
The open-world survival role-playing game "Bad 2 Bad: Apocalypse" tells the story of Delta Team and his comrades as they work to rebuild a world devastated by humans and their race turned into zombies.
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): 0.14/day in the week to Sep 1 → 1.57/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






Engagement
Reviews
Themes across 74 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is one of those hidden gems on Steam for sure. Very addicting gameplay loop, where you always want to just to one more sortie. Lots of progression systems, tons of loot, so much customization. Everyone being animals is definitely weird though.
Геймплейно это смесь таркова, браузерки на флэше, рпг и мобильной дрочильни. Визуально смотрится хорошо. Сюжетно... Пояснений нормальных не даётся, что было до, кто такие апекс, БЛ, и прочие, я только на сороковом часу понял, что это не люди, а такая же животина, почему люди вторглись в мир фуррей, какая нахрен Цитадель, и вот это вот всё тебе даже в побочных диалогах не объясняй, сам додумывай. По факту, это порт с мобилки с вырезанным донатом и надо сказать, что играется ЛУЧШЕ мобильной версии за счёт масштаба, наличия мыши и возможности лутаться в бою, пока напарники производят отстрел врагов. Но, тем не менее, мобильное прошлое чувствуется, из-за гринда и нужды подчистую вычищать локации ради редких ресов, которые (я полагаю) в мобильной версии продаются за донат. В целом, пойдёт, но брать только на скидках.
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Genres
Stats
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, Russian, Vietnamese, Indonesian, Japanese, Simplified Chinese, Traditional Chinese, Thai +3 more
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
open world rpg furry squad twin stick shooter it's a hidden gem
Great single player squad builder/extraction shooter/looter. Really fun!!
太重复了 不推荐
총, 털, 철
Bad 2 Bad: Apocalypse is a system-heavy hybrid that blends open-world exploration, squad-based shooting, and survival progression into a single loop that’s easy to get absorbed in, even if it rarely feels refined. Developed by DAWINSTONE, it continues the series’ distinctive identity—anthropomorphic animal soldiers navigating a ruined world—while expanding the scale of its systems and the scope of its progression. What emerges is less a tightly curated experience and more a layered sandbox of mechanics that constantly feed into each other, sometimes elegantly, sometimes awkwardly. You take command of Delta Team, a group of survivors operating in a world fractured by infection and conflict. The narrative serves primarily as a framework rather than a focal point, pushing you from mission to mission while hinting at broader efforts to rebuild society. It’s not especially deep or character-driven, but it doesn’t need to be; the real focus lies in what you do rather than what you’re told. The story provides direction, but the sense of purpose comes more from progression—expanding your base, strengthening your squad, and gradually gaining control over increasingly dangerous territories. The gameplay loop is built around exploration and accumulation. You move through different regions, scavenging materials, fighting enemies, and completing objectives that contribute to both immediate rewards and long-term growth. Each outing feeds back into your base, where resources are used to unlock new systems, upgrade facilities, and improve efficiency. This creates a strong sense of continuity, where no action feels entirely wasted. Even small gains contribute to a broader trajectory of development, making the game particularly satisfying for players who enjoy incremental progress. Combat is handled through a top-down perspective, with a focus on managing a small squad rather than a single character. Each member has their own equipment, abilities, and role within the team, and success often comes down to positioning and preparation rather than reflexes. The shooting mechanics are straightforward but effective, with enough responsiveness to make encounters engaging without becoming overly demanding. As you acquire better weapons and upgrades, combat becomes more flexible, allowing for different approaches depending on your loadout. However, while the system grows in options, it doesn’t necessarily grow in depth, and encounters can start to feel repetitive once you settle into an effective strategy. Customization plays a major role in maintaining engagement. Weapons can be modified, characters can be outfitted with different gear, and skill systems allow for gradual specialization. This creates a strong sense of ownership over your squad, as each decision shapes how they perform in the field. Experimentation is encouraged, and finding combinations that work well together can be rewarding. At the same time, the interface used to manage these systems can feel clunky, making it harder than it should be to fully enjoy the depth that’s available. Base management adds another layer to the experience, tying everything together into a cohesive progression loop. As you gather resources, you expand and upgrade your headquarters, unlocking new features that improve both efficiency and capability. This system is not as deep as dedicated simulation games, but it provides enough structure to make long-term planning feel meaningful. The connection between exploration and development is clear and consistent, reinforcing the idea that every action contributes to rebuilding something larger. The game’s biggest challenge is repetition. The core loop—explore, fight, gather, upgrade—remains largely unchanged throughout the experience, and while it is satisfying, it can also become predictable over time. Mission objectives often follow similar patterns, and enemy encounters lack the variety needed to keep things consistently fresh. This leads to a gradual shift from discovery to routine, where the focus becomes less about what you’re doing and more about how efficiently you can do it. Pacing reflects this structure. Early progression feels rewarding, with frequent upgrades and new systems being introduced at a steady rate. As the game continues, however, the pace slows, and advancement begins to rely more heavily on repetition and resource accumulation. This can create a sense of grind, particularly for players who are less interested in long-term optimization. The game does not hide its reliance on repetition; instead, it leans into it, which will appeal to some players while pushing others away. Visually, the game embraces a stylized approach that emphasizes clarity over detail. The use of anthropomorphic characters gives it a distinct personality, helping it stand out from more conventional post-apocalyptic settings. Environments are functional and varied enough to support exploration, though they lack the detail or polish seen in more technically advanced titles. The overall presentation feels consistent with its design philosophy—focused on systems and readability rather than spectacle. Ultimately, Bad 2 Bad: Apocalypse is a game defined by its scope and its systems. It offers a dense, interconnected experience where exploration, combat, and progression are tightly linked, creating a loop that can be both engaging and addictive. At the same time, its rough edges—particularly in interface design, repetition, and pacing—prevent it from reaching a higher level of refinement. It is a game that rewards patience and persistence, offering a steady sense of growth for those willing to invest the time. Rating: 7/10
엄청 추천할 정돈 아니지만 취향만 맞으면 충분히 즐길만한 게임입니다 게임초기엔 심각한 노가다, 편의성 부족 등으로 많은 비판을 받았지만 차후 패치를 통해서 이러한 부분을 일정부분 해소 시켰고 적당한 노가다만 있어도 엔딩을 보는데 문제가 없는 수준이었습니다 장점으로는 여러 캐릭터와 총기류가 준비가 되있다는 점이지만 단점으로는 효율을 따지면 특정 캐릭터와 총기류만 사용한다는 점입니다 맵마다 텅텅빈 느낌도 많이 아쉽게 느껴졌고 건물 업그레이드 하는 부분도 너무 빨리 max 치를 찍어서 성장을 체감하는 부분이 빨리 끝난것도 아쉽게 느껴졌습니다 그럼에도 이러한 게임이 취향에 맞으시는 분은 재미를 느끼실거라 생각합니다
God Tier.
아니 존나 빡세게 열심히 하고 나니 세이브파일 한번 깨지고 처음부터 하라네 개같은거 장난하냐?
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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| — | 0 | — | — | |
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| $400.2K | 2.1K | 83% | $19.99 | |
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