
Story of the Survivor is an action RPG that takes place during a zombie apocalypse. Surviving isn't going to be easy, and zombies aren't the only things to worry about. You must also eat and drink to survive as well as avoid other survivors.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 10 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not a bad game after all.
Story Of the Survivor is a small-scale but earnest post-apocalyptic survival RPG that attempts to blend classic top-down action, resource management, and light narrative progression into a single cohesive experience. Developed by Kamil Szczepanik and Bartosz Zajkowski and published by Akamari Games, the game wears its indie roots openly, delivering a survival experience driven more by systems and atmosphere than by polish or spectacle. It is a title that aims to capture the slow, exhausting struggle of staying alive in a zombie-infested world rather than the power fantasy of mowing down endless enemies. The story follows Thomas, an ordinary man whose life is shattered when a zombie outbreak sweeps across the world. Starting as a cook caring for his ill mother, Thomas is quickly forced into the outside world once supplies run dry, transforming a personal crisis into a broader fight for survival. The narrative is simple and largely linear, but it serves its purpose by grounding the gameplay in a human perspective. Rather than epic heroics, the focus is on desperation, routine survival, and the difficult choices that arise when resources are scarce and danger is constant. Gameplay unfolds in a top-down, real-time format reminiscent of classic RPGMaker titles, where exploration, combat, and survival systems are tightly interwoven. Players scavenge abandoned buildings, forests, and ruined towns in search of food, water, weapons, and crafting materials. Hunger and thirst are ever-present concerns, forcing players to balance exploration with preparation. This constant pressure gives weight to even mundane decisions, such as whether to push deeper into a dangerous area or retreat to conserve supplies. Crafting is one of the game’s most important mechanics and a central pillar of progression. Materials gathered during exploration can be combined to create weapons, tools, cooked meals, and survival items such as purified water. While the system is relatively straightforward, it adds meaningful structure to the experience, encouraging players to think ahead rather than rely solely on combat. The ability to cook food and assemble improvised weapons reinforces the game’s survival theme, even if the interface and feedback can feel somewhat clunky at times. Combat, by contrast, is functional but limited in depth. Zombies and hostile survivors attack in real time, and encounters often rely on positioning and timing rather than tactical variety. Enemy types are not especially diverse, which can make later encounters feel repetitive, and the balance between damage taken and resources gained can occasionally feel uneven. Still, combat serves its role as a persistent threat rather than the main attraction, emphasizing avoidance and preparation over constant fighting. Visually, Story Of the Survivor embraces a retro, 2D pixel-art style that reflects its RPGMaker origins. Environments are clear and readable, and while they lack detail, they effectively convey abandonment and decay. Character sprites and animations are basic, but functional. The minimalist presentation extends to the audio design, which is sparse and subdued. While this can enhance the sense of isolation, it can also leave parts of the game feeling quieter than intended, reducing emotional impact during key moments. The game’s systems occasionally struggle to scale smoothly as difficulty increases. Some mechanics, such as eating, drinking, and crafting, feel impactful early on but less well integrated later, and inventory management can become tedious over longer sessions. These rough edges highlight the game’s limited budget and scope, yet they also reflect the ambition behind trying to merge multiple survival mechanics into a single experience. Community reception to Story Of the Survivor has been mixed, reflecting its strengths and weaknesses in equal measure. Players who appreciate indie survival games and RPGMaker-style design often praise its atmosphere, crafting systems, and sense of vulnerability. Others criticize its repetitive combat, sparse audio, and lack of mechanical polish. Enjoyment largely depends on whether players approach it as a low-budget survival experiment rather than a fully refined survival RPG. Ultimately, Story Of the Survivor is a game driven by intention rather than execution. It offers a slow, methodical survival experience focused on scarcity, routine, and endurance in a zombie-ravaged world. While it lacks refinement and depth in certain systems, it succeeds in conveying the feeling of being an ordinary person trying to endure extraordinary circumstances. For players interested in indie survival titles with a retro presentation and an emphasis on crafting and resource management, it provides a modest but sincere journey through the aftermath of collapse. Rating: 5/10
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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**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
theres a youtube video documenting how horrible this game is
NEED to finish it !!
+1 有成就 没中文 幸存者的故事 当世界崩溃时,你会怎么做?跟随托马斯的故事 —— 他是地球上仅存的人类之一,在这个被僵尸肆虐的世界中挣扎求生。利用强大的制作系统,打造你旅途中可能需要的任何物品。但别忘了:僵尸并不是你唯一需要提防的东西。 制作系统 烹饪系统 38 种可使用武器 3 名可操作角色 如果你是《行尸走肉》或其他僵尸题材作品的粉丝,那么这款游戏非常适合你!
Tato hra není moc známá a rozhodně né v Česku, ale moje "práce" je psát recenze v češtině tak tomu i tak bude, stejně si někdo může číst tuto recenzi z mého profilu a né jen tak že našel tuto hru. Na této hře pracovali dva vývojáři a vypadá to celkem dost povedeně. Miluju totiž pixelartový styl. Předem chci říct že ty mínusy co jsem zde napsal jsou jen drobnosti a hratelnost a zážitek ze hry nijak neovlivní. +Příběh +Pixelartový styl +Hratelnost +Zbraně -Občas se mi nelíbí barva osvětlení -Nejde použít Shift+Alt a nezapočítají se mi zde všechny hodiny, nechápu proč
Tags: Topdown - Zeldalike Additional Tags: Delete Local Content & Remove from Library TLDR: Stiff controls that stick. Hit and get hit bland combat. Rehashed zombie survival plot hooks. Poor itemization oriented around crafting system. No Xbox360 pad out of box. Outstanding Issues: -Combat is a bland, hit and get hit affair, with stiff sticky controls -Some of the sprites seem Cthulu inspired and story is zombie-centered -Some floor tiles are missing -Story is just rehashed zombie survival nonsense -Itemization is poor and hints at a clunky crafting system rather than proper loot, so it makes a perfect excuse to litter scrap metal everywhere -Game crashes early in the game because I earned the in-game Survivor achievement for bringing medecine to mom making progression impossible. -Xbox360 pad not working
I never understand this game, but it's not a bad game.
I liked the game, although it does have some issues, feels like it's somewhat incomplete. It's basically RPG Maker Walking dead. Combat is a bit janky. Story seemed kind of ok but there was a lot of misspellings and grammar issues. I'd like to see some more narrative driven stuff, maybe a Neegan-like character in the game, or maybe settlement management/finding other survivors, etc. I think there's the bones of a great game here, it just hasn't fully executed it yet. Overall I still liked the game.
Very nice game
Players by region
Where this game's players are, estimated from review languages.
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