
A deadly virus plagues the city and the residents now roam the streets as flesh-eating zombies. Loot the apocalyptic open world and build a self-sustaining zombie-killing fortress. Will you survive the apocalypse or become one of the undead?
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About
Gather resources to build and upgrade your base. Automate defenses and resource production to create a self-sufficient stronghold in a post-apocalyptic world.
Build Your Base
Transform your campsite into a fortified base built for survival. Upgrade structures, set traps, place turrets, and optimize your layout to hold off giant zombie hordes.
Survive in a Dangerous World
Loot and explore an open world filled with valuable weapons, food, and supplies. Face the ever-present threat of zombie hordes and watch out for other scavengers who may be lurking in the shadows. Find survivors across the world scattered throughout the world.
Customize Your Character
Choose from hundreds of customization options to create your ideal character.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese
Engagement
Hours played at review time, across 41 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
I enjoyed the game at first. It was simple but fun. Spent quite a bit of time farming up the mats for the last achievement, the trophy table. I made the table, yet no achievement. Thought it might have to proceed to the next day or whatnot, so I saved and went to bed. Next I log in, still no achievement, and half my base is missing, It was all empty lot space to be built on. Very Disappointed, I was having fun.
This should be an Beta, not a full release. Kill Zombies and build a turret. That's the entire content. I think there's potential - if things are fleshed out. It's so painful as it currently is.
Alright, 30 min in game and I'm getting really annoyed by the camera point viewing. Whenever I try to walk straight I randomly walk the left/right way. It's just really annoying to keep changing your camera constantly, thanks to that I keep missing to properly hit the zombies and pick up the stuff they dropped. Please fix that
*informative review Open world base building + easy to build - needs more to do = More casual compared to the other survival building games. The start and middle is fun but it gets grindy. [h1][url=https://store.steampowered.com/curator/35180752-3-point-play/] Follow our curator for similar games [/url][/h1]
This game is made by one guy using assets flipped from Dead Poly. It's pretty impressive what he's managed to do all on his lonesome. However- I can't recommend this game. There's no content here. You run out of stuff to do about five minutes in, and your level-ups don't unlock anything really meaningful. There's no depth, either. Base building is bare-bones, and lacks a ton of options and the ability to really customize. The base where you build your stuff is a very small preset area that can't be expanded. You're stuck with a tent as your "resting spot" (lets you save the game), regardless if you have the tech to build an entire house, with a bed in it. You can't build anything above ground floor, nor are any of the buildings you poke around in higher than ground floor, even if they appear otherwise. There are turrets and barbed wire, but no traps, like spike pits or land mines. Zombies get "stronger and faster" but not in a way that would force the player to actually defend their base. There are no special infected, or mutants, or some kind of boss monster to put your base to the test. If you have 2 turrets on each side of your base, you have no need to ever upgrade them. You never will, because no matter how "strong and fast" the zombies get, they still get taken down by a couple shots from a turret. Human enemies are a complete nonentity, you have to actually go out of your way to fight them, because they will never come to your base. Human enemies also never use melee, and their aim is garbage. There are a lack of melee weapons, and the melee weapons you can find don't feel any more effective than the baseball bat you start with, and don't function any differently. There's a scant selection of guns but most of them feel rather useless, because hit detection is all out of whack in this game. You'll be missing point-blank shots with most guns. Weapon spread is crazy, machine guns in particular fire everywhere except where you are pointing them. It turns combat into this klunky, awkward dance to find the sweet spot where your bullets will fly toward your target AND the hit will register. There are no grenades, there are no molotovs, there are no flamethrowers, there are no explosives period. The game clearly expects you to hunker down in your base and passively soak up resources, but then doesn't grant you XP unless you actively kill zombies yourself. So, you can't actually go AFK if you want to get better tech. I think it's important to have a clear vision in mind for the design of a game. If you want the player to be able to kick back and passively farm zombies to mitigate grind, you should give them passive XP. If you expect them to go out into the world, kill zombies, and loot buildings for valuable resources to create a safe haven, then make automation a more long-term goal instead of giving the player access to automation early on. But whatever you decide on doing, pick one and stick with it. You can do one OR the other, not both. Both does not work. If none of this bothers you, and you have a craving for Project Zomboid circa eight years ago, you certainly won't be put out by the price. But if you're looking for something with a bit of meat on its bones, you're better off looking elsewhere.
[h3]RANKING:[/h3] [table] [tr] [td] [h3][strike]AVOID | FLAWED[/strike] | [b]MAYBE[/b] | [strike]WORTHWHILE | COMPELLING | UNMISSABLE [/strike] [/h3] [/td] [/tr] [/table] [h3]SYNOPSIS:[/h3] [table] [tr] [th][b]ASSESSMENT:[/b][/th] [/tr] [tr] [td] Dead UnENDing (DU) is an unrepentant asset flip with a focus on it's incremental format. It delivers at times a fun, if monotonous experience that captures the spirit of Zomboid, if little else. Easy going combat generates an addictive quality enhanced by the freedom of exploring a quirky, if unspectacular open world. Base-building is fairly flushed out and though there are plenty of modern firearms neither feature, like most of the game has enough depth to it. Killing zombies enmasse to level-up becomes stale. While the tiresome grind to generate resources ends only by building endgame upgrades. Limited inventory storage and carry capacity dampens the enjoyment of looting. After a few hours it begins to feel repetitive. Yet the simple, almost casual-like gameplay makes it hard to stop playing. Just as well, as the game has been designed to be played beyond the last base upgrade. As an incremental zombie game it's cosy, but don't expect much from it's survival elements. Would I recommend it? Well - [b]MAYBE[/b]. [/td] [/tr] [/table] [table] [tr] [td][b]STATUS:[/b][/td] [td]Fully released, a lazy ending of grinding for resoures is dispelled by endgame base upgrades. What could have been with a better investment of effort [/td] [/tr] [tr] [td][b]APPEAL:[/b][/td] [td]May appeal to fans of zombie apocalypse games, with fast-paced twin-stick style gameplay [/td] [/tr] [tr] [td][b]VALUE:[/b][/td] [td]Better on a small sale to reflect it's contents and rushed release [/td] [/tr] [/table] [quote=]Key provided by the developer through curator [url=https://store.steampowered.com/curator/32732116-IndieGems/][b]INDIE GEMS[/b] [/url] | Click to follow and receive updates for reviews of a similar nature[/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=3076736865 [h3]OBSERVATIONS:[/h3] ► DU embraces a PREMISE that puts it's incremental elements over those of zombie survival. The mainstay of action-oriented gameplay is levelling up by killing zeds, in order to open up base-building options. All the while generating and/or finding resources to reach endgame build options and, eating food and kill zeds to stay alive. ► AUDIOVISUALS are basic which along with its Unity assets construct a colourful, if unspectacular game world. The soundtrack is a mix of soulful electro and energetic beat-box, that does its best to conjure up some atmosphere. Choice audio effects for actions such as fighting and dying zombies do their best to bring to life the game world. The constant popping sound, that reflects newly mined resources becomes very annoying. ► The GUI is rudimentary like many aspects of the game with enough elements to facilitate what needs doing. Base options are selected through incremental menus. While a quick slot bar holds all inventory currently carried. The CAMERA uses an isometric perspective that restricts what can be seen behind or around objects and building corners. ► The open GAME WORLD is initially fun to explore with some well known landmarks. As it is generated the same for every game it becomes rather stale. Consisting as it does of one level and being quite small does not help. ► EXPLORATION is disappointing as items tend to spawn in the same spots. There are no searchable containers either. Revisiting the same places over and over creates a feeling of monotony. While killing zeds that drop resources that are collected automatically adds to this. ► BASE BUILDING is fleshed out, the driver for the incremental side of the game. Obtaining resources and blueprints enable facilities at the base to be built and later generated. While there aren't that many things to build, there are tables to assemble weapons or dissemble them for resources. A shame not every weapon in the game can use this. Defences are required to defend the base, but the expectant horde never arrives and it remains a whack-a-mole dynamic for the duration. ► CHARACTER DEVELOPMENT is disappointing with levels increasing by killing x, amount of zombies. This only serves to provide the prerequisites to access advanced structures. A necessity to reach the end-game's point. There is NO PERMADEATH, so characters die and respawn just losing the items collected since the last save. ► LOOT placement has no rhyme or rhythm, as they spawn predictably within building interiors and in the same places. It could be a resource on one visit and weapon the next. They can also be difficult to pick against the background, especially when it is dark and no light. ► CARRY CAPACITY is too small resulting in frequent return trips to the base to unload what useful weapons or equipment is found. Though even this proves unsatisfactory due to the minuscule amount of STORAGE CAPACITY. Effectively the game is geared to just collecting necessary items and not everything there is. ► The fairly large pool of firearms makes COMBAT fun when finding new weapons. It becomes pedestrian eventually as every melee weapon handles the same. Firearms have a few mechanics that make them different like; handling, reloading and aiming. Fighting zombies is too easy until a base option is upgraded to max. Fighting humans is a question of which one aims best, first. With virtually no sound mechanics, there is no need for silenced firearms. Its possible to get sucker-punched from blind-spots. https://steamcommunity.com/sharedfiles/filedetails/?id=3076787397 [h3]COMPLEXITY:[/h3] 🔶 ACCESSIBILITY - Just a notch up from the easiest of game to pick-up and play. There is a short-lived tutorial at the beginning and this should be enough to get started. If anything, its a few minor issues with the GUI that may cause problems. 🔶 DIFFICULTY - Gameplay can feel almost casual in nature until the antenna is upgraded to attract the max number of zeds. Then the approximation of a horde gets as real as it can do. 🔶 BALANCE - The first half of the game where progression is balanced, makes the incremental part feel organic. However, the need to grind resources to reach the end-game point is not. [h3]STAYING POWER:[/h3] 🟨 REPLAY VALUE - Looks like it has been designed to be played once and only once, unless the somewhat addictive nature of its simple gameplay provides the itch to replay it once more. 🟨 LONGEVITY - The grind for endgame resources is not so bad and surprisingly its design allows for it to be played ad infinitum, though a lack of new features and interesting mechanics make it less than likely to happen. [h3]PRODUCTION:[/h3] 🟣 QUALITY - A lot of reported bugs appear squashed. A few minor ones remain. Hard to see if there are more waiting in the shadows. ** More details in the FULL REVIEW ** 🟣 STABILITY - No crashes experienced. It was possible to complete the game or rather the final achievement. 🟣 STEAM - Achievements. Cloud saving. No controller support. 🟣 OPTIMISATION - FPS of 20-30 throughout play means its adequate. [table][tr] [td]For more [b]DETAILED INFO[/b] check out the:[/td] [td][h1][url=https://steamcommunity.com/groups/TheIrregularGamer/discussions/0/3950280599882750689/]Full Review[/url][/h1][/td] [/tr][/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3076784328 [table] [tr] [td][b]REVIEWED WITH:[/b][/td] [td]Build v1.13 INTEL i5 6600 3.3GHz, 8GB RAM, GTX970 @ 1GB 1920x1080 windowed, EVO850 SSD, Speedlink XEOX Pro Analog Gamepad [/td] [/tr] [/table] [quote=]Thank you for reading | Click to follow my curator[url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/] THE IRREGULAR GAMER[/url][/quote]
Im bisherigen Zustand kann ich das Spiel nicht empfehlen. Und mir fehlt - nach vielen Enttäuschungen - das Vertrauen auf Entwicklung in die richtige Richtung. Sobald ich eine Verbesserung sehe, werde ich dieses Review überarbeiten.
It was a little underwhelming
While I recommend the game and understand there is only one developer. There are a few things you should be aware of going in. 1. Exploration You can explore most of the content in the first six hours or so. That is not to say it is a bad thing since each building to explore is different, there is not much else there just yet. The developer is actively releasing more content so hopefully soon there will be more to explore soon. 2. Crafting The crafting system is something I have never experienced before. Which is good but the range in which you can interact with the crafted items does not match with the camera angle to well. I.E. You can be on one side of the base building area and try and build something on the other side and can only see half of the options. I would recommend only interacting with a build within the first couple tiles around you. The crafting is also very forgiving though so if you build the wrong thing you just delete it and you get the materials back with the except of the trophy. Difficult for the map scales based off how upgraded your radio tower is. I could be wrong but that is my experience so far. 3. Looting. There are only a couple things you will be finding out in the city. Weapons You can find multiple different melee and ranged weapons around the city. These hold you over early on until you get to making your own which are pretty cheap. Food One, if not, the most common item to find. You need three every thirty minutes or so. If you don’t feel like searching for food just plop down three camp fires and check back every now and again. You can rotate the three so they drop the food in a pile for you to spam f on and go about your business Ammo Ammo is different per weapon but seems to hold two reload per one ammo can. You can find these pretty much anywhere like food. Once you have a processor built then you are able to make a lot of ammo for cheap. Building Supplies Junk and Steel are your two options. Junk is your early game, Junk and steel is your mid game, and Steel is your late game. What i mean by that is you will need a decent amount of each for what ever part of the game you are in or object you are building. Miscellaneous You can find maps, compasses, flashlights, and blueprints across the map. The rarest is the blueprint but that is because it is the single most useful item to find. 4. The Grind This game does not have much to it yet but with the additions of achievements on steam the developer added a build able trophy. It cost one million steel and it is a real grind to get there. Right now it seems to not trigger the achievement all of them time. 5. Bugs and other issues Wherever you place the trophy anything on one side of it gets deleted when you reload the game. There is currently no way to pick up the trophy. You don’t have a guarantee to get the final achievement. You can pick up things from outside buildings. If you can see the name of the object you are trying to pick up then you can probably pick it up. The sound setting maxes itself every time you load the game. If you are sensitive to flashing lights then the turrets will hurt your eyes especially at night.. It would be helpful if there was an option to turn those off. Conclusion The game is a fun few hour game for exploration and if you want to do the grind then you are looking at around a twenty four hour time investment depending on how much junk and steel you are getting. I will be checking up on the game every month or so to see how much has changed and if any of the bugs have been fixed and will change this review as I see them. P.s. Developer if you read this I was not sure where you wanted bug reports from so you get it here.
Hej...So prinzipiell gefällt mir diese Mischung aus TD und leicht Survival...Auch wenn ich nach einem Tag schon auf Level 45 war und es nicht mehr wirklich viel zu tun gab. Grinden nach Metal... ABER: Mal abgesehen von immer mal wieder Verschwindenden Zombies ist eine Sache wirklich scheiße...Nach einem Start am nähsten Tag ist meine Festung zu dreiviertel verschwunden...einfach weg. (siehe Screenshots) Und nun die Krönung...Beim zweiten mal passiert genau das gleiche. WAS FÜR EIN DRECK!!! Da stört es mich ja schon fast nicht das die Errungenschaft für den Trophäentisch NICHT bekommt. Ja schade aber auch...Solch eine verbugte scheiße anzubieten ist schon dreist. Auch wenn es nur knapp 10€ kostet. Ergo finger weg...macht so KEINEN SPAß!!!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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