
Deidthraw is a first person endless shooter with rogue-lite elements set in a fantasy style 1940's era Scotland. Fight, Upgrade, Build defences and Survive against the hordes in Deidthraw. How long will you make it?
Modeled estimate, not a reported figure. How we estimate →
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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*, German*, Italian*, Spanish - Spain*, Hungarian*, Polish*, Portuguese - Brazil*, Japanese**languages with full audio support
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
The magic weapons are siiiick especially against the huge clumps of skelies
A CoD-Zombies like with a celshaded-esque artstyle, which shows some real promise. Only downside is the performance, owing to the fully raytraced lighting which cannot be turned off - this is by the developer's choice, as they claim they cannot otherwise replicate their chosen visual style. This is fixable using Lossless Scaling's frame generation mode, however.
動作が重い つまらん
Per adesso è un no. I nemici si affastellano gli uni sugli altri come degli ebeti in attesa dei tuoi spari, come nei trenini delle feste Preso perché sembrava bello esteticamente...ma secondo me son soldi buttati in acqua, profonda per giunta
Interesting zombie wave based FPS game. I recommend it! It reminds me of the great game Voidwalkers: The Gates Of Hell And also 2084. Thanks!
This first venture from Matthew Glen proves excellent value for money. There has been real thought and effort put into designing each element - particular praise goes to the gun choices/design and colour grading across the board. After 5 hours of game play, it is holding up well on a PC which meets the basic spec requirements. I can only expect that a superior machine would do it more justice! There are still a few days before Christmas - more than enough time to make use of the timely seasonal updates...
Enjoying the game so far. has some frame rate issues but over all its a good game
What can I say? The dude dropped version 1.0 but ain't closed that early access like he said he would. The game ain't explainin' where all them resources for levelin' up come from, what you gotta do to get through the map, where to find them crafting materials, how to deal with them light orbs, and all that. It’s mad confusing, and the gameplay ain't poppin' enough to spend time tryin' to figure it out. The levels are cramped, the shootin' slow, enemies be gettin' lost in the dark, that meta progression is hella slow, and there ain't no health bar. I still ain't figured out what that doctor key is for. But I did find a glitch – if you level up and don’t pick a bonus, you can move around the map safe – enemies freeze up, but even that ain't helpin'. Why the developer got finite bullets with infinite enemies that just keep comin' every wave? This game coulda been dope if the dev just let go of all that hardcore nonsense. This game fell off the truck and I gave it some legs, so ain't no refunds comin'. Don’t buy this trash
I have been up close and personal with this game throughout its development, and must say it is as captivating and fun to play it was to watch come to life, with a moderate learning curve, easy to learn, a challenge to truly master, with a high skill ceiling. This is what an endless survival zombie game should be, this is like CoD Zombies reimagined with a whole extra dimension of customisable skill trees, and a fast paced progression that makes for a very exciting and challenging play. Hard to believe the entire game was designed and created by one guy. This game feels like an indie gem - diamond in the rough. It has a lot of potential to grow. The visual effects and graphics are stunning, while demanding on a PC, lowering the settings improves FPS a lot while sacrificing little in quality. The mechanics are quick and snappy, with good movement and realistically balanced weapons, making for a very satisfying input, unlike a lot of beta or indie titles, which often have clunky and confusing movement mechanics.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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