
Stuck in a remote, abandoned town, you must lead five survivors with conflicting motivations, fragile relationships and fiery prejudices to safety from the roving undead. A sophisticated engine generates new survivors, towns and content so every adventure is a different experience, and you can use built-in editors to add yourself and...
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About
Genres
Stats
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 went in with an open mind to this game before I had read any reviews, and unfortunately, the negative reviews are right. Of all the things that have already been called out in other reviews I haven't seen said enough, however, is just how meanderingly dull the entire experience is. I love permadeath, and games of this ilk are some of my favorites, but where predecessors like the Rebuild series struck a wonderful balance in city exploration and progression, this game unfortunately fails in that pacing. There are unique events that will occur after a specific amount of time has passed in game, and your survivors can kill each other if they're not getting along great, but after a decently sized session, you've seen it all. This is a punishing game, but rarely does that punishment ever like a reaction to a consequence of a lack of foresight, and more to completely random chance: A room with 2-3 zombies can be a walk in the park, or can wipe out your entire fully armored crew if the invisible dice roll against you. And that...is more or less it. This is as unfortunately barebones as it could come, and still riddled with odd bugs and baffling design decisions that are hard to appreciate. This isn't helped by the fact that even with a limit of 5 survivors in normal--the mode i primarily played-- you're going to very quickly lose track of who is who, as they are all represented in game by stones and buttons on a map. While great in the minimalist concept, the endless randomization means that every session those same rocks and stones are assigned to different characters, and given how there are only about 6 or 7 character portraits, you're going to mix up who people are and what they do far too often. This doesn't help the already mind-numbing repetition found in navigating the menus, slowly transporting goods from house to house, slowly but surely fortifying and exploring each location, having to manually reequip gear every single time you send your kids out--draining is the word that comes to mind. I cannot emphasize the inventory issue enough; no matter what your settings or difficulty, you will need to micromanage pretty much every facet and spend a good chunk of the experience moving your guff between houses over and over again, especially gear. For some unholy reason, even though you control every other aspect, you cannot put the weapons and gear you want on the people you want to have it, and as you go deeper into the game you must manually equip everything from armor to weapons to inventory space increases EVERY SINGLE TIME. Most of the "hardcore" elements of this game are really there to simply waste your time, to pad things out, to convince you there is more going on than the most rudimentary elements, and it shows. While the game practically requires you to always be moving, this design often has me often compelled to turtle up between a few buildings simply because the mindnumbing process of moving your items as you go along at the cost of exploration is insane, and a genuinely terrible design decision. On paper, I get it; You can't take everything, and it becomes a constant game of value judgements. In practice, 60-70% of the game is in inventory menus. This is made all the more frustrating when I have played flashgames of similar design far predating Zafehouse that do everything it does better, and in flying colors. If you would like an experience that delivers on survivor struggles, wordy text and risk/reward scavenging that doesn't make you feel like the undead themselves to play, check out Rebuild 2. It's an ancient flash game that is completely free, that also has an android version you can buy for a pittance. While a somewhat different breed, it is a game made by a single person that has far more heart, design, and care put into it that always manages to surprise me over a decade later. Zafehouse Diaries has a lot of potential and I would be curious to see if the sequel fixes these fundamental issues, but as it stands this is a promising and unique concept that fails in nearly every regard. Do not buy.
No matter what you do, your people will fight with each other. Really its more like dysfunctional relationship simulator.
Played this game a lot when it first came out and in the early build it was just the hardest scenario. Not surprised it has a mixed reaction, as it's a difficult game. Right from the start I love the look with the hand drawn notepad map and Polaroid pictures. It's also cool that you can throw in pictures of people and locations you know and make it your own town. The sound is very good too and effective at putting you on edge. The game itself is overall pretty simple. You manage the different characters using pieces on the map. The goal is to move the pieces around to locations on the map to search and find things you will need to survive. Along the way you can choose a base and fortify it and upgrade any weapons/equipment you find. There is also a very rudimentary social aspect. Each character will have inherent biases (along with varying skill levels) and usually they will collide with other group members. If you are smart you can mostly ignore this by only grouping up people for tasks who are likely to get along and making your most volatile (or useless) member the base babysitter or solo lookout. You also get a few options to basically lie to the group about one person to boost their standing. I tend to save these in case I need them later, as you will also get frequent but random flavor scenarios that can really damper things depending on how you handle them. These are the best part and I wish there were more of them. I don't want to spoil any but they will pop up as a text giving you a few options to chose from. The outcomes can be positive if the right choice is made but will usually require more risk. Some of them have no possible positive outcomes. String together a few of those in a row and the game can become seemingly unwinnable. That's why you are seeing all the negative reviews. I have played enough to survive hardest difficulty with just one person after some bad rolls like that. It's doable but understand the game is supposed to be challenging in that way. Some Tips: you really can't delay early on. split and search quickly. always keep a lookout. find a base quickly. fortify/trap it fast. clear zombies from around it frequently in the late game. scout houses first if you haven't been in a while and always in the late game. bigger buildings with a lot of zombies outside will need to be assaulted first. in the late game you might need to have someone set a fire distraction close by to take a big one successfully. Don't get too attached to anyone in the group but do try to prioritize more capable people. I've also had some success sending really 'bad roll' characters (hates everyone, is useless) out on a suicide mission early. Seems that the game is more likely to give you a flavor scenario where you can add another survivor if you are one less than you start with. This can be especially useful on the hardest scenario.
The screen is too small to play. This game doesn't support full screen mode nor screen size adjustment somehow. Online manual told me nothing about it, and tech support never answer.
I got this game quite a long time ago, its definitely hard I tell you that. But once you know the strategy and all that, it is quite a good decision making game. One small mistake and it's game over. But nonetheless I still like it. 3/5
The game seems to have some potential and I can't say there's anything in particular I want to call out as what made this game bad. The juice just isn't worth the squeeze for me.
A text-based adventure-style survival horror management game where you are the one running this monkey farm! PROS + Cheap and compact + Generally fair but unforgiving difficulty + Minimalistic yet effective sound design + Clever, immersive TTRPG-inspired interface + Infinite replayability thanks randomly-generated playthroughs + Built-in editor to create your own custom survivours and adventures + Highly-engaging, if not downright addictive gameplay that perfectly encapsulates the tone and atmosphere of George A. Romero's "Day of the Dead" CONS - Only one save slot - Five survivour limit - Only three game modes - Occasional Fallout 1-level interface jank - "Zafehouse Diaries", not a particularly inspired title - Half-baked relationship mechanic that feels very contrived at times - Limited micromanagement options (e.g. no way to assign equipment to a specific character)
Die Mixed Reviews sind übertrieben. Ziemlich schlechtes Spiel, unfassbar viel RNG, kaum Erklärungen, kein Spielspaß. Schade.
nice mellow mostly text based game that is actually quite challenging. the different game modes all have something interesting to offer. all i can say is good luck making people get along during the zombie apocalypse!
Jogo hardcore, não é qualquer um que vai curtir.
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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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