
Fight through escalating waves of zombies in a singleplayer survival FPS. Manage your ammo, survive with one life, and see how long you can last against the undead horde.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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 Sep 9 → 0.43/day in the week after.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 11 → 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.
About
Survivor is a wave-based zombie survival FPS where every round pushes you closer to being overwhelmed.
Fight through escalating waves of undead in a post-apocalyptic arena. Survive each round, restock your ammunition, collect grenades, and prepare before the horde returns stronger than before.
Stay mobile, manage your ammo, and adapt as zombies grow in number, speed, and strength. Brief moments of safety are your only chance to recover before the next wave begins.
Weapons feature recoil, projectile spread, damage falloff, and arcade-style handling.
There is no final escape and no guaranteed victory. In Survivor, the only question is:
How long can you survive?
Genres
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Survivor is a compact first-person zombie shooter that focuses almost entirely on one simple challenge: staying alive against an undead force that becomes increasingly difficult to contain. Developed and published by KolaCape, the game embraces the familiar wave-survival formula rather than attempting to build an elaborate campaign around it. Players are placed inside a post-apocalyptic arena and must survive successive groups of zombies, using firearms, grenades, movement, and careful resource management to extend their run for as long as possible. Its straightforward structure makes the objective immediately understandable, while the escalating enemy pressure provides the main source of difficulty. The gameplay revolves around repeated waves of undead attackers. Early encounters provide an opportunity to become comfortable with movement and weapon handling, but the situation becomes progressively more demanding as the run continues. Zombies eventually become faster and tougher, forcing players to adapt instead of relying indefinitely on tactics that worked during the opening stages. The challenge therefore comes from surviving an increasingly unfavorable situation rather than progressing through a conventional series of missions. There is no elaborate quest system driving the experience forward. The player's ability to endure another wave is effectively the primary measurement of progress. Between waves, Survivor briefly reduces the pressure and gives players an opportunity to prepare for the next attack. Ammunition can be replenished and grenades collected, making these quieter moments important to the overall rhythm of a run. Preparation matters because ammunition is not something that should be wasted recklessly. Poor accuracy or unnecessary shooting can become increasingly costly as stronger enemies begin appearing. The need to think about remaining supplies gives the combat slightly more depth than a shooter where players can simply hold down the trigger without considering the consequences. Grenades become particularly useful once larger concentrations of zombies start closing in. They offer a way to deal with groups that might otherwise consume a considerable amount of ammunition, although using them effectively still requires judgment. This interaction between conventional weapons, explosives, positioning, and resource conservation establishes the game's basic tactical layer. None of these systems are exceptionally complicated individually, but together they give the player several things to monitor while trying to avoid being overwhelmed. The firearms themselves incorporate mechanics such as recoil, projectile spread, damage falloff, and arcade-oriented handling. This combination allows the shooting to have recognizable FPS characteristics without turning Survivor into a demanding military simulation. Controlling recoil and considering engagement distance can improve effectiveness, while spread discourages players from treating every shot as perfectly accurate. Damage falloff also makes positioning relevant because effectiveness can change depending on the distance between the player and the target. These elements help prevent the weapons from feeling completely interchangeable even though the broader combat philosophy remains accessible. Movement becomes increasingly significant as a session progresses. When enemies are slow and relatively fragile, there is considerably more freedom to establish distance and take controlled shots. Faster and stronger zombies make that approach harder to maintain. Players eventually need to move constantly, identify safe routes around the arena, avoid becoming surrounded, and determine when attacking is more important than repositioning. The gradual transition from manageable encounters into increasingly frantic battles represents one of Survivor's better qualities. Difficulty is communicated naturally through enemy pressure rather than through complicated rules. The absence of a traditional conclusion is an important part of the game's identity. Survivor is designed around endurance rather than reaching a final destination. A run eventually ends when the player can no longer resist the increasingly powerful horde. This makes the experience naturally suited to players who enjoy attempting to improve their previous performance. The motivation comes from personal improvement, learning how to conserve resources more efficiently, controlling weapons more effectively, and surviving farther into the escalating waves. That same structure creates the game's most noticeable limitation. Repetition is unavoidable because the central activity rarely changes fundamentally. Players fight zombies, prepare between attacks, and repeat the process against stronger opposition. Anyone looking for extensive exploration, a substantial narrative, character relationships, complicated progression trees, or a lengthy collection of distinct objectives will probably find Survivor rather limited. The game depends heavily on whether its basic shooting and survival loop remains enjoyable after numerous repetitions. Players who enjoy arcade endurance challenges are more likely to appreciate this approach than those seeking a story-driven zombie adventure. The presentation similarly favors functionality over elaborate world-building. A post-apocalyptic environment and relentless undead opposition provide enough context to explain the player's circumstances without requiring lengthy exposition. Isolation naturally contributes to the atmosphere because the player is effectively fighting an unwinnable battle against mounting numbers of enemies. There is something appropriate about the simplicity of this setting. The environment exists primarily as a battlefield, allowing attention to remain concentrated on enemy locations, available space, ammunition, and immediate survival. Survivor also includes Steam Achievements and statistical tracking, which complement its replay-focused design. Achievements provide additional objectives for players interested in accomplishing something beyond simply lasting longer, while statistics fit naturally with an experience centered on repeated attempts and personal performance. These features cannot completely compensate for limited gameplay variety, but they provide additional incentives to return after an unsuccessful run. Technically, Survivor is relatively lightweight compared with many larger contemporary shooters. Its modest storage requirement and reasonable hardware demands make it accessible to a broader range of computers. This suits the scale of the project because the game is not attempting to deliver an enormous open world or graphically extravagant cinematic campaign. Its smaller scope instead concentrates resources on the core arena-survival concept. Ultimately, Survivor succeeds most clearly as a deliberately uncomplicated zombie FPS. KolaCape has created a game where the appeal comes from gradually losing control of what initially seems like a manageable situation. Ammunition becomes increasingly precious, enemies become more dangerous, safe positioning becomes harder to maintain, and each additional wave feels more threatening than the previous one. There is satisfaction in pushing a run farther through improved shooting and smarter resource management, even if the fundamental gameplay remains relatively repetitive. Rating: 6/10
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Еще одна игра за 20р в качестве шутера от первого лица в зомби апокалипсисе. К этому проекту есть очень много вопросов начиная от оптимизации заканчивая багами, например некоторые кнопки не работают. Кстати в игре есть мультиплеер что конечно круто, но даже разрешения 1600 на 900 нету, только 1080 и 720. Вообщем проект на данный момент очень сомнительный, нужны патчи, которые выходят раз в месяц. В целом на сегодня не рекомендую.
Problem with unreal engine, everyone can make a good looking game, that has little to no original content. it looks and feels like a jumbled mess of free assets thrown together to make something unoriginal and uninspired.
依托大遍
没玩过这么垃圾的游戏
☀️
Sobreviva a waves, colete moedas para comprar armas e munições. Joguinho bem meh, bem ok, foi distribuído de graça por um tempo, sinceramente acho que não deveria ser cobrado. Talvez tenha mais graça com os amigos, mas acredito que em uma jogatina apenas já deva enjoar.
crazy to see this small game grow into something new
Optimisation is very,,, bad. If you want bad version of CoD Zombies, this is what you need. But if you want good game about zombies, just buy (Or steal \_(^^)_/) CoD, L4D, L4D2 and other.
poop
Players by region
Where this game's players are, estimated from review languages.
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