
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 880 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Just got the game and can't play it. The game black screens after the intro and have yet to find a solution.
The Last Stand: Aftermath, developed by Con Artist Games and published by Armor Games Studios, is a tense and methodical top-down roguelike that transforms the familiar zombie-apocalypse premise into something more personal and fatalistic. Unlike typical survival games where the goal is to endure indefinitely, Aftermath begins by telling you that your character is already doomed. You play as a volunteer who has been infected with the virus, and instead of waiting for the end, you take on one final mission: travel beyond the walls of the surviving compound, scavenge what you can, and gather intelligence that might help humanity. This structure gives every run a bittersweet urgencey—your death is inevitable, and the question is not whether you will fall, but how far you will manage to push before the infection claims you. This sense of impending mortality shapes every mechanic. You start each run with limited resources and a steadily increasing infection meter that cannot be truly stopped, only delayed. You move across a sprawling map of ruined neighborhoods, abandoned shops, barricaded streets, and infested industrial zones, collecting fuel to reach the next destination. Each stop contains opportunities to loot, craft, and upgrade your gear, but also presents the risk of powerful zombie variants, environmental hazards, and tight corridors that funnel you into deadly ambushes. Weapon durability is always a concern, ammunition must be used sparingly, and noise invites trouble. The game excels at forcing you into meaningful decisions: whether to fight or flee, whether to explore deeper for better loot or conserve resources for the next area, whether to take mutations that offer new abilities at the cost of accelerating the disease. Every run becomes a chain of compromises shaped by desperation. Combat in Aftermath strikes a careful balance between methodical tension and sudden chaos. The top-down perspective offers good visibility, allowing you to plan movement and position yourself strategically—but the game is not shy about overwhelming you if you grow careless. Zombies come in many forms, from slow shamblers to aggressive sprinters and mutated brutes capable of tearing through barricades. Melee attacks, when used well, conserve ammunition but put you dangerously close to infection and exhaustion. Firearms offer a moment of safety and power, but their limited availability ensures you cannot rely on them exclusively. The game’s crafting system lets you create explosives, enhance weapons, and fabricate healing items, but you’re always aware that resources are finite and every use counts. As you progress, your infected volunteer begins to mutate, gaining strange powers that enhance survivability—temporary stealth, explosive bursts of strength, resistance to damage, or boosts to stamina. These mutations give the game an interesting twist, pushing you to embrace your infection as a tool while racing against its fatal end. When your run finally collapses—whether by death or by the infection overtaking your body—you begin again with a new volunteer, carrying forward the permanent upgrades, knowledge, and unlocks you’ve gathered. This roguelike progression is one of Aftermath’s strongest aspects, offering a steady forward momentum that makes even short, unsuccessful runs feel worthwhile. The atmosphere is one of the game’s standout qualities. The visuals are moody and grounded, with abandoned neighborhoods lit by flickering streetlights, empty parking lots filled with scattered debris, and overgrown suburbs reclaimed by nature. The lighting system casts deep shadows and builds tension, especially when sound cues echo from off-screen. Environmental details—broken signage, burned vehicles, bodies slumped against barricades—tell stories without dialogue. The soundtrack complements this with somber tones and sparse, unsettling ambiance that reinforces the isolation of wandering through a dying world. Still, The Last Stand: Aftermath isn’t without its weaknesses. Despite procedural elements, some areas and encounters begin to feel repetitive after many hours. The variety in locations and enemy types is respectable but not wide enough to completely stave off a sense of familiarity in long-term play. Some players have reported technical hiccups, small bugs, or occasional pathfinding issues that can disrupt immersion. The game’s pacing—especially its emphasis on limited resources and eventual failure—may also frustrate those looking for a more open-ended or power-fantasy approach to zombie combat. This is a game built around tension, scarcity, and slow progression rather than nonstop action. For players who appreciate roguelikes with emotional weight and methodical survival gameplay, however, Aftermath is a compelling experience. It offers a thoughtful fusion of exploration, crafting, and combat, wrapped in a thematic arc that reinforces its mechanical core: every run is a sacrifice for the greater good. It rewards caution, planning, and adaptability, and each new volunteer feels like another chapter in a larger story of humanity struggling against extinction. In the end, The Last Stand: Aftermath stands out not because it revolutionizes the zombie genre, but because it approaches it with restraint, clarity of design, and a focus on personal stakes. It captures the essence of a world on the brink and invites players to make their final journey count. Even when the runs are short and the odds are grim, the sense of progression, the weight of each choice, and the haunting atmosphere make it a memorable addition to the roguelike survival landscape. Rating: 8/10
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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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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 887 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很有意思的游戏,但希望那个紫条,就是变异值满一格的时候或者即将满的时候给点声音提示,别一下就炸还放大,挺吓人的,这个突然吓人的环节也没啥必须突然的意义
Years later, in the current reality of gaming, this is a very mediocre game and a mediocre roguelite. There are better games these days, and this old game will not get better. It has no design relations to the original Last Stand games. There is no wave defense with upgrades. The 3D graphics are nothing like flash graphics of the original games. It serves no nostalgia fix and no interesting exclusive gameplay. At least in the first area, that takes a while. Also, who puts Boomers that explode in your face directly at location transition entrances?
Не запустилась дальше меню 5 раз. Звук есть но чёрный экран. Выставил все на стройки на минимум, не работает и всё тут. Пошёл гуглить. Оказывается проблема с вертикальной синхронизацией, надо поставить противоположное значение. И все заработало.Но за столько лет могли бы бы и поправить.
Сомнительный проект,от "опытных" разработчиков. Очередной зомби-выживач,правда от третьего лица. Сначала игра выглядит интересной,но сразу одна условность не дает тебе покоя,а именно сыворотки,которые тебе нужно искать,чтоб выжить. И ладно бы если бы они встречались на каждой локации,на которую твой персонаж приезжает.Но они встречаются на 1 из 4,то есть абсолютный рандом. Это критический минус игры,ты каждый раз отправляешься за припасами,но ты умираешь не потому что тебя зомби сожрали,а потому что ты сыворотку не нашел:))). Еще я заметил,что лута встречается либо очень дифига,либо очень мало. Некоторые локации можно зачистить голыми руками,огнестрел тоже стабилен всегда два выстрела с пистолета,столько же с винтовки. Вариативность попаданий есть только у дробовика. Так же не замечена разница между сломанным и нормальынм оружием:(. Прокачка персонажа засчет "знаний",так же какое-то посредственное,их мало и никаких особых преимуществ оно не дает:( Итог: 5/10
intento jugarlo y simplemente se funde a negro
这个游戏的引擎有问题,BUG多的没法看
This game is not for everyone, but it's a good game!! Recommended on sale though. It's not the original Last Stand flash game series experience. As others have described, it's a rougelike game. However, I think what others described as poor game flow, I would say it is a matter of taste. The bugs in my experience are mostly funny: zombies running on top of walls, or once I saw one in the air. Stealth is useful! All the elements of the gameplay serve some strategic purpose depending on the circumstances and your playstyle. The game gets better and better as you level up and become more proficient each run. After several strategic upgrades, you do feel powerful, especially with the melee upgrades!! Fully upgraded melee stats can allow you to defeat a small horde with a pocket knife, a pocket knife!! or with a cute wrench. Some tedious elements and mildly annoying bugs in the game are as follows, although the game still hooked me to complete 100% achievements: 1. I am 90% of the time overencumbered, hence I am most of the time slow and heavy, because the game's incentive is to collect as many items as possible to sell to the wandering merchant in each region to get extra XP for leveling up, and sometimes to get good items in exchange for the poor ones we scavenged. 2. Zombies can, once in a while, hit you through the sandbag fortification (I guess that's realistic) Ah, yes, sandbags, the ultimate defense against a zombie horde. They can't figure out how to vault over them!! 3. Fire damage is INSANE. How can even slightly touching a small fire in the ground set you on fire?? Some burning grounds in the last region are impossible to see due to the game being fixed in one POV. You can DIE an unnecessary death. 4. Regarding a fixed camera view, my line of sight to the south and west feels restricted; the risk of running blind into zombies is increased when I run south. I admit that in a few runs, I hit the forced stop to the game through the task manager to avoid the rage of having to rerun all over again after a stupid or careless death. I WISH WE COULD HAVE A PARTNER in this game, just like in the previous TLS titles!! Additionally, this game has no diaries and personal notes we can find along the run that made The Last Stand: Union City universe feel real. This game could have been soooo much better with such additions.
遊戲不太差,但是怪會穿模,讓你被看不到的怪打死,而且發生平率不低。 請製作組改善。
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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