
This is an shooter from the 3rd person with elements of survival, where you need to beat the waves of zombie-mannequins
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
[h1]手抜きの極地[/h1] 一言で言えば”買うな”です。 まさか最後までゾンビが出てこないとは思いませんでした。 絵の描いてある板切れをそれっぽい唸り声をつけただけでゾンビと言い張るとは。 このゲームはゾンビとはなんぞやという哲学的な領域にまで踏み込んでいます。 おそらくマップ含め全部制作ツールであるUnreal Engineのアセットなんだろうけど、それらしい素材を持ってくる努力すら放棄するなんて…。 内容は苦痛、虚無、単調等の様々な言葉が当てはまります。 ほんの少しの差しかない20WaveをBGMなしで延々とやらされ、クリアしてもおめでとうのメッセージすら無い。 武器のバランスはガバガバで、一度死ぬと落とすため見つけるのが困難。 操作キャラは妙に動きが固くて、しかも銃をマウスの右クリックで構えたときは視点が変なのでキャラが邪魔で見づらい。 ゾンビは高確率で謎の棒立ち状態に。 ヘッドショットの概念はあるのかないのかよくわからない。 マップはスカスカで無駄に広いし、夕刻の太陽光がやけにギラついて目に悪い。 画面はフルスクリーン固定で用意されているウィンドウサイズは意味なし。 褒めるところがない…。 ストアページを見れば分かると思うが、明らかに見えている地雷です。 わかってて私はクソを食べてしまったのですが、やはり後悔しています。 開発元の他の作品を見てもわかりますが、故意にアレなゲームを猛スピードで量産しているわけですよ。 そういう量産型、粗製乱造のクソゲー共を果たしてクソゲーと言う言葉で簡単に片付けていいのか悩ましいところであります。 [strike]かつてSteamで名を馳せたDi○ital Hom○cide Studiosを目指しているんでしょうか?[/strike] 買ってもいいことは何一つありません。 皆さんは良ゲーにお金を使うべきです。
Bad
作为慈善包喜加一系列众多垃圾中算是比较新鲜的 你扮演sas挺过一波又一波僵尸的攻击…… 僵尸的建模很有想法,而且不会攻击,你要撞它脸上才会抓你。 游戏画面光影还行,水面做得不错,但也仅此而已。人物建模粗糙,动作僵硬。 不推荐购买。除非折后1毛。
Incredible expirence, when youre shooting the zombies it feels so real, worth every penny.
Угарная игра, только с освещением плохо.
SAS VS Zombies is a low-budget third-person zombie survival shooter that embraces chaotic arcade gameplay, absurd storytelling, and nonstop wave-based combat while simultaneously exposing nearly every limitation associated with small-scale indie development. Developed by Nikita “Ghost_RUS” and published by Ghost_RUS Games, the title feels like a throwback to an older era of PC gaming where rough survival shooters and experimental zombie games frequently appeared with little concern for polish or mainstream appeal. Instead of attempting to compete with large-scale zombie franchises through cinematic storytelling or sophisticated mechanics, SAS VS Zombies focuses entirely on simple survival gameplay built around shooting endless hordes of undead enemies and surviving as long as possible. The game is undeniably rough in execution, but there is also something strangely entertaining about its unapologetic simplicity and bizarre identity that makes it more memorable than many technically superior indie shooters. The story is one of the strangest aspects of the game and immediately establishes the bizarre tone that defines the experience. According to the game’s premise, the world has been devastated by an invasion of zombie mannequins that mysteriously emerged from Hell and rapidly conquered almost the entire planet. Humanity collapses under the overwhelming undead assault, leaving only a small portion of Kyrgyzstan untouched by the apocalypse. In a desperate attempt to save what remains of civilization, the military calls upon the final surviving SAS squad to fight back against the growing zombie threat. Predictably, the mission quickly becomes a disaster after the team is ambushed and destroyed by massive hordes of undead creatures. Only one fighter survives the attack: a soldier named Magamed, who finds himself trapped alone in an abandoned settlement surrounded by endless waves of zombie mannequins. Realizing there is little hope left for humanity, he decides to fight until the very end and eliminate as many monsters as possible before his inevitable death. The writing itself is awkwardly translated and often unintentionally comedic, but that strange presentation somehow becomes part of the game’s charm. Rather than feeling polished or cinematic, the story resembles the kind of exaggerated low-budget zombie plots commonly found in forgotten bargain-bin shooters from older gaming generations. Visually, SAS VS Zombies uses Unreal Engine technology to create a basic but functional post-apocalyptic environment filled with ruined buildings, empty desert towns, abandoned military structures, and open combat arenas designed for survival gameplay. The graphics are simplistic overall, with stiff animations, limited environmental detail, and rough character models dominating the presentation. The zombies themselves resemble mannequin-like creatures more than traditional undead monsters, which gives the game a surreal and unintentionally unsettling atmosphere. Despite the lack of polish, the visuals remain functional enough to support the gameplay. Enemy silhouettes are clearly visible during firefights, weapon effects are readable, and the environments are simple enough to prevent players from becoming disoriented during large enemy waves. The game never looks impressive by modern standards, but there is a certain nostalgic quality to its rough presentation that recalls low-budget survival shooters from the late 2000s and early indie gaming era. Gameplay revolves around surviving increasingly difficult waves of zombies while collecting weapons, ammunition, and health supplies scattered throughout the maps. The structure is extremely simple but immediately understandable. Enemies spawn continuously, the player fights to survive using whatever weapons are available, and each wave increases the difficulty by introducing stronger enemy types and larger hordes. There are twenty waves in total, and progression depends entirely on maintaining awareness, conserving ammunition, and surviving the overwhelming enemy pressure for as long as possible. This arcade-style structure strongly resembles older survival shooters where narrative progression mattered far less than score-chasing and endurance. The game understands exactly what kind of experience it wants to provide and rarely wastes time with unnecessary mechanics or interruptions. Combat is basic but surprisingly enjoyable in short bursts because of the game’s nonstop pacing. Players gain access to multiple weapons including assault rifles, submachine guns, shotguns, and heavier firearms capable of eliminating large groups of enemies quickly. Weapons all feel distinct enough to create some variation in combat despite the overall simplicity of the shooting mechanics. Shotguns are satisfying during close-range crowd control situations, while automatic rifles work better for managing larger groups from a distance. The shooting itself lacks the precision and physical impact of more polished zombie shooters, but the constant pressure from incoming enemies helps create moments of genuine tension. The game succeeds most when it fully embraces its chaotic survival identity and simply allows players to unload ammunition into endless zombie waves without overcomplicating the experience. Enemy variety is limited but functional. Different zombie types begin appearing as the game progresses, including faster enemies, tougher variants, and stronger creatures capable of absorbing significantly more damage before dying. The AI itself remains extremely simplistic, with most enemies simply running directly toward the player without advanced behavior or tactical positioning. However, the increasing number of enemies creates moments where movement and positioning become essential for survival. Certain later waves become genuinely overwhelming once the screen fills with attacking enemies from multiple directions simultaneously. While the game lacks sophisticated enemy mechanics, the sheer density of zombie hordes creates enough chaos to keep the gameplay entertaining for a while. One of the game’s more interesting qualities is how unapologetically low-budget it feels. SAS VS Zombies never pretends to be a polished AAA shooter or a deeply immersive horror experience. Instead, it embraces the identity of a simple arcade survival game focused entirely on shooting zombies and surviving impossible situations. That honesty works surprisingly well because the game never wastes time trying to become something it clearly is not. There is a raw simplicity to the gameplay loop that can become strangely addictive for players who enjoy repetitive survival shooters or low-budget indie projects filled with rough charm and chaotic energy. The soundtrack and audio design are serviceable but relatively forgettable overall. Gunfire, explosions, and zombie noises provide enough audio feedback to support the combat, while ambient music helps maintain a constant sense of tension during survival waves. The sound design is functional rather than memorable, but it fits the game’s arcade structure well enough. Loud weapon effects and constant combat noise contribute to the feeling of desperation during later waves where survival becomes increasingly difficult. SAS VS Zombies feels less like a professionally refined survival shooter and more like a passionate experimental project created by developers who simply wanted to make a chaotic zombie-killing arcade game regardless of budget limitations or technical shortcomings. Its flaws are impossible to ignore, but the game’s bizarre personality and commitment to nonstop survival action still give it a memorable identity that separates it from countless forgettable indie shooters. Rating: 5/10
ОФИГЕННАЯ ИГРА! Если кратко: то мне понравилось в тренировке убивать чёрных манекенов.
Joguinho top!
baya kötü hayatta kalma kule savunma türleri gibi grafikler berbat , zombi diye gelen şeyler tahtadan hedef ışıklandırma kötü kör olursun oynarken vuruş hissiyatı çöp
Menu do jogo bem basico, parece ter sido feito no Access do Office. (Nem sei se ainda existe) O grafico do ambiente é ok, do personagem também, mas os "zumbis" são uma completa decepção, eles são literalmente uma representação de zumbis como se fossem feitos de "madeira". Quando seu personagem morre ele cai de form dramática parecendo doramas. A mira é horrível (inexistente), não tem como saber onde ta atirando. Os zumbis te matam sem nem encostar em você. Péssimo é um elogio pra esse game. 0/10 (≖_≖ )👎
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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