
As Anling’s zombie infection sets in, her days are numbered. The struggle to survive is made ever more paramount as she must ensure her son Cody stays alive. She must teach him how to survive in this new world at any cost…
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, Japanese, French, German, Korean, Russian, Traditional Chinese, Spanish - Spain, Portuguese - Brazil, Italian, Turkish*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 love this game
Задумка и реализация интересная, в целом рекомендую, НО: Игра очень душная, ошибок не прощает. Если под конец игры не откроете шахты и где-то не найдете меч и не улучшите его за мильон - о прохождении можно не думать, игра не дает тебе играть как тебе удобно, ты должен играть как хочешь разраб и через прокачку, которую хочет разраб. Нет свободы действий и выбора. Имитация открытого мира и свободного передвижения, но по факту локи открываются линейно и все происходит линейно, а что тебе надо сделать дальше - догадайся сам, ибо подсказок нет и перевод кривой. Миллион ресурсов, которые не восстанавливаются на локах, куча бесполезных крафтов. Каждый день дебаффы, к 30-40 дню они настакиваются настолько сильно, что играть почти невозможно. Для дальней локи надо тратить 12-14 часов на поездку туда, а в дне всего лишь 14 часов, в итоге новые локации вы не залутаете (а это единственный способ восстановить ресурсы и пройти дальше по игре и сюжету) (инфы как улучшить машину и вообще можно ли это делать нигде не нашла). Коди бесполезный даже под конец игры с фулл прокачкой, у меня он наотрез отказывался стрелять в зомби, после каждой встречи с зомби впадал с депрессию. Может мне достался нюня, хз, короче обуза. Доработать баги, сделать игру не линейной, а чтоб игрок сам выбирал как проживать эти 60 дней до эвауации, перевести нормально - будет конфетка. Вряд ли так сделают, но поставить палец вниз игре не могу, слишком хороший смысл, сюжет, прокачка, визуал и пр.
The story captures the unconditional love of the mother towards it children or son in this story. Furthermore, it encapsulates the adaption and shifting adjustment of a kid into innocence to exposure to the reality of zombie apocalypse. The story illustrates the good and bad effects of the outbreak to people where they cling to the glimpse of hope and despair just to survive. I would totally recommend this game to everyone to people who like macro- and micro-management. But, the developers disappoint me that this game has so much potential to be a best. Yet, they just proceed to move on to the project. I hope they come to realization that this game are loved by people because of its storyline and mechanics.
UNDYING - “KINGDOM” is a survival game that approaches the zombie apocalypse from a far more emotional and personal perspective than most titles in the genre. Instead of focusing entirely on large-scale destruction, endless combat, or heroic action, the game centers on a mother slowly dying from infection while trying to prepare her son for a future she knows she will never be part of. This emotional foundation gives the experience a level of weight and humanity that immediately separates it from more traditional survival games. Every decision, every scavenging trip, and every lesson taught to the child feels tied to the painful reality that time is running out. The story follows Anling, a mother bitten during the collapse of civilization after a zombie outbreak. Realizing that her infection is irreversible, she spends her remaining days teaching her son Cody how to survive on his own before she eventually loses control of herself completely. The game constantly reinforces this tragic premise through both gameplay and atmosphere, creating a survival experience built not around saving the protagonist, but around preparing someone else to continue living after the inevitable loss occurs. That emotional focus becomes the strongest aspect of the entire experience. The relationship between Anling and Cody drives nearly every gameplay mechanic. Cody is not treated as a helpless companion who simply follows the player around. Instead, he gradually learns survival skills by watching Anling perform actions repeatedly. Cooking, crafting, scavenging, farming, combat, and resource management all become lessons that directly shape Cody’s development. Watching him slowly transform from a frightened child into someone capable of surviving independently is deeply satisfying because every skill learned feels meaningful within the narrative context. The game constantly reminds players that Cody’s growth is the true goal. Gameplay revolves around scavenging abandoned environments, managing limited resources, crafting supplies, and surviving encounters with zombies while balancing hunger, thirst, exhaustion, and infection progression. Players search ruined neighborhoods, stores, farms, and dangerous urban areas for food, medicine, crafting materials, and weapons. Every trip outside shelter carries tension because resources are scarce and the infected remain a constant threat. While the basic survival mechanics may feel familiar to fans of the genre, the emotional context surrounding them gives even routine tasks a stronger sense of importance. One of the game’s most effective systems is the gradual decline caused by Anling’s infection. As time passes, her condition worsens, affecting her abilities and forcing players to carefully manage her physical state. The infection is not just a story element but an active gameplay mechanic that creates urgency throughout the experience. Some infected abilities can provide temporary advantages, but they come with dangerous risks and emotional consequences. The game constantly reminds players that Anling’s survival is temporary, which creates a very different kind of pressure compared to most zombie survival games. The teaching system connected to Cody’s progression is also remarkably well designed. Cody learns through observation and practice, eventually becoming capable of assisting with gathering resources, crafting items, fighting zombies, and maintaining shelter. Over time, players begin depending on him more heavily as Anling weakens. This progression feels emotionally rewarding because it directly reflects the central theme of parental sacrifice and preparation. Every lesson taught to Cody feels like another step toward ensuring he can survive after Anling is gone. Visually, the game uses a stylized low-poly art direction that works surprisingly well for its emotional atmosphere. The environments feel abandoned, cold, and melancholic without relying on hyper-realistic visuals. Empty streets, quiet shelters, and ruined structures reinforce the loneliness of the apocalypse while allowing the emotional interactions between the characters to stand out more clearly. The softer visual style also helps the more tragic moments feel sincere rather than overly dramatic. The soundtrack and sound design contribute heavily to the emotional tone. Quiet music, ambient environmental sounds, and subdued audio design constantly reinforce the feeling of sadness and inevitability surrounding the journey. Rather than emphasizing nonstop horror, the game often feels reflective and emotionally heavy. Many scenes carry more emotional pain than fear, which helps the game establish a distinct identity within the zombie genre. The pacing can occasionally become repetitive during longer sessions, particularly when scavenging familiar areas or managing resources repeatedly. Inventory management sometimes feels cumbersome, and combat mechanics are fairly basic compared to more action-focused survival games. Fighting zombies is functional but lacks the depth or responsiveness found in larger-budget titles. Certain progression sections can also slow down noticeably if players struggle to find necessary supplies, which may frustrate some players expecting a faster-paced experience. Despite these flaws, the emotional storytelling consistently keeps the experience engaging. Small interactions between Anling and Cody often become the most memorable moments in the game because they reinforce the bond between the characters in subtle but meaningful ways. The game understands that emotional attachment grows through everyday struggles rather than dramatic cutscenes alone. Simple moments like teaching Cody to cook or watching him become more confident over time carry significant emotional weight because of the larger context surrounding their situation. What makes UNDYING especially memorable is how it changes the purpose of survival itself. Most zombie games focus entirely on preserving the player character’s life, but UNDYING accepts from the beginning that Anling cannot escape her fate. Instead, survival becomes about legacy, sacrifice, and preparing the next generation to continue after tragedy. This shift in perspective gives the game an emotional depth rarely explored within the genre. UNDYING - “KINGDOM” succeeds because it combines survival mechanics with genuinely heartfelt storytelling. While some gameplay systems may feel repetitive or mechanically simple, the emotional journey between mother and son elevates the experience into something far more memorable than a standard zombie survival game. Its atmosphere, themes, and character-driven focus create an experience that feels tragic, human, and emotionally resonant from beginning to end. Rating: 8/10
wow, this game is amazing. best game ever portraying The Walking Dead and CHILD ABUSE. + overall aesthetic and mood. + great cutscene / dialogue / scenario / NPC. + some cutscenes are dubbed. + crafting / new-game+ / upgrading / secrets / skill gatcha / POIs / QOLs / quests. + retrieves materials from chest. + day 45. - keymap hints aren't dynamic. - [strike]can't drag the map with the mouse[/strike]. [b](RMB to DRAG)[/b] - Cody dungeon. fun at first but got bored real quick. no option to skip all the repetitive dialogues. - stealth key (shift) registering during crafting or inventory. - [strike]extremely[/strike] unsatisfying meaningless af luck-based card game. [b](TIP : go to survivor's camp, play card game with Tyrone -> discard all PAPER (if you have) and pass for each round (round 6~10). -> from round 6 and on = always use STONE, fold when you win. use SCISSOR only when he's got less than 2 cards. always discard PAPER. -> equip his tricks and play other NPCs.[/b] - empty cans on the ground resets its location. - unlike Cody, the player must constantly press F again to do anything. - can't refill water from logical sources. e.g. pond / river. - can't dismantle books. - BUG : can't bandage to full HP when you are 100/101, system is still assuming 100 is the maximum HP. you are technically screwed if you got the Reckless Impulse; you will never sneak again. - can't attack zombies when they are getting up from the ground. e.g. in subway. - is there any way to quick swap or unequip ammo? - can't skip sofa scenes. - overall crappy rewards from the unsafe area quests.
번역 지랄남 gpt한테 맡기는게 얘네가 번역한거보다 잘할듯
For me... its just a bad game. Wich is sad because I was really hyped for it. But right from the start I cant do anything without a "the button cannot be used" text appearing in front of my screen. The chooices in this game feel like those memes about Fallout 4. And in the end they are either "Fight this dude" or "Dont fight this dude". There are not enough tutorials about anything in the game and those that are feel incomplete. I only played 20 minutes so maybe it gets better? But I was having such a bad time trying to understand anything and also feeling like the game was bug in some way wich I didnt know. Sush a shame that this good of a concept couldnt be made into a good game
постоянно вылетает перевод на русский язык далек от истины
少数让我很感兴趣并且眼前一亮的游戏,游戏操作模式还有养成收集升级等等都很有趣,剧情上的坑应该有不少但是似乎制作者跑路了,游戏本来热度也不高现在都没人关注了
[table] [tr] [th] [b]✔️ The Good [/b][/th] [/tr] [tr] [td] • [u]Beautiful Art Style[/u]: The low-poly aesthetic is gorgeous and perfectly captures the somber, desperate vibe of the apocalypse. [/td] [/tr] [tr] [td] • [u]Incredible Premise[/u]: Playing as a bitten mother racing against the clock to teach her son survival skills before she turns is an absolutely top-tier concept. [/td] [/tr] [tr] [td] • [u]Skill Progression[/u]: Having Cody organically learn dozens of different skills by watching his mother perform tasks adds a highly rewarding dynamic to the gameplay loop. [/td] [/tr] [tr] [td] • [u]Impactful Soundtrack[/u]: The music is surprisingly emotional and sets a gripping, suspenseful tone right from the opening moments. [/td] [/tr] [tr] [td] • [u]Meaningful Choices[/u]: Deciding who to help and who to leave behind actually fractures the timeline, leading to serious consequences and different endings. [/td] [/tr] [tr] [td] • [u]Dynamic Maps[/u]: The major locations shuffle around on different playthroughs, keeping exploration feeling somewhat fresh and unpredictable. [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3757877626 [table] [tr] [th] [b]❌ The Bad [/b][/th] [/tr] [tr] [td] • [u] Unexplained Mechanics[/u]: There is a lot of mechanics that are not explained at all or have severe QoL issues. For some instance, to explore beyond the gray areas of the map, you have to carry gas in your actual inventory instead of drawing from the cars storage. [/td] [/tr] [tr] [td] • [u]Impractical Mines[/u]: Planting a mine takes way too long to arm and become active, making them incredibly difficult to use practically in the heat of combat. [/td] [/tr] [tr] [td] • [u]Odd world lore[/u]: Some of the worlds notes are kind of dumb. For example, the game's narrative explanation for the bear suit zombies in the Alaskan Market level is overbearing, weird, and just annoying to deal with. [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3757877692 [table] [tr] [th] ⚠️The Ugly [/th] [/tr] [tr] [td] • [u]Flawed Execution[/u]: Even though the overarching story concept is brilliant, the mechanical execution falls completely short and severely drags down the emotional weight of the game. [/td] [/tr] [tr] [td] • [u]Zombies With Guns[/u]: Giving firearms to the infected enemies is a terrible design choice that ruins the survival balance and feels incredibly unfair to fight against. [/td] [/tr] [tr] [td] • [u]Punishing Randomness[/u]: Because the map events and unsafe areas rely heavily on rogue-lite RNG, bad luck can easily screw over a run by withholding the exact medicine or resources you need to progress. [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3757878364 [table] [tr] [th] [b] Current Price 💰[/b] [/th] [th] [b] Historical Low 📉[/b] [/th] [th] [b] ⛔️ Worth the price? ✅[/b] [/th] [/tr] [tr] [td] $19.99 [/td] [td] $6.99 [/td] [td] ⛔️ Wait for a deep sale. [/td] [/tr] [/table] [hr][/hr] [h1]Overall Score: [/h1] [h3] 6/10 [/h3]
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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