
Driven by community suggestion, 505 Games and EKO Software introduce you to a new single player 3rd person view experience that allows you to re-play the zombie crafting adventure "How to Survive" from a deeply immersive point of view.
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 10 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Genres
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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短短2小时的游戏,我已经有一大堆的话想说了。首先人物动作生硬,不敢相信这个游戏和宣传CG的差距。其次就是游戏本身的HUD,完完全全的像一张纸一样,看起来一点感觉都没有,但是值得一提的是,游戏槽点非常多,首先僵尸模型根本无非就那几个,感觉有点偷工减料,而且没有中文,但是对于我这样英文不好的炸鸡来讲起码大概可以看懂一点,至少故事模式的流程我能看懂,食物,睡眠,饥渴度,这些都很符合求生类游戏的标准,但是我觉得游戏物资少,而且很多道具都需要合成,技能表示一窍不通。总而言之,一句话,这游戏想玩的值得一入,但是受不了僵硬动作的我劝你还是出门右转……
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Japanese, Russian*languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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standart How To Survive oyununun kamera açısı değiştirilmiş hali aslında oyun içi dlc olarak çıkabilirmiş fakat farklı bir oyun olarak sunmuşlar fakat üzerinde çok çalışılmadan atılmış buraya izometrikten çevrildiği için birkaç sorunla berbaer gelmiş efektler vuruşlar kötü birkaç bugda cabası
It's HTS, but third person. So it's pretty fun.
É assim que a primeira versão deste jogo deveria ter sido!
Just don't buy, its crap
💋
Not Recommended
[h1]A Clunky View of the Apocalypse[/h1] How to Survive Third Person is an alternative version of the original survival title, repackaged as a third-person action-RPG. It transports players back to the zombie-infested tropical archipelago, maintaining the core mechanics of resource gathering, crafting over a hundred survival tools, and battling hordes of the undead. However, the crucial difference—the close-up, over-the-shoulder perspective—fundamentally undermines the experience, exposing technical and mechanical issues that were hidden in the original top-down view. The game keeps the best parts of the original design, including the essential resource management (food, water, sleep) and the engaging Kovolsky handbook, which provides survival tips with a morbid, quirky humor. It also retains the strategic day and night cycle, where the appearance of faster, stronger nocturnal zombies necessitates meticulous preparation. These survival systems are functional and remain the most compelling aspect of the game. Unfortunately, forcing the third-person perspective magnifies the game’s deficiencies. The visuals, which looked adequate from an isometric view, appear dated and low-quality up close. More critically, the control system, which was responsive in the original, becomes clumsy and frustrating. Movement is awkward, and combat relies on a finicky aiming system that makes precise targeting difficult. What should be tense action often devolves into wrestling with the camera and controls, leading to undeserved damage and frustrating deaths. Furthermore, the original game’s issue with repetitive quest design is amplified by the poor traversal and controls. The necessary grind to upgrade high-tier weapons and skills—a common element in survival RPGs—feels significantly more tedious and dull when paired with the awkward third-person movement. This lack of polish and inherent mechanical clunkiness is the primary reason for the game's poor reception compared to its predecessor. [h3]The Good:[/h3] Retains the deep, functional crafting and survival mechanics. The tense, strategic day/night cycle remains effective. The humorous Kovolsky survival guide provides good personality. [h3]The Bad:[/h3] Clunky, unresponsive third-person controls and camera system. Outdated graphics and low-quality textures are exposed by the new perspective. Repetitive quest design is amplified by frustrating traversal and combat. [h3]Ratings:[/h3] [b]Overall:[/b] 4 / 10 [b]Visual:[/b] 3 / 10 [b]Gameplay:[/b] 3 / 10 [b]Story:[/b] 4 / 10 [b]Audio:[/b] 6 / 10 [b]Playability:[/b] 4 / 10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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