
Back 4 Blood is a thrilling cooperative first-person shooter from the creators of the critically acclaimed Left 4 Dead franchise. Experience the intense 4 player co-op narrative campaign, competitive multiplayer as human or Ridden, and frenetic gameplay that keeps you in the action.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Japanese, Korean, Polish, Portuguese - Brazil*, Russian, Simplified Chinese +3 more
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 628 reviews with recorded playtime.
Reviews
Themes across 626 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
Хороший зомби-экшен. Если бы разработчики не рекламировали B4B как продолжение L4D, то игра явно выглядела лучше в глазах людей. Реиграбельность на высоте из-за систем карточек, элементов RPG и множества оружия. Стоит покупать? Да, если хочешь стрелялку на несколько вечеров с прикольной системой РПГ, нет, если ожидание о ней как о наследнике L4D
不优化不更新还搞啥小蓝熊啊,每次启动都要被这玩意卡一遍重启一遍电脑,有bug不修还放在那恶心人
My favorite part about this game is that the players are all chill. Everyone is just "Yeah L4D2 is more fun but I'd rather not deal with the community. " It's not even a bad game, it's just that it was hyped to be the next L4D. Multiplayer vs isn't worth the effort though since nobody plays it.
Fun game. I didn't play L4D back in the day and didn't pay attention to marketing so I wasn't arbitrarily salty coming into the game. I also bought it for like $10 well after it released. Definitely worth it on sale. There's an offline mode with bots if/when the servers ever get shut down. Works great on M/K or controller. Looks and sounds pretty good, shooting has good impact and handling.
Back 4 Blood arrived carrying expectations heavier than a minigun loaded with disappointment. To its credit, the gunplay is solid, the card system adds meaningful progression, and there are flashes of brilliance throughout. Customising builds creates variety and gives players reasons to experiment beyond simply shooting everything that moves. Unfortunately, it spends too much time reminding players of Left 4 Dead instead of confidently becoming Back 4 Blood. The characters lack the same charm, enemy encounters occasionally feel more exhausting than exciting, and the pacing sometimes resembles a treadmill designed by someone who hates cardio. It's not a bad game. It's just constantly being compared to one of the greatest co-op shooters ever made, which is about as fair as asking a local band to open for Metallica and then wondering why nobody remembers their songs. Still enjoyable with mates. Still better than spending your evening arguing on Reddit.
Back 4 Blood is in essence a spiritual successor to Left 4 Dead. Developed by the original studio creators of the L4D franchise, it has the same exact core concept: 4 player co-op navigating through hordes of zombie enemies to reach safe room to safe room. Key Distinct differences: Currency, Card System, Aesthetic Purchases, Weapon upgrades and Attachments, Classes There's a currency system, which allots you the ability to customize your character aesthetically. There's two forms of these, supply line tokens and skull totem tokens, the latter of which you must play a hidden level within the levels. These are used to purchase cards you can make into a deck for the campaign, or purchase cosmetic enhancements to your characters and weapons. Within the campaign itself, there's a separate currency (copper) which allots you the ability to purchase temporary supplies in the level/act, upgrades to your guns. It also allows you the ability to purchase ability cards, which grant your character in the campaign temporary boosts to certain stats. Weapons are no longer just that weapon, they're customizable with attachments you can find or purchase within the game. There's also unique weapons that come with their own ability and niche. Each character also has their own unique abilities and bonuses to stats that they bring to the team. Initially I gave this game a thumbs down, as once I cleared it fully, I pushed to a higher difficulty and was demoralized completely. That part hasn't changed, but there's a lot of added new DLC's and updates to the game that balance some aspects of it that I played and enjoyed. What I will say is, the difficulty is unbalanced. The game is either too easy on certain difficulties, or impossible on higher ones. Will I play it again? Probably. Will I enjoy it again? Probably. The fatigue sets in fairly quick though, so try to play it sparingly and with friends.
ПЛЮСЫ: ■Качественная стрельба - будто бы один из самых важных факторов в подобных игровых жанрах. Так как если и здесь накосячить, на всё остальное вообще поxyй будет; МИНУСЫ: ■Без запрета не получится поиграть в кооп; ■Если первые две части L4D уже можно считать говном мамонта, то эту игру можно назвать сыном этого говна. Который учёл ошибки своих родителей, но и сам не без греха, так как сильно любил карточные игры. Лучше дочь шлюха, чем сын любитель карточных игр(по типу Гвинта и прочей xyйни для даунов) ■Тот самый зомби-шутан, где твой скилл не столь важен по сравнению с собранной колодой. "УниКальная" механика была в голове разработчика. Главным отличием от своего предшественника оказалось создание своей собственной колоды из множества вариативных карт перед вылазкой. Но в чём же здесь минус, если тебе по факту упрощают игру этими бафами? Так вот, если не собрать имба-колоду, пройти игру на высоком уровне сложности не получиться. Дело здесь вообще не в скилле или тактике, дело в цифрах. Тебе просто не дадут пройти дальше 1-2 миссий в 5/6 акте на "No Hope". Мало того, что в игре искусственная сложность, так они еще тебе в начале каждой миссии накидывают штук восемь дебафов; [4/10] Итог: Среднячковый гвинт с элементами шутера.
peanut would love some pets and treats :) 🌸> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
jogo ruim da poha
Ok, so you've read the other reviews and now you know Back 4 Blood is a great game, but I want to talk about something different: playing it with a gyro controller. What's a gyro controller? Well, that's any controller that allows you to control how you look and aim simply by moving the controller itself. See, I'm the kinda guy who sucks at aiming with controllers, but I also like to sit back and chill with a controller. And if a game can be adequately configured to support a usable gyro then it immediately gets my attention. And the easier it is to configure, the more consistent and fluid it feels, and the more transparent it is, well... That's where I'll put in the effort to help others sit up and notice. Back 4 Blood, without a doubt, ticks every gyro-gamer box because it's in-game controller configuration let's us COMPLETELY turn off any joystick-shaping features like acceleration, aim assist and deadzone, so that we can truly map the gyro to look and aim without any of the quirks we often see in other games that CLAIM to disable such shaping but actually leave a little something enabled under the hood that may utterly destroy tracking consistency and muscle memory. Now yes - I know - you simply can't beat binding a gyro to the actual mouse, but when a game just gets out of the way and let's you bind a gyro that "feels" like a mouse via "Gyro To Joystick Camera" without the compromises doing so often brings (stutter cause by mixed input, flickering glyphs, etc) then it very much deserves to be highlighted. And Back 4 Blood absolutely stands out where so many other games promise to "get out of the way" but somehow ultimately fail. "Gyro To Joystick Camera" is truly impressive in Back 4 Blood. Anyway, I have 8BitDo Ultimate 2 Wireless, Steam Controller (2026) and Steam Deck pure gamepad controller layouts available for Back 4 Blood in Steam's "Community Layouts", but here are the Controller settings you will need to change in-game to achieve a consistent, fluid experience: Horizontal Sensitivity: 100 Vertical Sensitivity: 100 Right Stick Deadzone: 0 (ZERO) Camera Movement: LINEAR Camera Acceleration: OFF Camera Smooth Duration: 0 (ZERO) Aim Assist: OFF Aim Down Sights Low Zoom Sensitivity Multiplier: 1 Aim Down Sights High Zoom Sensitivity Multiplier: 1 Here is the "Gyro To Joystick Camera" Steam controller configuration settings that offer a good starting point: Minimum Gyro Input Speed: 0 (ZERO) Maximum Gyro Input Speed: 720 Gyro Sensitivity: 5x Gyro Speed Deadzone: 0.1 Gyro Precision Speed: 10 All other setting are kept at defaults; I'll leave latching the gyro to your own personal preference. For ADS, we can configure a MODE SHIFT for the gyro with a LEFT TRIGGER activator, where the MODE SHIFT gyro is configured as above but with these changes: Gyro Sensitivity: 2.5x Gyro Precision Speed: 5 And, finally, here are the Steam controller configuration settings I use to help tame the right Joystick, since we have set the in-game joystick sensitivity to extremely high: Horizontal Scale: 60 Vertical Scale: 40 Stick Response Curve: EXTRA WIDE I find that this configuration presents an exceptional gyro experience, but don't be afraid to make it your own through experimentation and tuning. Enjoy!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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