
Old school TBS, post-apoc survival and RPG. Recruit deranged locals in your militia, ally local factions and fight those you hate. Haul loot back and rebuild your shelter, doctor your wounds, and fix your guns. People need feeding, booze needs brewing and there is an end of the world to enjoy.
Modeled estimate, not a reported figure. How we estimate →
Media

About

Urban Strife is a turn-based tactical survival RPG that blends old-school strategy, open-ended exploration and base survival with real ballistic simulation, ruthless factions and a zombie horde that will eventually come for everyone. You begin as a mysterious patient evacuated by the CDC from an Atlanta lab shortly before the city falls. Half dead, you are rescued by the good people of Urban Shelter, one of the last places left where kindness and apple pie are still on offer. But not much else. Most of these folks are old and frail, their home is falling apart, and monsters of both the undead and living kind are getting closer. You are not chosen. You survive because others pull you back from the edge.
The zombie virus pandemic has been raging for two years and has dragged humanity back to its most primitive, tribal roots. In Urban, survival means more than staying alive. You need to preserve one small glimpse of civilization, rebuild its defenses, choose who is worth saving, and live with the consequences.
Start as a mysterious patient evacuated from Atlanta shortly before the city falls.
Find shelter among old suburban survivors trying to keep their home alive.
Explore a city divided between gangs, soldiers, cultists, refugees and roaming undead hordes.
Make heavy choices about who gets saved, who gets used, and who gets left behind.
Prepare for the horde that chased you out of Atlanta and a final epic battle to end all battles.
Urban Strife features realistic ballistic simulation across all firearms, calculating every bullet trajectory down to each shotgun pellet and each fragment in your homemade grenades. Cover matters. What cover is made of matters too. Hide behind a car engine and you are safe from most calibers. An enemy is mocking you from the other side of a thin wall? Shoot through it with your hunting rifle.
Bullets follow simulated trajectories instead of abstract hit rolls.
Shotgun damage is calculated by individual pellet impacts.
Grenade explosions generate fragments with their own paths.
Cover depends on material, thickness and angle.
Weapon classes have distinct tactical roles, from low-AP pistols to high-damage rifles.
Burst fire can deliver heavy cumulative damage and multi-target penetration
Combat allows precise targeting of enemy body parts. Before you pull the trigger, an advanced Chance-to-Hit calculator estimates both your percentage odds and your potential damage, taking bullet attenuation into account. Skills, perks and weapon attachments can improve your chances, but bad positioning and bad luck can still ruin the day.
Target body parts to cripple, slow, disable or kill enemies.
Go for risky headshots, safer center-mass hits or tactical limb shots.
Use attachments, perks and skills to improve accuracy and damage.
Manage action points, ammunition, injuries, noise and positioning.
Face enemy AI that analyzes the battlefield and adjusts its tactics every turn.
Avoid pulling the entire map unless you enjoy being surrounded by very motivated and angry enemies.
Loud firearms are not always the smart option. When you do not have access to a silenced gun or a crossbow, it is time to go melee. And you can melee with everything under the sun in Urban Strife, from grandma's frying pan to Lucille's local cousin, your very own spiked baseball bat - one very personal way to settle a dispute with a zombie about who gets whose brains.
Use melee weapons when gunfire would attract too much attention.
Fight with blades, blunt weapons, improvised tools and other questionable solutions.
Sneak behind enemies for silent takedowns.
Set up Overwatch ambushes and trigger them during the enemy turn.
Win initiative checks to strike first, or lose them and get interrupted.
Keep clumsy teammates away from ninja games unless you want a disaster.

Urban is populated by NPCs struggling to survive in their own ways. They have their own survival story and personal agendas. Some are willing to help you, but only if you serve their interests first. Everyone has a dark side and everyone has a speech ready about why their side is righteous.
Meet survivors with their own wants, needs, routines and morality.
Recruit militia fighters from among Urban's deranged locals.
Gain allies by helping people, bargaining with them, or serving their interests.
Choose between three main faction blocs: the National Guard, the Church of Second Chance and the Shady Lady biker charter.
Unlock different story paths, shelter upgrades and long-term benefits depending on your alliance.
Remember that no alliance is clean and no path is morally safe.

The Shelter, your base, is central to survival. You find it damaged, overcrowded and close to collapse. Refugees need food, medical care, morale and power. Facilities must be repaired, expanded and staffed. The old suburban residents who built it offer their know-how as engineers, pharmacists, chefs and other specialists. They will be essential to your survival, and you will be essential to theirs.
Scavenge food, medicine, morale items, fuel and materials.
Repair and expand shelter facilities.
Unlock faction-specific upgrades and bonuses.
Produce your own arsenal, from explosive bullets to tactical weapon kits and high-capacity magazines.
Prepare carefully, because when the siege begins, scavenging stops. You survive only on what you built.

Urban Strife uses a classic Action Points system inspired by old-school turn-based tactics, with interrupts and skill-based reactions. To avoid long waits against large numbers of enemies, zombie hordes act in a dedicated simultaneous phase. All undead move together while still making individual decisions, keeping combat tense and readable even when facing overwhelming numbers.
Classic Action Points combat with modern quality-of-life improvements.
Interrupts, reactions, Overwatch and skill-based tactical decisions.
Perks that can be trained up to three levels deep.
Cars with different speeds, fuel consumption and cargo capacity.
An arena system where you can fight for gold prizes.
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, Simplified Chinese, Russian*languages with full audio support
Engagement
Hours played at review time, across 143 reviews with recorded playtime.
Reviews
Themes across 143 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
70/100 不算啥大作,但是可以玩,这个价要求不了太高 体量比较小,有它介绍说的各种元素,但是各种元素其实都很简单很少。角色很多但是对话刻画很少,剧情有但是也俗套,任务都是让你去旁边把人杀光之类,战斗模式该有的元素都有但是也不算多。RPG,战术,故事各方面都到及格线但是又不算太高的作品,如果价格高于150我肯定就直接差评了。
Fairly well balanced, tactical focused squad combat game based in a zombie apocalypse type scenario. There are strategic options that you have to handle to keep your shelter alive, but I would argue the nuts and bolts of the gameplay fun is in optimizing your team selection/equipment to engage both living and undead targets in a way you enjoy. There are minor nitpicks (I think most weapon ranges are a bit anemic, and more unique crafting options would be neat), but overall the game is very fun. It is reasonably challenging at highest difficulty, and gives you options to approach combat as you like. (stealthy shooting, loud explosive openings, melee, ambush via overwatch, etc) It reminds me most of Jagged Alliance 2 combat with the shelter management from Dead State. Overall I would say this is a firm recommend. It is still a ways off from full release, but there is a lot of meat on the bones already, and I'm confident with what is here that the remaining game and balance to come will satisfy.
Muy malo. Corres y tienes el mismo % de acierto que si te agachas sin moverte. Las coberturas no hay quién las entienda. Mismo % de acierto atravesando una valla que flanqueándola. La IA?, nefasta. Se puede entender que los zombis sean tontos, pero los enemigos humanos parecen mas tontos que los propios zombis. Corren hacia una barrera de fuego sin dudar. No buscan flaquear, ni esperar al enemigo ni nada con un mínimo de sentido. Falta información por todas partes. No hay manera de saber qué afecta a los resultados, qué cobertura tienes y como afecta, qué estados hay. Movimientos robóticos, animaciones de juego de hace 20 años. Decepcionante.
- AI SLOP DETECTED - 🔲 No ☑️ Yes 🔲 Massively here - WOKE INFECTION DETECTED - ☑️ No 🔲 Yes 🔲 Massively here - DIFFICULTY - 🔲 My 95 year old grandma could play it ☑️ Easy 🔲 Normal 🔲 Hard 🔲 "Dark Souls" - GRAPHICS - 🔲 "MS Paint" 🔲 Bad 🔲 Meh ☑️ Graphics don't matter in this game 🔲 Good 🔲 Beautiful 🔲 Masterpiece - MUSIC - 🔲 Bad ☑️ Not special 🔲 Good 🔲 Beautiful - STORY - 🔲 This game has no story 🔲 Like playing "Temple Runners" for the story ☑️ It's there for the people who want it 🔲 Umm Good? 🔲 Well written 🔲 Epic story - PRICE - 🔲 It's Free 🔲 Underpriced 🔲 Perfect price ☑️ Could be cheaper 🔲 Overpriced 🔲 Complete waste of money - REQUIREMENTS - 🔲 You can run it on a microwave 🔲 Potato ☑️ Average 🔲 High end 🔲 "NASA" computer - LENGTH - 🔲 Very short (0 - 3 hours) 🔲 Short (3 - 15 hours) ☑️ Average (15 - 50 hours) 🔲 Long (50 - 90 hours) 🔲 Extremely long (90 - 110 hours) 🔲 More than 1 week (170+) 🔲 No ending - FUN - 🔲 I'd rather watch paint dry 🔲 Hard to enjoy ☑️ Repetitive 🔲 Actually pretty amusing 🔲 Ride of your life - REPLAYABILITY - 🔲 It's a one - time experience 🔲 Only for achievements ☑️ If you wait a few months / years 🔲 Definitely 🔲 Infinitely replayable - WORTH BUYING - 🔲 It's Free 🔲 No ☑️ Wait for sale 🔲 Yes [quote=] [h1] [url=https://store.steampowered.com/curator/44918296/]GAMES I HAVE PLAYED[/url] [/h1] [/quote]
[h1] Just a little rotten. [/h1] As a fan of Dead State since it's launch in 2014, I've been hungry to sink my teeth into something like it for a very, very long time now. I saw this game on the store front a few days ago, and was very excited to give it a go. I found myself a little disappointed. To get it out of the way, I don't really know if the devs meant for this to be *like* Dead State. I'm not out here saying it's an impostor wearing it's skin or anything, it's different in a few select ways. I only bring up the game so much because it falls flat in many, many ways compared to it. Urban Strife is developed by a fairly prolific team known as MicroProse. When you google it, it comes up with a company from the 80s. I'm not too sure about the connections to that team, considering it was based in America and this team seems very much not. More on that in a minute. They've released a *lot* of games, many this year in fact. They all seem decently received, but I think this sort of rapid fire developing speed isn't good for the game Urban Strife is trying to be. Urban Strife is very underbaked in many, many ways. FIrst and most annoyingly.. the writing. Urban Strife starts off in a very similar way to Dead State. You're in an accident, you go through a quick tutorial before waking up at your new base. Dead State's is atmospheric, frightening, and then opens up with a very nice interactive dialogue where you can ask questions about your situation and why you're there. You're introduced to a small and tight cast of characters, and sent on your first mission to go and get some medication and supplies in a nearby shopping district. In Urban Strife, you awaken in a similar way, and then speak to a doctor and the pre-established leader of the group you're in. You find out you're already two years into the apocalypse, a massive herd of zombies are coming, and you need to help prepare for that. You're then sent to go find a cop and some other dude. This opening doesn't give you a choice to refuse or ask questions, and throws a much, much larger cast of characters at you. I mean, it's a pre-established group two years in. You're a random side character in the fourth season of The Walking Dead. What if you want to roleplay as an arsehole character who refuses at first? What if you want to engage with any of this big cast of characters and council you're introduced to? Tough luck, you're going out to look for stuff. This lack of interactivity really permeates the game. You can only talk to people in charge of each base stat and the leader of the base, and only to offer them supplies or report quests. I'm sure there may be more small choices later on, but the lack of the ability to converse with your party members at any time is a really baffling omission in a game like this. This has been a feature of RPGs for like.. 25 years now. The base in Urban Strife also just flat out sucks in comparison to the one from Dead State. In Dead State when you found items, you just put them in the storage room. Simple as that. Food, fuel, luxury items, etc. They'd be allocated to your people as need be. You could personally hand certain items to improve their mood or for certain quests, but that's as far as that goes. That was a good, convenient system. in Urban Strife, you need to walk around your base speaking to specific people in charge of each resource, and then handing it to them. This is an insanely stupid idea and a complete waste of the player's time. I don't mind the idea of each resource having somebody in charge of them and being able to converse with them for upgrades and such, which the game does do, but having to manually plod about and hand people items and then additionally **confirm** it or else it doesn't go through.. it's just an incredibly odd design choice that doesn't make any sense to me at all. The one solitary instance I think this game improves of over Dead State is the combat. Dead State's combat feels like it's held together by rubberbands. On every computer I have ever played it on over the years, it's been prone to crashing and slowing down to a halt while people on the other side of the map do moves. Combat in Urban Strife is quicker, more responsive feeling, and honestly kind of fun. I like moving between cover, vaulting things and going in/out of windows. It feels like a natural step forward and a good evolution. There's no AP penalty to switching weapons (this may sound like a larp because I haven't played Dead State in some months now, but I believe that was a thing in it) so switching to your melee weapon to finish off an enemy feels great. It's honestly kinda good. But, besides that.. there just isn't much to really sink your teeth into. I'm sure it gets a little deeper over time, with choices and recruitable characters, but I just can't push myself to devote any more time into it. The whole "council" thing in Dead State was great because they were recruitable characters. You felt like you were really developing a community and having engaging interpersonal conflicts and debates with them over issues. In this, the "council" of old people are already there.. and they're just not interesting. To finish off.. the Dialogue. My god. The Dialogue is.. to be a bit rude, ♥♥♥♥♥♥♥ terrible. None of these people talk or sound like real human beings. I'm not a native of Atlanta, but they seriously can't talk like *that*. They talk like 14 year olds from Serbia trying to roleplay as southerners. I made a mistake earlier in my review, one I'm too lazy to fix (I'm not a professional, what can you do) which I'll just amend here. The dev team is White Pond Games, and the *publisher* is MicroProse. White Pond is based in Romania, which makes a **LOT** of sense as to why the dialogue is like this. I can't tell if it's poorly written, poorly translated, or both. TLDR: Just play Dead State instead.
очень посредственная игра. совсем не понимаю откуда такое количество восторженных отзывов. игру абсолютно не за что похвалить. очень не рекомендую даже для ознакомления. 3 дохлых зомби из 10
Играл в раннем доступе, было интересно. Решил отложить до выхода полной версии. Пока начал заново, потом дополню отзыв. Добавили русский язык (почему-то не указан в списке на странице игры). Есть некоторые огрехи в локализации, например: - встречаются непереведенные блоки, например в рейтинге выживания (раздел улучшения базы), где-то еще встречаются. - не везде шрифт влезает в отведенное поле, иногда выходит за рамка и накладывается на другой текст, например при создании персонажа, некоторые текстовые блоки на странице создания. Не критично, но хотелось бы, чтоб исправили. P.S.: - наличие русского языка на странице стим пофиксили - некоторые (но не все) проблемы с отображение русского пофиксили
126打折也要88,你就让我玩这个?没买的可以先去试试taptap上的免费小游戏
Game apparently thinks its brand new, bought this game over a year ago and they had a lot of issues. Didnt make it out of the tutorial due to the amount of bugs and UI issues. Purchased it for $20 back then got my money back immediately. Looked to see if its worth even a penny and thats crazy stating they released today and still having UI and bug issues and its a $35 game? Nah stick to the walking dead no mans land for a true TBS
[h3]Urban Strife — Sim Shack 7 Pillar Review System[/h3] Approximately 1 hour 45 minutes played on Hardcore difficulty. 🟩🟩🟩🟩🟩🟩🟩🟩🟩⬜ [9/10] Gameplay & Depth 🟩🟩🟩🟩🟩🟩🟩🟩⬜⬜ [8/10] Immersion 🟩🟩🟩🟩🟩🟩🟩⬜⬜⬜ [7/10] Audio Authenticity 🟩🟩🟩🟩🟩🟩🟩🟩⬜⬜ [8/10] Graphics 🟩🟩🟩🟩🟩🟩🟩⬜⬜⬜ [7/10] Technical Execution [b]CORE SCORE: 39/50[/b] [b]— BONUS —[/b] 🟩🟩🟩🟩🟩🟩🟩🟩🟩⬜ [9/10] Realism 🟩⬜⬜⬜⬜⬜⬜⬜⬜⬜ [1/10] Hardware Support [b]FINAL SCORE: 49/70 — 70%[/b] [h3]🟩 TIER 1 — RECOMMENDED[/h3] Steam: https://store.steampowered.com/app/710230/Urban_Strife/ Sim UK Reviews: https://www.youtube.com/c/SimUKReviews The Sim Shack: https://www.youtube.com/@SimUKTheSimShack [h3]Developers Claim vs The Truth[/h3] [table] [tr][th]Developer Claim[/th][th]What I Experienced[/th][/tr] [tr][td]Old-school turn-based survival RPG[/td][td]Accurate. Combat used action points, manual targeting, positioning, stealth, ammunition, injuries and overwatch.[/td][/tr] [tr][td]Recruit locals into your militia[/td][td]The opening introduced named companions and a growing community, although long-term recruitment depth was not yet tested.[/td][/tr] [tr][td]Ally with local factions[/td][td]Faction politics and potential alliances were introduced early, but their lasting consequences remain untested.[/td][/tr] [tr][td]Haul loot back and rebuild your shelter[/td][td]Scavenging and shelter upgrades were present, although depositing supplies into communal storage was poorly explained.[/td][/tr] [tr][td]Doctor wounds and repair equipment[/td][td]Bleeding, stamina, medical items, ammunition, crafting and equipment management all affected the campaign.[/td][/tr] [tr][td]Keep people fed and morale stable[/td][td]Food, fuel, morale items, labour and shelter facilities were introduced as ongoing community requirements.[/td][/tr] [/table] [h3]Positives[/h3] ✔️ Tactical combat rewarded patience, positioning and preparation. ✔️ Action points created meaningful choices between moving, shooting, healing, reloading and overwatch. ✔️ Noise, vision and stealth affected how encounters developed. ✔️ Ammunition was limited and careless shooting had consequences. ✔️ Bleeding, stamina loss and unconscious characters created genuine pressure. ✔️ Zombies and armed human opponents required different tactical approaches. ✔️ Manual targeting and predicted damage added useful combat depth. ✔️ Scavenged food, fuel, medicine and materials supported the wider shelter. ✔️ The shelter, characters and faction disputes gave the world personality. ✔️ My eventual defeat felt deserved and made me want another attempt. [h3]Negatives[/h3] ❌ Important inventory and shelter-management workflows were poorly explained. ❌ Failed actions often produced “not possible” without identifying the cause. ❌ Objective guidance was occasionally vague. ❌ Major conversations contained extensive text with almost no voice acting. ❌ Changing to 4K temporarily broke the display, and loading between locations could be lengthy. [h3]Developer Feedback[/h3] ⚙️ Add a clear “deposit all shelter resources” option when a squad returns home. ⚙️ Explain whether failed actions are blocked by AP, ammunition, range, pathfinding or line of sight. ⚙️ Improve objective markers and provide clearer destination guidance. ⚙️ Add voice acting to the most important story scenes, or shorten uninterrupted dialogue sequences. ⚙️ Investigate resolution switching, temporary focus loss and location-loading delays. [h3]Final Thoughts[/h3] Urban Strife kept me playing considerably longer than planned. The tactical combat, injuries, scarce ammunition and shelter systems produced meaningful consequences, while the characters and factions gave the campaign a reason to continue. The interface was the largest obstacle. I often understood what the game wanted me to achieve without understanding the exact command or workflow required to achieve it. [h3]Sim UK Verdict[/h3] Urban Strife was demanding, complicated and occasionally awkward, but its underlying tactical survival systems were excellent. My squad was destroyed because I moved too far ahead, entered an unsecured building and became isolated. The defeat felt like the logical result of my decisions rather than the game cheating. Recommended for players who enjoy challenging turn-based tactics, community management, scarce resources and learning through failure. Not recommended for players wanting fast action, minimal reading or effortless onboarding. [h3]Watch the Full Sim UK Review[/h3] Sim UK Reviews: https://www.youtube.com/c/SimUKReviews Full Review Playlist: https://www.youtube.com/playlist?list=PL-Al6rzTlW-hE1EpqyDkAFGDLd5Jp4oPd
Related
Related
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| The Last Door - Collector's Edition | $436.3K | 2.5K | 95% | $9.99 |
| Disciples: Domination | $436.6K | 294 | 72% | $44.99 |
| Dungeon Drafters | $435.9K | 767 | 75% | $24.99 |
| Impossible Creatures Steam Edition | $435.8K | 1.6K | 96% | $9.99 |
| Warlord: Britannia | $435.7K | 1.9K | 88% | $19.99 |
| Tangy TD | $436.7K | 1.5K | 91% | $7.99 |