
Many years ago people and trolls had lived with peace in the world. Until the zombie virus spreads...
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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
Reviews
hll olsn ssli hrflr byrme kçtı
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 32 reviews with recorded playtime.
-TOTALNIE NIEGRYWALNE
2017 yılında çıkmış bir oyun ve bağımsız bir oyun olarak gayet güzel bazı sistemler şuanki oyunlarda bile yok ama biraz zorlayıcı top 1 e oturmak için 1 günümü harcadım ama değerdi başarılarınızın devamını dilerim yeni oyunlar ile beklemedeyiz
jogo feito em 5 minutos, só bug
I come home from school everyday smiling because i know i will get to play this game. Many people will not like this game but that is because they are nooby and clumsy. Gaming pros will be quick to pick up its nuanced mechanics and become top 50 of the world.
Zombie Waiting is a small-scale indie action RPG developed and published by Zombie Developer that approaches the familiar zombie theme with a straightforward, almost old-school mindset. Rather than leaning on cinematic storytelling or complex survival systems, the game focuses on a simple loop of combat, character progression, and steady advancement through a world overtaken by the undead. From the outset, it makes clear that its ambitions lie in offering a functional, grind-oriented experience rather than a polished or narratively rich one, appealing primarily to players who enjoy incremental progression and uncomplicated action. The setting presents a broad fantasy framework where humans, trolls, and zombies coexist in a world destabilized by a spreading zombie infection. What could have been a deeply explored conflict instead serves mostly as background context for the player’s journey. Storytelling is minimal and delivered through brief quest descriptions rather than extended dialogue or cutscenes, leaving much of the world’s history and emotional stakes implied rather than explicitly shown. As a result, the narrative functions more as a justification for combat and exploration than as a driving force, placing gameplay firmly at the center of the experience. Players can choose between two primary character classes, each offering a distinct approach to combat. The Warrior emphasizes direct, close-range fighting with higher durability, while the Magician focuses on ranged attacks and spellcasting. This class distinction introduces some variation in how encounters unfold, but the underlying mechanics remain relatively simple regardless of choice. As enemies are defeated, characters gain experience points, level up, and gradually become stronger, unlocking incremental improvements to health, damage, and abilities. Progression is steady and predictable, reinforcing the game’s emphasis on persistence over tactical complexity. Combat itself is serviceable but repetitive. Encounters typically involve facing groups of zombies and other hostile creatures with limited behavioral variety. Enemy patterns are easy to learn, and most battles are resolved through repeated use of basic attacks and abilities rather than careful positioning or advanced strategy. While this simplicity can make the game approachable, it also means that long play sessions can feel monotonous, especially once players have settled into an efficient routine. Difficulty tends to scale more through enemy health and damage than through new mechanics, encouraging grinding rather than mastery. Exploration follows a largely linear structure, guiding players through connected areas as quests are completed. Environments include villages, outdoor paths, and hostile zones overtaken by enemies, but visual variety is limited and asset reuse is noticeable. Navigation can sometimes feel awkward due to sparse guidance systems, which may lead to moments of confusion or backtracking. For some players, this adds a sense of challenge; for others, it interrupts the flow and highlights the game’s rough edges. From a presentation standpoint, Zombie Waiting is very modest. Visuals are functional, with simple character models and environments that convey basic information without much artistic flair. Animations are stiff but readable, and effects are kept minimal. Sound design follows a similar philosophy, offering basic combat sounds and background music that set the tone without becoming memorable. These elements do their job but rarely elevate the experience, reinforcing the feeling that the game was built with limited resources and a focus on core functionality. Despite its shortcomings, the game does offer a certain charm for players who enjoy no-frills indie titles. The sense of gradual improvement as levels increase and enemies fall more easily can be satisfying, particularly for those who appreciate grind-heavy RPG systems. The lack of complex mechanics means the game can be played casually, without requiring constant attention or deep strategic planning. This makes it suitable as a low-commitment experience for players looking to pass time rather than immerse themselves fully. Ultimately, Zombie Waiting is defined by its simplicity. It does not attempt to innovate within the zombie genre or the action RPG space, instead delivering a barebones experience built around combat and leveling. While its limited narrative depth, repetitive gameplay, and basic presentation will deter players seeking a polished or emotionally engaging title, those who enjoy straightforward progression and uncomplicated action may still find modest enjoyment within its systems. Approached with realistic expectations, it stands as an example of a small indie project that prioritizes core mechanics over refinement, offering a brief and unassuming journey through a zombie-infested fantasy world. Rating: 5/10
☀️
Zombie Waiting — это игра о выживании в мире, где люди и тролли когда-то жили в мире, но теперь ему угрожает зомби-вирус. Игрокам предлагается выбрать одного из двух основных классов (Воин или Колдун) и одну из трех рас (Люди, Тролли или Зомби), чтобы сражаться, развивать персонажа и участвовать в событиях на фоне войны трех империй.
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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