
“A real Gem” – Destructoid at E3 “Offers a different experience for zombie game veterans” – Co-Optimus“Has a lot more going for it than smashing brains and gory, red goo ... With a surprisingly deep crafting system” – GamesRadarYou're shipwrecked on an isolated island, a desperate castaway in a total freakshow world. How will you survive?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
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 2,402 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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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 816 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I had hoped I would enjoy this one, but, well, here's my video: https://www.youtube.com/watch?v=mxC2H0yRseg The character select was a touch bewildering. There were alternate costumes, but no way to tell what they actually look like without loading up the game. I rolled a D4 to decide which character to play, as there was 4 of them. You also cannot rename the characters, but that's okay, Nina is my middle name, so that worked out. It started off okay, pretty basic zombie survival game. The combat was... well, boring. Zombies die in 3 hits, or you can use an ability to one shot them, every now and then. They'll rush at you and do a bit of damage. I know I'm early game, but... still, it got repetitive very fast. Later, there's an enemy that appears at night, and the game makes a huge deal about giving you a torch... But in actuality it's just an enemy with more health, but spends half the fight running from your torch, so that was a bit of a let down. Now we come to my biggest issue with the game. I know I didn't put much time into it, about 35 minutes or so. But to save the game, you need to get further in than this, to travel between islands. I only found this out when I'd closed the game. My entire starting of the game was for nothing. I did the tutorial, for nothing. And it was a really dull tutorial. Having limited save function in games, is not fun. Having to redo the entire tutorial because you didn't have much time, is just abysmal. I would have to redo all of the boring tedium I'd already done, just because there's no save function without travelling between islands. Which in itself, sounds needlessly clunky. I would've accepted Resident Evil 1's ink ribbons over this. The controls are fully re-mappable, and while the game does give control prompts while you're playing, the tutorial itself tells you controller prompts, not keyboard. I believe this is likely because the tutorial consists of videos, which, were amusing, but did give incorrect control prompts, so were largely useless. Honestly when it comes down to recommending this game, there are just too many negatives for me to do so. The save problem being the biggest one. If this game were to ever update and add a save function. That'd be great. Even if it was like an interim save. In some old final fantasy games, you could save and exit the game, and it'd load that save but it wouldn't properly save until you got to a save point. This let's people exit the game (Or turn off their gameboys because the light has gone orange) and load it up another time when they had more time. Now, Ideally, you'd add an actual save option, but if that's too immersion breaking for a zombie survival. I mean... I hate that argument, but you could still add the exit save. Instead, we're left with a game that might see you unable to save for over half an hour. Which leaves me thinking that If I'd died, I'd lose over half an hours worth of work. And that's the issue... the game felt more like work than fun. The tutorial was a boring slog. There are other game modes. But alas, this game only gets one first impression from me and this was it. So I personally do not recommend this game. If you play it anyway, I hope you enjoy it. If you don't play it, yep... can't blame you. Regardless, I hope you have a lovely day. How to survive: Try not to die from boredom.
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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*, French, Italian, German, Spanish - Spain, Japanese, Russian*languages with full audio support
Hours played at review time, across 821 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've spent quite a bit of time surviving on the zombie-infested islands of How to Survive, and I have to say, this game is way more fun than I expected. At first glance, it might seem like just another top-down zombie survival game, but it manages to mix action, crafting, survival mechanics, and co-op in a way that's surprisingly engaging. The story is simple: you're stranded on a series of tropical islands after a shipwreck, and your main goal is to survive while uncovering the mysteries of the archipelago. Honestly, the plot isn't groundbreaking - it's mostly a framework of justify exploration and combat - but it works well enough. The islands feel varied, from dense forests and rocky shores to small villages and hidden caves. Each area has different zombie types, environmental hazards, and supplies, which keeps exploration from feeling repetitive. [h2] Why I keep coming back [/h2] Despite its flaws, this game has a charm that keeps me coming back. The mix of crafting, combat, and exploration is addictive. I loved experimenting with combinations of traps and weapons, seeing which ones were overpowered, and finding ways to make zombie hordes more manageable (or just more chaotic). Even though the story isn't memorable, the atmosphere and tension keep the islands exciting. You never quite know what zombie variant you'll encounter next, and the feeling of finally surviving a particularly difficult island with limited supplies is incredibly satisfying. Playing with a friend amplifies the fun even more. We'd coordinate traps, share supplies, and try crazy stunts just for laughs. The game manages to make zombie survival both tense and silly at the same time, which is a rare combination. [h2] Combat and Gameplay [/h2] Combat in How to Survive is fast-paced and fun, particularly with ranged weapons. Crafting bows, guns, or throwing explosives feels satisfying, especially when you use the environment strategically. Traps and improvised explosives and another layer of creativity - sometimes it's more fun to set a trap and watch zombies destroy themselves than to fight them head-on. Melee combat is serviceable but can feel clunky at times, especially when facing large groups of zombies. Still, the game encourages creative problem-solving: running straight at zombies is often a bad idea, so using traps, ranged weapons, and the environment is not only more effective, it's more fun. Exploration is engaging as well. Each island has hidden resources, crafting materials, and side objectives. Sometimes I would just wander around to scavenge and see what crazy combos I could make, which added hours of replayability. The game rewards curiosity - you never know what supplies or interesting zombies you'll find around the next corner. [h2] Conclusion [/h2] How to Survive is a solid zombie survival adventure that balances action, crafting etc. It's not a hardcore survival simulator, but it scratches the survival itch without overwhelming you. The crafting system is incredibly rewarding, combat is fun, and local co-op turns the experience into a chaotic, hilarious, and surprisingly strategic adventure If you enjoy zombie games, crafting and experimenting with creative ways to survive, this is definitely a title worth trying. The campaign may be short, and the story forgettable, but the sheer joy of crafting weapons, setting traps, and outsmarting zombie makes it memorable. Whether you're going solo or with a friend, there's a lot of fun to be had. 9 of 10
кокошне фа ватафа пепе
How to Survive is a surprisingly fun little zombie survival game. The crafting, scavenging, and survival mechanics are simple but satisfying, and I liked having to actually keep an eye on food and water. It's nothing particularly deep, but it knows what it wants to be and doesn't overstay its welcome. I had a good time with it, and I'd recommend picking it up during a sale.
Gaah, back when I played this wasn't nearly as good as I thought...
Mouse acceleration should be a federal crime and the death penalty should be the punishment, their entire bloodline to the 5th generation should be wiped out. We don't need these lesser creatures tainting the gene pool
Чисто бегать и убивать зомбашек разными способами. Выживанием не пахнет от слова совсем, ибо голод, жажда и сон тут можно сказать, крайне ужасно реализован. Крафтов мало, но они есть, чисто для того чтобы зомбяшек крошить. За 80 рублей, игруха топчик. Не ожидайте большего и просто кайфуйте кроша тварей :)
classic trash "zombie game"
How to Survive is not a bad game, but I can't recommend it. If I had played it at launch I would likely feel more charitable towards it, but games like this have come a long way. Small scale zombie skirmishes are enjoyable, and the Kovak character adds a lot of charm to the game. Unfortunately there are a number of design issues that really drag it down once you hit the mid game. The game's UI is, frankly, awful. You don't have any good organizational tools, and you often have no idea if a random item will come in handy later or not. That mixed with a rather limited carrying capacity leads to a lot of fiddly annoyance. Additionally, zombie hordes get large enough by the mid-game that I just felt completely unequipped to deal with them. Fighting became a slog. There is good stuff here, but for me it wasn't worth the headache.
It's basic but it's cheap and fun. The crafting system keeps you hooked as you upgrade your armor and weapons throughout the game via all the random items you find. The end fight was quite annoying but other than that it didnt outstay its welcome.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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