
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 →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 13.29/day in the week to Sep 1 → 21.86/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | $29.99 | 59.2Kreviews | 84% | — | $49.2M |
| $29.99 | 101.7Kratings | 76% | — | 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 1501 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
love this game , been playing 3 days straight now , BUT the devs could have done better by FIXING THE DAMN AI FOLLOWER SYSTEM , it always gets me , whenever i try to go on a mission theres always this stupid thing ur ai follower does is that ITS NOT EVADING ANY Incoming ATTACKS FROM ZOMBIES , its sort of like slow reactions , plss devs im beginning to really like this game , dont let me down , down , down....
O jogo em si é muito interessante, mas as legendas são mal traduzidas (muitas partes em inglês) e ainda colocaram "Todes", essa cultura WOKE acaba com os jogos.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 16: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Portuguese - Brazil, Russian, Spanish - Latin America, Simplified Chinese*languages with full audio support
| $29.99 |
| — |
| 94% |
| — |
| 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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game can be very addicting. Compared to the first game there’s a graphical improvements as well as gameplay additions. Even though there’s more or less no story in it, the maps and the difficulty keep you going back for more. There’s also the curveball mechanic where you get random events popping up either good or bad. Rival or friendly enclaves that help you out depending on your status. And of course plague hearts, which have a zone of control that prevents you from either moving your base or setting up an outpost. Plague hearts also have protectors and once a plague heart awakes it will spawn multiple zombies and freak to its defense. So, you have to be prepared for a fight. For me the difficulty is what makes this game fun and not repetitive. If you start on standard and move to dread and nightmare you might think you’re ready for lethal, but a lot of the times that won’t be the case. Lethal with the curveball system can be almost an impossible task. Freak zombies and tougher, especially blood ferals, screamers can wake up plague hearts, plague heart connect to each other which means if you kill one another one wakes up, and if it wakes up it will start sending out hordes and infestations. It can spiral out of control quickly. I also liked the new base facilities. Though it kind of feels sameish. In fact, the first game had a mechanic that sometimes you had to go out and search for a specific item for the facility to be build, here there’s no such thing. You just wait until it’s completed. Also, I don’t know what the noise factor does, because I had it at 100% and nothing ever happened. Even on lethal. On the other hand morale can be tricky, especially if you have people that get mad easy. Now I do wish there was more story in this. While the first game had characters with which you could relate to and you started being protective of, this game throws that out of the window and goes full sandbox mode. Every time you start a new game there will be new generated characters with new characteristic and traits. There are still missions here and there and an occasional radio message that gives you a little lore but that’s just background noise. The only map that does have some story elements is the Trumbull Valley one. But I would suggest playing Heartland first before starting that one. Speaking of Heartland it’s one of the two adorns to the main sandbox game. The other one being Daybreak. Daybreak gets boring really fast. They took the siege system from the Lifeline DLC from the first game and made it even more boring. I was hoping that would have improved it but it’s even more restrictive than before. Not only do you start with just 2 AI helpers, they are both incompetent. In lifeline you could at least change up their weapons, here you can’t do anything but hope and pray that they spawn with somewhat decent weaponry. I wish this was more like a tower defense game where you could position the soldiers, upgrade them as each wave passes and then see what works and what doesn’t. But as it is, this mode isn’t worth it as it takes too long to beat it and the rewards and not that good. Heartland on the other hand is the story addon. But it low key feels like a character collector at times. Because the story missions will have you go find a character, do their mission, then do another and then recruit them. Do this like 6-7 times until the final mission pops up. The people who you recruit don’t really progress the story all that much. They’re certainly not as interesting as the OG characters like Marcus, Ed or Maya… The gauntlet at the end can be hard, but if you beat the game on lethal it shouldn’t be a problem. Just come prepared with ammo and retreat when it’s depleted. Overall, I would say it’s a great sequel and it has a lot more replayability that the first game. 4,5/5.
打僵尸 建基地 就是地图和基地太少
da ♥♥♥♥ fire
gostei
!
Debi dejar esta reseña hace tiempo. HERMOSO JUEGO. Jugue demasiado en gamepass en xbox. Lo retome en la laptop y sigue estando bueno. Le inverti mucho tiempo la verdad que jugarlo aqui no es tan aburrido. Solamente que ya me es repetitivo. No me malinterpretes. Me es repetitivo porque lo jugue como 500 horas en gamepass mas las 100 de aqui y se dan una idea. y no exagero. Dije 500 porque creo que eran mas pero lo deje ahi para no exagerar. Es divertido si lo juegas con amigos dicen. Lo jugue solo y sigue estando divertido. Nunca me pase un mundo en zona letal. Solo en pesadilla un par de veces. Suerte si lo pasan en letal solo.
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Spoko gra na kilka dni
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $49.1M | 64.2K | 77% | $39.99 | |
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| $49.1M | 35.4K | 94% | $59.99 | |
| $49.3M | 161.7K | 81% | $19.99 | |
| $48.9M | 49.5K | 86% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.8M | 13.2K | 82% | $19.99 | |
| — | 17.5K | 85% | — | |
| $13.8M |
| 20.6K |
| 77% |
| $29.99 |
| $2.7M | 7.8K | 64% | $16.99 |
| $334.9K | 3.1K | 64% | $4.99 |
| $391.3K | 899 | 54% | $14.99 |