
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.
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About
Into the Dead: Our Darkest Days is a side-scrolling shelter survival game that tasks you with guiding a desperate group of zombie apocalypse survivors to safety. Craft weapons, scavenge resources, balance your group’s needs, and try to get everyone out of danger alive.
Texas, 1980. Walton City is a sprawling, coastal metropolis in the grip of a scorching heatwave and crippling economic crisis. Everything changes when an unstoppable zombie outbreak reaches US shores. Walton City is soon overrun by hordes of the undead, the few remaining survivors cut off from any chance of outside help. Forced to band together, these everyday people must chase their only chance of survival by escaping the city.

Gather a group of ordinary people who have been left shaken by the sudden zombie outbreak that has devastated their city.
Establish upgradable shelters to house your survivors and protect them from the zombie threat — but remember that no barriers can keep them out forever.
Keep moving from refuge to refuge to stay one step ahead of the encroaching zombie hordes. Every night, your barricades will be under their relentless attack. And if they break through, your survivors will pay the price.
Balance the physical needs of the group, like Hunger or Exhaustion, as well as psychological needs like Despair. Heal survivors from injuries like Broken Ribs and try to manage traumas like Nightmares.

Creep through the remains of Walton City to scavenge precious resources, risking the life of each survivor as they encounter both zombie and human threats. Stealth is key to survival.
Choose whether to run from a fight or engage in brutal combat with whatever weapons you can find or craft. Not everyone is a natural fighter, but desperate people will do anything to survive.
Convince others to join your group or cut them down and claim their resources as your own.

Test your humanity as you make tough decisions on who will live, who will die, and who will be left behind.
Inhabit the rich and atmospheric cityscape of Walton City, the once-bustling metropolis now an eerie ruin swarming with zombies.
Craft tools, weapons, and shelter upgrades to better equip your survivors for the struggles ahead, or give them a moment of comfort and familiarity in their dangerous new world.
Encounter a varying world which makes sure that every playthrough is a new experience.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, French, German, Spanish - Spain, Korean, Portuguese - Brazil, Russian, Italian, Traditional Chinese, Thai, Japanese*languages with full audio support
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
Hours played at review time, across 101 reviews with recorded playtime.
Reviews
Themes across 101 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
It's basically an exact carbon copy of This War of Mine, but with zombies. This War of Mine is one of the best games I've played, so I'm happy to play more, but this feels more than a bit like theft....
One of the best zombie games, don't let other people tell you different. In terms of zombie base survival realism its the best. It's a more manageable state of decay, more intuitive than project zomboid, good enough combat to make a enjoyable gameplay cycle. Pros: Great management system Fun repetitive gameplay Cool missions Zombie this war is mine Rewarding to find resources Cool NPC interactions Zombie variants Cons / Ideas for improvement / DLC? : Cool idea for base defense, where maybe a horde attacks and you have to gun down hundreds of zombies. Makes gun and ammo collecting a more deeper system Resources at random can create constraints which you'd go to certain areas for no reason Needs full automation and survival mode, where instead of escaping, you survive for as long as possible with the hordes i mentioned earlier, adding resource creation such as creating fasteners etc. Maybe add mines? or some kind of harvesting mechanic with characters who harvest resources such as wood and metal to refine resources. Maybe for final day of survival mode make a super zombie or a really large horde.
I'm not a zombie game person, actually anything scary. Movies or games, if I can see the scary thing, it sticks in my subconscious and murders me in my dreams every night for weeks. The game has to either not be cheap scary sounds/visuals, have something profound, or the power fantasy of me just mowing down because I'm well equipped, and even then I pay for that experience but it's worth it. This games is none of those (yet, the story is not fleshed out, so we'll see), and is hardly scary at all. However, it's terrifying. I found Subnautica "scarier" than The Last of Us, because Unknown Worlds is a master at terror. This developer too, is a master of terror. I know, staring down from a balcony, that all the sleeping zombies in the background won't be a bother... unless something wakes them up. I know, that the oddly placed cage full of awake zombies won't be a bother... they're locked tight. I know, there is supplies I desperately need at that building they all separate me from... If I don't get them my survivors die. I know, I'm going to have to walk into that potential death trap... my best fighter could die, permanently. I ponder, am I equipped for this? Maybe I'll just come back later? But my farmer is starving, my crafter is on the verge of mental breakdown, my survivor that forms the social glue of our group hasn't slept in days. I can't afford to come back. It HAS to be now. I climb down the ladder... I climb back up. Maybe this is a bad idea, they go can another day without food. Wait, I already lost my previous fighter because I didn't want to go into the last OBVIOUS trap I came across. After coming back to that one, turns out nothing happened. I was just getting in my own head. This place is probably the same, I just have to say "screw it" and go in. I go down the ladder again, waiting to see if there was anything lurking in my blind-spot from above. The coast is clear, I step onto the street, the zombies are still sleeping, a good sign. There was nothing to worry about. I pass the cage of zombies, and they don't even notice. It WAS all in my head. The developers instill a terror so great, they didn't even have to spring the trap to scare me, I scared myself. I grab the loot, exactly what I needed to get everyone through another day. But before I leave, I notice a zombie squatting in front of a locked chest, I still have a lockpick left, so I creep up to silently take them out when they turn their head. My knife broke before I could take them out, so I shoot them immediately, only to hear the banging of a cage, rattling of the locks, but they can't get out. They can however, wake up the obvious trap, that was NOT all in my head, and I die. After they eat, there is no food left, and they zombies go back to sleep. My remaining group are barely clinging to life, I could have made a second trip and and all of my survivors would have been fine. But I underestimated their levels of sustenance. I got in my own head. I didn't push my luck out of fear, but the terror instilled made me take a gamble that I lost. Now, I go back armed to the teeth. I know, staring down from a balcony, that all the sleeping zombies in the background won't be a bother... unless something wakes them up... It's already more of a game than most full priced games are for twice the price, and I have no idea what they plan on adding in later. I can't wait to see what they do with the full version of the game.
Finished the game via The Network ending, game is very good and has a lot of potential, would like to play again after some major updates.
Great game - Horrible combat. The combat is SO jank, unavoidable hits, freaky animation timings, clunky ass controls, getting grapple locked by one zombie over and over - I spent a full hour 1v1ing zombies on new saves to practice, and quickly realized it wasn't a skill issue. Everything else about this game is two thumbs up from me, but the combat needs some cleaning up. There was a patch recently that made animations faster, but its a band-aid solution and still feels horrible. Definitely going to keep playing and stick with it, because the rest of the game is so damn good! but, when I get forced into a 1v1 on a zombie, I am GENUINELY more afraid of the controls then the zombie itself.
Год прошел, а игра всё еще в раннем доступе. В положительном отзыве отказано.
Genuinely, no words can describe how fun this game is. I have gifted this game to so many of my friends. If you have the opportunity to buy this game, DO IT! The devs are so awesome and respectful on the discord server. They are open about the process and give fun little hints to what may be coming down the road. They work so hard to keep this game updated and they quickly put out hotfixes for the inevitable bugs you encounter. Love this game so much. I can't wait to see what the future holds for this masterpiece.
=== Gráficos === 🔲Atari 🔲140p 🔲Aceitável ✅Bom 🔲Ótimo 🔲The Witcher 3 🔲Cada frame foi pintado por Da Vinci === Requisitos === 🔲Qualquer coisa que conduza energia 🔲Uma calculadora com 1 pilha 🔲Um celular ✅Um pc de entrada 🔲Pc com CPU e GPU muito boas 🔲Pc da NASA === História === 🔲Nenhuma 🔲Tem uma historinha 🔲Uma história digna de prestar atenção ✅Muito boa 🔲Feita pelo Tolkien (prepare o coração) === Jogabilidade === 🔲Precisa de dois dedos pra jogar 🔲Aceitável (4 dedos pra ser específico) ✅Jogabilidade bacana 🔲Jogabilidade excelente === Complexidade === 🔲Jogo da velha é mais complexo 🔲Fácil de entender ✅Fácil de aprender, difícil de dominar 🔲É daqueles jogos que as pessoas ficam estudando 🔲Precisa de, no mínimo, 2 doutorados === Dificuldade === 🔲Seu cachorro consegue 🔲Fácil ✅Médio 🔲Quase Dark Souls 🔲Dark Souls 🔲Esquece, o ser humano não é capaz de zerar === Tempo de jogo === 🔲Da jogar enquanto ouve 1 música ✅6h 🔲12h 🔲24h 🔲48h 🔲72h 🔲Você começa, seu neto termina === Áudio, músicas === 🔲Beep 🔲É melhor jogar no mudo ✅Aceitável 🔲Muito bom 🔲Músicas escritas por Hans Zimmer 🔲Mozart escreveu junto com Beethoven === Bugs === 🔲Nunca vi nenhum ✅Pequenos bugs 🔲Pode ficar irritante 🔲Pode estragar a gameplay 🔲Ubisoft === Publico === 🔲Crianças 🔲Adultos 🔲Jogadores casuais 🔲Jogadores profissionais ✅Tudo e todos === Compensa Comprar? === 🔲IT'S FREE 🔲Preço justo 🔲Compre se tiver dinheiro sobrando ✅Espere uma promoção 🔲Caro demais não recomendo 🔲Mais fácil você queimar seu dinheiro === Nota final === ✅ 9.0/10
游戏是不错的游戏,就是制作组太想恶心玩家了 让你经营避难所的情况下又要恶心下玩家 还削弱人物,搞什么技能树;不固定的袭击基地;外出限制一人(早期是可以多人外出)
体验中规中矩,考虑到赛道极度缺少新品,再加上一直在勤勤恳恳更新,给个鼓励性好评。 其实已经有挺多地方处理得比较人性化了,比如游戏流程是按阶段区分的,同一个阶段里无论花多少时间搜刮,都只耗时一个阶段。不过,对个人来说,有几个从中期开始感到特别烦的地方: 1. 背包格数有限,这点没啥毛病。但这就意味着你需要记住地图上哪些角落有物资还没搜刮,以便下次再来。有些地图的结构很复杂,比如几栋房子之间用天桥连接,这就使得记物资点成为了噩梦。解决办法也是有的,养成好习惯,定期找个一楼的点,把身上所有东西存进去,再上楼搜,下次来的时候直接从一楼一路拿过去就好了。但如果官方出个指示器,或者允许玩家做地图标记的话,会舒服很多。而且并不是每张地图的一楼都畅通无阻,大型的地图是真绕的有点烦的。 2. 因为地图背景会藏着很多僵尸,乱跑就会引僵尸,因此,大多数时间玩家都是弓着腰慢慢走的,搬物资的时候更是反反复复来回多趟。另外,有时候僵尸的巡逻路线也特别长,开一张新图一路杀进去时,等僵尸巡逻都要等很久。这些环节相当浪费时间,玩到中期有些令人难以忍受。如果官方出个类似于“按住Ctrl倍速”的功能,会舒服非常多。目前的话,玩家自己开CE倍速解决吧。危险的时候还原1倍速,安全的时候直接3倍速弯腰走路。 3. 新的角色天赋树系统,在幸存者数量少的时候,体验不错。但一旦幸存者数量多起来,选择天赋和经营管理的复杂度繁琐度将直线上升。我招了新的幸存者,我本应变得更强、玩得更高兴了,但一回到基地就会马上头皮发麻、痛苦面具。于是,在开了CE倍速之后的体验就变成了,每天探索很爽,一回到基地就马上不爽,如此反复,挺消磨游戏热情的。解决办法,要么玩家自己别再招幸存者了、阉割一部分游戏内容,要么胡乱管理、亏点收益,但我觉得最好还是得官方自己做点减负优化吧(比如把一些制造的被动加成改成微量的全局被动,尽管这会损失一部分天赋特色)。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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