
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% | — | $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 1247 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
fun game. scavenging actually feels meaningful and dangerous. just like ur mom
Mechanical Perfection Dragged Down by Vague UI & Over-Generous Traders The Core Loop: Aggressive Momentum Over Passive Turtling Unlike the passive, defensive "hoarding" loop of games like This War of Mine, Our Darkest Days forces an aggressive, clear-as-you-go momentum where time is your rarest resource. The combat and noise-attraction systems are exceptionally satisfying—shifting from early-game terror to tactical mastery once you learn to engineer full-room clears using noisemakers and explosives. The strict weapon degradation economy forces you to squeeze 99% of a pipe’s durability before dismantling it for raw materials, keeping the scavenging engine running. However, several mid-to-late game design choices flatten the survival tension and need developer attention. Key Areas for Developer Fine-Tuning Vague Loot Categories Cause Waste: Broad map tags like "Building Materials" hide the critical difference between Wood and Scrap Metal. Gambling on a coin flip when you specifically need Wood wastes entire in-game nights on unnecessary backtracking. The "Family Dollar" Trader Problem: Traders currently act like infinite vending machines. They constantly restock, buy endless surplus junk at top dollar, and eliminate the tension of scarcity. Trading needs value decay, specialized stock, and stricter restock timers. Homogenous Survivor Noise Profiles: A heavy, out-of-shape survivor generates the exact same ambient noise footprint as a lightweight scout. Stealth and movement noise should scale with a character's build and traits, making survivor selection impact tactical sound management. Feature & Mechanics Wishlist Diegetic Map Schematics ("Scout Scraps"): Allow survivors to doodle crude, hand-drawn floor plans or notes (e.g., "2x Wood in back storage") on cleared locations. This eliminates blind backtracking and enhances staging-area strategies. Dynamic Horde Zones ("Red Zones"): Moving, high-density threat zones that shift across the city map. Locations within a Red Zone spawn double zombie density and deal double barricade damage to nearby shelters, forcing tactical route pivots and delaying endgame progression naturally. Randomized "Gold-Tier" Gear (1 Per Campaign): Introduce a single, randomized Gold weapon per run with a strict 3-repair cap. If it hits 0% durability, it shatters permanently. This creates a high-stakes chase item without breaking the disposable weapon economy. NOTE TO DEVS: I have detailed mechanical write-ups, balancing concepts, and additional systemic feedback for the team. Please feel free to email me directly if you’d like to discuss these ideas further!
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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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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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| 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
peak but stressful
This is a singularly great game. I just finished a very thorough playthrough (and made it out with 10 survivors - not the worst). The attention to detail, the characters, the sound design, and gameplay are all really well done. I just got this a bit ago, so I can't speak to some of the jankiness, but combat made sense to me, and the sound design and level design was a great time. I didn't realize how well the side scrolling genre compliments the zombie apocalypse vibes. This wasn't just another FPS where you run through, kill zombies, scavenge supplies - you really spent a lot of time on every single screen thinking about the best way to achieve your objective, which a lot of times is NOT killing all the zeds or even running away from them constantly. Sneaking around, using height and distance to your advantage, and playing with the environment all favour your survival, and when you are forced to think on your feet, it's really exciting. One of my favourite zombie games I've played, just because I finally got to live the "play an entire group of survivors trying to make it through" zombie fantasy. 8/10 easy, I highly recommend a playthrough.
各项参数一直在进步 期待正式版本上线
새롭게 바뀌고 게임시간 100시간 돌파
好玩,爱玩
第一次玩的时候感觉很新奇,本身也很喜欢末日求生题材,很上头。但是玩久了之后,开局就能知道地图的布局还有人物的招募地点,这些都是固定的,少了很多“随机”的游玩感觉,就不想点开再玩了。希望正式版能优化核心玩法,让每局体验都不一样。
Great zombie game I've been playing this more than the open world 3D games. The storylines are simply awesome too!
10/10 macht süchtig
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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