
The dead have risen and civilization has fallen. Now it's up to you to gather survivors, scavenge for resources and build a community in a post-apocalyptic world – a world where you define what it means to survive in this ultimate zombie survival simulation.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 649 reviews with recorded playtime.
Reviews
Themes across 649 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
muito bom
Juegazo mientras sale 3
super recomendable,te lo dice un argentino
legal tem muitos obijetivos em forma uma comunida
п
good Farming second monitor game
TLDR: State of Okay 🤷♂️ I quite like it despite the lack of depth and bugs. And oh boy, are there bugs. And some are annoying as hell. - For the sake of balance, first I'll echo many of the positives already mentioned by others, such as: -- the community aspect and micro stories -- a mild element of "choices matter" from some quests as well as the ever-present possibility of losing a survivor for good -- graphically holds up well even after all these years, with no major graphical glitches (or none that I've ever noticed) At the end of the day(break)😏, there's a little bit of something for everyone, enough to make it a fun and brainless (no pun intended) time sink. [b]However...[/b] - "Quests" from enclaves are mostly trash, and having to get through a plagued map early on just to do a pointless errand is a dumb, annoying chore. - Actually, now that I think about it, pretty much everything about "quests" in here is a pointless, annoying chore and a waste of your own community's resources with very few exceptions. - Doesn't go deep enough into the base building aspect aside from trying to find survivors who have the specializations you need to build this or that. - Conversely, crafting focus feels like tedium, almost on the verge of factory style micromanagement. This part of the game is tiresome, bothersome, and frankly sometimes ruins the atmosphere. Thankfully, there are far better alternatives. - Benefits greatly from QoL mods, or else some things just drive me mad. Like vehicle handling. Pun literally intended. - Monotonous zombie variations, though Lethal mode does make some things more interesting. - Zombies will magically ghost through a pile of vehicles to get to a door, no matter how tightly you ram them against walls or each other. Many times, they'll still go right through the door anyway, even with a truck right against it, and make their way inside your base anyway. - When trying to bar a door or other entrance, some vehicles will get magically teleported around your base for no apparent reason, as if the "unstuck" feature were working even when you don't want it to. This and the above makes trying to barricade any base completely pointless. - Combat is serviceable in general, but the approach to various weapons and stats feel more like forced variety on paper. - Some things are simply inconsistent to the point of exasperation, and others are just nonsensical even for a post-apocalyptic zombie-infested world. I'm sure some of these have already been covered by the top reviews. - Weapon handling (not the skill), too, can feel inconsistent and confusing. Again, less challenge and just more aggravation. - Explosives are more fun anyway. - Some specializations seem to matter, and others are just ho-hum. This is probably the most interesting part of the combat system, as builds will depend on personal approach. But on the other hand, that's also where combat lacks "oomph!" and satisfaction because ultimately, most specializations are useless for large horde management. - Followers are dumb and slow AF.
Es... Hermoso
esse jogo é uma delicia comprem sem medo
Супер
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English*, French, Italian, German, Portuguese - Brazil, Russian, Spanish - Latin America, Simplified Chinese*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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