
Driven by community suggestion, 505 Games and EKO Software introduce you to a new single player 3rd person view experience that allows you to re-play the zombie crafting adventure "How to Survive" from a deeply immersive point of view.
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): 0.14/day in the week to Sep 10 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sadly, the game outright doesn't work on my end, and no amount of troubleshooting could fix it. The game freezes and keeps rapidly alternating between the last two frames every single time after just a few seconds of gameplay, whilst DXVK makes it crash at the very moment the gameplay starts. I didn't find any mention on the internet of this issue or anything similar, can't really tell what might be causing it. HTS Third Person Standalone might seem like a steal, but the sale price difference with the original version of the game bundled with all the DLC is negligible, so I'd advise just going for the original instead of this less polished and somewhat incomplete version of the game.
How To Survive: Third Person Standalone is a survival-focused action game that reinterprets the original How To Survive by shifting its perspective from isometric to over-the-shoulder third person. Developed by Eko Software and published by 505 Games, this standalone release attempts to offer a more immersive take on the series’ zombie-infested island setting, while retaining the core mechanics of scavenging, crafting, and managing basic survival needs. The result is an experience that feels familiar at its foundation, yet noticeably altered by its new viewpoint—for better and for worse. The game drops you onto a chain of tropical islands overrun by the undead, where survival is never guaranteed and preparation is everything. Hunger, thirst, fatigue, and injuries must all be managed alongside the constant threat of zombie attacks. Food must be hunted or scavenged, water purified, and shelter maintained, creating a survival loop that demands steady attention. This constant balancing act gives the game its identity, as neglecting even one aspect of survival can quickly lead to failure. The islands themselves are varied enough to encourage exploration, featuring beaches, jungles, abandoned camps, and interior spaces that hide both resources and danger. Crafting remains the heart of the experience and is one of the game’s strongest elements. Nearly every useful item is built from scavenged components, ranging from simple melee weapons to complex traps and improvised firearms. Experimentation is rewarded, as different weapon combinations offer varying degrees of effectiveness against enemy types. The crafting system encourages players to think ahead, conserve materials, and adapt to circumstances rather than relying on a single powerful loadout. This depth helps maintain engagement even when other systems begin to feel rough around the edges. The transition to a third-person camera dramatically changes how the game feels moment to moment. Exploration becomes more intimate, placing the player closer to the environment and enemies, which heightens tension during encounters. However, this perspective also exposes limitations that were less noticeable in the original isometric format. Combat can feel awkward and imprecise, particularly when dealing with groups of zombies or attempting ranged attacks. Enemy movement is often aggressive and direct, and without especially refined aiming or evasive options, fights can feel more frustrating than thrilling. Despite these issues, the overall structure of progression remains engaging. The story mode guides players through a loose narrative framed around survival tips and escape attempts, while additional modes such as challenge scenarios and permadeath variations offer alternative ways to experience the islands. These modes extend replayability by placing harsher restrictions on resources or removing safety nets, appealing to players who enjoy testing their survival instincts under pressure. Visually, the game shows its age, especially when viewed up close through the third-person camera. Environments lack fine detail, and character animations are serviceable rather than fluid. While the art direction successfully conveys a sun-bleached, decaying tropical setting, it struggles to maintain immersion during longer sessions. Technical quirks such as camera collisions and inconsistent movement further contribute to a sense that the game was not fully rebuilt to support its new perspective. Sound design and atmosphere do some heavy lifting in reinforcing tension. Ambient noises, distant groans, and environmental audio help sell the isolation and danger of the islands. While the soundtrack is understated, it supports the survival tone without overpowering the experience. These elements work best during exploration, where the slow buildup of danger feels more effective than direct combat encounters. Ultimately, How To Survive: Third Person Standalone is an uneven but interesting reinterpretation of a solid survival concept. Its crafting depth and resource management systems remain compelling, offering meaningful decision-making and long-term planning. However, the shift to third person highlights mechanical and technical shortcomings that prevent it from fully realizing its potential. For fans of the original game or players specifically interested in survival systems over polished action, it offers a challenging and content-rich experience. For those expecting smooth third-person combat or modern production values, it may feel dated and occasionally frustrating. The game stands as a reminder that perspective changes can significantly alter how mechanics are perceived, and that not every system transitions seamlessly without deeper redesign. Rating: 6/10
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| $63.6M | 117.1K | 93% | $39.99 | |
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| $1.4M | 17.1K | 83% | $3.74 | |
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| $2.3K | 197 | 42% | $0.49 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Russian*languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i'll be positive but i wish there was an option for a neutral review. this game is decently enjoyable for the first hour or so. it's buggy and animations are not great, but that's part of the charm. there's little to no substance. as it goes with games like this, it gets boring after a few hours. pick it up on sale if you like zombies but don't pay full price.
Original, 45 degree angle "How to survive" was fun. This third person standalone is somewhat not. Game is simply just too buggy. Some modes like "one shot escape" are just frustrating. Couple careless steps around the map and you can find yourself looking at the whole map from the bottom up or just basically get stuck somewhere. Main items to complete the game sometimes get lost or end up sitting on rooftops, where it's impossible to get them. Sure you can enjoy it for casual play, but if you are after full completion and full achievements, then, oh boy, you better get ready to suffer. If you haven't tried "How to Survive" at all, just get the original, because this one is just too painful to complete.
Can not recommend this kind of jank...
[h1]A Clunky View of the Apocalypse[/h1] How to Survive Third Person is an alternative version of the original survival title, repackaged as a third-person action-RPG. It transports players back to the zombie-infested tropical archipelago, maintaining the core mechanics of resource gathering, crafting over a hundred survival tools, and battling hordes of the undead. However, the crucial difference—the close-up, over-the-shoulder perspective—fundamentally undermines the experience, exposing technical and mechanical issues that were hidden in the original top-down view. The game keeps the best parts of the original design, including the essential resource management (food, water, sleep) and the engaging Kovolsky handbook, which provides survival tips with a morbid, quirky humor. It also retains the strategic day and night cycle, where the appearance of faster, stronger nocturnal zombies necessitates meticulous preparation. These survival systems are functional and remain the most compelling aspect of the game. Unfortunately, forcing the third-person perspective magnifies the game’s deficiencies. The visuals, which looked adequate from an isometric view, appear dated and low-quality up close. More critically, the control system, which was responsive in the original, becomes clumsy and frustrating. Movement is awkward, and combat relies on a finicky aiming system that makes precise targeting difficult. What should be tense action often devolves into wrestling with the camera and controls, leading to undeserved damage and frustrating deaths. Furthermore, the original game’s issue with repetitive quest design is amplified by the poor traversal and controls. The necessary grind to upgrade high-tier weapons and skills—a common element in survival RPGs—feels significantly more tedious and dull when paired with the awkward third-person movement. This lack of polish and inherent mechanical clunkiness is the primary reason for the game's poor reception compared to its predecessor. [h3]The Good:[/h3] Retains the deep, functional crafting and survival mechanics. The tense, strategic day/night cycle remains effective. The humorous Kovolsky survival guide provides good personality. [h3]The Bad:[/h3] Clunky, unresponsive third-person controls and camera system. Outdated graphics and low-quality textures are exposed by the new perspective. Repetitive quest design is amplified by frustrating traversal and combat. [h3]Ratings:[/h3] [b]Overall:[/b] 4 / 10 [b]Visual:[/b] 3 / 10 [b]Gameplay:[/b] 3 / 10 [b]Story:[/b] 4 / 10 [b]Audio:[/b] 6 / 10 [b]Playability:[/b] 4 / 10
tuve que meterle patchs y mods para que esta cosa funcionase, no lo compren ni aunque este en 90% de descuento esta pesimamente optimisado
Very fun and nostalgic
+1
Дешёво. Этим словом описывается всё игра. То, что может неплохо смотреться на скринах, очень плохо смотрится в самой игре. Типов брони мало. А значит, и разнообразия моделей и статов. Один и тот же доспех покрашен в цвета разных корпораций, чтобы создать видимость разнообразия. Стоит ли говорить, что все остальные шмотки абсолютно бесполезны? Да, там есть статы, и чо? Где ситуации, когда эти статы были бы нужны? Вот и бегаешь всю игру в одном доспехе, только выбивая новые его уровни. У нас же ммо! Один доспех может иметь 30 уровней! И вы можете или вкидывать в него бабки, или выбивать/находить/покупать нужный вам. Та же проблема с пушками. Есть годные стволы, есть мусор. Всё. Выбил годный ствол, повесил на него коррозию, выбиваешь тот же ствол с уровнем повыше. Остальные - на запчасти или продажу. Польза от научного оружия? Нет, не слышал. Шутерные элементы? Пыщ-пыщ циферки урона! Враги иногда прячутся за укрытиями и сидят там. Или тупо бегут на игрока. Иии всё. Больше им скриптов не дали. В игре нет гранат. Кинуть в толпу или за угол? А зачем? Вместо этого у нас есть бесполезные гранатомёт и плазмопушка. Перезарядка срывается если переходишь на бег. И вообще, на бегу перезаряжаться нельзя. Всё, что касается лута - плохо! Много мусора, который сливаешь в первого же торговца. Нет сортировки (Все перебираем каждый раз ручками, ага). Почему-то хочется сравнить со Сталкером. Потому что там всё это было сделано лучше. Хотя прошел десяток лет. Графика выедает глаза. Дайте мод на унылые текстуры! Окружение явно моделилось как космическое длс к Нью Вегасу. Просто не пошло в игру. Баги. Много багов. Не все критичные. Но на вас может сагриться нейтральный город. Да, весь. Просто потому что. И о спавне врагов ты узнаешь по появлению полосок здоровья прямо сквозь все текстуры. И на любом расстоянии. Игра постоянно напоминает тебе - это игра! Не погружайся! Сюжет. Он есть. И он не бесит. Иногда даже интересно. Пока тебе не напомнят, что нужно пойти погриндить уровни шмота. А то что-то врагов приходиться пилить дольше обычного. Нет, не убивать. Пилить! Заливать снаряды в модельку. На средней сложности. И судя по описанию в игре, повышать сложность = добавлять врагам хп. Чтобы пилить ещё дольше, ага. Ах, это же блок про сюжет! Да, он есть. Иногда даже интересно. Сюжет напарников. Просто есть. Харизмы у напарников нет. Кат-сцен нет. И это одна из причин, почему персонажи раскрываются плохо. Не только напарники, а все персонажи. Это не люди. Это персонажи игры. Вам будут напоминать об этом постоянно. А помните кат-сцену из трейлера игры? Там где Элли говорит, просто быть собой? В игре её нет! Вообще! Элли эти слова игроку не говорит нигде и никогда. А ещё у нас проблемы с передвижением. Огромные проблемы. Потому что игрок бегом движется со скоростью пешей прогулки в реальной жизни. Есть стрейфы вбок и их аналоги вперед и назад. Но они не помогают ускориться. Камни... Маленькие объекты... Просто ходите посередине улиц и дорог. Так быстрее. И не пытайтесь срезать путь. Там невидимая стена. Да, прямо посередине локации. Нет, не одна. Невидимые стены повсюду. Их овердохера. Нельзя. Второе слово, характеризующее эту игру. Вам нельзя туда, вам нельзя это, вам нельзя то. А ещё вот этот списочек, потому что багуется. Зато можно украсть вообще всё и отовсюду, если постараться. Как в Скайриме! А... Подождите... Из карманов же тут красть тоже нельзя... Во! Система диалогов нормальная! На неё денег хватило, спасибо! Я почти не скипал диалоги. Пока из-за бага на меня не сагрился Византий и вся Коллегия, заруинив мне всю сюжетно-ролевую часть. Из-за чего остаток игры я провел за тупым отстрелом всех солдат Коллегии. А заодно и торговцев, потому что они тоже агрессивные. Фанатам Нью-Вегаса, не видившим других игр, зайдет определенно. Всем остальным... Посмотрите обзоры с геймплеем. Если вам норм, один раз купить и пройти можно. Дополнения не берите. А потом забудьте. Проходняк.
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