
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 → 5.57/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% | 18.7Kreviews | 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 1030 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
**Infection Free Zone – Un concept original qui mérite qu'on s'y attarde** *Infection Free Zone* propose une idée particulièrement séduisante : transformer n'importe quelle ville du monde en terrain de survie face à une invasion d'infectés. Ce concept fonctionne remarquablement bien et offre une expérience différente à chaque nouvelle partie. Construire sa base dans une ville que l'on connaît ou découvrir comment survivre dans des lieux emblématiques apporte une véritable touche d'originalité. Le gameplay est accessible tout en offrant suffisamment de profondeur pour donner envie d'optimiser sa colonie. Entre la récupération de ressources, la construction de bâtiments, la gestion des survivants et la défense contre les attaques nocturnes, on est constamment occupé. Voir sa petite communauté se développer progressivement est particulièrement satisfaisant. Le jeu bénéficie également d'un suivi régulier avec des mises à jour qui améliorent progressivement l'expérience. Les développeurs semblent à l'écoute de la communauté et continuent d'enrichir leur création, ce qui est encourageant pour l'avenir. En revanche, le principal défaut d'*Infection Free Zone* est son côté répétitif. Une fois les bases du jeu maîtrisées, les parties ont tendance à suivre un schéma très similaire : récupérer des ressources, agrandir sa base, renforcer ses défenses et repousser les vagues d'infectés. Même si le choix de la carte renouvelle quelque peu l'expérience, les objectifs et les mécaniques finissent par manquer de variété au fil des heures. Cela reste néanmoins un défaut relativement courant dans les jeux de gestion en accès anticipé, et le potentiel du titre est évident. Si les futures mises à jour continuent d'ajouter de nouveaux événements, davantage de bâtiments, des objectifs variés et des menaces inédites, le jeu pourrait devenir une référence du genre. Au final, *Infection Free Zone* est une très bonne surprise. Son concept est original, son gameplay est prenant et son potentiel est immense. Malgré une certaine répétitivité qui finit par se faire ressentir sur les longues sessions, il offre de nombreuses heures de plaisir à tous les amateurs de gestion, de stratégie et de survie. **Note : 8/10.** Un jeu prometteur et déjà très agréable à parcourir, qui ne demande qu'à gagner en variété pour révéler tout son potentiel.
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
This game gives me a lot of hope for the future of zombie survival games — it's just not there yet. The unique world-building is genuinely cool. Being able to map your own neighborhood, and having the game recognize what kind of buildings are nearby for extra immersion, is a great idea. But the execution falls short. Even coming back to give it a real shot, I got bored within an hour. Squad controls are clunky, you're mostly just watching things play out, and you can't do anything at night — which eats a huge chunk of the day cycle. I know it's still a WIP, and that's exactly why I'm optimistic. I'd love to see these ideas — the personalized maps, the environmental awareness — carried into something with first-person combat and a real story you can follow or ignore, maybe even with an AI game master. This game proves the concept works. It just needs a few more years in the oven.
Ciekawy pomysł :)
I love the game so far, but the AI has pathing issues that does not allow them to exit buildings sometimes. This is the biggest headache. Almost game breaking.
Fantastic game. As good as Zomboid, better in some ways. Different. Endlessly entertaining.
This a good game hiding behind utterly terrible UI/UX that absolutely needs to be fixed. I'll get the good stuff out of the way: 1. City builder where, rather than building the majority of things, you convert local buildings in your town into the facilities you need. Map generation is pretty nifty. Asked my wife if this game looks familiar and she said "Well this kind of looks like our street". *offers cat-treat to dev* GOOD! 2. Mechanics make sense: grow your population by absorbing wondering groups or making life so good people reproduce, make food, scavenge materials from buildings... Zombie game stuff which we all know and love. *offers cat-treat to dev* GOOD! 3. Runs smoothly, and I can excuse the long loading times for what the engine needs to load. *offers cat-treat to dev* GOOD! BUT - and this is a big but - you have to fight the interface every. single. step. of. the. way. The below are not "bugs" per-se, they are design decisions. 1. The most basic action you need to be able to perform is selecting a squad and giving it instructions. > Clicking the squad that is already selected de-selects it. *sprays water in dev's face* BAD! > 20% of the time clicking a squad does absolutely nothing. *sprays water in dev's face* BAD! > Selecting multiple squads (via CTRL) shows you all in-game squads on the top-right squad menu *sprays water in dev's face* BAD! > Instructing a squad to do something is a hit and miss, sometimes it just doesn't get what I'm trying to click *sprays water in dev's face* BAD! 2. Building requires 4 clicks on different parts of the screen per building. > One of the very first objectives is to build 45 shelters. To do this I needed to convert about 5 buildings. For each one, I had to click the building, click Convert on the popup, choose the building type on the bottom left of the screen, then click the building again. *sprays water in dev's face 5 times* BAD! 3. Buildings are the primary type of shelter. But when they're unexplored, your squads treat it as a salvage instruction. If their inventory is full they'll go back to base to declutter. > Even if there is an enemy squad or horde coming to kill them *sprays water in dev's face* BAD! 4. Alerts about enemies or neutral groups pop out after 10 milliseconds. > If you didn't click them fast enough, well, it's anyone's guess where that enemy was. *sprays water in dev's face* BAD! Then you've got the genuine bugs - but again, this is an early access game so whatever. The weird zooming in/out, the ultra-weird rotating of farms, the scavenging meter counting two different things and swapping back and forth every microsecond... Fix those at your convenience.
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挂机好游戏
Great game and highly recommend
I am going to say yes but barely. It remains in development which is why it is yes but it needs to be a whole lot more than what it is currently. At the moment it is essentially a bunch of clicking and scrolling intersperesed with a handful of not connected story pieces. It lacks a real progressive narrative, it lacks involvement, it lacks some rpg like qualities. It is limited strategically in that my guys stand here, bad guys there and the computer just resolves the fight without me being able to affect it. The coolest thing, BY FAR, is that the game can make your map anywhere on the planet. I tried it with a teeny town in New zealand that nobody has heard of and yep, it got it accurate down to some of the key local restaurants. It was cool seeing one of my favourite bars named on the map. My HQ is in the house I own. That is cool. If they can keep improving this game, it could become really engaging. as it is currently, it gets boring a bit too quickly.
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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