
Make your stand against the collapse of society in the ultimate zombie survival-fantasy game. Explore an open world full of dangers and opportunities that respond to your every decision. Recruit a community of playable survivors, each with their own unique skills and talents.
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.
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.
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): 0.43/day in the week to Sep 1 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 887 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
State of Decay — помню, в своё время я ссался кипятком, ожидая её. Каждый день пересматривал трейлеры и засыпал с мыслю, как я с кайфом буду отстраивать своё сообщество, как Рик Граймс и его группа из The Walking Dead. Игра начинается с управления персонажем по имени Маркус, который вместе со своим другом Эдом был отрезан от мира во время рыбалки на две недели. За это время произошёл некий казус, приведший к зомби-апокалипсису. И вот вы уже с веслом на перевес и криками "Что за ужас тут творится!?" отбиваетесь от парочки альтернативно живых ребят. Это и есть вся завязка — после этого вас кидают в жестокий открытый мир, где предстоит разбираться, что вообще произошло, и одновременно строить своё сообщество. Сюжет происходит в долине Трамбулл, которую изолировали от внешнего мира военные, и вся шумиха проходит локально в долине. Сам сюжет почти не ощущается: подаётся медленно и неинтересно, а чем дальше, тем больше тянет время. Минус это или плюс я точно сказать не могу, потому что в целом мне понравилась сопутствующая ему рутина. В общем, весь сюжет можно описать одним предложением: Из ниоткуда — в никуда. Помимо сюжета, в игре есть чем заняться. Хочу сразу отметить — смерть тут перманентная: если вас загрызли зомби — то вас загрызли зомби. Никакие загрузки тут не прокатят: умер — значит умер. Скорбим. После смерти управление переходит на другого персонажа из вашей группы, и вы продолжаете играть со слезами на глазах и горечью в сердце. Ваша база — одна из причин, почему нельзя просто спрятаться в комнатке с револьвером и банкой бобов, заколотив вход. Людям на базе нужны продукты, лекарства и боеприпасы, чтобы выживать. Плюсом на базе нужно строить, улучшать, чинить и так далее по списку — а для этого нужны стройматериалы. Всё это, естественно, придётся собирать вам. Другая причина искать на попу приключения — это квесты. Замысловатостью они не отличаются — защити, спаси, убей и так по кругу — в конечном итоге, все они сводятся к замесу с кучкой зомби. В этом и кроется главная проблема геймплея: он быстро изживается. Всё сводится к тому, что нужно таскать на базу припасы и всякий хлам, зачастую даже не из-за дефицита, а ради влияния — внутренней валюты, за которую покупается практически всё. Ну и, до кучи, однообразные, постоянно повторяющиеся задания. Так же, помимо обычных зомби, есть и особые. Но кого в наше время таким можно удивить xD? Ещё есть масса разного четырёхколёсного транспорта, который не требует бензина и спокойно может использоваться как оружие для уничтожения всего живого... ну или не совсем живого. Саундтрек прикольный, да в целом со звуком в игре всё в порядке. Графика даже сейчас кажется на уровне — порой открываются овер красивые пейзажи. Но с цветокоррекцией тут какие-то проблемы: утром и вечером всё кажется очень ярким и мега контрастным, глаза быстро устают. А ночью темно — хоть глаз выколи, от фонарика импакта ноль, от чего глаза устают еще сильнее. Только днём картинка выглядит нормаль. Подытожу: State of Decay несмотря на бесконечную рутину и невнятный сюжет — плохой назвать язык не поворачивается. Люд в группе, хоть и не обладает ясной предысторией, всё равно вызывает ощущение какой-то привязанности к себе. Они так же занимаются рутинными делами на базе, постоянно что-то выкидывают по рации, создают ощущение суеты и жизни. В целом, вся эта рутина и быт обладают какой-то ламповостью — что-то такое... что позволяет почувствовать себя тем самым Риком Граймсом.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.8M | 9.9K | 73% | $29.99 | |
| $8.8M | 13.7K | 91% | $24.99 | |
| $8.8M | 15.3K | 86% | $24.99 | |
| $8.8M | 24.4K | 96% | $9.99 | |
| $8.8M | 21.9K | 89% | $17.99 | |
| $8.8M | 8.1K | 79% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $49.1M | 70.1K | 83% | $29.99 | |
| — | 17.5K | 85% | — | |
| $2.7M | 20.6K | 77% | $5.99 | |
| $11.2M | 11.9K | 77% | $29.99 | |
| $2.7M | 7.8K | 64% | $16.99 | |
| $1.5M | 3.1K | 64% | $19.99 |
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 12: 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Russian, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 892 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
a childhood game i played on the 360 i never beat cause my family didnt have much so i was limited to the demo but i would play this for hours. getting the full game made so happy and loved how i could play for hours without thinking about any other game
Devs from this company have been celebrating the death of Charlie Kirk. Like him or not it's not ok. If these companies wont hold people accountable then it tells me all I need to know about them. They have had days to course correct but some senior people have liked and reposted some of the most vile hate I have ever seen. Just because people haven't noticed on mass yet because of Bethesda and other studios doesn't me we all Missed what you said. This is a sickness that needs to stop. I will never support this developer again. Scrub your social media it wont help.
I love this game, but I can't recommend it unless you have a ton of patience. There are three modes: Story, Breakdown, (which is survival mode) and Lifeline. In Story and Breakdown there is an NPC named Lily, and she will be the death of some of your best survivors. Sometimes when you are in the middle of building something at your base she will start running her mouth like this: Lily: Hey I'm Lily. Check this out riiiiight? Ok, totally drop what you're doing and make THIS building appear out of thin air. Here's an artificial timer now. I have brainwaves! No, I'm not exaggerating! If you don't have all of your buildings built and she starts talking, log off the game immediatly so your survivors don't leave, because once they leave that's it. You CANNOT get them back. Other times everything will be peaceful with NOTHING BAD on the map, and Lily will say there are hordes of zombies inbound, spawning hordes and infestations, and if you don't clear them out in a few minutes one of your survivors will go missing, and you SHOULD NOT log off until you find them, because if you log off they will be dead the next time you log on if you've been gone long enough. I've ragequit so many times because of Lily that it's ridiculous. Otherwise you'll get annoyed and turn the voice volume down to zero so you don't have to hear Lily constantly complain about nothing, but you better have subtitles enabled or you'll miss out on missions because Lily is the one who gives you missions. Lily is also immortal. Have fun! There's also the occasional lag spike and crash. As for Lifeline you don't have Lily, but everything else is wrong. In Lifeline you play as soldiers trying to extract scientists who might be able to cure the zombies. That's awesome, but every NPC that isn't a soldier is weak and defenseless. Yea, the same NPCs from Breakdown and Story are now useless, and at night in Lifeline you won't be able to see ANYTHING. So if you don't wanna take risks, chances are that you'll just be sitting at your base ordering supplies from HQ like your own personal zombie ebay. I will say that the game can be extremely easy or extremely challenging depending on what the AI throws at you, so difficulty is up in the air. When the game works and Lily shuts her mouth, I'd give this game a 7/10. When the game decides that you're going to suffer for simply breathing and Lily starts running her mouth and spawning problems I'd gave the game a 2/10. The reason I gave two ratings is because this game is wildly inconsistent. One minute it works fine, the next, SUFFER PLAYER!
Echt Klasse Game .Liebe es Zombies zu Killen .Man viel selber suchen hier und die Heimatbase mt neuen Bereichen verbessern .Aber vorsicht bei dem Fetten Zombie der zerreisst einen in Stücke
State of Decay is a bit of a weird one, as it seemingly has a bit of everything in it. *It has the sprinkling of a base builder. *Enough of a combat system to keep you interested. *A dab of resource managment. *The framework of a story/s. *Simple quest's. *3 seperate gamemodes that alter the overall game formula. *Sims-esque managment, where you can play as any individual and each has there own attributes you can level up. *Basic survival mechanics, such as stamina, health, needing food and medicine etc. But does it excel in any one area? Not at all. If I had to rate it on its individual components, it would be a rather mediocre game. However, it's the comboniation of all these aspects and mechanics that makes it unique to all other zombie games. 7 days to die has no community or friendly AI, Likewise with project Zomboid (though this is planned at somestage). L4D2, although a great game, has zero basebuilding and resource managment. Telltales The Walking Dead is a heavily story driven game with little other aspects. I could list more games, but I'm sure you get the point. It's almost as if its [b]THE[/b] zombie survival game which mimics how a zombie apocalypse might play out, whilst remaining fun and a bit more arcadey then the other games mentioned.
I dont know if its just me, but SoD1 has way more charm and character than 2, not saying 2 is bad but something about 1 thats just *CHEFS KISS*. How I'll always love you State of Decay, my beloved.
Довольно немалое количество багов здесь, зомби могут заспавниться даже за твоей спиной, пока ты сражаешься с толпой таких же. В игре присутствует сюжетная линия и 2 дополнения. В этой игре тебе придется обустраивать базу, прокачивать персонажей, бродить в открытым мире и защищаться от зомби, а также искать лут в заброшенных местах. Жаль, что в этой игре нет коопа, он бы сюда идеально вписался!! Но несмотря на все это, меня заинтересовал сюжет. Тут каждый персонаж имеет какое-то отношение друг к другу, они могут поссориться и снизить боевой дух команды, ты должен подбадривать каждого персонажа, а также если твои персонажи заражены, то нельзя томить с их лечением, иначе они могут умереть. Возможно, как для человека, не игравшего во 2 часть, я пишу очень положительный обзор, но выживач этот меня затянул знатно.
[h1]A Zombie Survival Game That Actually Wants You to Survive[/h1] [h2]Story:[/h2] I won't pretend State of Decay has some masterpiece story hidden inside it. It doesn't. But what it does well is make you care about the people around you. Neighbors ask for help, strangers become allies, and your community slowly grows stronger. Every survivor has their own traits and personalities, which gives them more identity than I expected. The best part is permanent death. When someone dies, they're gone. No checkpoints, no magical respawns. Losing one of your favorite survivors hurts, and that's something very few zombie games manage to accomplish. [h2]Game Mechanics:[/h2] State of Decay understands something many zombie games seem to forget: surviving isn't about killing everything that moves. Three zombies together? Better be careful. A horde appears? Time to run. Shoot your gun? Congratulations, now you've invited more guests. Cars are valuable, but abuse them too much and eventually you'll run out of vehicles. Weapons break, ammunition runs low, medicine disappears, and food doesn't magically appear out of nowhere. Waste resources and you'll suffer the consequences later. Scavenging is probably the strongest aspect of the game. Searching houses, pharmacies, gun stores, warehouses, and gas stations while trying not to attract unwanted attention creates a fantastic atmosphere. Climbing observation points to reveal new locations before going out for supplies was also a feature I enjoyed a lot. Managing your home base adds another layer. Morale, food, ammunition, infestations, building projects, and survivor requests constantly demand attention. Sometimes it feels rewarding. Sometimes it feels like having a second job. Combat is serviceable, but nothing spectacular. Companion AI can be questionable, and after dozens of hours you'll definitely notice mission repetition. The graphics have aged as well, although they still look decent enough. [h2]Pros and Cons[/h2] [h3]Pros:[/h3] +Excellent survival mechanics. +Scavenging is addictive. +Permanent death creates tension. +Resource management actually matters. +Large map with plenty to explore. +Strong atmosphere that feels similar to The Walking Dead or 28 Days Later. +Your community genuinely feels important. [h3]Cons:[/h3] -Companion AI isn't always reliable. -Repetitive missions become noticeable over time. -Managing everything can become exhausting. -The visuals have definitely aged. [h1]Conslusion[/h1] State of Decay: Year-One Survival Edition isn't the prettiest zombie game, nor is it the most polished. But few games capture the struggle of surviving the apocalypse this well. Instead of turning you into an unstoppable zombie-killing machine, it constantly reminds you that resources are limited, mistakes have consequences, and sometimes running away is the smartest option. Rough around the edges, but easy to lose dozens of hours in. 7/10 Until next time. Take care, everyone.
A long, long time ago, when this was an Xbox Live Arcade gem that basically fulfilled the teenage fantasy of surviving a zombie apocalypse, I would have given this game a pass. Today, with the game having been outclassed in every possible aspect by its sequel, there's no good reason to waste your time here. Maybe it's worth it if you want a few laughs at how bad and cartoonish the animations were, but it's something that quickly loses its appeal. Furthermore, the game comes with a critical flaw, perhaps one of the stupidest decisions I've ever seen in a single-player game about resource management: time "passes" while you're not playing. A problem that could be fixed in 20 minutes can easily become a much bigger problem simply because you decided to stop and continue tomorrow. In fact, something that wouldn't even be a problem while you're playing suddenly becomes one while you're away, simply because the game interprets it that way. It's a really bad idea, implemented in a quest for [i]"realism™"[/i], that adds nothing to the game except an unwelcome dose of inconsistency. There are mods to fix this, of course, but I don't count those as part of the game. And it's not exactly an irremediable problem when you're aware of it, but for me it's definitely the final straw that kills what little fun the game has left. The game has its value, mainly in making way for the sequel, and can even be occasionally engaging, but frankly it's not worth it in today's context.
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.
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The games this title's players most often review too — audience affinity.