
Texas, 1980. Walton City has fallen to a zombie outbreak. Lead a band of desperate survivors from refuge to refuge by scavenging, crafting, and fighting in a relentless struggle for survival. Plan wisely, stick together, and — above all — keep moving if you want to make it out alive.
Most likely between $4.8M and $13.5M. How we estimate →
Checked against 8 developer-reported gamesmedian error
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Cheapest copy: ≈ $8.15 on Steam · Russia (−67%). Compare 16 prices in 15 markets →
Reviews
Themes across 1265 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
非常不错的游戏。
好玩儿 爱玩儿 多更,如果以后能联机肯定更好玩
资源给的挺充足的,能救的人全都救了之后食物也够吃,有些图太大了,单图探索中探到最后都有点烦了。挺好玩的目前只打通了飞机逃生。 1.野外求生者的交互太离谱了,见面就要说两句就要打我,我打死他我还要内疚,飞机线的偷油者营地也是,第一个成员见面就拿枪瞄我,偷我的油去他们营地也是无交涉直接攻击,打死他们角色内疚,飞行员还要悲痛,飞行员也是出生(救它没说感谢我屠个小偷营地还悲痛不想见到我,那你把自己扣回豪宅里不完了),不打营地的话最终点还会来攻击我,依旧是无交涉攻击,纯纯的野兽好吧。 2.交易系统不太行,虽然我这次通关人全救了好像有八九个吧,反正住哪里都拥挤,资源比较紧张,但是让我浪费一回合搜索去交易还是不是很愿意,最好别让交易占探索栏位,消耗一个工作栏位得了,探索栏位永远一个时间段就只有一个。 3.处决太啰嗦了,背刺拿个小刀扎四次扎死,遇见复数个僵尸至少要被攻击一到两次,后期拉怪一次行击倒复数个僵尸后按处决只能处决一次僵尸,就算处决完其他僵尸还在倒地也不会出现处决标志了,挺蛋疼的。 4.为啥不让处理背景中的僵尸,都知道是定时炸弹我武器资源充足的时候为什么不清理掉? 5.瓶山遗迹里的那个解剖两脚羊的场景,你都知道那是两脚羊了还能搜索出来一堆肉拿回家吃,感觉咱们这幸存者有点重口味了。 6.以及结局能不能别跑了,搞一个直接团结所有幸存者建立聚集地反推丧尸行不行,这一类游戏全都是找个方法溜了都不审美疲劳吗。 7.僵尸种类太单调了,普通,强壮,防弹。弱,肉一点,非常肉。 8.缺少消音远程手段,可以整个弩或者一次性的飞刀什么的,非消音远程噪音太大一般很少会用,这一局游戏我就最后一个场景用了枪其他都是近战。
I'll get this out of the way - This is a truly excellent game. All the variables, from recipes to loot tables to zombie behavior, are razor sharp in creating tension. If you're careful, and more importantly, smart, you'll have what you need to survive... barely. It's a brilliantly done system when the game has you encountering a skilled new survivor, and you have to sit and consider if your group will survive taking on yet another person's needs. It escapes the common zombie game problem of becoming a power fantasy by constantly putting you in high-stakes situations with no right answer. How much do I need to get in that room? Can I go another night without repairing my barricades to make sure I have enough to eat? Will my best survivor, the one keeping the run going, survive the hardest locations, or should I send someone more disposable? The game can be very difficult, even unfair, and that's what makes the stress and horror work so well. I DARE anyone to play the Precinct for the first time and say they didn't start freaking out as they started to get deeper in. One of my favorite moments in a video game happened there, as SHTF and I became acutely aware of being in the basement.... sprinting out of a building, shattering doors and taking chip damage had the same feeling you get watching a slow scene in a horror movie. I love this game. That's not to say it's perfect, and I hope some things get changed and improved before release. As others have said, the combat is terrible. For such high stakes situations where they make you consider every variable, the combat collisions are too unreliable to work well. The game incentivizes you avoiding combat, while making it unavoidable in nearly every location, so wonky combat isn't a reasonable excuse. I've lost entire runs because a key character had their weapon phase through a zombie because their momentum carried them too far. Sometimes even a single zombie can stunlock you with repeated hits, preventing you from dodging or doing anything else. Again, bad combat in a game like this can be fine -- as long as the rules are consistent. Losing hours of gameplay because of a bad animation sucks. And some nitpicks: Carrying a gun still forces you to give up an important inventory slot to the ammo loaded in your current magazine, which is just silly. Transferring bases is a pain, not because you need to clear out the shelter again to use it, but that you need to go back to your current base to begin a new day so you can immediately move to the shelter you just cleared at the map table. You can't have anything queued up when you move, so there's no reason not to simply have a "Move in" option that advances the day as soon as you clear it. I've had morale losses because I returned from preparing to move into an empty shelter and "had a bad scavenging haul." All in all, the devs are doing a great thing here. The art style and zombie designs are fantastic, and the environmental storytelling is well done. I look forward to the finished product.
норм
maior hater de idosas da face da terra
Already great fun. Can not wait for what is still ahead.
Great game, loved it right from the beginning. In the meantime, it has been improved a lot and so it keeps me starting over again and again and again.
This war of mine, Zombie edition.
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