About Horizon Zero Dawn Complete Edition
In a far-future wilderness where human communities live among enormous machines, outcast hunter Aloy follows clues about her origins and the collapse of the old world. She tracks machines, studies their weaknesses, crafts equipment and crosses tribal lands; this Complete Edition also includes The Frozen Wilds expansion.
Horizon Zero Dawn places Aloy in a future where the remains of an advanced civilization lie beneath forests, plains and settlements, while animal-shaped machines roam the land. Raised outside the Nora tribe, she enters the Proving seeking a place among its people, but an attack changes the direction of her life. The central journey follows her search for answers about her birth and the world’s history, while drawing her beyond Nora territory into contact with other communities. Nora, Carja, Oseram and Banuk people have distinct customs and political concerns; their settlements, leaders and local conflicts give Aloy reasons to investigate more than the main mystery. Ancient facilities and data points let her piece together history through objects and records found during quests and exploration. These differences also connect the daily lives of the tribes to the old machines, which people use and interpret according to what survives of their knowledge.
The Focus, a small device worn at Aloy’s temple, is both a story clue and a practical field tool. Scanning a machine can mark its components and expose vulnerable areas; it can also reveal tracks and routes, helping Aloy plan an approach before an encounter begins. The same device identifies data points and other points of interest in the landscape. Machines have different attacks, armour and elemental vulnerabilities, so looking first can change which ammunition makes sense. A Watcher can alert others, while a larger machine may carry detachable weapons or components that affect what it can do. Aloy can crouch in vegetation, observe patrols and use a silent strike against nearby human or machine targets, or begin a direct fight with room to dodge and reposition. The information is useful both for navigation and for deciding whether to approach a target from cover, above, or at range.
Combat combines the spear with bows and specialist weapons that use different ammunition. Hunter bows provide a versatile way to fire ordinary or elemental arrows; Sharpshot bows support deliberate long-range shots, while War Bows carry elemental options. The Tripcaster lays wires between anchor points, and slings can deliver explosive or elemental payloads. Tear ammunition is useful for removing parts and armour, whereas fire, shock and freeze build up effects that alter a target’s condition. Aloy can make ammunition from gathered materials, including while selecting equipment in the weapon wheel. That makes scavenging part of the hunt: machine components, plants and animal resources replenish ammunition, traps, medicine and carrying capacity. A weapon’s ammunition types and modification slots determine which coils will strengthen its damage, handling or elemental effects. Merchants exchange shards and machine parts for weapons and outfits, giving the hunt a clear supply loop between expeditions.

The machines are more than moving targets. Their behaviour and anatomy create different problems, and taking away a component can disable a weapon or remove protection. Aloy can detach some machine weapons and use them herself, turning a dangerous encounter into an opening if she first aims at the right part. She can also sneak close to a machine and use an override, but access to additional override types is tied to progress through Cauldrons, the buried machine facilities. Certain overridden machines will fight beside her; some can serve as mounts. Cauldrons combine traversal through mechanical interiors with encounters and an override at their core, so they add a separate kind of activity to the open landscape rather than simply another camp to clear. The override does not make every encounter safe, but it gives Aloy another way to change the balance of a machine fight.
Quests lead Aloy through settlements, ruins, hunting grounds and stretches of wilderness, while optional errands and side quests introduce people with local problems. Tallneck machines offer elevated routes to climb; reaching their heads gives Aloy a broader view of surrounding terrain. Campfires provide places to save and, once activated, fast-travel between discovered areas when she has a Fast Travel Pack. Experience from combat and quests grants levels and skill points. Her skill tree improves actions such as stealth attacks, aiming and resource gathering, while weapon and outfit purchases add equipment choices. Resources can also be spent on bag upgrades, which increase how much ammunition, medicine or crafting material Aloy can carry. These linked systems reward varied activity: fighting, completing quests and exploring all feed into distinct parts of her preparation. The map, quest list and inventory make those practical choices visible, while the landscape itself contains clues to the older civilization.
The Complete Edition pairs the base adventure with The Frozen Wilds, a separate expansion set in the Banuk homeland of The Cut. Aloy travels into a colder northern region and meets Banuk communities whose customs and leadership frame a new local story. The expansion adds an area, quests, machines, weapons and skills; its events and equipment belong to that additional chapter, rather than to the base game’s opening journey. It also includes outfit, weapon and pack bonuses. The base campaign remains the main account of Aloy’s origins and her investigation across the central tribal lands, while The Frozen Wilds extends her travels with a distinct northern setting and conflicts of its own. The northern region is an addition to the package, not a replacement for the original map or its main quest.

- Developer
- Guerrilla Games
- Genre
- Action role-playing game
