
FRAX: BLACKOUT is an open-world zombie survival game with Visual Novel-style storytelling. Half exploration, half immersion in a deep story set in a falling Tokyo. Brutal combat, limited bullets, and a charming cast wrapped in a gritty anime aesthetic.
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About
The world is dying. The hard part is living through it.
Explore a city overrun by the infected, manage resources, and build relationships with a cast of survivors as your choices shape how your story unfolds.
F.R.A.X is a highly experimental project, that attempts at blending open-world exploration, horror and illustrated story presentation in a way never seen before: The grit and despair of survival, and the depth of a rich story with a memorable cast.
Character Customization – Create your survivor and immerse yourself in a story that is truly your own.
Open-World Exploration – Explore an infected-overrun Tokyo, entering homes, stores, police stations, and many other buildings. Every place with its own story, its own secrets.
Explore, Fight & Survive – Search for supplies, manage your inventory, equip armor, and fight the infected with melee and ranged combat: blunt and bladed melee weapons, Pistols and Assault Rifles. Shoot, break bones, and cut off limbs.
Go out alone, or with your group members.
Simple Crafting – Scavenge, combine, survive.
Story-Driven Gameplay – Immerse yourself in the world, explore personal stories, interact with a charming cast, make decisions, and shape how your group sees you.
Who will survive?
Illustrated Storytelling – Experience the story through drawn cinematic event CGs, expressive character portraits, and immersive text-driven sequences inspired by the format and presentation of Visual Novels.
Expect richly written dialogue, introspective narration, and slow-burn character development woven into the day-to-day of the end of the world.
Leveling & Progression – The dead grow stronger each day. So must you.
Your survivor grows by taking risks: killing infected, scavenging, and staying on the move. Every day that passes makes the infected tougher, forcing you to adapt or die. Damage multipliers increase as you level, but the infected grow more resilient with time. There's no safety in standing still; it will only get you overwhelmed. Push forward, burn through resources and fight to stay one step ahead. In BLACKOUT, the world doesn’t wait for you.
It consumes the unprepared.
Nightmare Mode - Features a Hardcore difficulty setting, with permanent death and a much harsher progression meant for skilled survivors.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
my initial first impressions with this game aren't very positive, and according to the developer's early access intent it really does need the 2-3 years to get to something a bit more digestible starting off good, i really like the art style of the illustrated cutscenes and the dialogue is brief but engaging enough to at least intrigue me on the story premise and the build up to the world around you. i can tell the vision for this game is really vast and there's a ton of ambition going into the project, so i don't see the dev abandoning it at any time. unfortunately i already noticed and had a lot of issues within my short initial playtest, and i'm sure i'll find even more after i get these thoughts out. first off, the lack of a proper control introduction or even a splash screen of what your controls are creates a very confusing onboarding experience. i had to find the controls screen on the esc menu and use that to open up the minimap that lets you see where your next objective is to progress. my first encounter with a zombie was confusing because combat is dictated by you holding RMB to "aim" even the melee weapon, and then swinging. none of which is explained. for a unity game, the game seems to really chug along at certain points after a cutscene and when just walking around the environment. i've tried all the (small) amount of graphic settings to no avail when dealing with these problems. i'll include my PC specs to the review. the UI both ingame and the main menu, is both hard to digest and hard to use. i can forgive the main menu and settings both being very barebones in an early access title, i can't believe the ingame inventory is the way it is though. it is a massive wall of empty space after pressing "I" and does not auto sort itself to fill in the empty gaps if you use items in it. it also does not seem to be organizable or sortable in any shape or form, so if you are bleeding from a zombie encounter you have to play a game of i spy to find the bandage you just learned to craft after panic rolling every button on your keyboard to find someway to stop it. following along with the inventory UI issue is the minimap. your objective is labelled as a heart on the minimap but you aren't really given a distance or an inworld indicator of where to go. you kinda just mindlessly wander in the direction of the heart and hope it doesn't bug out like it did on me, where my obj indicator asked me to interact with the first male side character you run into but it turns out i was actually supposed to walk into the convenience store. the heart indicator also freaks out when you get to the location you're supposed to and are on top of it, moving in sporadic directions that are misleading. looting is press E on anything you see simulator and i thought it was kinda comical a lot of the loose loot around the map are conveniently placed in suitcases or cardboard boxes. i did think some interactions were cool though like taking clothes off mannequins so that's a +1 for me. if the first follower mechanic is anything to note, they have a physical collider that can easily trap you in narrow hallways and you can very easily softlock yourself in a bad position and be forced to reset. pushing them doesnt work and they dont "step aside" to allow you to backtrack wherever you just entered from. combat wasn't very interesting in the few engagements i did get to try. i can see the idea of being able to take on one easily but overwhelmed in a group of 2 or more, that is totally fine. what isn't fine is the lack of combat onboarding and the seemingly consistent one shot mechanic? i tried turning my back and facing forward on zombies a few times just to test it out and they randomly decide to instantly drop my healthbar to zero and im looking at the you died screen. i dont see a bite animation or anything significant, so im chalking it up to a damage bug i think the lack of initial explanations or onboarding is going to really kill the initial release momentum of this game. i love passion projects but not everyone is willing forgo frustration to give the little guy a chance. i hope there's a lot of change soon.
A quick review after approximately half an hour of playtest is that the game needs a ton of work for it to become something worthwhile. I like the ideas but right now its more akin to a playable proof of concept and a fairly bare bones one at that. However I suppose that's what early access is for, I donno how large the team is for this but its got a similar feel to the Disaster Report series which is a series I do really love; I hope that the devs take the time they need to bring this to life properly because otherwise a potenrial gem will get lost under the mire of "games that could've been good".
Yeah......no. this is pretty bad. Camera is way too close. Missing a metric ton of QOL. 4 crashes. Character Customization is barebones. Did the intro four times. I really dislike leaving negative reviews, but this is just.....no. The price is WAY too steep to justify the current state. I LOVE Jank in games but this? I'm going to pass.
Design is very good but at the moment the game still needs quite a bit of work. The UI could be way better and simpler since things such as the pause menu have like 95% empty space and two little buttons for quitting and help and please add a "are you sure you want to quit" pop up since I accidentally quit when trying to figure things out. The inventory and crafting menus are simple and ok but would be better with some soul so to speak and when you die in the game it would be best to add a load button rather than the only button being quit. Combat is very clunky and I chose a police officer for my characters occupation but he was swaying the pistol around as if I chose the other ones. Melee combat isn't as responsive or fun as other zombie games and I resorted to sneaking around as best as I could to avoid it when I had no ammo. Sneaking though is pretty nonexistent since you can't crouch or anything you just have to hope the zombies don't see you. idk how this one zombie saw me though when I was in a house. Another thing I didn't get was why was my pistol not loaded even though I reloaded it and went to a melee weapon then switched back it had zero rounds in it? The map in the game also leads to more confusion than anything else since its just a map and heart icon for objective. There's no details like roads to help me figure out where to go and maybe a world map along with those things would help the game out quite a bit. I could ramble on a bit more but I really don't want to lol. I did get teleported to the wrong place a few times and was more confused than ever but this game needs quite a bit of work to be good. Combat system and the menus are the main issues I had and hopefully the dev continues to update the game https://youtu.be/b386kKXBgcE
5/4/2026 Gameplay: It's tense, you're always moving from place to place, scavenging, crafting, and fighting. The combat is visceral, with your attacks visibly severing limbs and breaking bones depending on the weapon type. However, the mechanics themselves are rather barebones as of now and things could be better polished in general (for example, the third person camera can block your view inside buildings at certain angles occasionally). There are some minor bugs, I haven't encountered any game-breaking ones yet. Story: The characters are distinct from each other and their interactions feel genuine. The beats that are supposed to be horrific feel horrific. More plot points will be introduced as the game is updated and I'll have to see more before writing a more detailed review on this aspect, but I'm liking what I'm seeing so far. Graphics: In-game models and animations are serviceable, I have no complaints other than the blood sprays looking kinda weird. I do like details such as dried blood splatters and bloody hand prints on the ground, as well as body bags swarming with flies. The art style of illustrations and the realistic backgrounds during the VN portions of the game complement the zombie horror setting well. Soundtrack: It's reminiscent of 28 Days Later and 28 Years Later but also stands out with its own style. Very raw and gritty. My favorite tracks among the current ones are "Wonderland", "D.T.R.H", and "DSC_851212".
Good story with great writing, Though combat falls a bit flat at times it's fine. Characters are written rather well and one of the biggest pros of the game, However The cons include things like time moving too fast, Infected can see you from too far away, Lastly weapons durability runs out WAY too fast. TO a point it feels like you are more or less managing that then your hunger, thirst or sleepiness. I'd give it a 7/10 in it's current state, Would recommend if you love good stories. I hope the dev continues work on it! UPDATE: Developer has tweaked weapon durability to a way better degree! Good going!
整个游戏的新手教程我绕了半个小时找不到路在哪,不知道我要干什么去哪里,地图指引根本没有,虽然地图小但是道路非常复杂,不知道哪里能走哪里不能走,只能漫无目的地四处搜索。好不容易找到女主,但是下一步要干什么又不知道了,接着到了条高速公路,我根本没找到武器没法攻击,就这么被丧尸杀了,到死我都不知道我要干什么,全程都是我是谁,我在哪,我要做什么的迷惑状态,让我陷入了对于我存在意义的迷茫。 顺带一提,这游戏没有任何按键指引和提示,所有按键有什么功能都要自己慢慢去试,以及这游戏按菜单键不能暂停,照样被丧尸咬死。如果制作组后续优化了我再来玩,现在的可玩性太差了。
16.04.2026 - оптимизации все еще нет. Пока что криво. При такой графике такая производительность - неприемлемо. Технические проблемы есть - тени от объектов просто туда-сюда прыгают хотя ничего не происходит. Вопросы к построению локаций - стоит машины перегораживая проход так что в целом там есть место пройти, но нельзя этого сделать. Если уж не пускают куда-то то пусть выглядит это так что бы можно было поверить что туда не пройти. Стиль занятный, что-то в этом есть. Если будут доделывать игру может что-то и получится, но сейчас... я не знаю для чего покупать... что бы поддержать?
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