
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 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.
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 | 10.1Kreviews | 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 853 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game doesn't work for oculus devices, it used to but idk how they broke the controllers
человек человеку друг. а зомби зомби зомби. человек зомби еда. зомби туристу мусор. человек туристу опа лут.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 855 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Uma bomba de jogo, como nao tem vergonha na cara de lançar algo sem suporte algum pra VR, quando entra no jogo cai em uma tela de configuração que nao fala nada com nada, nao explica nada, passem fome porcos imundos
Das Spiel ist sicherlich cool aber ohne Unterstützung für die Quest 3 ist es unspielbar bzw. sehr sehr umständlich mithilfe von Quest Link spielbar. Man möchte es aber über SteamVR spielen und nicht Umwege nehmen. Daher nicht zu empfehlen derzeit!
É impossível configurar o controle no Quest 3S e deixar jogável. Simplesmente não tem como!
This game was, regrettably, very annoying at parts. From the initial setup, the game demands technical adjustments to advance beyond the preliminary controller configuration prompt. As a Meta Quest user, one is required to switch to community-created controller bindings, as the native software fails to recognize non-HTC Vive hardware. The game was evidently engineered for the HTC ecosystem with negligible consideration for alternative VR platforms despite being sold on Steam. Such oversight is inexcusable; it is tantamount to developing a game exclusively for a single, uncommon graphics card while disregarding optimization for the myriad hardware setups prevalent among consumers. Although a version exists on the Meta Store, presumably configured more appropriately for Quest devices, I favor PCVR for the enhanced graphics. I imagine HTC's hardware users can proceed without hindrance, but the developers’ apathy towards ensuring compatibility with a range of VR devices is a significant detriment, especially considering this is not a free-to-play title. Another gripe lies in the game’s annoying time management system, which is not explicitly disclosed on the store page. I’ve always found timed mechanics distasteful, like the notorious 72-hour system in Dead Rising, which pressured players to rush rather than savor exploration. While I understand the intention is to evoke the tension and stress inherent to a zombie apocalypse, the rigid penalties for missing strict time windows are unreasonable. For instance, early in the game, you’re tasked with exploring a "blue mansion" for the main quest. An NPC offers you a quest linked to the same location, serving as a secondary warning about the looming time constraints. However, the urgency is poorly conveyed, so you quickly learn, perhaps too late, how little time is actually afforded. To be precise, you have 22 minutes of real time to explore. Should you indulge in thorough exploration, the bell will ring, summoning a zombie horde and rendering escape from the map nearly impossible at this stage. The real issue is not simply being overwhelmed, but rather that quest-giving NPCs disappear after these timed events, never to return, even though it would be logical for them to resurface once the threat has subsided. This poorly-explained mechanic is likely to frustrate many players within their first hour. Cleverly, the developers tie the bell-ringing mechanic into the core narrative: the dominant faction in New Orleans uses loud noises to herd zombies for human safety. This, among other faction interactions, plays into the game’s lore, but after experiencing its disruptive impact firsthand, I was staunchly opposed to their methods and did not side with The Tower. Screw them for herding zombies to the map I've chosen to explore. In an attempt to avoid overwhelming players under time constraints, map sizes are relatively modest, with only a few explorable interiors per area—a smart design decision. However, this is quickly undermined by the infinite spawning of zombies, introducing artificial difficulty and forcing players to waste scarce resources. It becomes impossible to truly clear an area and make navigation easier. The Ramparts map is a glaring example: after methodically clearing the gymnasium for a quest, I attempted to leave the building and multiple zombies had already respawned behind me and chased me outside, endangering my progress and breaking immersion. This relentless spawning ultimately makes the game feel unforgiving and poorly balanced. While the premise leans towards hardcore stealth survival, with daily increases in zombie spawns and diminishing loot every time you sleep the night away, the stealth mechanics themselves are deeply flawed. For example, firing a .357 Magnum inside a house does not alert nearby enemies or zombies, which breaks any sense of realism. Upon realizing this, I ceased bothering with intricate stealth tactics and resorted to direct combat when supplies allowed. The AI, also, is uninspired—the least sophisticated I’ve encountered in recent memory. You can walk up to an armed NPC, shoot at them but miss, and it'll take seconds for them to actually react to the fact you just tried to murder them. The "hardcore" aspect is further exaggerated by the game’s punitive death system: dying sends you back to your skiff, and if you perish a second consecutive time before retrieving your dropped inventory, all is lost, a system reminiscent of "souls-like" mechanics. Moreover, there’s no option to manually save your progress, nor is there a traditional checkpoint system. If you must quit the game mid-day for any reason, you’ll be forced to replay the entire day from the beginning. These design choices, often touted as “hardcore,” only serve to make the game tedious rather than challenging. Additionally, there is a flashlight available, which you must awkwardly attempt to grab from your character’s left side—often with mixed results because VR headset cameras and sensors are still not 100% accurate in detecting your range of motion and what you might be trying to grab at from your person. Unfortunately, this flashlight is almost entirely ineffectual, failing to function as a proper light source until the DLC where it is improved. It casts only the faintest illumination directly ahead, rendering it virtually useless in darker environments. It's another sad, overdone symptom of a horror game: intentionally employing inadequate lighting to heighten tension and foster an eerie atmosphere. For many, the game’s primary appeal is the satisfaction of scavenging resources and decorating one’s base of operations—a fun loop for those who enjoy the thrill of stockpiling supplies. What completely flies over the heads of many players is that this is essentially the moral of the story. The game gives you a compelling choice to make at the end regarding this mysterious bunker that the entire city is searching for, where players who make a certain choice prove how selfish they are in order to get more loot. Now, I don't wish to be too overly critical about the game as if it's entirely bad and doesn't have any redeeming features. I was intrigued by the developers creating a story surrounding a 20th century serial killer of New Orleans, the Axeman. There's many references to this figure throughout the game and the DLC basically confirms somebody embodying the mythos and taking the mantle, to which I assume is explored even more deeply in the sequel game. I guess even in an era where most people cannot read and are mostly uneducated, certain legends and horrors still persist. When the game works, it's good. When the game isn't spawning zombies up your derriere, it's good. Mostly, I had more fun collecting resources, decorating the home base, and interacting with NPCs. Basically, any moment I wasn't having to bother with zombies. The freedom to just shoot and kill any named NPC in the game, major or not, and to either be a saint or sinner, is something amazing and not properly explored in many other video games and I can see why people enjoy that agency. You can work for one faction, work for both as a double agent, kill them both and be your own boss, betray the allies you've made by just executing them pointblank, or just kill them as soon as you encounter them. You can kill one NPC early in the game and basically eliminate an entire fetch quest chain by taking the key she is keeping from you and using it as leverage to make you work for her. I just don't think the game is as great as what people hail it to be. With the VR market still relatively under-served, many games seem extraordinary simply due to a lack of meaningful competition. While The Walking Dead as a franchise is theoretically well-suited for VR, my conclusion is that the developers’ inexperience is evident, resulting in a substandard and unnecessarily cumbersome product with all of its flaws.
The game requires HTC Vive. You won't be able to pass the start screen without it. There seems to be a multistep workaround for the problem (google for it, if you really want to play the game), but I don't want to pay for a product that makes me to do things like that. Update: My setup is Quest 3 with Virtual Desktop app.
The Walking Dead: Saints & Sinners is an immersive VR survival horror game that sets a new standard for what virtual reality can offer in terms of atmosphere, gameplay depth, and narrative complexity. Developed by Skydance Interactive, this title throws players into the grim, post-apocalyptic world of New Orleans overrun by the undead, where every decision carries weight and survival hinges on your wits, resourcefulness, and moral compass. Its blend of brutal combat, immersive exploration, and branching storylines makes it a standout experience for both fans of The Walking Dead franchise and VR enthusiasts seeking a mature, engaging adventure. From the moment you slip on the VR headset and step into the shoes of a lone survivor navigating the flooded streets and shadowy alleyways of New Orleans, the game’s commitment to immersion becomes immediately apparent. The detailed environmental design captures the eerie, decaying beauty of the city, with richly textured buildings, cluttered interiors, and atmospheric lighting that together evoke a palpable sense of danger and despair. Every corner hides potential threats, be they ravenous walkers or hostile human factions, which keeps tension high and exploration thrilling. The use of VR mechanics—such as physically reaching out to open doors, craft weapons, or interact with objects—greatly enhances the feeling of presence, making the world feel convincingly real and dangerous. Combat in Saints & Sinners is visceral, skill-based, and unforgiving. Players must master melee weapons like knives, bats, and axes, as well as firearms that require careful management of limited ammunition. The game’s physics-driven melee system allows for precise strikes and realistic weapon handling, encouraging strategic thinking rather than reckless brawling. Dodging, blocking, and timing your attacks are crucial to surviving encounters with both the undead and human enemies, who can be just as deadly and unpredictable. The game also introduces a stamina system that influences combat and movement, adding another layer of tension where overexertion can leave you vulnerable. The sense of vulnerability and danger is heightened by the sound design, where every groan or shuffle of a walker nearby puts players on edge. Beyond combat, Saints & Sinners excels in its survival and crafting mechanics. Scavenging for supplies is a constant necessity, and the game rewards careful exploration and resource management. Players gather parts to craft essential items such as weapons, traps, and healing supplies, adding depth and strategic variety to gameplay. The crafting system feels organic and intuitive within the VR environment, reinforcing the survivalist vibe. Additionally, the game incorporates a dynamic inventory system that challenges players to prioritize what to carry, balancing weight and usefulness in a way that adds realism and tactical decision-making. Narratively, The Walking Dead: Saints & Sinners offers a mature and compelling story that delves into themes of morality, trust, and survival. Set in a city fractured by factions and personal agendas, players must navigate complex relationships and make choices that influence the storyline and the fate of key characters. The branching narrative ensures multiple endings, encouraging replayability and thoughtful engagement with the game’s moral dilemmas. Dialogue and character interactions are well-written and voice-acted, enriching the story and grounding the experience in emotional stakes that go beyond mere survival horror. The game’s pacing is well balanced, mixing moments of intense combat and stealth with quieter periods of exploration and scavenging that build tension and provide breathing room. The VR platform, while demanding in terms of physical movement, is leveraged effectively to deepen player immersion and investment. The controls are responsive and thoughtfully designed, with options to suit different playstyles and comfort levels. For newcomers to VR or the genre, the learning curve can be steep, but the game’s rewarding progression system and intuitive mechanics make mastering its systems a satisfying challenge. Despite its many strengths, Saints & Sinners does have occasional rough edges. Some players may find the initial moments of getting accustomed to VR combat and locomotion a bit daunting, and a few technical glitches can arise, though these are generally minor. The game’s intensity and sometimes graphic content might not be suitable for all audiences, requiring a tolerance for mature themes and visceral violence. However, these aspects contribute to the authentic and gritty atmosphere that defines the experience. In summary, The Walking Dead: Saints & Sinners is a landmark VR title that combines deep, tactical combat, immersive survival mechanics, and a morally complex narrative set in a richly realized post-apocalyptic New Orleans. It pushes the boundaries of what VR can achieve by offering a compelling blend of tension, exploration, and player-driven storytelling. For those willing to dive into its challenging gameplay and emotionally charged world, it provides a deeply rewarding and unforgettable experience, raising the bar for immersive horror and survival games in virtual reality. Rating: 8/10
Hace poco adquirí una Meta Quest 3, y sinceramente, lo hice principalmente para jugar The Walking Dead: Saints & Sinners. Desde el primer momento supe que me esperaba algo grande dentro del mundo de la realidad virtual, y no me equivoqué. Aunque este juego tiene cierta fama por presentar algunos problemas, sobre todo en las Quest 2 y 3, bastó con seguir un par de tutoriales en los foros para dejarlo funcionando perfectamente. Desde entonces, la experiencia ha sido increíble, estable y mucho más inmersiva de lo que imaginaba. Todavía no lo he terminado, porque me resulta imposible no detenerme a admirar cada detalle. La ambientación en Nueva Orleans es simplemente espectacular: decadente, misteriosa y con una atmósfera única que invita a explorar. Cada calle, cada edificio y cada rincón guardan una sorpresa, haciendo que avanzar se sienta tan importante como detenerse a observar. El combate es intenso y físico, y logra transmitir una tensión constante. Sentir el peso de las armas, escuchar los gruñidos cercanos o girar al oír pasos detrás de ti son momentos que ponen los nervios de punta. El sonido es sobresaliente: los efectos, las voces y el silencio mismo logran que todo se sienta auténtico, como si realmente estuvieras dentro de ese mundo. Cada sesión termina con la misma sensación: la de haber sobrevivido un día más en medio del apocalipsis. Y eso, para mí, es exactamente lo que esperaba de una experiencia VR de este nivel: una aventura intensa, envolvente y llena de momentos que se quedan contigo incluso después de quitarte el visor.
Rodzina chciała mnie wysłać do psychiatryka :P
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $394.7K | 1.9K | 64% | $9.99 | |
| $3.3M | 9.3K | 79% | $14.99 | |
| $269.3K | 698 | 64% | $9.99 | |
| $162.8K | 344 | 70% | $19.99 | |
| $66.9K | 281 | 68% | $14.99 | |
| $28.1M | 31.6K | 66% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.3M | 5K | 74% | $29.99 | |
| $5.3M | 6.6K | 91% | $39.99 | |
| $5.3M | 4.4K | 67% | $59.99 | |
| $5.3M | 7.6K | 83% | $19.14 | |
| $5.3M | 96.8K | 71% | $2.99 | |
| $5.3M | 24K | 86% | $9.99 |