
Death Scourges is a single-player action survival horror game. Infiltrate the Blackwood Research Facility after a catastrophic outbreak, fight through infected enemies, manage scarce resources, and uncover the truth behind the incident.
Modeled estimate, not a reported figure. How we estimate →
Media

About
You are the leader of a powerful strike team sent where containment has already failed. Experience intense third-person, over-the-shoulder action with grounded gunplay and brutal melee combat.
Command your squad to maximize efficiency under stress. Order them to follow and protect you, hold positions to secure key areas, or focus priority targets with lethal precision.
Your employer’s facility has suffered a catastrophic security breach. Descend into sealed corridors to uncover what went wrong - and clean up the mess. Collect samples, erase evidence, and secure containment at any cost.
Face intelligent, physically simulated enemies that dodge, adapt and mutate mid-combat. The deeper you descend, the more grotesque and dangerous they become.
Resources are finite, and waste is punished. Loot the facility, craft what you need, and ration ammunition carefully. Your survival depends on managing both your own supplies and those of your squad.
Fight back with an arsenal of over 10 firearms, crafted using futuristic tech. Deploy grenades to break formations. Use a compact recon drone to scan ahead, revealing threats, loot and most importantly: Your way out.
The facility hides more than countless corpses and contagious biomass. Piece together what happened - and what escaped containment - through exploration and hard evidence.
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*languages with full audio support
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
The game feels like its in alpha state, the combat honestly needs work, gunplay feels like your shooting peas and the recoil is overstated, the squad mates need more interaction as they feel like gun turrets and little else at this point, and the game experiences random dips in performance. The game also would be served having an actual tutorial level to explain the mechanics. the concept is great and it seems it takes inspiration from the resident evil games.
Disclaimer: I want to be transparent - I was a playtester for this game and I’m also a friend of the developer. Death Scourges is inspired by Resident Evil and to be honest, this kind of game is normally not my type of game. The game definitely has its flaws. The combat and controls can feel a bit rough at times, and the overall polish isn’t on the level of big studio titles. But that’s also important context: this is largely the WORK OF A SINGLE INDIE DEVELOPER, not a AAA team. What the game lacks in big-budget polish it makes up for with atmosphere and genuine effort. The setting is tense, resources actually matter, and you can clearly see the ideas the developer was going for. This project has around 3-4 years of development behind it, and a lot of blood, sweat, and tears clearly went into it. It’s not perfect, but it’s a passionate indie project trying to do something interesting. If you go in expecting an indie game rather than a AAA experience, there’s definitely something here to appreciate. TLDR: Recommended if you like: - survival horror with resource management - tactical squad gameplay - dark, oppressive atmosphere - indie games with unique ideas
nice concept, but the gameplay falls short. the first few zombies you come across are very bullet-spongey where headshots don't appear to have any greater advantage against your targets. and the enemy models seemed very jittery, like they were glitching out, making them even harder to hit, or at least that's what it felt like. There's not feed back, visual or audio, when shooting targets so you're never sure if you're hitting them or not. Sadly I can't recommend this game. Visually and Conceptually it looks great, which is what attracted me to it in the first place.
I like the game, however there are some points I think dev can improve: 1/ the recoil is too high for SMG. If you can have option for selected fire, it will helps alot. I rely on teammate to shoot coz almost of my ammo wasted due to the recoil. It is just SMG, it suppose to have the less recoil 2/ Please add map or icon to show the mission incicator or a small map. Come one, they are special force, at least they have map and plans detail for the mission 3/ Add hit marker can make the shoot feeling better 4/ If you can upgrade the sound to feel more impact, sound feel so weak Just few minutes in games and I will continue after my working shift's over. Thanks for the game!
I've always enjoyed the tone and aesthetic of corporate kill teams in settings like Resident Evil, so this game naturally drew me in. I enjoyed the ambience a lot. Movement and the inertia of the player felt good. The gunplay, however, feels jittery and hitting enemies does not feel rewarding. Enemies tank a frustrating amount of bullets. Items and inventory were frustrating to manage, and adrenaline/endurance boosters are worthless. Overall I like what this game is trying to be: The singleplayer Umbrella Corps we deserved. In some ways it accomplishes this but it has flaws and is also far too short. I recommend this with stern caution regarding the price point. $20 for 2-4 hours is a hard sell. A word to the dev: I admire what you're doing with this. If you release a Death Scourges 2 that has semi-randomized facilities, objective-based gameplay, diverse sets of enemies, environmental hazards, and optional co-op in the vein of Deep Rock Galactic I'd buy it immediately. Take what you've accomplished here and build on it relentlessly.
It was okay, has potential but the dev said he's not going to add more to it and would rather make other tech demos out of basic unity assets and sell them as games! Not worth $15 for the barely over 2 hours of gameplay. Maybe Closer to $5. Game is SUPER padded out by lack of a map and fog so thick you can't see across a 10 foot x 10 foot room, If you had a map, and could actually see, this would be a 10-20 minute game. Gunplay isn't half bad, but there are barely any weapons and some guns are way too weak, requiring you to mag dump headshots to kill one enemy. Both enemy and friendly AI could use massive reworks, as the zombies would often run by my squad and attack me or the friendlies would just stand against the wall and let zombies beat on them without fighting back (If zombies are too close you can't raise your weapon to shoot and team AI won't use their melee.). Friendly AI are also super inaccurate and take forever to kill anything. UI could use a rework too, mainly the health bar. you can take between like 3-5 hits, but the health bar makes little sense. starts as "Fine" and colored green, to "caution" with 2-3 variations of yellow, then when it turns red you outright die. To further hate on one of the worst game design choices I've seen in forever. The fog absolutely ruins everything, EVERYTHING is covered in fog so thick you can barely see %90 of the time, you literally have like a 5ft field of view when in the bunker, though outside was pretty bad too. and to make things worse, seemingly randomly timed zombie spawns. Just killed 10 in a new room? well guess what! In anywhere between 30 seconds and 5 minutes you could be attacked by 20+ zombies comin at ya from both the way you already cleared and the way you're tryin to go. But wait, it gets better. you can't see the zombies till they're like right on top of you BECAUSE OF THE FOG. The AI squad seemingly can't see through the fog either, BUT THE ZOMBIES SURE CAN! nothin better than walkin down a hallway then suddenly BOOM flood of zombies right in front of you. missed them cause of the fog, so try to turn around to make distance? MORE RANDOMLY SPAWNED ZOMBIES COMING FROM WHERE YOU JUST CLEARED. Honestly based on the community update we got today 04/08/2026, I would avoid this dev in the future. sounds like he has no direction or drive and just wants to make short half baked games for some quick money.
I really like the atmosphere and how well it fits the storyline. The difficulty level is just right, not too hard but also not too easy. There are some improvements that could be made in terms of crafting and the usage of grenades. They are nice features but you can ignore them completely and still finish the game. Overall, I would recommend it.
New Game+までクリアしたのでレビュー。 日本語は無いです。シナリオもそこそこ難しめな英語。道端のドキュメントで世界観を語るのはよく見る形式。 ゲーム性はサンプル動画の通り。 ほどほどな不快適が味になっている。けどもリソース管理方法がピンと来れば楽々。 CPU仲間のいるSquadなので、他のホラーゲームにある「なんで特殊部隊所属なのにピストル1丁単独潜入なんだ?」は無いので良い。 トリガー形式かと思ったらHorde形式なので探索中にいきなり来るため、タイミングによっては個室に追いやられることも。特に後半では範囲攻撃があるので結構焦る。 いろいろチャレンジしてそうで、追加コンテンツとか考えられそうな雰囲気。このB級感が良い。 ちょいちょいバグはあるけれど、セーブポイントも多めなのでそこまでイライラすることは無いかと。 ただ時々ゲーム再起動しないと直らないバグもあったので、なんかおかしいな?となったら再起動をおすすめ。
Got huge vibes of Stalker/RE:ORC/HECU/Half-Life Combine feelings when i saw this game, Sadly once the "New Game hype" faded, all the problems began to surface. The Crafting system feels more of a gimmick than actually needed, yes i understand you need to "craft to make stronger versions" but if you have ammo, you don't need it. Your AI Squad is either John Wick, where they melt everything, or they let everything pass by and bum rush you and murder you while they all beat up one guy. Your Squad can Fully resupply from the ammo box but you get a single box(The ammo boxes stack in 3s) certain weapons dont have even ending magazines and most of the time I need to balance items where I dont want to waste 10 bullets but Im trying to save up for the strongest healing item so i need the one thing, inventory management is absolute trash. Go through the 1st stage of the game thinking stealth(suppressed weapons) would be beneficial just to find out i've been making my life hell with weak-starter weapons, so you collect "points" to spend in a "crafting/vending machine/fabricator" just to understand that you will have to backtrack alot to go build up the ammo for the weapon you just swapped out because weapons ammo types are properly segregated into different calibers HOWEVER!!! HOW IS A "mp9" smg stronger than an "M4" so yeah weapon balancing isnt a thing when I compared the Bolt sniper with the revolver there is a 5 damage difference and a extra round in the revolver instead of the Sniper. so that has alot of problems or the Description is wrong. The reload speed in the game is awful i could understand a revolver reloading indivdual rounds because its "so strong blah blah" but no, guns have no rhyme or reason to why it takes a "Elite Special Forces guy" so long to reload his weapon!! IDK!! just downside all around, and that stupid filter/fog effect that everyone was concerned about, yeah thats real, you cant turn it off so enjoy the suffering. I understand you want to create a "eery environment" but damn my eyes hurt just from just the 2hr i played.
I normally do not review a game until I have at least 10 hours but because Death Scourges is from a solo developer I know visibility is important for a success and reviews are a part of that. So to expand on what I have interacted with there is a story and from what I have read in-game there was some genuine thought put into it. Atmosphere is nice so far and tying back to the story there is even a lore explanation for why the surface is so dark which shows attention to detail. The gameplay is smooth and feels tight so far. Accuracy and ammo conservation are important. Tight, controlled bursts of fire with the starting smg is best especially when combined with not moving. I appreciate that and there is even a crafting system which mentions crafting new weapons. Or at least upgraded ones if not exactly new, unsure yet as I only found that in the How to Play guide so far. Had some voice dialogue which is muffled and static-like as if from a in-helmet radio which makes sense. Dialogue is kept minimal and provides that tacticool feeling people generally want. Apparently the enemies are all mostly the same but will mutates and become stronger over time. Not far enough to have encountered that but again in the How to Play guide. So definitely more depth for those worried when they keep encountering the same enemies a couple hours in. Controls feel sensible overall and the squad commanding is actually quite simple in that it reminds me of Republic Commando. Which is definitely a good thing! Just no spots to specifically post them up in for different weapons or anything. But easy enough to command on the fly and I like not having to wrangle a menu in intense combat. Appreciated for sure. The AI appears fairly competent so far and I have had enemies seemingly flank me which caught me off guard. They come in small hordes so far and seem to spread out in the darkness to surround you and attack from all sides. While I have played games where wonky pathfinding when combined with a simplistic ai lead to similar behavior I am of the opinion that the behavior is deliberate in this case when seeing the solid ai teammate pathfinding. Also while there is no controller support the game does run on my Ally X at around a solid 30 fps. So seems well optimized for the most part. I did have the occasional serious dip for a moment but it does not l seem tied to anything specific. Happened when enemies had just spawned and when nothing had spawned. Not sure why but regardless I also have seen someone confirm it runs on Steam Deck so you should be fine if you have that. Finally for controller support as I said there is none but I mapped all the controls but one unimportant one using the Steam API and uploaded the layout for anyone to use. Actually it controls so well that I am genuinely surprised there is no native controller support. Will update my review as I accrue more playtime.
Related
Related
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.
Related
| Survivor Dieland | $11.8K | 234 | 95% | $1.19 |
| Castle of Secrets | $11.8K | 62 | 60% | $9.99 |
| Heavy Burden | $11.8K | 376 | 76% | $1.19 |
| Realms of the Haunting | $11.8K | 184 | 93% | $2.99 |
| From Earth To Heaven | $11.8K | 60 | 83% | $6.99 |
| Bite Night: Dine or Die | $11.8K | 83 | 93% | $6.99 |
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Palworld | $279.6M | 445.8K | 94% | $20.99 |
| Clair Obscur: Expedition 33 | $263.7M | 178K | 95% | $47.99 |
| The Forest | $254.8M | 678.5K | 96% | $19.99 |
| Ready or Not | $238.1M | 338.9K | 78% | $49.99 |