
Zombasite is a zombie apocalypse action RPG set in a dynamic, evolving, fantasy world for Windows, Mac, and Linux.
Modeled estimate, not a reported figure. How we estimate →
About
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
Great Arpg. If you fimiliar with Soldek's other games (depth of peril,Dins Curse) Similar format. Very customizable and randomly generated . Allows for multiple play-thru's and multi-player. Sadly in multi-player you cant be in the same clan.
Zombasite is one of those rare action RPGs that refuses to stay neatly inside its genre box. Developed and published by Soldak Entertainment, it builds its foundations on familiar hack-and-slash mechanics but layers them beneath a surprisingly intricate web of diplomacy, survival management, and procedural storytelling. On the surface it resembles a traditional isometric ARPG—click-to-attack combat, randomized loot, character builds with branching skill trees—but once you take your first steps into its world, the game reveals its true identity: a chaotic, living ecosystem where factions grow, schemes unfold, and threats escalate whether you are prepared or not. This combination gives Zombasite a personality unlike almost anything else on the market, especially within the indie space. The game’s world is caught in the grip of a parasitic infection known as the Zombasite, a corruption that animates corpses into powerful, mutated horrors. You play not as a lone adventurer but as the leader of a clan attempting to survive in a collapsing fantasy world. This shifts the experience dramatically. Instead of focusing solely on dungeon delving, you must oversee your clan’s needs—food supplies, morale, safety—and manage relationships with other clans that inhabit the same procedurally generated regions. These neighboring factions may become allies, trading partners, hostile rivals, or opportunistic threats depending on your diplomacy, your actions, and the unpredictable events triggered across the map. The world does not wait for you, and this constant sense of motion gives every playthrough a tension that few ARPGs achieve. Combat and exploration form the backbone of minute-to-minute gameplay, and they stay true to what fans of Soldak’s previous titles expect. Hordes of enemies fill the wilderness, elite creatures roam freely, and quests arrive dynamically as problems erupt. You are never simply following a checklist; instead, you’re responding to crises as they arise—your outpost is attacked, a rival clan plots to sabotage you, or a spreading infection threatens to overrun entire zones if ignored. The integration of action-heavy adventuring with strategic decision-making gives Zombasite a distinct rhythm: you may spend half an hour clearing a dungeon and gathering loot, only to return to find rival clans have formed alliances, stolen resources, or fallen victim to the zombie plague. The game’s multiple victory conditions—military dominance, diplomatic success, survival endurance, or adventurer-style completion—ensure that no two sessions play out alike. As ambitious as it is, Zombasite can feel overwhelming in its early hours. The interface bombards you with information: clan member statistics, faction standings, world events, infection spread, morale levels, and inventory management all fight for your attention. Tutorials are minimal, leaving you to learn systems through trial, error, and repeated experimentation. While this openness will delight players who enjoy discovering mechanics organically, it can be intimidating for those accustomed to more curated or guided experiences. Once mastered, however, the systems begin to interlock in satisfying ways. Decisions that seem small—recruiting a questionable clan member, failing to manage food storage, ignoring a minor zombie outbreak—can snowball into dramatic consequences that reshape the world around you. Visually, Zombasite reflects its indie origins. The graphics are functional rather than striking: environments are readable, character models serviceable, and effects clear enough to communicate the flow of battle. The game’s presentation won’t impress players looking for flashy animations or high-end art direction, but it performs reliably and focuses heavily on conveying essential gameplay information. The audio design follows a similar philosophy—supportive rather than memorable. While neither visuals nor sound elevate the experience, they remain competent and unobtrusive, allowing the game’s systems and emergent storytelling to take center stage. What ultimately sets Zombasite apart is how alive its world feels. A single decision can alter the course of a playthrough, and the volatility of faction politics, zombie outbreaks, assassination attempts, and random disasters keeps the tension high throughout. It’s a game that embraces unpredictability and asks the player to adapt constantly, rewarding flexibility and punishing complacency. For players who enjoy mastery of complex systems, leadership dynamics, and procedural worlds full of conflict and consequence, Zombasite offers exceptional replay value. Its ambitious fusion of genres may alienate those seeking a straightforward ARPG, but for those willing to commit to its depth and chaos, it stands as one of Soldak Entertainment’s most distinctive and satisfying creations. Rating: 7/10
Zombasite adı gibi Zombili post apocaliptic bir fantazi evreninde geçen Tamamen Prosedürel oluşan Diablo + base bulding ve klan yönetimi karışımı oyun .
This game takes a simple, easy, and repetivie genre (HacknSlash or HacknLoot) and adds many new mechanics and features. The result is a very different beast that is complex, frustrating at times, and challenging. But it can also be most rewarding, extremely replayable, and fun. Don't be intimidated though as the game has an array of options and settings that allow you to customize every world you generate. So for new players I would recommend turning off some features until you get a handle on each aspect. It looks and feels like a typical game of the genre, but you will quickly realize, its not. Over 200+ class combinations for start. Procedural world generation that includes area map, biome, many varying specials (dungeons), and enemies that may be easy or may send you running for your life. Most of these games are linear, you always know whats in the area, same enemies, same boss, just follow the path to the next area which you also know is also same just higher level. That is not the case here. Normal game you start with a couple of NPCs part of the clan that can do tasks for the village or go out with you as companions. They will level and equip gear. They have life like conditions that you monitor, and relationships scores with you and others. This one of my favorite features but it can be disabled with the 'loner' option should you prefer. I really appreciate the old school charm of this game. I use term old school, I mean like games use to be different than now. I'm becoming disenchanted with the new games, especially considering thier prices. How they reward laziness, incompetence and drops crazy loot every other kill that turns the character into a god by level 5. They call it 'Quality of Life', I call it fake. You can get powerful items here, but they don't drop after every kill. UI is important, not talking about that. Its like eye candy, and investing as little time as possible has become the most important features for these games. Modelling realisitc aspects into a game has to be done in a way that makes the game more rewarding, and here the game succeeds. Death should have consequence, else why avoid it? Convience should not replace "its too hard", or it takes "too long" because those are subjective excuses. Walking to a portal gate to use for fast travel is realisitc, fun, and has strategic value in this game. The world here is not static, and it doesn't wait for you. There may be times you want to get back home fast. I like this game, and return to it now and then, fully recommend it. Check the steam guides for help if needed.
Not recommended - it seems like a procedurally-generated Diablo clone that feels boring. It is nothing I have not seen before and does not tell the player anything, making it feel like a mediocre mess. A lot of the tacked on systems such as starvation and minion morale do not make the game any fun. You just haphazardly roam around the place until you get bored. The enemies respawn constantly, making all of your efforts seem wasted and pointless. The quests are extremely shoddy. I got an escort mission and the only path towards the goal had a freeze trap that instantly killed the NPC.
A very interesting blend of base management and Diablo Hack and Slash RPG gameplay. If you're more into the RPG side, you might enjoy their next game Din's Legacy better as it focuses more on that.
Es gibt so viel besseres zum zocken als das hier. Schon alleine das lieblose sterile Menu zum start. Die Animation der Pfeile ist ein Witz und dann noch die ganzen Grafik bugs. Das soll von 2016 sein? Und soll 19,99$ kosten? Ich will mein Geld zurück. Da holt man sich lieber Grim Dawn.
仲間が自動で攻撃するたびに敵がカウンター魔法発動して仲間も自分も死にました。 よくわらないけど仲間のイライラや仲違いのせいでクランが崩壊しました。 敵が自陣に攻め入りまくってクランが崩壊しました。 ゾンビ感染の治療ができなくてクランが崩壊しました。 仲間の数に見合った食料が維持できなくてクランが崩壊しました。 探索してて出会った他クランに一方的に戦争仕掛けられて死にました。 ずっと弓で戦ってたら途中で撃てなくなるバグにやられてリセットしました。 でもアイテム探しとクラス選択が楽しいからオススメ! ジョイスティックメニューがあるのにコントローラー非対応ってとこもいいね!
Man I always love the idea of Soldak games more than the execution. Zombasite is a living world ARPG that has different factions you can ally with and quests that will progress and escalate if you don't act on them fast enough. However it ends up just feeling like a game where a quest can disappear while you're on your way to do it, or you have to constantly interrupt your dungeon crawls to go back to your base to fight off a faction that went hostile. On top of that I find building characters mystifying and however I try to build my character, they always feel underpowered and clunky.
Very detailed and have to work hard to make it
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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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