
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
I'm really enjoying this party-based zombie rpg. This has the potential to be something great.
Пока не могу оставить положительный отзыв. Прокачка навыков не работает от слова вообще либо это баги. Просто пример: самая первая лока пролога после аварии. Дерешься врукопашную качается ловка и сноровка, вроде всё норм, ОД растут, уворот тоже, но вот сноровка черт разбери как работает. У Кейли при сноровке 60, стоимость атаки кулаками в ОД стоит 10 вкачался до 65 стала 9, у гг, если создать перса со сноровкой 60 стоимость той же атаки кулаками будет 11, если сделать 50, а потом вкачать на первой же локе до 60 стоимость будет 12, то есть для гг прокачка сноровки не дает вообще ничего, если не заложил при создании на 80, дальше опять прокачка ничего не даёт, вывод - сноровка у гг не даёт никакого эффекта если качать её в процессе игры, получаешь в табло качается стойкость, но потом зависает на 99% и дальше не растёт. Буду ждать фиксов, возврат делать не буду. Столько времени в рд и такие косяки на релизе. Все мехи должны работать как часы. Как только поправят прокачку стат изменю отзыв. За руссик спасибо.
重大变更,简体中文有了!
其实应该算中评,游戏很对我胃口,前中期不错,但后期的游戏体验就不太行了。游戏里给了20天的时间限制,但其实在第二个难度下,11天左右我就把全地图清空了,剩下的时间只能清清尸潮和原地过天数,而且最终战的敌人种类太少了,好歹加个boss吧。提醒一下,最终战前多积攒些高威力爆炸物,特别是手雷。顺便分享一下队友的招募位置,地图上标注了“简单”和“普通”的主要地点才有队友招募,分别是: 亚当斯庄园——塞缪尔修士(半血减伤) 小意大利——狗蛋(砍价) 旧港口——本尼列兵(减开车的汽油消耗) 汽车旅馆——欧文(机械师) 加油站——诺瓦克(近战减耗+自带大锤) 超市——玛丽(对丧尸增伤+自带斧子) 联邦调查局办公室——米格尔(对半血目标加命中+自带狙击枪) 法院——约翰•亚当斯(对人增伤+自带突击步枪) 废料场——杰克(夜间视野加2格) 对了,吐槽一下,小意大利和汽车旅馆的线索都有一条解锁不了,不懂是我步骤遗漏了,还是有bug
Urban Strife has clearly taken inspiration from Dead State and Jagged Alliance 2, and that is not a bad thing. I personally love these types of indie games for what they are. You cannot expect big-studio production values, but in return, you can get something more personal and enjoyable in its own way. For the most part, I think *Urban Strife* delivers on that. At this price point, I would say it is a good purchase, and I enjoyed my time with it. However, the game also has some obvious flaws and missed opportunities. **Minor spoilers ahead.** Scavenging The scavenging system seems fine at the beginning of the game, but it quickly becomes a chore once you realize how much stuff you have to carry back and forth to keep the base supplied. That is also the only purpose of most of the items you find. They have no practical use beyond keeping a resource counter from reaching zero, which results in a game over. This makes scavenging feel more like repetitive maintenance than a meaningful part of the game. There should have been more depth to the system, such as scavenging-related quests, a morale mechanic that affects your units’ combat abilities, or a more extensive crafting and upgrade system. Any of these features could have made scavenging feel more rewarding and important. Factions The other major problem is the faction system. The eventual goal is to ally with one of the major powers. However, until you make that final choice, you can work for every faction without facing any meaningful negative consequences. Once you finally choose a faction, very little changes. The same quests remain available, and the only real difference is that you can no longer ally with the other factions. As far as I can tell, the choice is mostly for flavor and has no significant effect on the gameplay. The faction system should have included quests that forced you to choose sides and deal with the consequences of those decisions. Your chosen ally’s resources could also have played a role in the final battle, perhaps by having it take place at their base or by giving you access to faction-specific reinforcements. Likewise, allying with one faction could have caused the others to become hostile and attack you throughout the game. That would have made the choice feel important and given the faction system some much-needed weight. Verdict Ultimately, Urban Strife is a game full of missed opportunities. Many of its mechanics feel promising but only partially developed. With that said, I still enjoyed the game. If the studio decides to make an Urban Strife 2 or release an expansion, I will likely play that as well.
Fallout na Zombie? Dead State 2? The Walking Dead RPG? 3xPrawie PLUSY: Fajny klimat, wciągająca walka, satysfakcjonująca rozbudowa bazy, przyjemna eksploracja i sympatyczne misje. System reputacji frakcyjnej sprawnie koreluje ze sprzętem jaki oferują poszczególne ugrupowania MINUSY: Umowny i zbyt delikatny system rozwoju postaci (zero ingerencji, automat), momentami mało czytelny interfejs/HUD, brak broni ciężkiej i full-auto (LKM, wyrzutnie, miotacze ognia, itp.) Ogólnie polecam, ale bez szału.
99%命中五枪一枪都打不中,要不是你程序随机数是坨屎要不设计组脑子是坨屎,双方几乎互相秒杀机制,差一枪就是你死或者对面死的战斗搞这种命中率。
弄个战斗加速
ugly robot art
I was looking very much forward to this game. And it saddens me that i have to give it bad review, but danm they missed big on the potential. The game is so simple and is missing so many obvious game mechanics. For instance aim-bonus from higher ground, defence from cover, acc from crouching, movement speed from armor-set. All my chars and between 24-26 action points, so there is no real difference compared to their agility stat. The dmg you do is up to what ammo you use, so no dmg upgrade from getting a better weapon. Shotguns for instance only has ammo capacity upgrade. The aiming system should also be reworked, because the are no penalties for hitting legs, arms, torso to create a debuff. Also the characters would greatly benefit from having a perk tree/class tree or something like that. The quest/missions are basically go eliminate from dudes from another faction. But i do like the learning by doing mechanic but it needs more. The base management is pretty cool as well and also the craftingsystem is allright, eventho it could be bigger. To put it short: This is game in its current state is boring. I shall return to this game if they implement some of the above. But it needs way more love, work and attention.
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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.
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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