
Saints & Sinners is a game unlike any other in The Walking Dead universe. Every challenge you face and decision you make is driven by YOU. Fight the undead, scavenge through the flooded ruins of New Orleans, and face gut-wrenching choices for you and the other survivors. Live The Walking Dead.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0/day in the week to Aug 27 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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

Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 7.6Kreviews | 86% | — | $5.3M |
| $19.99 | 3.9Kratings | 90% | — | 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.
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 855 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good game
Saints and Sinners is an incredibly visceral VR game, both because of its commitment to immersive VR elements and in terms of the violence you are required to enact. The environmental design of apocalyptic New Orleans is outstanding. Dust rolls through the unkempt streets as ambient tones emphasize the looming threat of the undead that could be around any corner. It's the sort of game where keeping your ears open is essential for survival. S&S was definitely created with the strengths of VR in mind and the tension it delivers is delicious. However, there are a number of glaring issues with the game that hold it back from being an essential VR title. The lack of Quest support on PC leads to some initial finicking. If you're using Virtual Desktop, check the custom Steam community controller bindings and read their descriptions. Also, don't forget to change the gun-aiming angle in the settings as it seems to default to a very high Vive Wand orientation. The low frequency of saves was a problem for me a few times. S&S saves while moving between locations, so only in full-day chunks. In some instances, death at an inconvenient time and place leads you to have to choose between losing all your current supplies and a whole in-game day or reloading and losing a decent chunk of real-world time just to replay the same stuff again. The way two-handing any weapon is treated is blatantly counterproductive. I've never quite understood the obsession with "realistic" VR physics that don't comply with how your IRL body is actually moving. If anything, simulating the weight of objects to such a deliberate degree looks and feels cartoonish as you fight against the momentum of your flailing in-game limbs just to swing an axe down or keep a rifle steady. It takes so long to find the sights of the wobbly two-handed guns that there's almost no use for them unless you've got a comical amount of distance and time on your side. Even pistols suffer from this wonky nonsense. Other VR gun games without weighted hand physics feel so darn precise and tactile in comparison. Thankfully, you’re able to get through the game with basically just a handful of pistols and knives. Headshots one-shot everything, so why bother with all the heavy stuff? I finished the game with over one hundred shotgun shells and over one hundred and fifty rifle rounds in reserve. I rarely used two-handed melee weapons for anything besides breaking barriers. After a few attempts at using them, any bows I found went straight into the recycle bin. I also didn’t engage with the generic crafting system as much as the game wanted me to. I only put resources into it for a few essential upgrades/tools, like more backpack space, a better type of knife, basic revolver ammo, and soup. I thought the game was twice as long as it really was because the crafting benches were so hungry for resources. There are a ton of secret recipes to unlock, but they feel unnecessary and are tricky to track down. I was initially disappointed that I failed to find most of these secret items. Considering the simple tools that I got by on, all those optional things feel like wasted inclusions. Interiors are far too dark, the in-game brightness setting doesn't work, and the flashlight is as dim as the NPCs. Being in the dark is, of course, scary and part of the experience. It just would've been nice to be able to see more than three feet in front of me, or at least have the flashlight properly illuminate any reasonable amount of darkness. While I very much appreciate that there is a decent story and ample narrative structure to the entire game, the whole "humans are the real monsters" zombie narrative is pretty dull at this point. Moreover, S&S also features a generic "angry fascists vs freedom-loving crazies" conflict, which is equally predictable and redundant. All that said, I did very much enjoy S&S. It’s got the atmosphere, pacing, and polish to make even basic exploration and salvaging feel intensely immersive. Its flaws as a frankly unoriginal survival horror zombie game stand out all the more because the game has such a stellar trajectory as a VR title. It’s not a game for the faint of heart though. I would certainly recommend it if you’re fairly comfortable with being anxious and a little scared in VR.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
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, Japanese, Korean, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 857 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
на Pico 4 запустил игру через VD управление нормальное, не знаю через что там запускали но если управление корявое попробуйте bat файл который запускает через VD ну или напрямую через VD запускать! Минус (шутка) только немного страшно чем то :)) PS может потому что через VD запускаю не показывает сколько времени играл в игру
ㅤ ㅤㅤ ㅤ
niesamowita fabuła, nawet po tych 6 latach w ciąż wciąga w swój klimat (jeśli jesteś fanem zombie i masz vr i polecam kupić)
One of the best VR stories you can play, almost a must have for VR users.
dobra zombie vr hra chtelo by to vice zbrani a vic story
32.8 hrs on record (2nd/3rd playthrough) Didn’t care about The Walking Dead going in, but this was a great first exposure. Atmosphere is tense and scavenging to survive feels rewarding. Ammo scarcity pushes you toward melee/stealth — sometimes satisfying, often clunky. Blades bounce off, cleavers shove instead of cut, and that dim flashlight makes dark areas rough on the eyes. Exploration and survival loop is solid (6.5–7/10 immersion). Story is just “okay” — being called “Tourist” is whatever, and characters feel rushed. But the choices are fun, and being able to kill off characters like JB or Georgia when I didn’t like their direction was a highlight. Despite the flaws, the tension in dark areas, scavenging runs, and being outnumbered in fights make it worth playing at least once. I’m already on my second (maybe third) run. TL;DR: Janky melee, but tense and immersive. A must-play VR zombie survival experience.
excellent zombie fantasy the vr systems for interaction are great the only gripe is that guns wobble too much
I HATE THIS GAME, IT IS A SCAM. DARYL DOES NOT APPEAR BUTTNAKED IN THE GAME!!!!1! EDIT: If you want a good game go play death stranding
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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