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This paper contextualizes video games as entangled in ongoing legacies of Cold War nuclear culture, focusing on the prevalence of games set within Chornobyl as a visual epicenter, archetype, and para-fictional post-apocalyptic setting of Cold War fallout. I am particularly interested in what I term “Zone Games” as a subgenre within the larger Chornobyl gaming context. Drawing on heritage studies, theories of dark tourism, and virtual tourism, I argue that these games make use of the existing visual culture of Chornobyl and Pripyat as a semiotic landscape of apocalypse.