
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 → 3.5/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 | 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
Good concept. I have 2k hours in Rimworld so I love games like this. I'd call this an alpha at best. Any city is weird and messed up. Like, a bestbuy that takes up 5% of the map will have 2 cans of food. No parking lot asset so its just roads next to roads and looks really silly. Why can't I have one squad drive another squad to get a new vehicle? Mute the audio, the voice acting is so bad and the radio constantly pops up with stuff to tell you that means nothing. I get it, its adding "ambience" its just annoying. The meta seems to be a fast car and kiting the enemies. Raiders in a building, your squad will shoot the building and it looks like they have to destroy the building for the raiders to be vulnerable. Not sure what the deal is with that, I played around saving before attacking with grenades and rifles but nadda, very weird. I like the games premise, its just not good yet.
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
Сырая
1. 게임 Endzone-A world Apart의 영향을 많이 받은 것 같음 2. 살고 있는 도시를 불러온다는 것만 신선함. 3. 게임디자인이 단순 반복 비중이 많아서 2회차 정도가 한계인 것 같음
Absolutely amazing for a early-access indie game. This feels more complete then many AAA titles nowadays. Graphics are surprisingly good, and so is attention-to-detail. It could use a little more optimization, along with a little work in other places, but it is still better then a lot of games. If I wasn't told this was in early access I wouldn't know. HIGHLY recommend.
The game is unfinished and after two years, I guess it will stay so. It has a tons of bugs that makes the controls messy and affecting gameplay significantly. A lot of mechanisms are not explained at all or doesn't work or just clunky. You need constantly google for how to use granade, use explosives, use shooting ground etc. The concept is really nice and is still fun to play from time to time but after a couple of hours, you just get full of all the non-delivered promises of the game.
I LOVE this concept. Takes a real life area and turns it into a level for you. Truly creative! You can even click on buildings and will list the actual store its representing. Police stations pop up and give you weapons, grocery stores give food, universities give research materials! I love this! Unfortunately, that's about where my praise ends. I'll cover the big issues below - Unbalanced looting: It takes forever to loot large buildings, and you'll get the same or less than looting smaller buildings. You will get FAR more done, faster, by looting a trailer park than you would say, a mall. So you're disincentivized from looting larger buildings from a downtown area. -Everything feels like a slog: It just takes forever to get anything done. I put up some chain link fences around a small area and it took me like, a week to get it done. God help you if you decide to try and use a larger building for something, the resource requirement + time is obscene. And the reason this is kind of important, is the game seems to want you to hurry up. Raiders and Zeds move in around you and if you don't kill them quickly, they get stronger over time. So you're trying to make a lab large enough to get through research in a decent amount of time, to research tools, to research weapons, then you need to build the weapons, and its takes so long to get through that by the time you're done, the enemies are already really dug in. -Overtuned enemies: There was a raider base nearby that I wanted to take out. So I fully kitted out two squads with armor and shotguns, then waited till night to catch them off guard. My team got WIPED OUT in SECONDS. I was baffled. What do they expect you to attack with, an army? The answer seems to be yes. Also, I had to kite a group of knife wielding raiders. Seriously I had to spend a fair amount of time using shotguns and a car to stay just ahead of them and it took forever. If they had guns, not a chance. -Days are too short: It has a day and night cycle but there just isn't enough time to do anything. You'll hit morning and send your guys out to a location to look and 25% of the day is already gone just getting there. The days are over so fast and the days get longer and shorter with seasons. Which sounds cool until you need to scavenge out a little further in winter and the day is half done after 2 houses. -Sustainability?: So the first thing they want you to do is set up a farm. Makes sense, You'll run out of lootable places eventually. But the fields require sacks of grain to grow. Once the sacks are gone, they don't do anything. I ran out quick. And I never found another sack in all of my looting. The farms were entirely useless to me. -Lack of depth: While the foundation so far is strong, The core system is about as deep as a parking lot puddle. There's a few things to research but the trees were small. I wasn't particularly excited to unlock anything. But that might be because I didn't really get the chance TO unlock them. The scientists stop working at night which really compounds that whole "Days aren't long enough" problem. Outside of that I found myself asking "Am I still enjoying myself?" After just six hours. I had made a few buildings, set up a perimeter with watch towers, and was really slowly trying to get through my research. But it was taking so long I just got bored. I couldn't deal with any of the enemies because they were too strong. I hadn't found any interesting weapons or upgrades. All the loot was feeling the same and not really advancing me, my area wasn't becoming self sufficient, so I wasn't advancing anything and it was just a waiting game. Like I said I'm 6 hours in and already done. I REALLY hope they do more with this. It IS early access! So I'll come back to redo my review in about a year or so to reflect any changes!
useless update, still crash 2 years' work still beta. Polish game, polish company, that makes sense. Fix crash!!!Polish PIGS!
なんか2個達成できてないシナリオあったけど移動拠点で移住までいけたので記念カキコ。 細部の作り込みは結構雑で詰めが甘いと感じた。 まず放置してると無限に人が増える。常時ベイビーがオギャってバブるから 本当に食い物食い物シェルターと資源が全部そっちに持ってかれて、 ちゃんと考えないと土地が広くなりすぎて防衛範囲が増えてえらいことになる。 確かデフォ設定800人まで増えるんだったかな? とにかく集会所を建てたらこれ以上人がいらないと思ったら、 出産の制限かけるのと、子供働かせるの禁止させればいい。これで-3%と+3%が打消し合ってチャラになる。 他にも難易度下げることにためらい無いなら、ゾンビの数は1個下げて0.8にした方がいいかも。 後半スウォームの時に数が多すぎて速度3だとめっちゃカクつく。 何をここまで演算するものがある?ってすげー疑問に思った。というか犬の数がおかしいんじゃ。 まぁ、詰めれば詰めていくほどすごい甘い部分がボロボロ出てくるけど、 それを差し引いてもやっぱりOpenStreetMapを使ったマップでゾンビアポカリプスがプレイできるのは めっちゃリプレイ性があって面白かった。 今日は自分ちで籠城とか、最寄り駅で籠城とか、母校で籠城とか、職場で籠城とか…。 自分の県で最強の籠城ポイント決定戦とかやるのも本当に楽しかった。 総評としてはカジュアルゾンビアポカリプスとして結構おすすめできる。 モバイルHQで強くてニューゲームが出来るところもコロニーシミュレーションの問題点である 後半何もやることなくなる問題に一定の解決策を用意してくれてるところも評価高い。 慣れてくれば多分1周10時間程度で回せると思うから カジュアル~ミッドコア程度のボリュームをカジュアルに遊ぶゲームだと思えばいいかも? 【攻略に詰まった人向け】 HQの場所は以下の優先度で決めるとプレイしやすいかも。 ・少なくとも1辺は水に面してて橋がある。 ・大き過ぎず小さすぎない建物が少なくとも10棟建ってる。 ・空き地が確保できる。 ゾンビのアルゴリズムで目的地までの経路に水辺があって、かつ橋があるなら 橋を優先して渡るから、そこに防衛力を集中させれば残り3辺だけ考えれば 拠点防衛は良くなる。(でも冬場は注意。) 大き過ぎず小さすぎない建物が10棟在れば、調理場や納屋や武器工房やらをまとめて作りやすくて 真ん中に倉庫や家を置いとけば移動経路も最適化しやすい。 結局400人規模でもムードをしっかり維持できれば1つの施設最大20人程度で良くなるから そんなに巨大な建物はいらない。強いて言えば巨大倉庫で一撃万越えがあれば楽くらいだけど必須じゃない。 そんなもの1つの為だけに立地を捨てるのはちょっとリターンが見合ってない。 あと空き地が確保できるのも重要。結局木はかなり広い土地が必要だから、建物壊して確保するのも 時間がかかるし人でもかかる。それなら元々空いてる土地を選ぶ方が 建物解体の時間を帳消しにできる。あと温室も結局は空き地ないとダメだからやっぱ空き地は必要。 とにかくHQの場所は 防衛コストを下げる>>>労働力が効率化・節約できる>自由に使える土地がある の順番で考えると良いかも。結局拠点を毎回ボロボロにされてたらそっちに労働力取られるし チームも組まないといけないしで色々面倒ごとが多すぎる。 で、そんな都合の良い土地isどこやねんという人向けに候補地一つ挙げるなら、 我らがグンマー帝国前橋市にある刑務所。平成大橋のすぐ近く。 1辺が川になってて、ある程度のサイズの建物が綺麗に並んでて、川辺に空き地もある。 割とおすすめです。あと地味に本が近いから研究を早期にアンロックできるのもポイント高い。 野生の車はちょっと遠かったイメージ。 みんな頑張ってぼくのかんがえたさいきょーのようさいを作ろうね!
I have played Infection Free Zone for 88.4 hours, and that alone says a lot about how much I enjoy this game. I first discovered it during the demo phase and immediately felt that it was exactly the type of game I had been looking for. One of the things I appreciate the most is how the developers actively listen to player feedback. I've shared suggestions myself, and seeing them engage with the community is something I rarely experience in other games. It shows that they genuinely care about improving the game. The developers continue to refine the gameplay mechanics and add more realistic features, which makes every update feel meaningful. The story mode is also enjoyable and provides a solid experience alongside the sandbox gameplay. The game is still evolving, but the progress so far has been impressive. If you enjoy survival, base-building, and strategy games, Infection Free Zone is definitely worth checking out. I look forward to seeing how it continues to develop in the future. ⭐⭐⭐⭐⭐
I do love colony sim games and zombies but this is a really slow progression type game that is too slow for me. I'm not looking for a instant build, construct or gather time but does it really have to be that slow? IDK if it's the new priority system or maybe i qued up a few things too fast but idk, but two things qued up chop wood and build thats it and it still takes way to long even for wwalls, towers and adaptions (converting buildings). wish i could get into it a bit more before refunding it looks fun but way to much time needed for anyhting.
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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