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Getting Started in SPRAWL zero

Install the demo, pick a difficulty, and survive the first firefight as FIVE.

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Getting Started in SPRAWL zero

SPRAWL zero is a single-player first-person shooter about FIVE, a cybernetically enhanced supersoldier working for the Junta. Your brief is simple on paper: hunt SILAS, leader of IMAGO-DEI, through a city that is already coming apart. The full game launches September 8, 2026. Until that date, the Steam demo is the real tutorial — two campaign levels, a slice of the arsenal, and the three augments you will live with for the rest of the campaign.

This page is the first-hour checklist. It does not replace the demo walkthrough or the abilities write-up. It exists so you do not bounce off the opening because the game refuses to play like a modern looter shooter.

Install and launch

Wishlist and install from Steam (app 3748520 for the full game, a separate demo app for The Graveyard and Buried). The demo is the right place to learn even if you already own a console. Full controller support is listed, and the controls page maps throw, grab, and scan.

Before you drop in, open video settings. Field of view goes from 60 to 120. If you came from modern tactical shooters, start around 90–100; if you want the 2000s console feel the art is quoting, stay closer to 80. Details live on the settings page with frame-rate caps and anti-aliasing notes.

Difficulty names are not insults

SPRAWL zero uses Unstoppable (easy), Formidable (standard), and Martyr (hard). The studio named them that way on purpose so you are not guilted into a setting you will not enjoy. If this is your first physics FPS, start Unstoppable. You can always raise it for a second pass of Buried. The difficulty page explains what actually changes.

The one-gun rule

You carry a single firearm. When it is empty, it is empty — there are no mag pickups, and grabbing an identical gun does not restock the one in your hands. Throw the spent weapon (middle mouse on keyboard, a face button on a pad) and yank another off a corpse with the Gravity Gloves. This is the entire loop. Hoarding a favourite pistol is how you die in a doorway with a dry click.

Empty-handed, FIVE still has a gravity punch: slow, heavy, and strong enough to send a soldier through scenery. Use it when the floor is nothing but pipes and crates, or to finish a staggered target. The combat page covers when punching is safer than scrambling for a one-shot pipe gun.

Stims, health, and adrenaline

Health crates and stims refill both health and the adrenaline meter that feeds Bullet-Time, Gravity Shield, and Rushdown. Killing enemies during Bullet-Time drops extra stims, which is how the resource is meant to recycle instead of being a panic button you save forever. You cannot sprint during Bullet-Time; the sprint cancels it. Read augments after your first death to stim mismanagement.

Medkits are also weapons. Throwing a kit at an enemy damages them and can heal you on impact. That interaction is easy to miss if you treat every crate as a menu.

First mission brief

Laida is your commanding officer. The opening drop sends FIVE into a suspected rebel compound: find a way inside, eliminate primary targets, extract for recalibration. A second thread asks what happened to a recon team whose biometric signals faded, and notes that IMAGO-DEI captured an experimental augment that interfaces with your systems. That last line is the demo’s mechanical hook — Buried is where the new toy lands.

There is no traditional use key. Doors you expect to open are often walls you are supposed to breach. Scan the environment for a waypoint if you are lost; the marker is a destination, not a breadcrumb trail. The demo walkthrough calls out the stealth sniper path and the noisy street path so you can pick on purpose.

What to learn before you quit the demo

By the end of The Graveyard you should be comfortable throwing empty guns, grabbing replacements at range, and spending adrenaline on Bullet-Time without running yourself dry. By the end of Buried you should have Gravity Shield, a sense of Junta versus IMAGO-DEI weapon colors, and at least one fight where you returned a volley instead of hiding behind a van.

If a fight feels unfair, it is usually a squad captain you have not dropped. Captains reveal their squad through walls when they die. That is the closest thing SPRAWL zero has to a minimap. Details are on the enemies page.

When the demo is done, park your loadout philosophy on the weapon tier list and builds, then check the release date page so you know what platforms the September 8 launch actually includes. Official channels sit on the links hub.

FAQ

Frequently Asked Questions

Quick answers for FIVE's first hours in the Sprawl.

Do I need to play the original SPRAWL first?

No. SPRAWL zero is a prequel with a different protagonist. Story context helps, but the demo and this getting started page assume you have not played 2023's SPRAWL.

Why can't I reload?

Weapons are disposable. Empty guns are thrown, not reloaded. Grab the next firearm with Gravity Gloves. Mastery paths in the full game are expected to raise ammo counts, not restore classic reload.

Which difficulty should I choose first?

Unstoppable if you want to learn systems, Formidable if you already like F.E.A.R.-style squads, Martyr if you want the demo to punish greed. See the difficulty guide for what each setting changes.

Where is the Gravity Shield?

The demo unlocks it in Buried, the second level. The Graveyard teaches punch, guns, and Bullet-Time first. Follow the demo walkthrough if you miss the pickup.