
The apocalypse is here, and you saw it coming. Survival Log is a zombie-apocalypse hoarding survival sim. Hoard supplies, reinforce your home, and optimize every run before zombies flood the city. Every failure becomes experience. You must adapt and survive this time.
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.
Every market we collect.
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.
About
Survival Log fuses two distinct phases of survival: the desperate scramble to hoard before the outbreak and the relentless challenge of managing your stronghold after. Strategy, resource management, and endurance are the name of the game.
A single death gave you a glimpse of the future. The apocalypse is coming in just 10 hours. And this time, you're ready. With disaster still hours away, the clock is ticking. Scavenge for resources, fortify your stronghold, and chart your survival strategy... because when the dead rise in force, there's no room for mistakes.
Scour the city—supermarkets, hardware stores, farmers' markets. Leave no corner untouched. Before society collapses, grab everything you'll need to stay alive.
Every decision carries weight. Do you spend your precious time and money on food and water, or do you fortify your shelter and secure fuel for the long haul? Choose wisely. Your survival depends on it.
Keep a close eye on your supplies with a live inventory system. The Loot Spotter lets you see exactly what you've gathered, identify critical gaps, and plug every hole before the clock runs out.
Scavenge or purchase furniture, appliances, and construction materials. Design your safe house layout from scratch, then roll up your sleeves and install, upgrade, and customize every last detail with your own two hands.
As your survival demands grow, so does your safe house. Expand it floor by floor. Living quarters, storage rooms, power generation, and even farming areas... everything meticulously planned and in its place.
Every resource you invest before the apocalypse becomes the lifeline that keeps you alive after.
Grow your own crops and cook proper meals because surviving the apocalypse doesn't mean giving up the good life.
Power your base with diesel, manual generators, or solar. Every watt is a resource you can't waste.
Manage hunger, stamina, and morale. Survival isn't just about staying alive; it's about staying sane.
Rain, the freezing cold, and blackouts... Every disaster pushes your prep to the limit.
Hold the line against endless hordes of zombies. Fortify, set traps, and defend your last refuge.
Explore abandoned supermarkets, schools, and the city ruins. Scavenge for rare resources, but stay sharp. Not every threat shambles and groans.
Rescue stranded neighbors, trade with survivors via drone, and build a new community.
Choose your past—a worker, a student, or a warehouse clerk. Every identity changes the game.
Every failure becomes experience. Reborn with your memories, uncover the disaster's truth.
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 1602 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
文案还是调一调吧,真有些玩不下去了,总感觉里面的文本很奇怪,很别扭。而且真的很生硬。
开局买什么,一个小型发电够了,一个高档小型储电够了,两个榨汁机(女大)。两大一中一小,西红柿土豆草莓西瓜,剩下给我梭哈可乐棉花糖。
蛮不错的游戏,市面上没有竞品很新奇,就是后期天赋点多了很多东西不是很缺,吃一顿能好几天不用吃饭,而且每天做的事情都大差不差,事件种类还是太少了,还有跟邻居的galgame环节两人对话翻来覆去就几句话没啥新意,包括小区居民中聊天也大多没啥实际有用的信息好像,还有,重生的时候不要老给我们看相同的剧情,没啥实际内容也不能跳过,也可能是我玩的时间太短,制作组很用心,不间断地一直在更新,游戏内容也越来越丰富,希望制作组能保持下去,我还想给制作组几个建议: 1.关于居住点,我有看到未来的发展方向我想的是既然能出新角色,那么能不能出新居住点?就像打工仔和大学生虽然不同的房子但是本质上没什么区别,不同的居住点能否带来不一样的影响,举个例子居住在高楼是否可以遭遇尸潮频率降低,但是出门探索时间增加?且受到恶劣天气影响更大? 2.关于尸潮,游戏内能否通过某些事件的选择来增多或减少下次遭遇尸潮的数量,比如出门探索贪心警觉值满了才被迫回家?这样使得家门口游荡的丧尸数量增加出门也更加危险?又比如通过往别人家门口制造动静保全自己? 3.关于出门探索和无人机,我认为出门探索时可以适当遇到npc,也就是其他幸存者,增加一些探索的随机性,说实话出门探索其实有点做的太随意了,没有人也没有丧尸,一个叮当罐子就能引开区域内所有丧尸?我认为可以修改成叮当罐子用来在地图内丢出引开某一地方的丧尸,如果遇到人也可以记下联系方式再用无人机交易?无人机的观察用途好像没啥用?是否能通过控制无人机来引走部分尸潮?就像我上面说的那样通过事件影响尸潮 4.关于特殊感染者,我认为可以在特殊条件下少量加入或者在高级图探索时刷新让玩家避开?从而增加危机感?但是只有一百天的轮回又感觉好像没什么必要 5.关于武器,贴合背景的情况下我认为只有燃烧瓶太单一了,能否出一个比如说长矛的东西帮助玩家清理尸潮而不是尸潮一来玩家只能修补门窗,(顺便提一嘴我玩的时候只有一个窗户被攻击但是实际上有三个窗户) 6.关于交易,是否能从其他幸存者那边获取图纸,比如说和一家猎户交易获得他们家布置陷阱的经验或者让玩家懂得制造弓箭? 7.有关短信,主角无父无母吗,感觉可以增加一些有关父母的剧情 暂时只能想到这些了
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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, Simplified Chinese
Hours played at review time, across 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
玩着还行。就是出满电锯再补发电机基本就无敌了,只需要和囤王买燃油。还有到后面物资太泛滥了,没意思,打怪爆物资,无人机搜刮爆物资,六十天以后我都是开最高速挂机。而且探索点里的物资也太多了,随便搜搜就是一大堆,感觉至少削减个百分之九十还差不多。
玩到后面我感觉自己像个用无人机做外卖的单人店,还是不收钱的那种……
非常上头,但是目前有个问题就是中后期没事干每天就只能煮饭喂那几个米虫。最好多增加一些后续内容,更多的地图,玩法,把那几个NPC利用起来,既然有手机交互就别搞得那么死板。还有和邻居就一墙之隔,完全可以在后期做一个任务把两家打通,让邻居以活动NPC的形式帮玩家做点零碎小事或者打打配合。
感觉还不错,期待更多作品
玩了两天下来,我自己综合评价真就5/10褒贬不一 如果这游戏现在是ea阶段,那完全可以给个好评未来可期,可是它不是 作为一个正式版游戏,现有的“3A大作”质量完全对不起它40块钱的价格 虽然游戏的玩法是很值得认可的 但是有两个方面的缺陷实在是大得让人难以容忍 一个是饱受诟病的伪人文案。附近社区居民的伪人讨论组看不看对生存没太大影响,其他玩家已经骂很多就不重复了。但女主作为贯穿全程的重要角色,还是用着这种伪人对话,以及理所当然让玩家上贡的态度,被玩家打差评完全是可以预见的。 但凡随便做个背景设定,比如男女主是青梅竹马,女主不慎受伤了不知道自己会不会感染变异,为了避免伤害到男主,所以不与男主直接接触,但由于伤势更容易吸引丧尸,她自己很难外出收集物资,需要男主提供一些物资支援这样的设定,匹配上相应背景的对话文案,玩家的抵触情绪都没那么大。 第二是游戏的数值和部分流程设置不太合理。前期什么资源属性都短缺的时期,事件非常密集,玩家根本没有足够的精力去分身完成,搓个东西煮个饭就没精力要去睡觉了,遇上尸潮更是修门睡觉模拟器,左边修一下窗右边修一下门,很快就没精力要去睡觉。等到50天之后,玩家的属性已经起来了,但游戏的节奏又一下子放缓了很多,后期除了选择线路基本已经没有太多的事件发生,加上用无人机跑商加上搜括门口基本已经可以实现物资自由。 这个阶段每天睡醒就是操控无人机、随便吃点东西、然后刷心情等凌晨结算点数抽卡的循环,非常的无趣。 游戏发布以来,这两天游戏都有更新优化,如果能够保持更新优化,那这游戏还是值得一个好评
Pretty good, there are weird places where it will lag abit during story telling, but the game play is fine and full of potential
卡的离谱,我这个配置虽然不算好,但不至于玩个独立小游戏都这么卡吧,我还是开的中设置,这优化就非常的逆天。 我发现问题出在哪了,因为我把帧率上限调高了导致的,不过还是很让人无语...
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