
Afterinfection is a brand new zombie survival game designed in Unreal 4 and being developed by a small team from Thailand. After creating your survivor, you’ll start with nothing and have to make your way across a large island searching for food, water, weapons, and crafting supplies.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 14 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 30 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
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Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Afterinfection is an ambitious indie survival game that attempts to capture the scale and tension of large-map zombie sandboxes while being developed and published by a very small team under the name RePatrick21. Set in a post-apocalyptic world overrun by the infected, the game immediately establishes a harsh survival fantasy where players are dropped into a sprawling island with minimal resources and must rely on scavenging, crafting, and careful decision-making to stay alive. Its scope is clearly inspired by genre heavyweights, but its execution reflects both the passion and the limitations of a solo or small-team indie project. The core gameplay loop is built around classic survival mechanics. Players begin with almost nothing and are encouraged to explore towns, roads, military zones, and remote areas in search of food, water, weapons, and crafting materials. Hunger and thirst systems constantly pressure the player to keep moving, while inventory management forces tough choices about what to carry and what to leave behind. Exploration feels purposeful, as every structure might contain vital supplies or dangerous encounters, and the sense of vulnerability during early hours is one of the game’s strongest elements. Combat in Afterinfection blends PvE and PvP into a shared survival ecosystem. Zombies populate the world and can quickly overwhelm unprepared players, especially in confined spaces or at night. Encounters often reward caution, stealth, and planning rather than reckless gunplay, as ammunition can be scarce and noise easily attracts additional threats. At the same time, the presence of other players adds an unpredictable layer of tension. Friendly encounters can turn hostile, and cooperation is often driven by necessity rather than trust. This dual threat of undead and human survivors creates emergent moments where survival feels genuinely uncertain. Crafting and base building serve as the long-term progression systems. As players gather resources, they gain the ability to craft tools, weapons, medical items, and eventually construct shelters or fortified bases. These bases provide safety, storage, and a sense of permanence in an otherwise hostile world. Defending them becomes an ongoing concern, especially in multiplayer scenarios where raids are possible. While the systems themselves are relatively straightforward, they offer enough depth to support extended play sessions and encourage players to invest time into building a foothold in the world. The game’s open world is large and varied, with multiple points of interest designed to encourage exploration. Roads connect towns and industrial areas, while forests and open fields offer both cover and danger. Dynamic elements such as weather, day-night cycles, and airdrops help prevent the world from feeling static. These events often act as risk-reward scenarios, drawing players toward valuable loot while increasing the likelihood of conflict. When these systems align, Afterinfection can deliver moments of genuine tension and immersion. Visually, the game is functional rather than striking. Built on Unreal Engine, environments convey the scale of the world effectively, but asset quality, animations, and lighting can feel uneven. Character models and user interface elements lack refinement, and technical issues such as bugs, performance hiccups, or clunky interactions can break immersion. These rough edges are among the most common criticisms from the community and highlight the challenges of delivering a large-scale survival experience with limited resources. Progression and polish are where the game’s ambitions most visibly clash with its execution. While the foundations for a compelling survival sandbox are present, systems can feel incomplete or underdeveloped, and updates have been perceived by some players as slow or inconsistent. Balance issues, AI quirks, and missing quality-of-life features can lead to frustration, particularly for players accustomed to more refined survival titles. For some, this gives the game an unfinished feel, while others view it as a work-in-progress shaped by its community. Ultimately, Afterinfection is a game defined by scope rather than refinement. It offers a large open world, layered survival mechanics, and the constant tension of PvE and PvP interaction, but it asks players to tolerate technical flaws and rough design edges in return. For players who enjoy early-access-style survival games, emergent storytelling, and the raw unpredictability of multiplayer sandboxes, it can provide engaging moments and a strong sense of atmosphere. Those seeking a polished, feature-complete experience may find its limitations more difficult to overlook. As an indie survival project, it stands as a clear example of big ideas pursued with limited means, delivering flashes of intensity and immersion that hint at what it could become with further refinement. Rating: 5/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Kocham survivale i lubie testować każdy pokolei. Tutaj po pierwsze drętwość animacji. Po drugie słaba grafika wraz z problemami lewitujacych np. lekko drogi . Po trzecie zombie sztywne po dostaniu obrażeń nawet nie ma efektu ała i co ciekawe niegdzie nei mogłem znaleźć zwykłego plant fiber który w każdej grze jest na samym starcie xd
Se houvesse uma definição de perfeição esse jogo ja ultrapassou essa perfeição a muitos aprendam a Perfeição empresas Bilionarias
Muy crudo, malas mecánicas, muchos bugs. movimientos que se sienten antinaturales. No me gustó.
Mal wieder ein Dead Game. Fickt euch Devs
Um novo "Day Z" mais simples e fácil de jogar, bem otimizado, vale a pena jogar, recomendo.
Покупал игру за 41 рубль по скидке! Как по мне за эту цена игра очень хороша! Я был бы готов купить эту игру и за стартовый ценник, как по мне она того стоит! Жаль, что разработчики перестали игру поддерживать, поэтому в игре онлайн равен 0! Если вам нравятся одиночные выживалки с зомби и лутом, то смело покупайте, тем более ценник не кусается! В игре есть чем заняться!
Zombies provenant d'assets d'autres jeux. Rien que pour ca, j'efface.
nice to play respawn is a little fast for enemies but still good
Pretty chill early game, hopefully its programmer starts taking care of it and finishes it soon.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $0 | 7.9K | 66% | Free | |
| $28.1M | 31.6K | 66% | $29.99 | |
| $19.8M | 40.5K | 76% | $9.99 | |
| $53.8K | 822 | 77% | $2.49 | |
| $0 | 0 | — | Free |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $30.3K | 181 | 83% | $5.24 | |
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| $30.3K | 685 | 91% | $1.99 | |
| $30.3K | 90 | 56% | $9.99 | |
| $30.3K | 90 | 90% | $14.99 | |
| $30.3K | 60 | 22% | $14.99 |