
The Infected is a sandbox, first-person, open-world survival game. Build bases, craft, farm, hunt, and survive changing seasons. Choose whether to face the hybrid “Vambies” or turn them off for a pure survival experience.
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.
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): 1/day in the week to Aug 28 → 2.43/day in the week after.
About
The Infected is a sandbox, first-person, open-world survival crafting game. Build and expand your base, farm crops, raise animals, and manage power and resources through dynamic seasons and weather conditions. Hunt wildlife, mine ores, and craft advanced items. Choose whether to face the hybrid “Vambies” or turn them off entirely for a pure survival-building experience.
Singleplayer sandbox experience
Deep base building with power and water systems
Farming, hunting, and animal husbandry
Crafting, cooking, and food preservation
Mining and refining of ores
Dynamic seasons, weather, and day/night cycle
Player needs: hunger, thirst, body temperature, health
Wildlife encounters and combat
Optional AI enemies (“Vambies”)
Vehicles
The world’s collapse and the origins of the Infected are still being developed. For now, the focus is on survival systems and giving players freedom in how they play.
The Infected is in active Early Access development. Some features are still being added and balanced, and you may encounter bugs or performance issues. We’re a small team building this game with the help of community feedback. If you’re looking for a complete experience, you may wish to wait. However, if you want to help shape the development, we welcome you now!
The aim is to deliver a feature-rich survival crafting game with more systems and player choice than most of the genre. Survival can mean farming, base-building, or facing hostile AI — the choice is yours.
Genres
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 846 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I do not really leave reviews... but I think people should know, this game is just a micro manage simulator. I felt punished for playing the game not rewarded for looting 10 apartments and getting nothing that would help me with the stupid overheating mechanic. I work in 110 plus heat as a landscaper in the summers and IO don't just die... that mechanic needs reworked. on top of the stupid food system they have, you have a water, protein, carb, fat and vitamin bar. Even when they are full you don't slowly tick health up. so the sun kills you slowly and having full stats doesn't do anything for you except give you a higher stamina bar... woopty doo. This all besides the fact the UI and general gameplay is clunky, unintuitive, repetitive and not fun. not sure what the appeal of the game is. I thought it looked like fun but after going thru the game 9 hours and realizing it doesn't feel like the game is getting better, I'm done. I feel like this will be one of those games that never really figures it out. Side note: I already have a day job I don't need my gaming experience to feel like a job too.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
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, Finnish, Korean, Portuguese - Brazil, Simplified Chinese, Swedish, Turkish, Russian +4 more
Hours played at review time, across 849 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm not an outlier--at least I don't think...but, I'll confidently say you will, like myself, get bored of this game long before you run cool wires along the ceiling like in the video. This game looked like it had potential, but it's just built stupid. No offense to the devs, maybe they have a great system in the works, but as it is, this game doesn't do much but annoy the player. Tech unlocks give the illusion of creative freedom, but there is a set logical order you need to unlock them and god forbid you don't know it. One of many examples? Build a bow. Make some stone arrows. Well, you wasted you're time, noob, you aren't shooting them without a quiver. Okay, so build a quiver...okay you need animal hide. Go kill a big animal. Okay. Hmm, no hide drops. Well, turn out animal hide takes carrying the corpse to a steel butcher table, that you need tech unlock for...and 10 Iron ingots--requiring a tedious forge set up (I felt like I needed 4 forges) and an anvil (requiring many more ingots.) Now go shoot your stone arrows...might an well make iron ones... This game seemed to value realism on a select few things and abandon it elsewhere. Example: Need a bed to spawn and rest? Doing some camping in the field, adventurer? Here's what you're "The Forest equivalent shelter" looks like: 3 saw tables (Takes only logs) to get all the planks going you need for a foundation and a bed, then you need to surround it in wooden spikes because the enemies trash you 1v1 early game, so spikes are how you cheese-ball them. It feels so dumb and tedious for all that just to plant a respawn--because its so difficult to survive traversing the map to any extent without the ATV. Why? Well the 1980's bully vampires are rough enough, but it's the random but frequent grizzly bear attacks that just kill you regularly as you run along the roads with your weird little stop and go because your stamina seems perpetually halves because you didn't bring 14 gallons of water with you until you figure out the way to do it is pull a log cart down the perfect highways in post-apoc silliness. Think you're going to base up in one of those prefab building? Great idea, except everything base orientated needs a foundation and those only build on the 1st floor, but through walls oddly, so you can make some wierd workarounds if you want to plant your ugly driftwood bed next to the sleek apartment bed you can't sleep in for some reason. Switching tools/weapons is clumbsy. Boars insta-kill you if you hit them and your head is low enough, they don't even turn around, you just comically die for daring to hit one. All the animal models are huge. I had thought there were grouse in the game; Nope, just pigeons with their models way too big. It's not a dragon, it's a just a croc. Not a pony--boar. Wolves are the only model seemed even close to realistic in size. When you die, the vambie that killed you is already running across the map to kill you again. He will unerringly track you make to your base and break walls to kill you again. It's not funny the first time. A katana only takes an iron ingot and a stick. Iron spear takes a tech unlock and an extra special table. All-in-all, so many things feel so janky and thrown together mechanically that I just can't recommend it. If feels like someone's pet project, not a professional game in development. Some good things: The rain and thunderstorms are nice, but it rains basically daily, so it gets old. The game is kind of pretty. The foundation pieces fit together nice.
30 hours of wasted time on this game... finding the quad bike? I think I've been to at least 7 villages and the big city, but it's nowhere to be found... finding technology pages... I've found 5, and in the end, I unlocked almost nothing. Everything in this game is complicated; it's drawn out like an 8-hour movie when it could be just as good in 2 hours. Clearly, the developers here want to make you sweat and stay in their game forever, but I'm passing on this one.
[h1]败絮其外,金玉其中[/h1] 《The Infected》是一款单机第一人称末世模拟建造生存类游戏。没有对它提前了解的小伙伴在进去之后基本都会感觉失望透顶的,丫的,粗糙的建模、简陋的UI、没初始剧情介绍、没有故事引导,那种进去就不知所措的感觉,让人多少会觉得丫的这游戏多少有那么一点“反人类”。 [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] [h1]开局光溜溜,一切靠自己![/h1] 游戏刚开始就那么莫名其妙的让我们出现在森林荒野(基本都是这样),全身光溜溜,连“开局一把斧”都要靠我们捡木头捡石头的自己组装,而且新手引导还是翻译不全的英文!等于想要活下去,所有的一切都要靠我们自己领悟和操作!反正就是那种乍一看还以为是哪个Unity初学者的练手作品,但认真玩下去却会发现这里面是有一套相当完整的生存建造机制的,不是那种快节奏爆爽玩法,而是那种一个人钻进森林里,搭个破棚子、点上篝火,一点一点从零到一干出来的满足感。 [h1]简单又单纯的游戏核心[/h1] 《The Infected》里我们需要自己摸索,怎么伐木、怎么造斧头、怎么生火、怎么盖棚子,甚至连水都得先造出一个取水装置熬干净再喝。刚开始面对各种冻伤、脱水、中暑之类的状态,那是真的手足无措,而且还有那深夜突然扑上来的丧尸和野狼。各种生活压力都在表明,想要在这个末日世界活下去,是真的没那么容易的!不过游戏的核心逻辑还正的是相当简单,就是采集、建造、制造、抵御各种危险、扩展基地,如此往复循环而已,终究是为了活下去而努力就是了! [h1]细节入微的生存建造系统[/h1] 这些模拟生存的内容对经常玩这类游戏的玩家来说也许也不算什么,反正就是在基本摸索和简单立足后,就开始各种种菜、挖矿、炼铁、升级工具什么的,然后再升级科技树蓝图,让生活变得更美好。当我们完成第一个太阳能发电机的时候,就是宣告我们进入美好生活的时候了,这时候别说什么矿场提取器、水泵、冰箱之类的,就是自动化流水线我们都能轻松安全的手搓出来!当然,前提是我们真的能在种种威胁下坚持到这个时候咯!毕竟这个游戏所有的材料都要自己手搬回家,这个过程是真的相当难熬的! [h1]想活着?每天晚上各种丧尸呢![/h1] 在游戏时间进入夜晚的时候,丧尸们就会蠢蠢欲动,闻着味就过来了,这时候我们除了拿起武器和他们对着干之外,就只能靠各种陷阱防线了,虽说丧尸们并没有什么智力可言,但他们越来越多的数量依然需要我们不断的提高科技等级来更新各种陷阱、防线和武器,以求能活的更久 [h1]如果不是多少有点晕3D的优化问题,那是顶赞的了![/h1] 就独立游戏的水准来说,《The Infected》的各方面系统机制是相当可以的了。游戏里有完整的季节循环系统,并且还附带各种季节特色,比如夏天炎热的天气下,食物会更容易腐烂;冬天各种水资源都结冰导致无法打水。种种细节之下还要加上高自由度的基地建设,复杂多样的配方系统,所有搭配起来就让游戏变得可玩性极强!唯一的缺点应该就是受制于制作组的技术水平,在游戏优化上还是略微不足,比如容易晕3D这样了,其他的是真的相当推荐的!
Yes, I've tried it multiple times, but unfortunately, I still cannot recommend the game. The developer asked for feedback twice, which was provided, but he clearly isn't listening. When I bought the game back in 2021, it at least had a map where you could build properly, find resources from the start, and the "gameplay" (if you can even call it that) was much more intuitive. Now, the map feels empty despite the POIs. These POIs look different but contain exactly the same loot. Buildings are repetitive and set up the same way everywhere. There are giant rocks and boulders that simply block your path, and you cannot use them in any way. Orientation is a pain—you always have to check the map because there are no visible landmarks or anything distinctive; everything looks the same. And it rains constantly, which makes visibility even worse. Lakes and rivers are essentially obsolete—you don't need them anymore. There's no visible life left. I think you can still go fishing, but again, it's not necessary and no fun. (Throwing a fishing rod into an empty lake!?) You have to walk (!) with your cart across the huge map while having almost no stamina. Even if you set food consumption to low in the settings, it's annoying to constantly monitor your vitamin, health, stamina, and thirst bars. The character consumes water like a camel in the desert. So much micromanagement! When it comes to blueprints... man! I'm glad I've known the game for so long; otherwise, I'd have lost interest much earlier. You now need blueprints for simple and essential items like a drying rack. If you're lucky, you find them quickly—only if you're lucky! It's a gamble throughout. As a beginner, you have no clue what to unlock first or what you need to make progress. Like I said, I'm glad I already know the items—it makes it easier for me, but for new players... no! Overall, development is extremely slow because the single developer doesn't seem to ask for help. Progress in development, proper gameplay elements, interesting POIs and maps, as well as taking feedback more seriously would make the product so much better. The Infected is plagued by boring and repetitive tasks, complicated and unnecessary crafting, and a developer who is unable to handle it alone but refuses to get help to improve the game after so many years.
Overall, the game premise is great, but as it currently stands the play is very boring, and EXTREMELY tedious. Every single aspect of what you do must be micro-managed to the Nth degree. This game is very similar to the "Green Hell" game in mechanics, so those that enjoy it will probably like this one. Backpack and actions all work very similarly. Very little info is given to you about how to play, how to advance, etc. Some of the mechanics work, some don't. Crafting is tedious, requiring blueprint selections from a book...or from another book. Yeah, two different books you have to select from for whatever crazy reason. More details below if you want examples, but overall I feel like most of my played time was just a complete waste. I accomplished very little, because all I did was switch between needless tabs and books and run water and stone back and forth non-stop. The game simply isn't fun IMO, but you can see examples of issues below if you want more detail. I cannot stress the LACK of QoL improvements in this game, which is the BIGGEST factor in why I don't recommend this game. Very few actions are "fun", and overall its a very "boring" attempt to make the game ultra-realistic....in a game where you're fighting Zombie Vampires and logic is thrown out the window. I'll use getting clean drinking water as an example. You can collect water using a basin if it rains, or from local lakes/streams. And you have a canteen which holds 60 liquid, and a fire with a pot to boil the water clean which holds 200 liquid. So you have to walk to the basin and "use" it, then switch the tab in your backpack to where the canteen is, drag it to a specific spot on the basin to fill it, close your backpack, walk to your fire, "use" the fire, then drag the canteen to the pot on the fire to pour 60 liquid in. Once boiled on the fire, this will fill the canteen once, which will fill about 1/2 of your thirst bar, so you will probably need to do two of them, and multiple times per day when running around. So, head back to the water basin and do the steps over again to get another 60 liquid to add to the pot, making it 120/200 liquid now. So may as well fill it to get several uses, right? So head back to the water basin and get another 60, take it back and add it to make 180/200 liquid. Now, if you stop here you will have 3 fills. But if you fill it to 200/200, you will have a tiny bit extra. But since the canteen holds 60, after the last fill you will still have 40 dirty water in your canteen. Don't forget to manually dump it out before filling it from the clean water at the fire! Every aspect of the game is needlessly over-actionable like this. Why not make it where when I click the basin I have the "fill canteen option" instead of needless tab switching and dragging items? And why would crop plots not be "joined" so that if I plant 4 crops, I don't have to water each plot 3 times a piece to fill the water req? 4 plants require 12 trips for water when I plant them. 12!!!! Why can't I wash my hands at the water basin? Why must I manually fill the canteen to wash them? Why are there two different books for crafting recipes? Why can I click some of the recipes and craft them directly even though they require a bench, but others I have to look up, remember the ingredients, and manually add them to a crafting table to craft? Why are pre-reqs not shown on tech items? Its difficult to get a tech point, but it really sucks when you finally get one and then unlock something that literally cannot be made because of a pre-req item that must be made on another table that must be unlocked first. Sucks when you can craft a bow, craft a bunch of arrows, then find out you cannot use the arrows in the bow unless you make a quiver. And you cannot craft the quiver without a tech point used to unlock the butcher table, because you can only harvest a hide at the table. Why is there a shelf for literally every type of ore (lead, copper, cobalt, iron, and more) instead of one shelf that can just hold ores? Storage is super limited, and now I need to double or triple my base size just to fit storage for the ores? Why to I have to manually split stacks and add the exact quantity of 3 and 2, rather than throwing the fulls stacks of each 50 and 50 onto a table and selecting the item I want to craft? Why do I literally have to split those stands down to the exact amounts? Just do yourself a favor: skip this one.
The Infected used to feel like a very promising survival game back when I first played it. The mechanics were simple, focused, and enjoyable. Recently I returned to see how the game has developed… and honestly, it now feels like a collection of mismatched ideas thrown together, creating a confusing survival experience. The core gameplay loop has become extremely repetitive. The new tech blueprint system is unnecessarily grindy: instead of exploring towns to find meaningful books, you now pick up random white “tech points” placed in odd locations that make no sense. Who leaves important technology on a barrel? And needing multiple of these to unlock a single tech forces you to visit many scattered towns across the map. Merchants can unlock higher tech too, but now you need gold — so you’re grinding for your base, grinding for tech, grinding for gold, grinding for abilities like running faster… it starts to feel like a chore rather than a survival experience. The game originally aimed for realism, but this direction doesn’t match that vision anymore. Then there are the hybrid creatures — the “Vambies.” They attack the player but ignore the merchant sitting safely inside a wooden shack. What is that building made of, garlic‑infused lumber? Their design and powers feel out of place, like ideas from a completely different game. The towns themselves are extremely repetitive: same buildings, same layouts, sometimes only two or three houses. It feels like quantity over quality, as if the map was padded to stretch playtime instead of creating unique, atmospheric locations. 🔍 Comparison to VEIN (Why It Stands Out More) After playing VEIN, the difference becomes even more noticeable. VEIN’s towns feel handcrafted — each location has personality, structure, and a sense of place. Even though VEIN is still in development, its towns feel like real settlements with purpose, not copy‑paste clusters of identical houses. VEIN’s caves also feel more intentional. They’re dangerous, atmospheric, and designed to encourage exploration. In The Infected, caves feel like an afterthought: ore generation is inconsistent, and the layout hasn’t evolved much over time. VEIN’s caves feel alive; The Infected’s caves feel like placeholders. Where VEIN leans into world‑building and environmental storytelling, The Infected feels like it’s drifting away from immersion and realism. Why not create at least one surviving town with actual NPCs, merchants, and characters you can interact with or recruit? Poor Mike is lonely — he deserves some company. The Infected had a strong foundation years ago, but the recent direction feels scattered and unfocused. I hope the devs take a step back and refine the core identity of the game instead of piling on disconnected features. Comparing it to VEIN really highlights how much potential is being lost — VEIN’s world feels alive, while The Infected’s world feels copy‑pasted and mechanically stretched.
Just play it. Everyone's view is going to be different. I play games I like, not because of someones view of the game. This one of those games I continue to come back and play. A lot of games get passed by or over looked, because people are easily persuaded by someones view point. Just play it and make your own review about the game.
I feel like the game has some pretty good potential, but something about it just feels...stiff, or maybe even stuck? I'm not convinced that the devs are completely sure where they are going with the game and or where they want to go with it? I dunno, I would like to thumbs up, but I can't.
а мне нравится эта игруха - выбираю режим без зомби - чисто песочница и строительсьво в полном одиночестве - кайф) эта игрушка, как это не странно звучит - 3 года назад дала толчок для меня - благодаря ей , а так же медикаменозному лечению я начала выходить из депрессии, снова захотелось играть и хоть как-то жить эту жизь так что моя благодарность разработчикам, ну ихотелось бы дальнейшего развития и механик
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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