
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.
Reviews, worldwide (the counter carries no country): 3/day in the week to Sep 14 → 5.67/day in the week after.
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% | 18.6Kreviews | 81% | — | $15.1M |
| $29.99 | 81ratings | 82% | — | 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 1019 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Buen juego, recomendable; aunque aún puede mejorar un poco.
a hell cannon would be nice
Great game but just a bit too hard for my liking.
Media

Related
Related
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 |
| — |
| — |
| #60 |
| 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
It's okay right now but still feels a little clunky like swapping between squads pans to where the squad is and a lot of the time I'll want them to move to an event so I have to pan back.
Surprisingly this game has most of the features I've wanted from a zombie survivor game. Scavenging, crafting, recruiting, demolishing, building, hunting. Moreover, you get to pick where you start from "semi-google map". Choosing south Korea, my home country as my starting point really sets the mood. The graphic might not be appealing to everyone, but personally I've come to like it. I'm not sure what future plan the dev team has, but I really do hope they keep this game alive for a while. If they release a sequel to this one, I will buy it.
Great intense game from the start. 5 STARS
好玩
说实话挺爱玩这类游戏的
Pretty awesome game once you get the hang of it. Best parts are : - able to play the game where ever you freakin want. - the units and whole mood makes sense with the thematic, which i can t stress enough how other games either underplay it, or overplay the hell out of the zombie genre - missions make sense, and are in tone with what people would expect from this game - love the idea of repurposing old structures - units with limited capacity makes sense and add flavor Encountered issues so far : - cannot select buildings/units that are close to the Objectives UI; when attempting, it highlights the research tab for some weird reason - if multiple units are on screen, some friendly or neutral units Icons get misplaced and do not show the actual position of the squad or vehicle - Renaming some buildings, exiting and re-entering will make the Houses have the same name as the renamed building ( in my case it was kindergarden) - some objectives do not trigger correctly : Forgot the name of the quest, the name where you need to investigate groaning noises after making 3 antennas ... objective does not update after having a squad enter the building (exactly what the objective step requires) - builder tooltip UI overlaps with the building intended to be placed (ex gate), and cannot place it accurately - recruited wandering groups (yellow groups) often remain stuck and will not go into the settlement, only resuming normal function after a couple of days where i need to defend it otherwise they die. - sometimes zombies get stuck between a built unit (wall) and a building if they re way too close, friendly units not being able to target them when that happens ; solution is to move a unit outside the walls. - sometimes trees demolished by placed buildings have the red hue remaining after demolition.. annoying tbh Suggestions: - a tool that plants green spaces/parks/concrete/pavement/road/parking lots would be nice, in order to remove the debris area left over after demolishing a building - more upgrades for squads as well ( squad number, ammo capacity, armor lasting longer, better speed, etc... the sky is the limit. as of now, it feels like they are too basic, and aside some perks and the change of weapons, nothing feels too WOW - the possibility to upgrade weapons as we can with the vehicles - the option to select building entrance/exit when creating a new building - the option to add extra floors and attach other new build to a building after its completion ( both can be done real life, it would be nice to have it in game) - better upgrades : levels of armor, maybe laser point defense weapons ( maybe .. dunno .. look into Terminator Dark Fate Defiance ) - scavenging vehicles for above mentioned upgrades - remove or combine same function buildings (ex: crematory and cemetery) - new purpose buildings such as education, hydroponics, artificial lakes, - more diverse research tree on other vital areas: ex ammunitions types ( cuz they really are a lot to go trough), building material types, more options for food production, developing new buildings such as fishery, that does not require a lake... that was annoying tbh.. - the possibility to have a system that helps with resource management more than the current one (see Anno 2205 as an example).. It is weird to guess how many greenhouses i need to build so that the wheat is satisfied - more precise tips on how to make some products.. for the hell of me i haven t found a building that produces fertilizer (maybe i haven t built all yet... but the ones that are logically to make this, has none of the options) - the option to create more safezones within the same game and move between them. or even link them to it - an automated system for resources. - building prefabs For now the game is enjoyable yet a bit ... i would want to say repetitive, but it s not that... let s say it fall flat on some areas. It has potential so from my perspective, the devs are doing a great job, and if they listen to feedback, i would say it would be even better :D Although leaving aside the suggestions, the game has some issues that i would initially give a Thumbs Down, i would say it is only fair to first see how the game goes for the next year. For now, GG guys... it s something that i wanted to play since i can t remember!
Keep update and enhance
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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