
Travel around a fully-explorable, post-apocalyptic version of Earth and find the source of a mysterious radio signal. Collect supplies along the way to stay alive. Is there anyone out there?
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 22 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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i really only can recommend it because it might get some love when it gets some attention, so at that rate this game needs any help it can get.
Так ладно ребята, скрепя сердце я заменяю положительную оценку. Почему скрипя? Атмосфера и сама концепция заняли сердце в моём сердце, это да. Просто кататься по пустому миру - кайф. Саундтрек по ощущениям состоит всего из одного трека, но он, по крайней мере, хорош и не крутится 24/7. Но вот что ужасно... что способно запороть весь опыт. Это баги конечно же. Деревья на дорогое? Может кто-то увидит в этом баг, но у нас пост-апок, господа! Огромная расщелина длинною в бесконечность? У нас тут, ан нет, не сюрреализм. Тот факт, что мой прогресс обязательно упрётся в такую расщелину, и ни объехать, ни перелететь, меня убивает. Как вообще такое можно было допустить? А моря? Вы видели эти моря? Это плоскость по которой можно идти. Может зимой это было бы справедливо, но время года в игре явно не зима. И море даже не белое. И я даже не уверен, что здесь времена года меняются. Знаете, смотря на Sokpop, можно увидеть множество отличных концепций. Но реализованные с косяками, иль же просто недокрученные. Зато как минимум одним аспектом вы сможете насладиться. Но стоит ли поощрение своими кровными, халтурства, в обмен на эстетическое удовлетворение, потенциально сильное; возможно даже вдохновение получите; стоит ли?
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 24 reviews with recorded playtime.
cool game, just dont buy unless super cheap. like free. thats when its worth the price. its like a dayz mod emulation. imagine you were playing a dead game with barely anything to do. yeah good luck finding things to do, crafting and travelling wont stop you from feeling how isolated you were in some parts of that game
I tried to play it but every single time it just kept saying loading.., I made new saves, deleted them, exited the game so many times but still never got to play the game, am I doing something wrong or missing something? I let it load for quiet some time yet It never finished loading.
dangit this just aint it 4/10
Trees.
Oyun cilasız ve boş, SOKPOP'un 2 haftada bir çıkardığı bir sezon oyunu olduğu ve 3 dolara satıldığı idrak edildikten sonra ortada olan şeyin son derece özgün ve zen bir şey olduğunu düşünüyorum. Post apokaliptik bir dünyada yapayalnız kalmış birisiniz, yemek ve yakıt bularak bir sonraki harita lokasyonuna gitmeniz gerekiyor, bu oyunun alameti farikası ise map data'nın tamamen API'den çekilmiş olması ve gerçek anlamda USA'de araba sürüyor olmanız. Gerçek skalalı şekilde. Bir sonraki hedef noktaya gitmeniz arabanızla rahat 40 dk filan sürüyor ve hani massachusetsin bilmemneresinde random spawn olup, eyaletin içinde rastgele bi başka şehre sürmemi istedi, basbayağı USA'de Interstate highway'de araba sürdüm be adamım. Yakın zamanda Death Stranding oynuyorum ve oyundaki time fall'lanmış amerikanın klostrofobik derecede küçük olduğunu gördükten sonra şunun gibi 3 dolarlık indie oyunda bu kadar büyük bi alanda bu kadar yalnız hissetmek gerçekten değişik oldu. Nintendonun Zelda Sykward Sword'la yapmaya çalışıp yapamadığı suluboya tablosu vibe'ını bunda aldım ben. O suluboya filtresinin tek amacı Nintendo için de bu oyun için de aynı gibi, HD olmayan grafikleri bi şekilde pürüzsüzleştirmek, ve bence bu oyuna inanılmaz bir cazibe katmış grafikleri, map datadan çekilmiş assetler için zaman zaman fazla iddialı görünüyor. (Not: Bırak 3 doları, ben bu oyunu kur değişiminden önce 1.80 tl'ye filan aldım LOL)
dead run, developed and published by Sokpop Collective, is a minimalist survival-exploration game that embodies the studio’s signature approach: small in scope, experimental in concept, and focused on mood over mechanical depth. Set in a quiet, post-apocalyptic version of Earth, the game places you behind the wheel of a lone vehicle with a single objective—to follow a mysterious radio signal that may represent the last trace of human life. What unfolds is less a traditional survival adventure and more a contemplative road trip across an empty world shaped by isolation and uncertainty. From the outset, dead run establishes a strong sense of solitude. Each playthrough begins at a different random location on a large-scale map modeled loosely after Earth’s real geography. Roads stretch endlessly through forests, towns, and barren landscapes, all rendered in a deliberately simple, blocky visual style. There are no bustling cities, no visible survivors, and no immediate narrative exposition—just the hum of your engine and the faint pull of the radio signal somewhere in the distance. This stripped-down setup reinforces the central theme of loneliness, turning the act of driving into both your primary mechanic and your emotional anchor. The survival elements in dead run are present but intentionally lightweight. You must manage basic needs such as hunger and health, scavenging for food, fuel, and supplies in abandoned towns along the way. Resource management encourages players to plan their route carefully, deciding when to detour for potential loot and when to conserve fuel by sticking to direct roads. There’s a day-night cycle that subtly affects visibility and atmosphere, adding rhythm to the journey without dramatically altering gameplay. An optional exploration mode removes survival constraints entirely, allowing players to simply roam the world and absorb the landscape at their own pace. Driving is the heart of the experience, yet it is also one of its most divisive aspects. The vehicle handling leans toward simplicity rather than realism, but steering can feel imprecise at times. Maintaining a straight line on long highways or navigating tight turns occasionally requires more adjustment than expected. For some players, this slightly awkward handling adds to the game’s rough charm; for others, it becomes a point of frustration, especially during extended travel segments. Since driving occupies the majority of gameplay time, the feel of the controls significantly shapes the overall experience. Visually, dead run adopts a low-poly aesthetic that aligns with Sokpop Collective’s rapid-development philosophy. Environments are sparse yet distinct enough to communicate terrain and settlement layouts clearly. The minimalist art direction works in favor of the atmosphere, emphasizing emptiness rather than detail. Ambient sound design plays an important role in sustaining immersion. Subtle environmental noises and a restrained soundtrack contribute to the meditative tone, reinforcing the feeling of traveling through a world long abandoned by human activity. The narrative thread remains intentionally vague. The mysterious signal you chase provides direction but not immediate answers. There are no extensive dialogue sequences or branching storylines; instead, the storytelling is environmental and implied. The open-ended nature of the journey leaves much to interpretation, which can either heighten the experience’s emotional resonance or make it feel narratively thin, depending on player expectations. dead run does not attempt to provide dramatic revelations—it invites quiet reflection instead. Where the game succeeds most clearly is in capturing a specific mood. The act of driving alone across an empty world, scanning for signs of life while managing dwindling supplies, creates a subdued tension that lingers throughout each session. There is a quiet intimacy to the experience, particularly during long stretches of uninterrupted travel. However, the limited mechanical variety and occasional technical quirks mean that replay value largely depends on one’s appreciation for atmosphere rather than systemic depth. Ultimately, dead run stands as a small but thoughtful experiment within Sokpop Collective’s extensive catalog. It prioritizes feeling over feature lists, solitude over spectacle. While it lacks the complexity of larger survival titles and may feel repetitive after the initial novelty fades, it offers a unique, contemplative journey for players drawn to minimalist exploration and subdued storytelling. For those willing to embrace its simplicity and imperfections, dead run delivers a quietly evocative experience shaped by distance, silence, and the faint hope carried by a distant signal. Rating: 5/10
[h1]Short Review:[/h1] – Simplistic gameplay – Chill but foreboding vibes – Horrible, awful driving – Graphics pretty in a stylistic way, but screwy – I got stuck falling and refalling down a glitch canyon – Overall, neat for an hour, but only on sale [h1]Full Review:[/h1] This is a very simplistic little post-apoc game. You drive and walk around an empty world, going on little quests, finding food, fuel, and sticks for campfires. The graphics are 3D but also very simplistic, in a sorta pretty, stylistic way. It seems like a game that would be peaceful, but I found it more foreboding, at least in survival mode. The tense music, the scarcity of supplies, the long stretches of wilderness, the not knowing if zombies might attack me (there’s a health bar, so there must be something that can lower it). But that’s fine, it’s a vibe. Still pretty chill. Unfortunately… The driving mechanic is the worst I’ve ever had the displeasure of trying. You cannot go straight, you constantly have to swerve left and right, and the whole screen moves when you do, which is bad if you get motion sickness. But if you’ve ever wanted to drift your way through the apocalypse, this is the game for you! Those aforementioned graphics, also screwy. Things like accidental canyons with floating trees and buildings. And despite being able to walk over the accidental canyons, I learned the hard way you cannot drive over them, or your car will get stuck in a forever loop of falling and respawning at the top. Also, for a game that seems pretty basic, it sure did make my computer sound like it was going to explode. Anyway, for a low enough price, it’s a neat way to spend an hour. But then you might actually want to feel like you accomplished something, and it becomes a frustrating way to spend another half hour. And then you fall down a canyon and give up, still having not accomplished anything. (I watched a video to see the rest of the game, and I gotta say, I’m glad I didn’t bother to try again.) This could’ve been cool, with fewer bugs and better driving. As it is, it’s not worth $3, in my opinion, but I got it on sale for $1.49 on Steam, and sure, give it a try at that price, but only that price (or lower). *Review can also be found on my blog (link in profile).* [h1]Accessibility:[/h1] (May not include everything) – No accessibility features that I found. – May cause motion sickness.
嗯,对这个很感兴趣,这回就买了玩一玩,这个建模和操作手感是稀碎的,耐着性子过了第一个任务上车后发现驾驶也有问题,是GTA车爆胎了之后的那个手感,左右不受控制,(不知是不是故意设计成这样)然后遇到bug掉出地图外面了,唉,也只好退出游戏、再退款游戏。7.5元不贵哈,但这个游戏一分都不值哈,不能修正问题还是下架更好呢... 唉!
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