
Stories from the Outbreak is a turn-based roguelike zombie RPG. Lead a group of survivors from the doomed city of Riga towards a ferry sailing across the North Sea. Scavenge for supplies, battle the undead, decide the fate of your team. What are you willing to sacrifice in order to survive?
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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 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Good writing, overall a good game. A little overpriced, get it on sale. I didn't wanted to replay it, but for some, it surely would be a nice experience. Overall, 6/10.
Rough rougelike game where your group will likely die off only to start another new run but with stronger upgrades. Be sure to read every zombie description you meet! Characters you acquire will come and go during your runs. Either by dying or possibly sold off to slavery!? The more members you have the farther the run should go. However, they will require more food in between runs or they will starve. Randomly generated runs will make the game interesting enough, however there aren't that many choices as you will end up fighting a lot. Turn based combat... either love it or hate it. Biggest drawback of the game is picking of the conversations choices. It's either be cool or be an butthole the choices are clear the effects. Although some choices are forced and will either positively or negatively impact your characters stats Combat is extremely repetitive even for a turn based game. Even with different enemies, you will basically do the same actions. Overall a deceptively simple game that has a lot underlying things going on during the run. Not one to pickup if you hate tough games.
After having finished two playthroughs (out of three), I don't really feel any itch to continue playing. There's no progression that does anything for me. Going back for another run of more of the same isn't really calling out to me. I'm not saying it's a bad game. I actually like it. I just… don't really want to play it? Would probably be fire as a board game with a couple of friends.
This is a great game that rewards multiple playthroughs. Permadeath is tough, but each time you start over your characters have some of their improved stats. The pixel art style is great, and there's so much replayability.
This is a fun little chill game. If you're stressed out, you've found a winner.
Stories from the Outbreak is a turn-based roguelike RPG developed and published by Coldwild Games that places a strong emphasis on tactical decision-making, emergent storytelling, and the psychological weight of survival in a collapsing world. Set during the early days of a devastating viral outbreak, the game frames its journey around a desperate attempt to escape a quarantined city before the final chance at evacuation disappears. Rather than presenting the apocalypse as a spectacle-driven power fantasy, it grounds the experience in uncertainty, scarcity, and human fragility, immediately establishing a somber tone that defines the entire adventure. At the core of the experience is a methodical turn-based combat system that rewards careful planning over reckless aggression. Battles are structured around positioning, ability synergy, and the distinct strengths and weaknesses of each survivor, making party composition a crucial element of success. Enemies are varied and often dangerous in unexpected ways, forcing players to constantly reassess tactics instead of relying on a single dominant strategy. The roguelike structure ensures that combat encounters remain tense, as mistakes can quickly spiral into irreversible losses, reinforcing the idea that survival is never guaranteed and that every encounter carries real risk. Between battles, the game leans heavily into exploration and narrative events, presented through a branching map filled with unpredictable encounters. These moments often take the form of text-driven scenarios that ask players to make difficult choices under pressure, such as whether to risk scarce resources for potential rewards or prioritize the safety and morale of the group. The writing gives these decisions real weight, frequently offering no clearly “correct” answer and instead reflecting the messy, morally ambiguous nature of survival in a broken society. Over time, these choices accumulate, shaping the overall tone of each run and making every journey feel personal and reactive to the player’s decisions. Character development is another standout aspect, as survivors are not interchangeable units but individuals with distinct personalities, backgrounds, and emotional states. As the journey unfolds, relationships can strengthen or fracture depending on how situations are handled, and the loss of a party member is felt both mechanically and narratively. This focus on character-driven storytelling elevates the game beyond a purely systems-based roguelike, transforming it into a series of interconnected human stories that explore fear, desperation, and fleeting hope. Even repeated playthroughs manage to feel fresh thanks to new combinations of survivors, events, and outcomes that subtly reshape the narrative each time. Visually, the pixel art presentation is understated but effective, using restrained color palettes and simple animations to convey mood rather than spectacle. The environments communicate decay and abandonment without excessive detail, allowing the player’s imagination to fill in the gaps. This minimalist approach pairs well with the audio design, where subdued music and ambient sounds reinforce the sense of isolation and tension without overwhelming the gameplay. While the visuals are not flashy, they are cohesive and purposeful, supporting the game’s thematic focus on bleak realism and emotional weight. In terms of replay value, the game offers a satisfying loop built around gradual mastery and long-term progression. Permanent unlocks and newly discovered story paths encourage repeated runs, while the inherent unpredictability of the roguelike structure ensures that no two attempts unfold in exactly the same way. Difficulty can be punishing, especially for newcomers, but the challenge feels intentional rather than unfair, reinforcing the harsh realities of the setting. Each failure becomes a lesson, pushing players to refine strategies and approach future runs with greater caution and foresight. Taken as a whole, Stories from the Outbreak is a thoughtful and emotionally grounded take on the zombie survival genre, one that prioritizes meaningful choices, character-driven storytelling, and strategic depth over spectacle. It excels at making players feel the consequences of their decisions, both in combat and in narrative moments, creating an experience that lingers long after a run ends. For fans of turn-based RPGs and roguelikes who appreciate strong writing and a somber, reflective tone, it stands as a compelling and memorable journey through the quiet horrors of societal collapse. Rating: 7/10
A decent simple turn based game. But its not for me so i got it refunded.
grreat
game is a lot of fun its actually criminal how few people have played it. i rate it quite highly. its not as rougelite as youd expect more of randomised series of set events and locations in a semi random order. wish the leveling up was a little easier. never in any games have i ever gotten 4 inspiration points.
GUI is clunky. Music and sound effects repetitive / boring. Simply does not make you want to go back to the game.
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