
THE DEAD RISE - Direct a group of survivors in a turn-based strategy survival game. Use survivor abilities, scavenge for resources, all while navigating a warped reality strewn with inexplicable phenomena. Come nightfall, undead seek the living. Can you survive, UNDEADLY?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I want to like this game but the controls are horrible. Right Click is movement and action. So when you want to act, sometimes you move. When you want to move, sometimes you act. Hotkeys for selecting weapons are 1, 2, 3, and 4. Guess what else are 1, 2, 3, 4? Inventory, Guard, Reload, and Headshot mode. Sometimes you want to pick your pistol, but you Guard instead and stand there like a dolt while enemies pound on you. Sometimes you want to pick your Rifle, but you open your inventory instead. Spacebar toggles back n forth between move and shoot. The controls are so bad I don't want to play. Why do this in the controls? Just use the standards... Left Click to Interact. Right Click to Move. Never ever use the same mouse button for both Action and Movement. So dumb.
Undeadly is a unique and exciting game that seamlessly blends elements of the popular survival game DayZ with the tactical strategy of XCOM. The result is a thrilling and immersive experience that will keep you on the edge of your seat. The game takes place in a post-apocalyptic world overrun by zombies, where players must navigate their way through hostile environments, scavenge for resources, and fight off hordes of undead. The gameplay mechanics are reminiscent of DayZ, with a focus on survival and exploration, but with added elements of strategy and tactics that are reminiscent of XCOM.
AWESOME! Solo dev from New Zealand smashes it! Engaging game play from start till end. Thanks, looking forward to where this is going! Discord community is popping also!
I really enjoy the game so far, but be warned it does just kinda throw you in. I wish the tutorial was a bit more expanded, showing me how to use each facility, what I need to loot, maybe run through a entire day/night cycle guided. Sadly there aren't too many tutorial videos explaining what to do yet, so for now learning is definitely going to be a challenge. Perhaps an optional survivor guide/journal like clippy from ms word would be helpful for new players. Definitely recommend though, feels like I am playing project z from warlord games.
There is not much wrong with this game, however it lacks one big huge thing: a purpose. Once you get the hang of it and survive for a few nights, you realize you're in this endless loop of scraping resources to build more stuff to survive another night but... that's it. No story, no purpose, and way too few variations in what you can to to keep me interested. If there was steam achievements, maybe, but even that is missing.
good idea, piss poor execution. The ui just sucks. the information sucks. the premise is amazing, but its impossible to move pass the aboslutely terrible and awkward ui to enjoy it. i cannot stress this enough. unless you really like playing against the crappy ui more than the game, this is not for you. find a better and cleaner entry into the genre
This game is awesome. It is one of those games where you keep saying "One more turn !". The graphics and sound are very good. The single developer is very good at his art and always receptive to comments. He is constantly improving the game. Challenging and enjoyable to play. Definitely recommended !
[h1] General Overview [/h1] Beautifully presented & with neat systems, but also some flaws & bugs. Gameplay loop is sandbox with goals to work on. I feel like I’m often treading water though: I craft & heal, & get swarmed. Fight them off, repeat crafting & healing, & repeat. I enjoy it, I just would enjoy it more if I felt like the kills benefited me more. Being able to heal on the go & getting more ammo drops from kills could help. All my feedback might seem like I didn’t enjoy the game, but that’s not the case: the core game is wonderful & satisfying, & my feedback is based on the dev being active in the forums & receptive to suggestions. This game is great, but can be even greater with some bug fixes & QoL changes. [h1] The Good [/h1] [list] [*][b] Graphics/art style [/b] – it’s one of the more cartoony takes of a zombie apocalypse that I’ve seen, reminds me a bit of “Zombies Ate My Neighbours”. Great detail in the characters, enemies, & environments [*][b] Combat [/b] – I love action point systems that aren’t just “one attack/one moment”. Attacks cost 2 AP, & your move radius is coloured based on the number of action points it will take to get there. Something really neat is that you can do a 2 AP attack if you have 1 AP available, which makes strafing your opponents or sending someone in for a melee kill a more readily available strategy. I like the balance between melee & ranged weapons, & how each character can carry a good arsenal of each [*][b] Story [/b] – Light on story, which works. It might be nice to have a bit more personality for your team, since they seem to be premade & not editable, but I was happy to focus on gameplay [*][b] Progression [/b] – The mid game (haven’t made it to the late game yet) weapons & ammo take down zombies much more easily, but take time to produce & require an investment of skills to equip. I definitely felt like my survivors were getting more useful, but the zombie horde is also getting stronger & more numerous [/list] [h1] The Bugs [/h1] [list] [*][b] Moving glitch [/b] – sometimes I can’t click on someone & bring up their move radius cleanly, it takes either a couple extra clicks or selecting someone else & then returning to the first survivor [*][b] Trap setting glitch [/b] – I set bear traps in doorways & find the trap can’t be reset unless I close the door between me & the trap. Or it’s like it’s buried under layers of zombies & disappears entirely for several turns [*][b] Looting glitch [/b] – When zombies drop loot, if someone is already within looting range it doesn’t let them pick it up. You have to either move them away & then back, or move someone else into range [*][b] Chance to hit/damage [/b] – it’s finicky to get the hit chance or damage estimate to display. Often it doesn’t do so at all, no matter what I do [*][b] Coil whine [/b] – I get a bit of coil whine during the opening sequence & title screen- I recommend an FPS limit for these [*][b] Persistent loot stashes [/b] – Sometimes the containers dropped by zombies or the environment ones remain as interactive objects even after they’re emptied [*][b] Blocked doors [/b] – Not sure what caused it, but I had a trap, persistent loot bag, & a pile of corpses on the other side of a door that trapped me inside. No zombie was “alive”, just a pile of bodies, but I couldn’t go through [*][b] Blocked base rooms [/b] – I put the armory in one of the large buildings next to the kitchen. The kitchen stove & sink blocked the only entry to the armory, making it useless [*][b] Retrain [/b] – I had someone retraining, & everyone else had used all their APs. I couldn’t end the turn, as it was getting hung up on the person that was retraining, & no one else was selectable. I was able to get around this by going to the Library, pausing the retrain, & then resuming it after, which automatically ended the turn [*][b] The Wave [/b] – The Wave can pass through someone who is learning in the library without giving them any bonus. Luckily she finished the next turn & was able to run into it [*][b] Crafting [/b] – Got the workshop to level 3 & my engineer to level 3 crafting, but still all the high tier weapons say “Upgrade the workshop or find the blueprint”. If upgrading the workshop doesn’t unlock the crafting of these weapons, that description needs to be updated [*][b] Shadow mode [/b] – One of those “Shadow Mode” zombies got stuck in shadow mode & just followed me around. It didn’t attack, & remained invulnerable. Not certain if this was the cause, but prior to the glitch it got caught in one of those “frozen” spheres that the chunky zombies produce. Edit: saving & reloading fixed this [/list] [h1] Suggestions [/h1] [list] [*][b] Engarde [/b] – If an enemy moves into “engarde” range of multiple survivors, they should each get to take a swing. Currently only one does, & that results in a survivor taking damage when I don’t feel they should [*][b] Ranged overwatch [/b] – I really miss this. The ability point system & crafting system drives me towards specialization already, so an ability granting ranged overwatch would be appropriate [*][b] XP, levels, & stats [/b] – I would like to go & hunt zombies, with something more to show for it than burning through my ammo & thinning the herd a bit. An RPG progression system where you get levels (or even ability points) for kills would help, although I’d personally also like to see stats that increase survivability, movement, or combat effectiveness as well. The ability system is great, but levels & stats in addition to that would be fantastic [*][b] Survivor customization [/b] – I understand when customization isn’t available for story characters in games, but in this case there isn’t really a story that accompanies them. Would like to rename & change their clothes/colour palettes [*][b] Map [/b] – I assume this was a conscious decision & might be against your vision of the game, but I’d love a map, or maybe a “scroll out to see the entire city & have my buildings colour coded & points of interest tagger”. I have a poor memory & have a hard time differentiating between places I’ve looted & places that I haven’t explored but haven’t been close enough to proc the lootable identifiers. The Survivor Board was also really hard to find- your images in the discussion thread on the topic helped, but making it “pop” more would be a great QoL update [*][b] Headshots [/b] – I get the trade-off between a headshot being a risky kill or complete miss versus a normal attack that’s guaranteed to hit, but… I would rather the headshot either a) be a percentage based instakill, based on damage, ability level, & the zombie’s remaining health, or b) guaranteed extra damage if it hits, but some damage if it misses, with a small cooldown. As it is, I use it sparingly because it’s so unforgiving [*][b] Attrition [/b] – An ability to heal in the field would be helpful. It can be a slog to the med bay & then wait in a bed, & makes taking chip damage more of a hassle. Maybe it could take a while, or have a long cooldown, or heal just a bit to make it still worth going to the med bay [*][b] Survivor Board [/b] – Once you select someone, the board just shows the time it will take to refresh. I'd like to see the time it will take for the new survivor to arrive as well [*][b] Ability points [/b] – Abilities are too pricey at later levels. Maybe split combat vs utility abilities. If I want an engineer to create late game equipment, 6 ability points to reach level 3 crafting. Same with scavenging & the doctor abilities. If not a divide between combat & support, then maybe a way to more easily earn ability slot (see “XP, levels, & stats”) or lowering ability cost [/list]
When they said early access, they weren't lying! the game more or less functions and i can certainly see the direction they are taking it but its a good ways off. Play the demo and youll have seen a good chunk of whats available. i like it enough to keep hold of it to see where it goes, but im gonna hold off really diving into it until it has some more meat on its bones (and qol features)
I would usually do a full review, doing the good, the bad and the...tl;dr. But in this case, I will skip this and just say this: This product is NOT fit for release. It's a bugfest at the moment. I took me about 18 hours of playtime to find and document (in the forumdiscussion) a handfull of quite easy fixable bugs, as well as a gamebreaking one. This game would be fair in early access but not in 1.0+. Therefore, no. I just can't recommend this game. It has potential, but I do not know if it will ever be patched sufficiently to actually realize said potential. Maybe in the future.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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