it right. New animations make a world of difference, now it feels nice and clean when you take an opponent out, not hollow and meh like it was before. Honestly, this game is like everyone says, VR call of duty. But not the boring stale cods of the modern era, the good cods. Yeah the story is cheesy and the voice acting can be campy, but its enjoyable! same way early Resident Evil games where. Now I would highly recommend shooter fans check this game out. In fact, I would say its easily a top 10 game you should have in your VR library well done devs. keep up the good work and hope to see you do more in the future!
16 hours played
Jan. 2026
Someone consumed a lot of Red Bull and cocaine while watching Die Hard movies and thought; Why not make this into a VR experience? And I am glad they did! The gun handling, weapons customization, and over-the-top background events are worth the price of entry. I give the game a 10/10 on all three fronts. The story is ok, and the individual single player missions breakdown as follows: 25% are great, 50% are good, and 25% are sub-par. Overall performance was good, except for a few mission-specific moments. For example, the Kaliningrad apartment mission was pretty bad performance-wise for me. But most of the missions played great, and it 100% has replayability. Would definitely recommend if you are looking for an intense FPS!
6 hours played
Dec. 2025
This game is similar to Crossfire: Sierra Squad, a high-quality shooter with great replay value. It’s especially fun on the highest difficulty. The gunplay is excellent, and the weapon customization is very flexible. If it had cross-play with the Meta Quest player base, it would be absolutely perfect.
16 hours played
Dec. 2025
Basically, low budget Call of Duty in VR. I played only the single player campaign and I confidently recommend it for a spin. The game has excellent tactical roleplaying. Cool guns. Amazing close quarters combat. Adequate enemy AI. Some memorable locations and very few bugs. The graphics are okay. Not great, but okay. I do believe developers really did try to push it to PC level, but it is a Meta Quest first game after all and you can tell. Story, characters and voice acting is not the strong suite of this game (or it's prequel). Do not go in expecting any good writing or even remotely interesting characters.
6 hours played
Nov. 2025
Just completed the game. Wanted to share my thoughts on what the game does well and what it has room to improve on. Short version, is the game good? Mostly yes, but with some substantial caveats that keep it from being a great game. Allow me to explain... Firstly lets get all of the good stuff out of the way, the core mechanics are all mostly pretty good. The input options are generally solid and allow you to configure the game to be played mostly in accordance with whatever muscle-memory you've established for VR shooters at this stage. Even left-handed support is mostly solid, so kudos to the team there. V-Stock options feel about right for how they should, and generally most of the weapon interactions were solid so no issues there. Movement's alright, performance was solid, visuals are decent and the length of the campaign was pretty good, so far so good. Onto the critique; There were several pervasive issues that constantly kept me agitated while playing the game which definitely detracted from the enjoyment that was on offer here. First up, interactions with the chest rig. Grabbing ammo in the default position was dubious at best and terribly unreliable at worst. With a bit of shifting around I was able to get it to a usable state, though the default was awful (great that we have the option to tweak this though) I'd still suggest increasing the interaction volumes for grabbing a fresh magazine though. Second issue, if you eject a magazine and grab a new mag to insert into the mag well of your weapon quickly (as most any experienced VR shooter player is going to) there's a decently high chance that you'll simply grab the freshly ejected mag from your weapon and reinsert that into the mag well, why? because apparently the ejected mag takes grab priority over grabbing a fresh magazine, and apparently the ejected mag's interaction volume is large enough for this to happen all the time. This was very frustrating after about the 30th occurance. Should be easy to fix at least, so hopefully someone at the studio gives this a read. Next up, interactions with objects. Now, I am a stern believer in having the trigger of the off-hand for interacting with weapon functions (charging handle, magazine, etc) and grip for grasping the foregrip/underbarrel. Zero Caliber 2 gives you this option, so far so good, but wait, suddenly all interactions with world objects are -mostly- on the trigger, but sometimes (ammo boxes) on grip? And grabbing grenades is always a trigger action and not a grip action? Why is this inconsistent? I realize this is mostly a nitpick as the majority of users will run through the game with the default control config and probably not have this issue, but if the option's there, it should be correct I feel. At the moment, it's messy. Moving along, weapon interactions with the world. Now yeah, it's a little bit nifty to be able to hit buttons and stuff with the physical volume of your weapon, but having the weapon collide with walls, railings, doors and other stuff is just a crap feeling in VR. Better to let the players hands be wherever they are and if their gun's not firing because it's halfway into a wall, alert them, let 'em work it out but don't push their non-physical weapon around when their physical hands are where they are. Lesser of two evils perhaps, but respectfully, Pavlov does this right, so that's the example I'd present for doing this properly. The enemy AI, bleh. Their variety of animations and such was alright. Their accuracy seems to be the same whether thay're 200 yards away or within spitting distance, which detracts from the experience, they're always snuggly positioned in the most annoying of positions throughout the campaign, this wouldn't be so bad if the map geometry made a bit more sense, but oftentimes the rooms you're pushing through make very little logical sense. And then there's their propensity for grenades. ♥♥♥♥♥♥♥♥♥.. I lost count of how many times I'd pop a corner, see a guy, shoot him and as his health is on it's steady ride towards 0, he's immediately gone for the red glowy nade and proceeded to drop it as his feet on the way down. It feels like one in every 10 or so enemies does this. That might not sound so bad, but the AoE on grenades in this game (and their very long fuse times) means you'll very often get caught in the blast if you're in close quarters (unless you make an immediate and concentrated effort to avoid it) and it'll wipe you to 1hp the instant it goes off. In short, grenades in this game are just an arduous pain in the neck, constantly, not because they're used effectively by the enemy (happens very rarely) but because they just create arbitrary pauses in the gameplay while the player has to step aside and let them do their thing before proceeding, and if you manage not to notice the CoD martydom strats of the guy you just sent packing to Tlalokii, have fun waiting for your health to regen, hope you weren't under fire at the time as that'd suck. :) The less said about the writing for the game's story (or the silly bloody objectives that you're tasked with) the better. It's braindead, trivial and effectively just an excuse to have you run around, shoot people and blow stuff up. Just try to tune out all of the NPC dialogue and the complete lack of any tactical sense in everything that the game has you doing and maybe you won't find it too eye-rollingly bad. Brain off, consume product. Average CoD affair, really. While we're at it, enable unlimited ammo. There's no penalty for it and the game's arbitrary ammo pools + ammo grab stations placed around everywhere are just a waste of your time and a senseless break in the action. Realism can lick my taint on this one, the whole ammo system is just ♥♥♥♥ here and you're better off without it, trust me, you'll thank me later. Each of the 'riding in a vehicle' sections is annoying at best. My main complaint is that your 'head' is forced to rotate with the vehicle that you're a passenger in. While that might be true for reality, it feels crap in VR. There might've been an option to disable this in the settings (i'm not interested in going back and checking, w/e) but aiming down-sight at a guy and lighting him up, while having to constantly rotate because the vehicle that you're in listing lazily to the left just feels like ass. The mounted MG sections on the humvee also suck, the gun's got next to no lateral movement and you're honestly better serviced by just switching to your primary weapon during those sections. Moving right along, weapon balance is all over the shop and of the weapons I tried, I couldn't make much sense as to the devs choices for which weapons are blessed with decent recoil patterns and which ones are an absolute waste of a weapon slot. Having the recoil patterns be random rather than repeatable is also a rookie dev choice imho, but I'm not here to throw too much shade about it. I'd say they've got plenty of room to improve this, but for now, I recommend going with the Mk18 Carbine, throwing a red-dot or holo optic on it, a laser, a vert grip, extended mag and the best recoil reducing barrel attachment you have access to during the campaign and just rolling with that. Most of the SMGs feel like ♥♥♥♥, the AK varients were all over the place, DMRs lack the punch to be worth considering most of the time and pistols are a joke. Shotguns might've been worth a look, but I didn't touch them out of spite. Whoops. I'll mention that the bolt action rifles actually feel pretty decent in this game, which is a plus but on most everything else, I sleep. I haven't touched the multiplayer yet, though given everything I've described above, not sure that I'm much interested in doing so while Pavlov's an option, though who knows. Chances are Zero Caliber PvP actually has servicable hit reg. Pavlov sure as hell doesn't have that, so who's to say? In summation, I am GLAD this game got a PCVR release, but it has room for improvement.

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Frequently Asked Questions

Zero Caliber 2 Remastered is currently priced at 24.99€ on Steam.

No, Zero Caliber 2 Remastered is currently not on sale. You can purchase it for 24.99€ on Steam.

Yes, Zero Caliber 2 Remastered received 349 positive votes out of a total of 442 achieving a rating of 7.43.
😊

Zero Caliber 2 Remastered was developed and published by XREAL Games.

Yes, Zero Caliber 2 Remastered is playable and fully supported on Windows.

No, Zero Caliber 2 Remastered is not playable on MacOS.

No, Zero Caliber 2 Remastered is not playable on Linux.

No, Zero Caliber 2 Remastered is not playable on Steam Deck.

This information about Zero Caliber 2 Remastered is not available yet.

Yes, Zero Caliber 2 Remastered is a VR-only title. A compatible VR headset is required to play the game.

Zero Caliber 2 Remastered offers both single-player and multi-player modes.

Zero Caliber 2 Remastered offers both Co-op and PvP modes.

No, Zero Caliber 2 Remastered does not currently offer any DLC.

No, Zero Caliber 2 Remastered does not support mods via Steam Workshop.

No, Zero Caliber 2 Remastered does not support Steam Remote Play.

Yes, Zero Caliber 2 Remastered is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Zero Caliber 2 Remastered.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 12 October 2026 05:06 UTC
SteamSpy data 23 October 2026 01:57 UTC
Steam price 04 November 2026 03:25 UTC
Steam reviews 19 October 2026 10:03 UTC

If you'd like to dive deeper into the details about Zero Caliber 2 Remastered, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Zero Caliber 2 Remastered
  • SteamCharts - Analysis of Zero Caliber 2 Remastered concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Zero Caliber 2 Remastered compatibility
Zero Caliber 2 Remastered
Rating
7.4
349
93
Game modes
Multiplayer
Features
Online players
13
Developer
XREAL Games
Publisher
XREAL Games
Release 30 Oct 2025
Platforms
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