
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
开始挺好玩,后面也就那样了。
The Last Stand: Aftermath is a brutal, methodical roguelite survival game that fully embraces the inevitability of death—not as failure, but as progress. This isn’t a story of salvation; it’s a story of sacrifice. The game sets its tone immediately: your character is already infected. You're not trying to survive forever—just long enough to make a difference for those who come after you. [h1] A Doomed Journey with Purpose [/h1] You play as a volunteer sent into the heart of a post-apocalyptic wasteland, not to cure yourself, but to scout, scavenge, and survive long enough to benefit the last human colony. The virus inside you slowly eats away at your health, represented by a creeping purple corruption on your health bar. Your only temporary reprieve is antiviral injections—rare, precious items that merely delay the inevitable. But this death sentence comes with a twisted silver lining: as your infection progresses, you mutate. Mutations act as perks—superhuman boosts that make you stronger, faster, or harder to detect. They’re random, and sometimes risky, but they can turn a hopeless fight into a moment of triumph. It’s a clever mechanic that makes death not just something to fear, but something to tactically manage. [h1] Tense, Tactical Combat [/h1] Combat is slow and deliberate, demanding a careful balance between melee and ranged weapons. Every bullet counts, and every swing of a crowbar has weight. Some enemies are armored, requiring you to switch tactics on the fly. Do you burn precious ammo trying to take down a brute, or risk getting close with a hammer? Do you save that molotov for a horde, or use it now and pray you find another? Weapons degrade (except for guns, which can be repaired), and crafting is key to survival. You’ll scrounge for parts, food, scrap, and medicine, all while managing your weight limit. Go over capacity, and you’ll burn stamina fast and move slower—bad news in a game where mobility often means life or death. [h1] Exploration and Strategy on the Road [/h1] Your journey takes place across a semi-randomized map, and your car—your lifeline between zones—needs fuel. Each destination is a risk-versus-reward decision. Do you hit a high-value location low on fuel and hope you find more, or play it safe and take the long route? Every location—be it a gas station, neighborhood, or military outpost—is full of loot and danger. Enemies vary from standard zombies to explosive carriers, spitters, and worse. Environmental traps and hazards (fire, mines, collapsing debris) are just as deadly as the infected, and friendly fire? Oh yes, it's a thing. Make the wrong weapon swap at the wrong time and you could take yourself out with a grenade launcher. (Not speaking from experience… maybe.) [h1] A Compelling Meta-Loop [/h1] The roguelite structure shines here. Every run earns you "knowledge" and "supply"—two currencies that persist across characters. Knowledge unlocks permanent perks: increased stamina, infection resistance, faster movement, and so on. Supply can be used to unlock new loadouts, weapons, and upgrades for future survivors. You’ll also find supply caches in the world. Use them immediately, or radio them in for use by your next character? These decisions define the meta-game, making every run feel like it matters—even when you fail. [h1] Retro Roots with Modern Design [/h1] Visually, The Last Stand: Aftermath channels a muted, gritty aesthetic—think mid-2000s survival horror filtered through modern polish. The atmosphere is somber, desperate, and immersive. The audio design is equally effective, with moody ambient music and unnerving creature sounds that keep the tension dialed in. The game draws clear influence from titles like Darkest Dungeon, Project Zomboid, and Oregon Trail (yes, really—your roadtrip-like structure feels like a dystopian death march). But it manages to carve out its own identity through tight mechanics and clever progression systems. [h1] Final Thoughts [/h1] The Last Stand: Aftermath is a relentlessly bleak, tightly designed roguelite survival horror that rewards planning, adaptability, and perseverance. Its combat is punchy and dangerous, its systems are layered but accessible, and its cycle of death and progress feels meaningful. You won’t win. You’re not meant to. But you'll leave behind something that makes the next run worth taking. —The Ember Archives https://store.steampowered.com/curator/45601239/
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.3M | 9K | 93% | $14.99 | |
| $3.3M | 3.8K | 33% | $34.99 | |
| $3.3M | 13.1K | 47% | $13.99 | |
| $3.3M | 7.1K | 83% | $19.99 | |
| $3.4M | 4.4K | 94% | $16.09 | |
| $3.3M | 3.9K | 83% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $520.9K | 2.2K | 72% | $19.99 | |
| $369.6K | 769 | 71% | $19.99 | |
| $8.1K | 46 | 59% | $6.99 | |
| $4.2K | 26 | 58% | $4.94 | |
| — | 0 | — | — |
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
不同高度的平面感觉非常奇怪,所有枪械不能打中不是同一个平面的怪,你必须站起来或者蹲下来才能打中,不然就是打空气或者打地板,燃烧区的闪光弹是不修复的,僵尸动作指令打不断的bug是不修的,人物攻击后穿过掩体是不修的,跑步停下以后会卡近战攻击的bug也不修。发售以后就没有售后了,也没有维护运营了,只卖游戏不修bug了,我就当我的钱给你烧给制作组在天上的浮木了,哦,忘记了高高在上的制作组是没有浮木的,就当我的钱打赏乞丐了
Very unpolished game with multiple bugs from the start. 5 years after release and nothing changed.
Great one of a rogue-like games , i had fun playing it , hardest achievement require 5 more repeating to clear the run which I dont want to do because of bugs in this game. The problem of bugs , some are not problematic , but some can cause you frustrated such as sometime single enemy become invisible and come out of no whereฒ Throwing frag grenade and it disappear then it boom out of no where causing death , this end your run easily in high difficulty , fter you play for 45 min to 1 hour for nothing ,,
super cool evolution of the last stand games i used to play on flash sites as a kid in '07.
Прекраснейший рогалик с метапрогрессией и прокачкой в рейде. Отзывчивое удобное управление, удобная стрельба и бой + норм графений. Чего ещё желать? Бери. UPD. Ещё немного поиграв выявил ряд проблем. В принципе не критично и удовольствие от такого лутер-рогалика не портит лично мне. 1) Начиная со второго акта кто-то ворует ФПС. Причём на работе с 2060 и i5 всё стабильно, просто фпс падает процентов на 50, а дома с ryzen7 и 5070 есть хорошие фризы. 2) Персонаж не умеет опускать или поднимать оружие. В игре есть высота положения предметов. И это проблема. Если ты выше или ниже зомби хоть на сантиметр - промах. А вы будете на разной высоте с противником постоянно. 3) Тухлое соснольное управление. У нас столько циферных кнопок, но расходники мы будем перещёлкивать одной кнопкой и юзать другой. Причём через время выбранный расходник слетит и надо заново его выбирать. На крайняк давно уже придумали круговое меню. Консоли = плохо. 4) Второй акт халтурно пустой. Огромные пустые пространства без ничего. 5) Зомби спавнятся прямо в тебе. Причём часто. Давно тоже придумана механика спавна за экраном. 6) О и чуть не забыл этот чудо лутинг. Хочешь полутать ящик, но рядом дверь? Перехоти. Светится будет иконка взаимодействия двери. Несколько ящиков стоят рядом, а ты не хочешь выгребать всякую бесполезную тяжёлую шляпу типа палок и труб? Захоти. Пока не обчистишь полностью ящик - другой ящик рядом лутать не сможешь. Сделайте вы подсветку лутабельного ящика или трупа и дайте кнопку для переключения между ящиками, как в zero sievert.
lj游戏,冲画面买的,结果是个堆素材的游戏,游戏内容少的可怜,战斗系统,僵尸动作都不行,连物资都是简易LOGO,看视频以为车能开,结果就是个‘门’,用于传送地图的,每个图内容贼少,各种空气墙限制,科技树也垃圾
i really tried to like this game but its just not great, the aiming system is janky, there's no real end game, the game is just blah. I was hoping this would be more like the last stand dead zone from Facebook games but sadly this is not even close. its not been updated since 2022 so i guess devs forgot about it.
游戏挺好玩的,但是,越到后面地图越来越屎,我就没见过在安全门里面能塞一个火坑,进去烧你一截血,出门再烧你一节血,制作组真的长脑子了?潜伏效果微乎其微,不如直接上枪打死,后面各种装甲怪就是存粹想让你必须去近战打掉对方的铠甲才能用枪补,而且感染条真的折磨人,抑制针还必须限制只能带一个,就nt,有时候找个三四张图没有一根针,然后好不容易刷到个带针的图只能用一个带一个就走,又不知道下次什么时候能遇到带针图,制作组就有种恶意压榨搜索时间,很恶心
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.