
Age of Undead is a multi-genre game (turn-based, RTS, FPS) that allows you to face the frightful Zombie Apocalypse with 3 unique factions: the Army, the Infected, and the Survivors. Make strategic choices in the Campaign, then go into battle and fight to survive!
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Amazing game! I was already a big fan of Home Wars, and this game is just as great! Might need some perfomance tweaks, it does look like a slideshow when there's a lot of things going on, but other than that it's great!
abandonned before even the basic things were functional
indie dev that works hard and is good at what he does but he just luanched so many games that they arent polished buy the game for his support and its a fun game but needs more polish and i mean alot.
I like killing zombies and chewing gum.. and i'm all out of gum.
IT reflects the mind of a young child. Simple mechanical aptitude of a child in play. Creating a uninfluenced petty leisurely freeing of the mind to create busy play, plan and change what is REAL. Very different from other war games. I like it's approachable way of dealing with problems in war both simple and complex. In a word, I played and had fun. GO Buy It. I understand he the, Dev. is a one man TEAM.
its a nice fun game and I have had fun battleling the hordes, the only complaint I have is that it need some quality of life changes like, being able to delete buildings and disband troops.
Age of Undead from Insane Dreamers is an ambitious strategy hybrid that tries to merge several distinct gameplay styles into a single experience set against a large-scale zombie apocalypse. It combines turn-based map control, real-time battles, and direct battlefield interaction, aiming to give players both a high-level strategic perspective and a more immediate sense of involvement. It’s the kind of project that clearly reaches beyond the typical boundaries of its genre, offering a mix of ideas that is intriguing even when it doesn’t fully come together. The campaign structure is built around a turn-based world map where players control one of several factions, each representing a different perspective on the apocalypse. Whether commanding organized military forces, struggling survivors, or even the undead themselves, players must manage resources, recruit units, and position their forces carefully. This layer gives the game its strongest strategic identity, encouraging long-term planning and experimentation. The ability to approach the conflict from multiple viewpoints adds variety, allowing players to experience the same world through different tactical lenses. When armies clash, the game transitions into real-time combat, shifting the focus from planning to execution. Battles can involve large numbers of units, creating moments that feel chaotic and expansive. Infantry, vehicles, and support elements come together on the battlefield, and players are tasked with directing them in real time while adapting to the evolving situation. There’s a certain appeal in seeing large engagements unfold, particularly when positioning and timing align to create effective maneuvers. The inclusion of a pause function helps manage the scale, giving players a chance to issue commands without being overwhelmed. One of the more distinctive aspects of Age of Undead is its attempt to blend in a more direct form of player interaction during battles. Instead of solely commanding units from above, players can influence engagements more actively, calling in support actions or participating in ways that go beyond traditional strategy controls. This feature adds a different perspective to the gameplay, breaking up the flow of standard RTS encounters and giving players a sense of being closer to the action. While it doesn’t fully transform the experience, it contributes to the game’s experimental feel. Despite these ideas, the execution across its systems is uneven. The transitions between strategic planning and real-time combat can feel disconnected, as if each layer was developed with different priorities. Battles, while large in scale, often lack the depth needed to sustain long-term interest, with limited tactical variety and predictable outcomes once the basic systems are understood. Unit behavior and AI can be inconsistent, sometimes failing to respond in ways that support the player’s strategy, which can undermine the sense of control that the game is trying to establish. Over time, the campaign can begin to feel repetitive. Although there are different factions and scenarios to explore, the core loop does not evolve significantly, leading to a sense of familiarity that can reduce engagement during longer play sessions. Without a strong narrative structure to guide progression, the experience leans more toward sandbox play, which can be appealing for some but may feel directionless for others. The lack of variety in objectives and outcomes further contributes to this feeling, making it harder for the game to maintain momentum. Presentation is another area where the game shows its limitations. While it manages to convey the scale of its battles and the bleak tone of its setting, the visuals and interface lack refinement. Menus can be awkward to navigate, and the overall design does not always support smooth interaction. Audio and visual feedback are functional but inconsistent, occasionally detracting from immersion rather than enhancing it. These elements reinforce the impression of a game with strong ideas that has not fully polished its execution. Even with these issues, Age of Undead stands out for its willingness to experiment. It attempts to combine systems that are rarely seen together, and while the results are mixed, the effort itself is notable. There are moments where the different layers align—where strategic planning, large-scale battles, and direct interaction create a sense of involvement that feels unique. These moments highlight the potential of the concept, even if it isn’t consistently realized. In the end, Age of Undead is a game defined by ambition more than refinement. It offers a range of systems and ideas that can be engaging in short bursts, particularly for players who enjoy experimenting with hybrid mechanics. However, its lack of polish and depth prevents it from reaching the level of cohesion needed to fully support those ideas. For players willing to look past its rough edges, it provides an interesting, if inconsistent, take on the strategy genre. Rating: 6/10
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[h1] Okay Mr Single developer, it's time for a game review.[/h1] [h2]Everything from Good to Absolutely Amazing:[/h2] I like the premise, it's a different twist from either the heavily inputted Scifi OR the heavily inputted Fantasy. Nothing every seems to be a mix and we need variance in the RTS genre even though 4x/turn based/CRPG has sort of buried this genre, I'll take anything these days to actually change the meta-game. Undead zombies have won minus what seems to be a mixture of survivors/military/para-military that which you can hopefully put together into a cohesive faction. The Campaign; my analysis of this omg... it reminds me of Supreme Command in-which the unit numbers are insanely high while at the same time, you can coordination attacking places like in Dawn of War AND do more than just defense/attack twice, etc. Don't think I didn't notice this. It's clearly inspired. Most RTS or game tutorials are either cramfisted in a bad way or just non-existent. Good on you for making a layout that is straight forward so folks have something to do or just enjoy even if it's a teaching lesson! :) [h2]Noticeable Issues/QoL IMO is needed.[/h2] Okay my guy I get it, you wanna be independent but after seeing that blog post about how you are doing things by yourself.... naw dude that ain't it, you NEED help so bite the bullet and do a hiring extension, IMO you shouldn't be not after that near disaster of flooding. People don't like to take criticism like its an attack but in reality, IT ISN'T. You need to have other people in place to assist e.g. have back ups of your game engine plus assests/resources/everything from promotion of the game, the list goes on and on. Please consider this dude, with AAA gaming even Indie gaming being put on the chopping block, never know what could happen next. Always have a back up plan within a back up plan. Just some minor advice. ~~~~~~~ [h2]Now about the game issues;[/h2] [u]I do not like the fact that there isn't a further zoom out option [/u], it's capped -- can you please increase outward just a bit more. I want to be able to see everything. Doesn't need to be Supreme Commander levels of zoom out but near it -- I'd like to be able to view things even more like I guess Battlefield 4's Commander option. Additionally, [b]why isn't there an option to mass build like in DoW or even Ground Control for the Sappers? [/b] The whole one at the time thing is [u]very irritating[/u] and breaks the flow of RTS gaming for me because I keep forgetting that, that is a thing. I'd like to be able to e.g. select 3 sappers together and mass build chemical factories and then make search likes in a row. While there is a que system there isn't anything in the UI --- the UI prompt like in Supreme Command to tell you "hey these sappers are all in queue making something for you", can you please address this? That is both my QoL request and some feedback on the UI, I will continue this down below. Several technical issues with the move/formation move system e.g. keeping them in a straight line or having them being a tight group. This has broken for some reason on and off where they just don't simply go anywhere or get deliberately stuck even after I move other units out of the way. Both air and ground craft run into this issue. Please fix thank you. Another problem is the fact that [b]units UI like the artillery for example merges with the UAV scan like they aren't separate things?[/b] so I have hold the LMB down to hold for the artillery so it doesn't flow naturally or feel like inputs are off in some kind of degree, can you address this. Give it a try; have arrty vehicles onto of your UI for the UAV -- I can't deselect one or the other it just merges to the two, very annoying. Unit Grouping: Okay so, there is ONE grievance I got with this, unlike DoW/Ground Control/Supreme Commander and CaC, I [b]should[/b] be able to deselect my sappers from the military units and the air units w/o breaking the group entirely -- just separate from the groups I want to use. This is a big problem with Jet/faster aircraft, ESPECIALLY the jets, there should be a separate landing zone for them when they aren't active [u]so they don't use up their fuel[/u]. ONLY AFTER they complete a strafing run. Pretty annoying to have them just float around the airfield.Can you address this as well? Thanks! :) [h2]My overall thoughts;[/h2] the base is good, the replayability is great, I feel like I'm running a DoW Soulstorm Armageddon mod but isn't going to crash because of well... 2gb limits, the campaign is fun, the units feel like actually World War Z but the army fights back, it has a optional sandbox, hmmm not much for negatives really -- not much on the RTS front outside of Stormgate but that's locked to early access bro content creators. Good over all. 8.7/10
Absolutely insane. but for a oneman studio this is so enjoyable
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