
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.
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): 11.57/day in the week to Aug 26 → 16.57/day in the week after.
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.
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 | $24.99 | 9.8Kreviews | 89% | — | $7.9M |
| Free | 0ratings | 0% | — | 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 1223 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
欢迎加我好友讨论游戏 基本框架已经完善了,几个可改进的缺点: 1,节奏太平,上个场景的搜刮和这个场景的搜刮大同小异,玩一段时间就会又疲惫感。阶段性的感觉没有,应该小怪》小怪》精英奖励》小怪》小怪》boss》奖励。可以增加一些boss或者感染聚合点之类的,当然这样感就会向着爽游进发。 2,任务大部分都是指引向逃脱,当我知道这个任务就是通关任务我去做的兴趣就很小,新鲜感也很小,中间应该有一些剧情任务。不做通关任务觉得没目标感没的可玩,做了后又觉得只是奔着通关去想到通关就是结束就会丧志目标感而无聊。 3,成长性低,但是这是题材与希望营造的困难感和真实感所带来的弊端。但是依旧可以有更多的维度来提升成长感,服装,背包,红外瞄准等等。 4,可重玩性低,能看出来每张地图都是设计过的,放在一个大世界里,很丰富很诱人,但是一周目体验不全。二周目上来后,又有很多地点都是我玩过的了,为了新地图我要复出很多成本。不如改成很多剧本,不用一次性把所有地点和可选人物都给玩家,而是一个地图有自己可用的人,自己的地点,自己的逃脱事件,同样的内容量就会给玩家更多的内容体验感。
Incroyable "This war of mine"-like, graphismes excellent, c'est bien travaillé et on retrouve beaucoup de mécaniques trés friande de ce genre de jeu. On peut régulierement changer d'abri pour ce déplacer sur la map et atteindre d'autres zones, c'est vraiment un début incroyable que fait ce jeu ! Je recommande a 100%
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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): 97.88/day in the week to Jul 19 → 11.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
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
| $29.99 |
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| — |
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| 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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Je ne vais pas vous mentir j'ai choisi ce jeu car le gameplay ressemblait a TWOM, et que l'univers me plaisait plus. Je préfère tellement celui la à TWOM pour le coté gestion de la base et des survivants. Il y'a un petit coté State of Decay que j'aime beaucoup. Pour ma part je recommande un jeu si celui-ci devient addictif. Pour celui-là j'ai envi d'y revenir souvent, c'est que le chemin qu'il emprunte est bon à mon sens.
好玩 殺時間
Juegazo. Va muy fluido tuve un par de crasheos pero ya lo parchearon
我觉得玩家喜欢更多的随机性,丧尸的运动轨迹以及刷新低点多几套方案是最好的,有新鲜感
我觉得限制吃喝没毛病,有伤痛需要药没毛病,但是基础资源里面的木材,消耗大户,比吃喝还重要,获取途径还不多。。。希望增加的木头获取途径。 而且,不要尝试教玩家打游戏,这会显得游戏制作者很傲慢,资源不够了,攻击强度高了,需要逃生了,玩家自然会自己搬走。为了强迫玩家过得窘迫而设计一些恶心的事件,有点太过了,例如外面尸体太多了,我们需要烧掉尸体,我损失4个木头,你可知道,为了收集这四个木头,我剧情点都不推,就找基础资源点的那种心情吗?都求生档了,还强调生活品质,不扯淡吗。
为什么没有存档啊 每次打完退出又要重新开始? 什么毛病?
背景的敌人不能直接击杀,要击杀只能制造噪音吸引,进驻避难所需要清图,所以清图=吸引整个图的丧尸来正面硬刚,这是什么逻辑?在一个物资稀缺主打潜行的游戏里鼓励玩家直面敌人?我真不明白 还有一点,墙壁背后(门打开的情况)的怪看不到,也没有轮廓提示,纯恶心玩家。比如那个什么酒吧的天台,击杀一个敌人后还有一个被墙挡住,而且还设置成停留在原地不会四处走动,走过去才发现,然后恭喜你潜行了十几分钟一下子就完蛋了。纯纯的制作组的恶意,逼玩家背板,这有什么意思? 再退一步说,爷今天就玩近战硬刚了,可是这丧尸的受击反馈也是一坨,有时候打出僵直有时候直接霸体挠你;攻击动作更是零帧起手,无法反应;有时候一刀出处决有时候四五刀都不死;根本让人无法应对
I've always craving to play something like this for a very long time. Surprisingly, Pik Pok Studio manage to deliver that. So far I am satisfy with the overall gameplay. It requires planning in order to find A Way Out. Absolutely love it , totally can foresee myself sink into this for thousands of hours trying different survivors setups.
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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