
From the creators of The Last Stand: Union City and Dead Zone comes an all-new singleplayer rogue-lite action adventure. After you become infected by the zombie virus, you set out to explore the post-apocalypse and find hope for your fellow survivors. You can still make a difference. Don't give up.
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.
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): 0.57/day in the week to Sep 3 → 4/day in the week after.
About
Genres
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 6.8Kreviews | 80% | — | $3.3M |
| $6.99−72% | 1.6Kratings | 80% | — | not modelled | |
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 877 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Gameplay loop is interesting right up until you don't get any gas spawns 5 times in a row. Softlocked into killing your run because you weren't lucky is not fun. 2/10 would not play again
Game is good but tired of dying to things you cannot see like traps behind doors and also the amount of times i cannot find enough fuel to carry on the run and having to just kill myself - just ridiculous. This should never be the case where a run has to be ended because the game does not give you fuel lol
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Jul 24 → 2.86/day in the week after.
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, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Spanish - Latin America
| $24.99 |
| 643ratings |
| 72% |
| — |
| not modelled |
| $24.99 | 70ratings | 80% | — | not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 884 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Your run was ended because an invisible charger killed you? Too bad, the game sometimes throw those curveballs at you. Get fckd. You have a bunch of blood samples to be able to produce a ton of antiviral at the herc station? Too bad, the game wants you to carry only ONE extra shot, so that the stakes are always high. You have extra batteries to unlock the antiviral at the side of the herc station/army truck? Too bad, you can only carry one unit of the antiviral, because reasons, thats why.Even if this is the stuff that is keeping you from turning into a zombie. Dont like this mechanic? Get fckd. Are you playing on mouse and keyboard and got stuck navigating on the sunken city's water by a water zombie? You will never manage to escape, no matter how many times you mash the quick time action to escape. get fckd. You got stuck and soft locked because you got greedy and wanted to see what was inside the trunk of a car right at the edge of the map? Get fckd and do it all over again. You found 2 gas canisters on a map? Are they next to each other? You cant even top one canister with the other, to optimize and make only one trip back to the car. Too bad, you will have to make two trips, even if its there is only one unit of gas on the other canister... Get fckd Did I mention that you cant even carry extra gas or anything else you find on your LITERAL CAR?. If it was a bike I would understand, but a car? The stuff on top of it only exists to be aesthetically pleasing to the eyes, nothing else. the passenger seat/backseat is also pointless and impossible to fill up with extra gas canisters/ weapons or anything else. You can't even store your extra weight on the car. You will have to walk like a pack mule, even if there is LITERAL CAR that could hold your stuff. This makes NO SENSE AT ALL. You know what else you can't fit in that car? Allies. Yes, allies, which were a big part of the first 3 games. Actually, they were the most important part of them. You just wouldn't survive to the end by yourself, no matter how much you tried going in alone. This game has not one ally. Just a merchant that trades your 7 flowers for his 150 rounds of ammo. Weird, right? Go figure. A game merchant for the sake of a game merchant, because roguelite game, am i right? armored zombies are a joke. You can choose to spend an entire mag from a stock ak47 to kill it, or risk punching the armor out of him and finishing of with a single bullet once he is stripped of the armor. They don't even have anything on their back, so why can't you kill them by sneaking around to shoot them from behind? Get fckd. Don't even get me started on armored chargers, especially if you find one at the lab corridors. Get fckd. A turret killed you because it saw you from a cross the map before you could zero in on it? Get fckd. You find the only crafting bench on a section of hell but there is a procedually generated fire right in front of it? Too bad, you wont be able to use it, unless you want to burn yourself to death. Get fckd. You died because shotgun traps are pointless and sometimes hidden away from your line of view? Get fckd. Even if you disarm them, you won't even be able to loot the gun from it. Get fckd twice. You got to the bridge part and wanted to run down the stairs as fast as you could? Turns out that you will almost always get stuck trying to go back up, and if there are zombies below or above you you won't me able to shoot most of them, because the game is still broken and won't even recognize that you need to angle the shots. Get fckd. The looting system is mostly a nuisance. If the item has zero weight on your backpack, then why show the option to take it? Wouldn't it be better it there was a single text pop up to show the item, instead of three steps to take it? Just stupid design. The biggest enemies of this game are the developers that simply abandoned it and moved on with their lives, especially this being the conclusion on the last stand series. I used to play this back when newgrounds had flash games, and I loved every single one of the titles, except for this one, which sounds like it was rushed only to be forgotten. The game tries to implement a progression system that feels pointless. ( You can unlock a character that starts with a knife and a few crafting stuff, but for a little more you could buy the upgrade that unlocks a literal gun that is always provided you for at the start of each run, if you choose so. Just stupid and rushed design.) The union city title in the last stand series even had a character creation menu that allowed you to choose what you looked like, and even what you wanted to wear. Bear in mind that Union city was released in 2011. This one doesn't even have that, let alone an individual perk system or any other cool mechanic. Just mindless volunteers that always have pointless starting loot, except for the guard and a very few others. I got only two achievements left to unlock in order to have this as a perfect game on my library (5 runs completed and level 100 left). Turns out my patience wore thin and I just cant see myself going thru another 4 entire runs of this buggy poopshow of a sequel. I got conned for 30ish hours of my life from the con artist himself. Have fun playing this on a massive steam sale, because at this point, the game will never be updated again, and it just isn't worth the hassle.
Years and years ago I played the original The Last Stand: Dead Zone. Those were days of good hunting and good sleeping—ancient times of Adobe Flash (the wheel wasn’t invented yet), and plesiosaurs swam in the municipal pool. I’ve grown up, changed a few jobs, got married, and finally—years later, in the army, fighting Russian zombies in Ukraine—during night duty, I got a chance to play the “new” (well, five-year-old) game. “Never go back to a place where you have been happy. Until you do, it remains alive to you. If you go back, it is destroyed.” —Agatha Christie, An Autobiography The original game was about team-building, upgrades, even city management. There were different ways to approach missions: brute force, sneaky picking, hit-and-run tactics. Shooting (bludgeoning, sniping, stabbing) was not the main part of the gameplay. You failed, returned to your base, changed your setup, and tried again. And those sweet event-related items—both in the inventory and on the base! Now all of that is gone. There is no base to return to—returning just means the doll dies again and again. That makes no sense in a post-apocalyptic world where every human life should matter. No item sets. No builds. No terrain or obstacle strategy. No sniping. No resource management. The game is flat and “interesting” like a dried-out armadillo corpse in the middle of nowhere, already hit by a truck. I honestly don’t understand why the creators of such a fun gameplay system ruined it. They could have simply migrated from Flash to HTML5 and sold both games in parallel. But no—let’s burn down the Mona Lisa because we have Instagram now. What a pity. Tears in rain.
I liked this game at first then the more I played the more unfun it became due to numerous bugs and unfun features that make no sense BUGS ENCOUNTERED SO FAR I've died from invisble unkillable zombies at the very end of the game too There is unreachable places to where you cant get the gas cans in order to progress killing a run Your Character will get stuck with no way out Zombies falling through the map and attacking you from under the map Oh and Dont Expect a patch for these anytime soon last update was in 2022! as of writing this review in january 2026 You can't carry more than one antiviral for some reason If you find another gas can and your tank is already full you can't just put in your car so you leave it behind which is dumb and makes no sense in a real scenario game actually has some of the worst button mapping to access certain things in your inventory quickly (from using mouse and keyboard) Unskippable diaglog when you've played a certain part over and over they won't let you complete skip it you have to listen through it all again which is a slight inconvience mediocre sluggish melee combat and one of the worst things is you can't aim down on zombies or hit them that are slightly downwards from a slope from you or slightly up sometimes I bought this game on a sale for a pretty decent price but the fact the base price is 32.50 for something left to rot with no updates and no simple bug fixes is silly which makes me believe this game was rushed out and left within a year just for that easy quick buck.
[h1]Memento Mori[/h1] I hope you like- or at least tolerate- dying, because you will be doing a lot of it during this game. You'll notice the title is "The Last Stand" and not "A Victory Where Everyone Lives". You will die [i]quite often[/i], and the game expects you to do so. How you will die will vary from run to run. Let's start off with the fact that whichever survivor you pick is already doomed, infected with the very same virus that has caused The End Of The World As We Know It, and you most definitely do NOT feel fine. Precious antiviral injections can keep the infection's progress at bay for a while, but not indefinitely, and whenever you're not under the protection of an antiviral, the virus is slowly eating away at your health bar's maximum, represented by a purple bar's slow, unsettling intrusion onto your red health. This is without dealing with the infected, who, as the name suggests, are indeed infectious, with some able to advance your viral progression by whole blocks if you fail to escape a grapple or get caught in an explosive cloud of viral miasma. The purple corruption of your health bar represents health and humanity permanently lost- there is no way to restore it, and the previously mentioned scarce antivirals can only delay the inevitable. As your infection progresses to consume blocks of your health bar, however, you will develop mutations, being allowed to pick from three "perks" that represent your slow, inevitable descent from rational human being to just another ravenous horror. This is an exercise in making the best of a very bad situation, hoping that the boon you get from a mutation will offset the lost maximum health and rapid onset of your infection. Once all seven bars of health are infected (purple), you die, no ifs, ands, or buts. If you manage to live that long, that is. The hazards grow in number as you try to progress, hoping to make some headway for the numerous other volunteers that will come behind you. There are plenty of mundane infected of course, some shambling and others running as they swarm after you, but there are plenty of other fun varieties of special infected, from kamikaze viral bombers to the obligatory acid-spitters. Then there is the environment to content with. Whether its a leftover shotgun trap or proximity mine, a crumbling overhead dropping on your head, or a fire waiting for you to stumble into it, there are plenty of dumb ways to bring a successful run to a screeching halt. And then there's you. Your own worst enemy. Nothing gives a lesson in the game's unforgiving nature like accidentally selecting a grenade launcher when you meant to select a rifle, and firing point blank into an on-rushing foe, reducing them- and yourself- to a fine red mist to commemorate your first lesson in how friendly fire isn't. Take a deep breath, pick another doomed volunteer, put the knowledge and supply points you got to good use, and try to do a little better this time- or at least, not make the very same mistake. Enough about dying for now. Your goal as a volunteer is to make something of your short time remaining by scouting ahead for the colony, carving a path forward, finding knowledge about the old world and scrounging supply drops for either future use or to try and push your current run a bit further. Marking a supply crate for retrieval means liquid supply points to purchase new goods, loadouts, drop chances and more for future survivors, but maybe your current doomed volunteer could use that rifle right now. In a more immediate sense, you are advised to root through the ruins of humanity for whatever scraps might help you live a few minutes longer and make your eventual death meaningful- ammo, food, weapons, and various books and media that count as 'knowledge' which unlock permanent perks that continue between your volunteers, giving those who come after you more of a fighting chance than you started out with. There are weapons, of course- though what qualifies as a weapon has changed considerably since everything went straight to hell. Boards, wrenches, pipes, hammers, crowbars, kitchen knives, and cleavers can be found reliably enough, but more advanced melee weapons like combat knives and katanas can be scrounged. With the right perks, you can learn to make your own weapons out of found items as well- a good thing, since every melee weapon can only cut through so many zombies before it finally breaks. Guns- improvised or not- are not subject to such breakage. They can be found in 'damaged' condition, hampering their output, but a trip to the workbench with some scrap will resolve that issue permanently. Your primary concern with guns is thus not durability, but ammunition- and whether or not it will be enough to take down the infected before they get to you. Sure, a 9mm revolver will do at the start, but when facing down armored infected, you'll want something more potent. On that matter, learning when to switch between ranged and melee is essential. Some infected are armored, meaning you'll either have to expend extra ammo to break their shielding or get in close with a melee weapon to remove the armor. Alternatively, you can (almost) always set them on fire with a molotov or flamethrower, but both options have their drawbacks- molotovs are single use and can set you ablaze if used carelessly, and a flamethrower bulk- and its bulkier ammunition- will take up a fair amount of your carrying capacity. Weight is an issue, of course- the game's one kindness is that many materials for crafting weigh 0, and that's as generous as it gets. Everything else weighs your character down. You can exceed your max capacity, but be prepared to pay for it- every action that consumes stamina will consume even more, from swinging melee weapons to dodging, and you'll move slower and slower- which, as you might guess in a game where unending hordes of flesh-eating zombies are chasing you, is a [b]VERY BAD THING[/b]. Then there the issue of your car, fuel, and planning where to go. Your car can only hold five units of fuel, and it will be a rare occasion you manage to hit that maximum. Each stop on your journey means scrounging what you can, finding fuel (if present) and moving on to the next stop in your terminal road trip, all the while keeping an eye on your ever progressing infection. Every action has a cost- fuel, ammo, time, and other resources. Your job is to make it count as much as possible before misfortune or infection finally claims your volunteer and ends another run. The Last Stand: Aftermath is an unapologetic roguelite. You. Will. Die. Repeatedly. And you'll learn to do a little better each time. Despite- or maybe because of- the game's unforgiving nature, it manages to scratch an itch for me I didn't know I had- crafting supplies to stay alive a little longer, facing impossible odds, trying to make someone of a limited time. Just watch where you aim your explosives.
[b]The Last Stand: Aftermath[/b] isn’t a survival game as such, but you are expected to die. Luckily, death isn’t the end here. When you die for the first time, which happens very quickly, you awake as a new volunteer inside a cell. You are already infected and you have been chosen to make your way beyond the walls of the compound, to make your last stand and to help find supplies and information on the outside world. This knowledge you gain is then passed on to other survivors, with each playthrough helping the colonists learn more of the truth behind the renewed zombie threat. Collecting knowledge also helps you upgrade yourself to, once again, better your chances of survival. Different upgrades cost varying amounts of knowledge, covering body, combat, survival and engineering. So, for example, if you want to decrease the cost of stamina or add crafting chests at safe houses, then you need to collect that knowledge. This ensures you’ll want to search every nook and cranny, not just to help yourself, but everyone back at home too. As well as knowledge you also find supply bags and whilst these don’t help with knowledge, they can be used for future volunteers to purchase unlocks and special items back at camp. They are another reason to search literally everywhere. Tense, addictive gameplay loop: Looting, crafting, and managing fuel/infection creates compelling risk-reward tension. Introducing trade-offs like severe infection for powerful perks—e.g. +100% unarmed damage—adds strategic depth. Weathered environments, satisfying weapon sounds, and authentic zombie encounters immerse players. Unlocks and perk carry-over across runs give a rewarding sense of growth. [b]The Last Stand: Aftermath[/b] delivers a gripping, atmospheric zombie roguelite with deep mutation systems and a satisfying progression loop. While occasional bugs, difficulty spikes, and repetitive layouts may wear on you, the core gameplay is strong. If you enjoy high-risk, strategic scavenging and don’t mind a challenge, it’s definitely worth playing. [h1]8/10[/h1] DISASTER | BAD | MEDIOCRE | OKAY | GOOD | [b][u]GREAT[/u][/b] |AMAZING| MASTERPIECE [quote] Reviewed on: Win11 Home 64-bit, Intel i5-11600K, GeForce RTX 3060 Ti 8GB TUF, 32GB DDR4-3600 RAM, 2 x Kingston NV1 1TB M.2 NVMe SSD, Internet Broadband 1000/1000 Mbit[/quote] [quote] If you like this review, then please consider giving it a thumbs up. I've also reviewed other games that you might find interesting. If so please follow [u][url=https://store.steampowered.com/curator/27418263/] Top of the Chart.[/url][/u]
Fun game but was already forgotten, hasn't received an update since 2022.
this game is interesting but the "grind" loop is terrible. how many volunteers do you have to go through until you're not a noodle armed wuss and have at least some chance of surviving? you're supposed to be stealthy, but the zombies always see you anyway. so there's always hand to hand combat and you get your butt kicked since more and more zombies keep coming once one of their own gets killed. and if you run, they all run after you. i get the survival part of it, you're supoosed to be some everyday bozo and not a rambo, but the player character is a complete noodle armed wuss. then if you die (suposedly that's part of the "charm") you're supposed to start again, from scratch , as another volunteer and go through the same bs you just went through. i am more that this game has its fans and defenders, but i'm not one of them. already rage quite and uninstalled.
This is genuinely one of the most frustratingly annoying game i've ever played in my life. One little thing, like shooting a barrel 100 ft away instantly ends your run, and expect it to happen over and over again. This isn't one of those games where you get checkpoints either, you'll start over from the very beginning over and over again. Made it to the end? Expect to die to the most ******* thing possible and do it again, over and over. Unlike dark souls which is made to be difficult, this game is just so utterly unbalanced that I can't possibly recommend it to anyone.
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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