
Choose any real region from the world. Choose your base of operations, then rebuild and readapt the buildings around you to create a self-sustaining settlement. Take charge of a group of survivors from your city. And when the night falls - Defend the zone from the infected!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
About
“The Mad Virus” has spread throughout the world with the speed of jet planes. The infected are highly aggressive, fast and strong. In a couple of weeks, society collapsed. Cities are empty. There is no electricity, no water, and no food. Yet, there are a few survivors...
Type in the name of the city or town, download the map and start playing! Thanks to OpenStreetMap’s real-world data, you can choose any place in the world for your survivors.
Establish a new “Infection Free Zone” wherever you choose. Set up shelters and production facilities. Adapt existing buildings to new needs. Build new farms and power houses. Establish defenses with walls, gates, and towers.
Utilize your knowledge of the city. What is the best place to defend? Where were the grocery stores, where were the pharmacies? Where would you look for weapons? Remember that it’s dangerous to search the old buildings, there might be some infected lurking in the dark!
Each night, your settlement might be attacked by large hordes of the infected. Fight them off with every tool available - melee and ranged weapons, vehicles, walls and light. Research a vaccine or a cure for ultimate victory, or just enjoy rebuilding entire cities!
Your survivors will surely find other surviving groups. Some will be friendly and willing to trade, but others will be extremely hostile. There might be some fighting involved!

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $17.49−30% | 16.6Kreviews | 81% | — | $15.1M |
| $29.99 | 80ratings | 80% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1002 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
疫苗机制是我见过最差的设计,没有之一! 一个小破隔离区研发的疫苗时效短,效果差,我可以理解,甚至每年都需要大量的人手去研发和生产疫苗,我也能共情。 但是,你们就不考虑一个问题吗?明明旧的还有时效,新的已经研发出来,只是因为新疫苗的生产没有在一天之内覆盖所有人口,我的旧疫苗瞬间就没有效果了,你们这是在偷懒。 后期动辄几百上千人口,马上就有五分之一的人倒下。治疗好了之后,你将面对无穷无尽的调整工人人数,这种无意义的操作让人感到烦躁。 你们现在需要解决的问题是,添加几个UI, 1、隔离区当前疫苗有效期提示UI和接种人数UI,告诉玩家旧疫苗还有多少时效,有多少人已经接种了疫苗。 2、新疫苗现在有多少人已接种,还有多少人未接种。 3、疫病变异风险提示(这是一个不可控随机值,需要加入随机事件,一旦疫病变异,所有的旧疫苗全部清空失效,且现有接种的疫苗也全部消失,而不是用我刚刚说的方式来偷懒) 4、小队的人数上限问题,4人小队在后期的火力完全不能抵挡尸潮,需要更大的编制,随着我的人口越来越多,我需要一支大型的部队,去清缴周边区域,你见过哪个组织已经有几百人的规模,依然还是只派出四个人和一辆车执行任务的? 既然你已经研发到了车队,那么就要有一次性选择所有车队的管理模式,这支车队可能有坦克、装甲车、军用卡车和油罐车来租车,这支车队的速度由最慢的一辆来决定,你们好好想想,你们出去露营,跑得快的车在前面玩命的跑根本就不等后面的那辆车吗? 5、这是最后一点,小型车辆只能装四个人我理解,军用卡车为什么不能用来装人?你们是没看过战争电影吗?卡车的车斗只能装货不能装人是吧。
It WAS an enjoyable game. The newest update is flaming ♥♥♥♥♥♥♥. The work priority system sucks ass and forces you to spend way to much time micromanaging every single worker you have. Squads and workers mover slow as hell now. Takes a squad over an hour just to walk half a block and building clearing takes twice as long (I rolled back the patch and tested it. Fresh squad, exact same building, takes twice as long to search)
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Reviews, worldwide (the counter carries no country): 5.57/day in the week to Aug 2 → 9.43/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.
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, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil +1 more
| $24.99 |
| — |
| — |
| #61 |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I was honestly hesitant to buy this. There are so many Early Access games around the $20 mark that promise the world and end up getting abandoned after a few patches. This isn't one of those games. The developers have been consistently updating it, listening to feedback, and it genuinely feels like they're committed to making it better. That's a huge deal for an Early Access title. Gameplay-wise, it's just... chill. You can take your time building up your safe zone, scavenging, fortifying buildings, and surviving the nights. It's relaxing until everything goes sideways, then it's absolute chaos in the best way. The best way I can describe it is this: Plague Inc. and Command & Conquer had a baby. Their grandpa was SWAT 4, their grandma was They Are Billions, and they've got a weird uncle named RimWorld and an aunt named Project Zomboid. Somehow, it all works. I already know I'm going to get way more than 20+ hours out of this game, which is more than enough to justify the price. If the developers keep supporting it the way they have been, I can easily see myself coming back for hundreds more. Easy thumbs up from me.
I've enjoyed this games throughout it's early access iterations yet I do not recommend it. Here's why : - Slow development, too slow. - Still numerous bugs. Most won't ruin your playthrough, but some are frustrating and will have you reload a previous auto-save wasting half or more of a day's work. - Balance is still awful. AWFUL. Early game is mostly pleasant but from mid-game on, it's bad. End game is absolutely trash. Half of the weapons are pitifully underperforming. Fuel consumption is gravely exaggerated. Defenses are underwhelming at best (which is why most people play only with squads and walls). - Little to no quality of life / ergonomic design. UI leave a lot to be desired. Important things like sqaud skills aren't explained at all. There's a lot of useful info you'd like to know but it missing / impossible to get from the game itself. - Statistics are often wrong. The interface tries to give you a good amount of stats regarding your various ressources and production but from mid-game onward, it falls off and become unreliable. Especially food. It's often hard to know for sure you're in the green. - Vehicles, they're a mess. They works but not much fun about them. Their stats are too similar to truly differentiate them. The few available upgrades aren't worth much. - Lack of ennemy diversity. In the last few updates, they've worked on that but it's still bad. Again, early game is fine. It's from mid-game onward that it's getting very repetitive. It's mostly just bigger waves. Always bigger waves. - Lack of ideas, sadly, it's true. There's plenty of stuff the devs could add but somehow it's still not in the game. For example, if they don't want to give our weapons proper range to keep the gameplay difficult and dangerous then they should at least add a watchtower defensive building that grant us better vision agains't the fog of war during night time to allow us to see the infected hordes coming and react properly. Etc, Again, I've had my fun with this game. I'm mostly done at this point though.... because the last few patches, while they did bring new things, some of which are good, have been ruining too much of what was already fine before. The game is currently in a worst state now. Honestly, it could be a great game. If the devs were to keep cooking for a while, fix the bugs, and add some more stuff.... it could be great. I'll keep an eye on it in case it happen but I'm not waiting for it.
24年买的,到现在感觉差别不大,不知道在更新什么,还卖这么贵
A game with a once in a lifetime idea behind it. I was hoping to have a blast with this game, but it left me underwhelmed and infuriated. In all this time of Early Access, it seems like the "major" updates are quite minimal, bringing a few here and there features but nothing of real substance. While I understand the game needs to be generic, the art style around the infected takes me out of the mood, as they are primarily pink bald-headed "vampires" which just doesn't do it for me. The game just seems a little TOO generic at times. Also, the UI is abysmally clunky, and managing teams is time-consuming and just not fun. My enjoyment would skyrocket if they could just add more options for team customizability and movement options and make it smoother to access these features, rather than having to play the game of minefield clicking all across my screen just to manually change each squad to the next higher tier weapon. The AI of the teams are also undesirable, as they can sometimes make foolish decisions rather than crucial life-saving ones that make me revert back a save with a groan. I feel like there's a plethora of things to be added which would take half the time to increase immersion and add flavor. Things like more research and research queuing, as there is a point in the game where you just have nothing to research except for the annually recurring vaccines, which is mid-to-late game. Maybe more buffs to managing your zone with accompanying visuals to match it would be a good start. Things like crop management and irrigation, requiring wells to be dug. Perhaps power management through the use of renewable energy like solar (mentioned in the game itself) and wind, or having to revert back to gasoline generators. Perhaps there could be building tiers (Ruin -> Habitable -> Pristine), to show development of society from a fledgling group of survivors into a bustling zone, giving efficiency, housing, and whatever buffs are relevant. The need to physically build more buildings is costly, and this could be an alternate route. I really do think there's a need to automate team expeditions, whether outside into adjacent tiles or within the playable range. It's tiring to micromanage every squad tediously clearing every neighborhood and inevitably walking into a lair and getting slaughtered while I'm not looking. There's so much more I could talk about, but I'm going to end my review on this note: either the game will adapt more player-friendly inclusions, or we can only hope for modding support to come in the future, which would certainly bring about the change that the IFZ we know needs. Edit: The damn gathering place requiring enough room for everyone made half my run have a negative mood modifier because I had to tear down half the neighborhood to make a building big enough to hold them all! Also, they use AI generated images in some parts of the game which is further muddling the aesthetic and making my "generic" sentiment turn all too true. AI limits creativity, and I don't want to see low-effort images plastered on the backgrounds of menus!
画大饼最成功的一款游戏。那会我最期待的游戏就是无感染区,特别期待在家门口打僵尸,结果正式版成了个四不像。如果说你奔着现实地图去的,那么你会发现地图与现实根本不匹配,一些较大的建筑还会长的很抽象,中国的部分地图甚至是残缺的。如果你奔着玩法去的,你会发现新手教程十分糟糕,不仅没教会什么还会硬加一大堆费时间的任务。分配任务也不能具体分配,只能设置优先级。战斗和搜刮与生产只能说是能玩。总之,这就是一款以现实地图为噱头的很俗套的末世生存游戏
玩了20几个小时,读档之后就开始报错了,怎么不在游玩时长2小时内恶心我?我只保存4个存档,其中一个是中期保存的,其他三个档全部报错,我是不是犯了天条?重新开档是可以玩的,意思就是这个游戏没后期咯。这个游戏我记得当时老菊玩的时候是22年还是23年,这么多年过去了,还会出现卡档的情况,对得起这个售价吗?
Хороший симулятор постройки цивилизации и стратегии в пост апокалипсисе. Несмотря на большое недовольство игроков из-за необходимости использовать vpn, мне наоборот приятно, что разработчики предупредили российских игроков о проблеме с блокировкой, а так делают немногие зарубежные студии. Также хочется похвалить за приемлемые карты и разнообразие в постройке поселения. Ну а теперь к мелким недочетам: Во первых лично мне не нравится механика разделения зданий. Простые фигуры делить легко, но всякие многоугольные или полые здания делить просто невозможно. Сделайте упрощение данной механики. Во вторых сам интеллект людей часто подводит. Мне бы хотелось чтобы там где они самовольничают или нет была отдельная настройка, раз вы этим решили заняться у отрядов. Например чтобы люди искали обходные пути. Но я не говорю про полную автоматизацию, ведь это же стратегия. Но хотя бы пусть мирные жители будут чуть поумнее, чем бежать не смотря кто на них идет, то ли зомби, то ли группировки. Да и их настроение тоже хотелось бы контролировать получше. Допустим была бы функция пропаганды, чтобы люди понимали для чего и как я делаю. Ведь в реальности если бы я на 3 дня задержал какой-нибудь ремонт здания, люди бы не стали уходить, вокруг буквально апокалипсис. А боевым отрядам не помешала бы кнопка где они бы не просто не атаковали врагов, но и избегали потенциально сильнее их цели. В третьих это банально нелогичность сюжета. Он достаточно прямолинейный, но при этом события могут перемешиваться в зависимости от того на кого вы раньше наткнетесь, и иногда это выглядит странно. У меня было один раз когда военные появились очень рано. Или когда в эндгейме уничтожают очень защищенную лабораторию военных какие то наемники, а мои здания диверсанты незаметно портят, хотя как они это делают без свидетелей с населением 500 человек и охранной по периметру. Всё выше описанное по сути не дает играть приятно на эндгейме, а также раздражает в середине игры.
Идея интересная, но пока все отряды требуют полного ручного управления - неиграбельно дальше мидгейма. Ну вот почему не добавить возможность автоматизировать отряды, почему оператор должен в ручном режиме каждому отряду говорить драпать когда им жопу рвут? Бред же. Даже в роадмапе ничего подобного не видел. Дальше. Почему ресурсы, находимые в домах, никак не зависят от размера дома? Чем больше дом - тем дольше его обыскивают, но ресурсов столько же сколько и с микродомика в деревне. Чудесно (нет). Дальше. Почему число зараженных никак не зависит от ориентировочной плотности населения? Буквально - в деревне (или даже лесу), зараженных будет столько же сколько в спальнике, в центре города, где все утыкано высотками по 20-40 этажей. Все это (и не только) делают невозможным нормальную игру в крупных городов не из-за того что там много зараженных и это опасно, а потому что попросту неудобно. В итоге единственная нормальная стратегия это выбрать карту где в одном из углов будет деревня или, условный, частный сектор, а в центре город с магазинами. И обязательно селиться нужно именно в один из углов, потому что нейтральные отряды приходящие из-за границ карты с гораздо большей вероятностью выживут покадо вас дойдут. А уж насколько удобнее обустраивать базу среди небольших домов - просто не передать словами.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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