
Keep Her Safe is a survival shooting game. Gather resources, fortify your base, and withstand zombie hordes to keep the rocket project alive and bring an end to the acid rain apocalypse. Besides the hard life in wasteland, you can also chill up with friends in different multiplayer gameplays.
Modeled estimate, not a reported figure. How we estimate →
About
A strange acid rain carrying an unknown virus fell for seven days and seven nights.
Humanity vanished.
The cities fell.
The dead began to walk.
But the animals survived.
And some of them evolved.
Now, as one of the few intelligent survivors left in the wasteland, you'll fight to protect civilization's final hope: an unfinished rocket project capable of ending the acid rain catastrophe once and for all.
But before that day comes...
You'll have to survive.
Construct defensive structures to strengthen your base against increasingly dangerous threats.
The Energy Core keeps your base running and powers civilization's last hope. Defend it from relentless zombie hordes at all costs.
Hire mercenaries to strengthen your base defenses or accompany you on expeditions and battles.
Fight your way through the wasteland, complete missions, and endure a world devastated by acid rain and the undead.
Explore dangerous ruins, defeat zombies, and bring valuable resources back to your base. Every expedition helps you survive another day.
Chill with friends in different multiplayer gameplay after a hard fight in the wasteland.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 407 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 一口气肝了5个多小时,EA阶段这完成度相当可以了。核心循环很上头——出门搜刮、回基地造炮台、扛尸潮,把捡来的枪直接装到防御塔上这个设计太香了,不用看着好枪烂包里。主角是一只开了智的鸡,末日题材做成可爱卡通风,跟朋友联机踢个球,紧张之余挺欢乐。 小建议:尸潮间隔10分钟有点赶,背包物品没悬停提示,挨个点开看词条手忙脚乱;夜晚画面偏暗,得调亮度;那个排位弹窗在手游里都嫌烦,希望后续能加个关闭选项。不过这些不影响整体体验,首发二十多块买个能联机的搜打撤,性价比很高。拉个朋友一起守家比单人坐牢舒服多了,推荐入手。
喷火器的爽点很明确:尸群越密,越能体现价值。狭窄路口架好位置以后,喷出去的那一刻相当解压。要是还能留下短时间的火焰区域,战术意义就更强了。
[h1]マルチで遊べるダッコフライクな資源集め&拠点防衛タワーディフェンスだと思っていたのに...[/h1] [h2]マルチメインで購入検討の方は現段階では要注意[/h2] メインゲームもマルチで遊べると思っていたけどミニゲームしかマルチで遊べなかった… ミニゲームなんかどうでも良いからメインゲームをマルチで一緒に遊べるようにしてくださいwww [h2]追記[/h2] ロードマップを確認したらコアバージョンアップデートの最後の項目に「探索、サバイバル、建設、タワーディフェンスは徐々に協力プレイをサポートし友達と一緒にゲームをより深く体験できるようになります」(Google翻訳)と書いてありました。アップデートでそのうちメインゲームもマルチで遊べるようになるようです。ロードマップ以外にも今はマルチで遊べないことを記載して欲しい。 マルチで遊べるようになったら再購入し再レビューしようと思います。 YouTube&TwitchでLive配信&動画投稿をしています!! 興味がある方は見ていただけたら嬉しいです!!色々なゲームをプレイしてるので参考になれば幸いです♫ https://www.youtube.com/channel/UCF6vAKMhxUQPTmA7fH69ZjQ Steamキュレーターもやってます!!興味ある方はぜひフォローしてください♫ https://store.steampowered.com/curator/44643965/
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.
Languages: English, Simplified Chinese, French, German, Spanish - Spain, Russian, Japanese, Traditional Chinese
Hours played at review time, across 407 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] EA阶段综合评测:创意很大胆,内容还需要慢慢长出来 [/h1] 把搜打撤、基地建设和波次塔防放进同一款游戏里,本身就是一个相当大胆的尝试。它没有照搬传统高压撤离的惩罚逻辑,而是把“出去搜东西”变成一种更轻松的资源获取过程:玩家可以在废土中寻找武器和材料,利用便捷的回城方式快速返回基地,再把收获投入到防御工事、设施升级和火箭修复之中。等尸潮倒计时结束,前面所有搜刮成果都会在防守阶段得到检验。 这种循环的优点非常明显。它让野外探索不再只是为了卖钱,也让基地建设不至于成为一个和战斗脱节的菜单。捡到枪时,你会思考它是留给自己使用,还是转化成防御塔的火力;拿到材料时,也会考虑先升级武器,还是先补基地缺口。资源有去处,成长有反馈,前几个小时玩起来相当顺畅。 游戏的氛围也没有刻意往压抑方向走。动物角色和夸张的末日设定降低了严肃感,死亡惩罚不重,失败之后仍然可以保留继续挑战的能力。对于不喜欢反复跑图、害怕掉落全部装备的玩家来说,这是一种很舒服的设计。尸潮真正到来时,画面和战斗又能提供一定刺激,尤其是防御设施数量起来之后,看着自己搭出的防线自动开火,还是很有满足感的。 但它目前的问题同样集中在“后续内容”上。塔防阶段已经具备基本框架,却还没有形成足够丰富的策略差异;一些Boss在攻击方式和应对方法上区分度不足;地图区域利用率不高,任务也容易在固定地点反复进行。装备系统看起来有不少词条和配件,但界面呈现还不够清晰,玩家经常需要花额外时间确认属性,而不是直接从战斗中理解装备差别。 此外,游戏的难度曲线也需要继续调整。前期资源和成长速度比较快,玩家很容易迅速建立起基本防线;到了后期,部分资源的获取又会变得单一,推进节奏从“不断变强”逐渐转成”等待下一批材料”。如果能增加更多地图事件、随机任务、特殊敌人和塔防流派,后期体验应该会有明显改善。 所以我的建议是:喜欢创意融合、轻松搜刮和基地成长的玩家,可以把它当成一款值得关注的EA作品;但如果期待成熟的长期联机内容或非常硬核的生存压力,最好先确认自己的预期。它现在已经有一个不错的骨架,也有足够鲜明的辨识度,剩下的问题不在于方向错误,而在于需要更多内容和细节,把这个想法真正打磨完整。
太忙了,根本没时间看物品介绍,而这物品介绍又叠起来不给看,还得一个个的点开才能看到这玩意具体有啥效果。你要是每波潮来的这么赶,那就直接把效果写图标上不行?每天探索不到5分钟,着急忙慌赶回去挨个看,找个材料手忙脚乱。找个工作台手忙脚乱。更别说还得给炮台挨个手动换武器,还得看武器装备属性词条,还有佣兵。不是哥们?你自己玩过你设计的这东西没有啊?你觉得爽吗?搜没那么多时间搜,建个东西没那么多时间建考虑布局,分解材料。这边看两眼介绍,一回头,还有5分钟不到开潮。都三四波潮了,连营地前面那点地方都没探索完全。内容少拖进程也不是这么个拖法吧?枪红外瞄准手感奇特,瞄准一开枪直接打歪。僵尸从外形看不出任何小怪和精英或者BOSS的区别,上一个僵尸开一枪直接秒了。下一个和他一样大小的一枪掉了三分之一不到又。家门口直接给你来一堆拿枪的远程怪,药又少的可怜吃起来还有个贼老墨迹的动画。但是不影响第二天直接来一个全屏AOE的怪,连你带掩体一起干。你这幽默难度递增是来搞笑的吗?新手区域给你上远程怪和跑的贼快没有任何反制手段血还多的离谱的粪怪?!还有那个叮叮当当一直弹的排位消息,我都不知道这他妈手游就人厌狗嫌的弹窗和排名到底哪个大聪明又给塞进单机游戏里的,这是Steam,不是国内那些垃圾氪金手游。更何况你整这玩意到底何意味?你是要出氪金内购?不然我玩个单机还得叮叮叮一直看着那些毫无关联无人在意的玩意一直弹来弹去?而且你打算怎么保证排位名次不是挂哥刷起来的?你还得分个专门的部门监察挂哥?大厂都做不到的事你觉得你做得到?所以说这个玩意一开始就是莫名其妙的。 缝了一大堆,样样都不爽。搜不爽,打不爽,建不爽。唯一没和国内那些缺他妈心眼子一样的厂商学的就是临了临了还惦记玩家兜里那点垃圾的撤离,能随时直接回去不用撤退路上再被搞一波心态。 不推荐,目前为止完全没觉得哪吸引人
活儿干的太糙了,从操作手感到节奏都极其怪异。角色走起来跟个漏了一半气的人偶似的。奔跑切换随缘,我还以为我shift键坏了。 单人多人一个时间逻辑所以没暂停,但是那么多属性数字全得在时间流逝的同时研究对比。开发者在设计时只需要堆数值项目,玩家游玩时要考虑的就多了。 设置界面跟闹着玩似的,跟没有有什么区别? 昨天更新减少了世界排名提示的频率,但是有没有可能玩单机时压根不关心什么狗屁世界排名变化? 道具图标用ai就用吧,偏偏选择的是那种最油腻最土腥味的色调,生怕让人看不出是AI。 发售3天了在B站看不见几个流程长度超过一个半小时的实况,自己亲自玩了才明白为什么,通过尸潮来提升游戏节奏很有想法,但是下次别再有想法了。 除了开局仓库和背包舍得给大空间外实在想不出能夸的地方。 已退款,祝早日改进,勿回,不需要道歉。
I had a really fun time playing Keep Her Safe. The game has a surprisingly cozy feeling when you're exploring, gathering resources, and working on your base, but things can get pretty intense once the zombie hordes start coming in. I really enjoyed that contrast between the more relaxed survival moments and the sudden chaotic fights. The base building, resource gathering, exploration, and defending the Energy Core give you a nice gameplay loop, and there's something satisfying about preparing your defenses and then seeing whether your setup can survive the next attack. I also really like the cute art style and overall atmosphere. It gives the game its own personality instead of feeling like another super-serious zombie survival game. I'd love to see the multiplayer/co-op side continue to grow as the game develops. Playing this kind of survival and defense gameplay with friends could be a lot of fun, especially during the more intense zombie waves. A few things could still be improved, especially since this is a new release, but I think the foundation is fun and has potential. I'm looking forward to seeing what Gugu Studio adds in future updates. Overall, if you enjoy casual survival games, base building, zombies, and a mix of relaxing exploration with occasional intense fights, I'd recommend giving Keep Her Safe a try.
谁关心那鸡掰世界玩家排名,掌机玩的,优化很糟糕,暂停很麻烦,什么时候适配手柄什么时候推荐,steam评价里有的评论有一种功夫女足的美
缝合的很好,搜打撤加养成塔防游戏,避免了肉鸽刷刷的无趣,源源不断的尸潮又很有挑战。后续可以多出一些类肉鸽的组合攻击方式,玩游戏够爽才好。有几个小问题,1.装备太多了,词条属性看起来比较麻烦,目前还是通过绿蓝橙紫系统区别,可以在从仓库装备时增加一条最基本的属性变化提示,红色降低,绿色增加这种。2.虽然有自动保存系统,但是游戏中的系统界面没有手动保存选项,可以加一个。3.搜刮界面全部搜刮干净后有大概一秒钟的延迟才能自动关掉界面,不知道是我的配置问题还是游戏的问题,比较影响连贯性。总之游戏还是比较好玩上头的!
Keep Her Safe blends top-down shooting, survival, resource gathering, base construction, tower defense, and management into a surprisingly cohesive post-apocalyptic experience. Its setting immediately gives the familiar zombie formula a different personality. A mysterious virus carried by acid rain has wiped out humanity and left civilization in ruins, yet animals have survived, with some developing intelligence. Rather than simply surviving for another day, the player becomes one of these evolved survivors and is tasked with protecting an unfinished rocket project that represents the world's remaining chance of stopping the catastrophe. The basic gameplay loop revolves around leaving the relative safety of the settlement, exploring dangerous locations, fighting undead creatures, completing missions, collecting valuable materials, and returning home with enough resources to strengthen the base. This creates a satisfying relationship between exploration and progression because scavenged materials have a practical purpose. Every successful expedition contributes toward better preparation for future threats. The top-down perspective also complements the action, providing a useful view of approaching enemies and surrounding terrain while fitting naturally with the game's twin-stick shooter influences. Base building is more than an optional diversion. The settlement contains an Energy Core that must remain operational, making defensive preparation one of the central responsibilities of the player. Fortifications and defensive structures become increasingly important when zombie hordes attack, introducing a tower-defense component that changes the pace from free-roaming exploration. There is a pleasing contrast between actively venturing into hostile territory and preparing a fortified position to withstand an assault. The two systems support each other effectively: expeditions provide resources for construction, while stronger defenses allow the player to survive long enough to continue exploring and progressing. Mercenary recruitment adds another layer to this structure. Recruited allies can contribute to base defense or accompany the player during expeditions and battles. This makes additional characters useful beyond simply increasing combat power. Deciding whether assistance is more valuable at home or in the wasteland introduces some light strategic management, and the concept has plenty of potential for further expansion. Combined with upgrading and resource management, it gives players additional considerations beyond their own weapons and direct combat abilities. Combat appears designed around accessibility rather than excessive mechanical complexity. Zombies and other dangers create pressure through numbers, while the combination of shooting, positioning, exploration, and resource collection keeps encounters connected to the larger survival loop. The game is at its strongest when these elements overlap. A dangerous expedition is not merely an excuse to eliminate enemies because surviving it could provide materials necessary for another defensive structure or improvement back at the settlement. Likewise, successfully defending the base means preserving the infrastructure needed to pursue the larger rocket objective. Multiplayer provides another worthwhile dimension. Alongside single-player, the game supports online cooperative and competitive activities. Cooperative play is especially compatible with the overall design because exploration, shooting, gathering, construction, and defense naturally lend themselves to teamwork. Playing with friends can make resource expeditions and large zombie encounters more entertaining while allowing different players to concentrate on particular responsibilities. Competitive and lighter multiplayer activities also offer a change of pace from continuously fighting for survival. The visual concept deserves recognition as well. Cute evolved animals inhabiting a ruined world filled with zombies and environmental devastation creates an unusual tonal contrast. Instead of pursuing relentless grim realism, the presentation allows some personality and humor to exist alongside the apocalyptic circumstances. The science-fiction elements surrounding the Energy Core and rocket project further distinguish the setting from a conventional zombie outbreak. It is still fundamentally a survival adventure, but its characters and premise help prevent it from feeling completely interchangeable with similar games. As an Early Access project, however, its broad collection of mechanics is simultaneously an advantage and a potential weakness. Exploration, base construction, tower defense, shooting, management, missions, recruitment, and multiplayer all require enough depth and variety to remain interesting over longer sessions. Repetition could become noticeable if expeditions rely too heavily on similar encounters or if defensive progression eventually becomes predictable. The planned expansion of maps, exploration areas, equipment construction, mercenary management, multiplayer content, events, challenges, and tower-defense mechanics therefore has the potential to significantly improve longevity. The current foundation is promising, but continued balancing and additional variety will determine how successfully all these systems mature. Gugu Studio serves as both developer and publisher, and the design shows an ambition to combine several familiar genres rather than relying on a single survival mechanic. The most encouraging aspect is that the individual systems have understandable reasons to exist. Resources support construction, construction protects the Energy Core, mercenaries assist exploration or defense, expeditions advance survival, and everything ultimately contributes toward protecting civilization's final project. That interconnected structure gives the experience considerably more purpose than a collection of unrelated survival activities. Steam Deck compatibility is less certain. There is currently no official Valve Steam Deck compatibility rating displayed for the game, and the available Steam information lists Windows support without providing a verified Deck status. Controller-related metadata exists, but that should not be treated as confirmation that the complete experience works properly through SteamOS and Proton. Steam Deck owners should therefore consider compatibility unverified rather than assuming the game is Verified or Playable, particularly until reliable testing or an official Valve assessment becomes available. Overall, this is an appealing survival shooter for players who enjoy gathering supplies, gradually improving a home base, defending important objectives, recruiting assistance, and confronting increasingly dangerous hordes. Its evolved-animal premise provides personality, while the rocket project gives the survival loop a tangible long-term objective. Some aspects will naturally depend on how extensively the Early Access version is expanded and refined, but the combination of exploration, combat, management, cooperative play, and tower defense creates a strong framework with considerable room to grow. Rating: 8/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $410 | 6 | 50% | $2.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $1.3M | 6.2K | 78% | $9.99 | |
| $24.8K | 583 | 78% | $1.99 | |
| $83.1K | 317 | 69% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $104.3K | 293 | 69% | $9.99 | |
| $104.3K | 226 | 95% | $14.99 | |
| $104.3K | 293 | 64% | $14.99 | |
| $104.3K | 449 | 84% | $9.99 | |
| $104.4K | 140 | 70% | $19.99 | |
| $104.3K | 228 | 99% | $11.99 |