
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.
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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 162 reviews with recorded playtime.
Reviews
Themes across 162 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
its RAW!! it looks sick and when it works it is fun but it is basically like years out from being a fully functional game...
This is a fun little indie game that's punching above it's weight in a Jagged Alliance 2 meets Dead State kind of way. So if you like the idea of JA2 in a zombie apocalypse with some base building, this might be for you. Because it's developed by indies, what you'll find is a somewhat unpolished gem that does need QOL improvements (UI, inventory, tooltips, better quests, etc). No bugs I've encountered, but definitely needs QOLs. The combat isn't as deep as JA2 (sneaking could be better as it's a little obtuse and took me awhile to understand the proper mechanics of stealth kills), but it has ballistics (bullets can penetrate wood cover for example) and a good variety of firearms and weapons. There's a variety of combat and quests, but unfortunately not the most varied as it usually just boils down to kill that group missions without complex outcomes like stealth or diplomacy. Some replay value as there's 3 factions with antithetical philosophies that you will eventually have to join. So this is a fun, good little game. It's not great, but you can't expect that from an indie developer. I hope it gets the kind of proper recognition so it doesn't end up like DS.
[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
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
Игру мне зафорсила моя лента новостей в гугле. Так там все вкусно расписали, что аж слюнки потекли. Её питчили как РПГ, а я так то конченый фанат пошаговых рпг на вроде атом РПГ, DOS 1-2, BG3, Wasteland 1-3, Rogue Trader... Ну вы поняли короче, что там еще куча тайтлов, я назвал лишь те, о которых вы могли быть наслышаны. Кроме пошаговых партиек, я так же еще и обычные партийки отыграл а-ля BG1-2, Pathfinder и другие многие-многие. Но Urban Strife даже близко не стояла к РПГ, ибо даже элементы этого жанра в игре выполнены по ублюдски. Кроме того ваши статы по большей части, влияют сугубо на гей-плей - не более. Ваши навыки не позволяют открыть доп пути решения (позволяют, но это не существенно, потому что если читать диалоги, и понимать с каким персонажем ты говоришь, то подобрать нужную реплику не составит труда, так что скилл чеки в диалоге просто позволяют не думоть на какую реплику тыкать). По сути игра то линейная бляд. Не, ваще мона играть имбицилом и выкашивать всех, но это не эффективно, не выгодно, муторно, и за это не следует награды. Во всяком случае опираясь на мои скромные шесть часов гейплея. Сами же навыки качаются по знаменитой системе Тодда Купи Скайрим Говарда. Но качаются они крайне ублюдски. Носишь много веса с перегрузом (а-ля кенши) - качаешь силу. НО качаешь ты её на глобальной карте, а не на тактической. Стелсишь - качаешь сноровку - кайф - но стелсишь ты соло - и стало быть в стычке качаешься сугубо один. Можно конечно делать йенто не соло, но тогда ты еще дольше будешь качать стелс, который в целом-то и не окупается вовсе. Перестрелять выгодней всегда. Разве что зомби-бомжей выгодно ножом резать в позе гуся. Ну короче, надеюсь донес, что прокачка такая себе и не шибко существенна. Помимо основных атрибутов у вас есть шесть перков (не навыков). Они качаются так же пассивно. На сим всё. Никаких тебе скилл пойнтов, чтобы делать билды - ничего. Крафтишь - качаешь перк крафта, и прокачаешь ты его быстро, но крафтить за счет него не сможешь, пушто нужен набор инструментов, и за свои скромные шесть часов этого набора йа нинашол((((((( Так что это тоже бросаем в копилку странный гей-дизайнерских решений. Передвижение умопомрачительный АД. Оно ни капли не удобное, хотя, казалось бы, оно родом из партийных РПГ. Но почему-то, вспомните перечисления моей наигранности из первого абзаца, именно в этой игре это передвижение меня бесит. Особенно в ебучем стелсе. Так же у нас есть кор механика - читай - киллер фича. Убежище. Пу-пу-пу. По нему могу очень мало сказать. По сути, все важные функции у нас забрали и распихали по чертежам внутри фракций. Выполняешь их квесты - получаешь один чертеж за квест. На каждой локе по своему пасану с квестом. И я решил разделить для себя эти чертежи в свой тир-лист. У нас есть: Категория SSS - полезные чертежи, которые открывают возможность использовать верстаки и соответственно пользоваться убежищем впрок и с пользой. Категория "Пассивное ништо" - чертежи, которые позволяют поставить в убежище пассивный приток ресурсов, которые мы добываем и без того, причем в колоссальных количествах. Я не шучу. На локациях тонна лута, который хочеца с собой весь унести просто потому что мы игроки любим хлам в инвентаре. Вследствие чего первым делом вы построите гараж с бесплатной машиной для лута. И лута столь немеренно, что отпадает особая нужда строить здания с пассивным притоком довольствия. С другой же стороны - у вас тупо не будет выбора строить или не строить, ибо изобилие ало - к концу первого дня вы построите ВСЕ базовые здания. И последняя категория "А? Что?" - не раскрытая на моих шести часах категория чертежей дающих убежищу оборону. Но на миня так никто и не напал за шесть часов гейплея. Логично сказать, мол, я мало поиграл. Однако, мы живем в век рефандов. По идее, разработчики должны были меня заинтересовать за два часа, чтобы я не рефанднул. Но на своих двух часах я прошел тока пролог так-то. Я тупо не мог понять рефандить или нет. И даже сейчас я не уверен, стоит ли, если бы была такая возможность, потому что я всё еще не уверен, что я увидел весь возможный геймплейный контент. Игра очень медленная, что я подрубал чит энгине для ускорения процесса. Боевка вялая, и вы вряд ли будете её использовать, исключая сюжетные сцены, где чаще всего дается варик на мирное решение, но мирное решение делает лутание более сложным. Стелс механика ♥♥♥♥♥♥. Вариативность почти нулевая. И... Я серавно хотел бы порекомендовать игру. Да. Такой вот вывод. Мне почему-то нравится играть в неё. Эдакая смесь State of Decay и кастрированной ATOM RPG. Мне просто нравится чилово зайти на часик - зачистить локацию, прокачать убежище, продвинуться чутка по линейной сюжетке и пойти по дальше по своим делам. Я хз это тот тип игр, который вот точно не ТОП - даже не близко. Скорее крепкий средняк с множеством косяков. Игра настолько не вариативная и медленная, что я бы никогда не пошел её перепроходить - ни за что. В ней мало что доведено до ума. Мало интересного контента, и она не предлагает шибко интересный гейплей. И все же, да, она мне зашла и понравилась. И это при том, что я отчетливо вижу каждый её косяк, и каждую деталь, которая звучала бы хорошо на бумаге, но при реализации в неё не заложили ничего путного. Игра на лютого любителя. И так совпало, что я любитель. И у этого любителя безрыбье, ибо все что он мог пройти - он прошел. Так что, если нет других опций поиграть во что-то иное из категории "пошаговые", то предлагаю попробовать. Важно понимать, что рефанднуть игру вы не сможете, ибо тупо не успеете понять её за два часа. Так что я бы начал на вашем месте с зеленого магазина, а там дальше посмотрел бы, стоит ли накидывать монету разработчикам, опираясь на свои ощущения от игры. До кучи, на мой взгляд, цена неоправданно высокая - прям люто. Я ее купил по скидону за восемь соток, однако на мой взгляд цена игре около 500-600 максимум. Так што если и брать, то ждите хорошую скидку от Гейба.
Наиграв какое то время, могу сказать что игра супер проходняк. Весь геймплей это 1.прийти на локацию 2.выполнить обязательный квест и дополнительный, путем убийства вражин.3.будет какой нибудь спутник в награду. и плюшка от фракции,4 ВСЁ- повторяете до профита и финала ввиде орды я так понимаю. (оптимизация кстати так себе,). Менеджмент вещей очень неудобный как будто сейчас 2010 где то... Сам лут неинтересный, крафт Очень простой и неинтересный, сюжет проходняк. Из плюсов это боевка неплохая, возможность забайтить врагов на зомби или нейтралов допустим, да и всё)
我就搞不懂明明我是背后近身偷袭,为什么敌人还能抢到先手,不会是根本没有偷袭这个概念吧
首先:游戏内目前已经支持中文了!! 其次:好玩!如果你喜欢玩核爆RPG或类似的游戏,那么强烈推荐!
Used 1.0 as an infusion of cash, I expect games 10 years later to be better than what they are trying to imitate (Dead state). No way to speed up your characters in game, basic UX things like shift clicking instead of dragging not there despite having an early access before 1.0. Developers are feeling the heat, trying to be snarky with their comments. I don't expect them to make a second game. An average game, get it on at least a 50% off sale.
It's rare that I'm sucked into games like this lately. I'm not even particularly into the whole zombie apocalypse setting, but there are a lot of things that give agency to the player. Apart from the real enjoyable x-com like combat, there is a lot of strategizing to do about what to do with the resources you scavenge. These can go into food production, buildings that increase morale, or upgrades that can improve the combat performance of your team. Many of the items, also weapons you find, can be broken down into their base components which could go towards building. Tip: don't trade in your ridicolously weak pea shooter handguns that you get a lot from in the beginning, they can later be salvaged with a toolbox into components that are worth a hundred times more. I found no issue with the stealth approach by the way. So long as you realize that there are two components to detection, visual and audio, you should be fine. Yes when there is a sniper on the roof, and you stealthily climb up to him and take him out with an unsilenced, louf af sniper rifle, everyone will come swarming, go figure. If you hit them silently without taking them down and they return fire with a loud af shotgun, yes, you will still be swarmed. Maybe try a crossbow bolt to the head, that will usually knock them down from the concussion (stamina damage) alone. I understand in the launch version there was a problem with approaching zombies in stealth, but this seems to no longer be an issue, I've been able to take them out in stealth just fine. Crossbows are your friend before you get your hands on the first silencers! For me the game is an easy recommend for people who played the -original- xcom without issue, I'm having a ton of fun.
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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.
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