
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 | 9Kreviews | 90% | — | $8M |
| 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 1218 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
喜欢丧尸题材和这是我的战争风格的玩家闭眼入,游戏性和丰富程度几何倍数增加,而且合理了许多。难度梯度自由度很大,自定义里可以设置很多游戏规则,苦手和老玩家都能找到自己的乐趣!
Je trouvais le jeu assez pauvre en contenu à sa sortie en early acces en avril 2025 mais un an plus tard j'arrive à remarquer les changement, beaucoup plus de contenu, l'ajout des quêtes de survivants, des environnements plus interactifs, une gestion des survivants plus variée. Pour faire court le jeu est sur la bonne voie pour une sortie en 1.0 propre
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): 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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 |
| — |
| — |
| — |
| 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
Думал буду обустраивать убежище типо бесконечного фалаут шелтера, но это просто пошаговый луттинг(
凑合,除了画质和制作规格之外,各种意义上完全不如这就是我们的战争,中后期已经可以说是无聊了
el mejor juego que pude aver comprado vale pena
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)
Год прошел, а игра всё еще в раннем доступе. В положительном отзыве отказано.
重伤,食物腐败,动作BUG就是纯粹的一坨屎,被随机挠一爪子直接重伤,后续浪费一堆药品加食物的结果就是人物死亡,我都不知道怎么说这个设计,食物腐败也是依托,后期人口上升就只能住在有集水器加蔬菜种植地的避难所,两者缺一就等死,你他妈又不是每个避难所都有这两个设备,没有我就做不出饭来只能吃生肉生病完了死翘翘,那还活鸡毛,给你得了
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)。
挺好玩的,但我觉得最先需要改进的一点就是招募界面你要能看得到人物的技能树。然后就是基地里能不能加个昵称或者识别标准?这样不熟悉也能知道不同人物是做什么职位的。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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