
Choose any real region from the world. Choose your base of operations, then rebuild and readapt the buildings around you to create a self-sustaining settlement. Take charge of a group of survivors from your city. And when the night falls - Defend the zone from the infected!
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.
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): 3/day in the week to Sep 14 → 3.2/day in the week after.
About
“The Mad Virus” has spread throughout the world with the speed of jet planes. The infected are highly aggressive, fast and strong. In a couple of weeks, society collapsed. Cities are empty. There is no electricity, no water, and no food. Yet, there are a few survivors...
Type in the name of the city or town, download the map and start playing! Thanks to OpenStreetMap’s real-world data, you can choose any place in the world for your survivors.
Establish a new “Infection Free Zone” wherever you choose. Set up shelters and production facilities. Adapt existing buildings to new needs. Build new farms and power houses. Establish defenses with walls, gates, and towers.
Utilize your knowledge of the city. What is the best place to defend? Where were the grocery stores, where were the pharmacies? Where would you look for weapons? Remember that it’s dangerous to search the old buildings, there might be some infected lurking in the dark!
Each night, your settlement might be attacked by large hordes of the infected. Fight them off with every tool available - melee and ranged weapons, vehicles, walls and light. Research a vaccine or a cure for ultimate victory, or just enjoy rebuilding entire cities!
Your survivors will surely find other surviving groups. Some will be friendly and willing to trade, but others will be extremely hostile. There might be some fighting involved!

Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $17.49−30% | 18.6Kreviews | 81% | — | $15.1M |
| $29.99 | 80ratings | 80% | — | not modelled | |
Updates
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 1006 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
No muito dificil é impossivel, no dificil é muito dificil, no medio é dificio, no facil ainda é dificil, no muito facil ainda é complicado, é um simulador da etiopia fundida com a india, a gente vive em uma cidade podre, e passa fome o tempo todo, nao tem recursos e todo mundo quer te matar, FOME/10
This Game is AMAZING!!!!! I love it. The graphics of the 3D arent amazing, but the storyline and gameplay is. You feel like your thrust right into the zombie apocalypse,and you have to make choices that cost your squads lives. Do you build Guard Towers or Walls, Food or Houses, Oh and you dont have enough resources, and when you feel like you figured it out and things are working well. The Zombie Hordes just get harder and harder. It feels like Real-Live minus the Zombies. Every day were thrust into making decisions we dont fully understand the outcomes of. Which should we choose? If we choose neither theres a conesquence to that too. And its all under stress and time. I highly recommend it. Just know the game does not hold your hand, make a wrong choice, and you pay for it. And you have to learn pretty quickly on the fly how things work, and what to do, and what to prioritize.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $15.1M | 38.2K | 95% | $14.99 | |
| $15M | 16.9K | 96% | $39.99 | |
| $15.2M | 47.9K | 74% | $19.99 | |
| $15M | 27.2K | 93% | $14.99 | |
| $15M | 33.7K | 85% | $19.99 | |
| $15.3M | 21.5K | 80% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19.5K | 80 | 50% | $9.99 | |
| $34.3M | 24.3K | 87% | $34.99 | |
| $5.2M | 9K | 92% | $24.95 | |
| $19.6M | 17.8K | 79% | $34.99 | |
| $4.2M | 4.1K | 77% | $20.79 | |
| $782.3K | 3.8K | 76% | $7.49 |
Every market we collect.
Reviews, worldwide (the counter carries no country): 5.57/day in the week to Aug 2 → 9.43/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 2,402 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.
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, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil +1 more
| $24.99 |
| — |
| — |
| #60 |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is WAY too good for an early access game. I already really like these types of games, like city building and whatnot. But they usually get overwhelming at one point. This game is not like that at all. When you start you might struggle a bit, but when you get the hang of things it's progression is really subtle and satisfying. It is not one of those games where you enjoy it for a bit then hit a steep hill where it's impossible to progress. You try and balance settlers satisfaction, safety and resource production. You build, you fight and there are just enough weapon and vehicle types to make it cool but not overwhelming. At the beginning you'll find weapons and vehicles but once you start PRODUCING them it is SO nice when you have 10 squads equipped with assault rifles. then you start producing protective gear and even armored cars in the damn mechanic. Same goes for all resources where you have to scavenge them at first then you can research production and make everything yourself. I really love it. It is genuinely SO cool I love the progression, I love the general idea, and the interactions with other safe zones and people and scientist, I really suggest choosing a populated area while starting because if there aren't enough buildings you'll really struggle at the start cause building them from scratch or having them far apart will be almost impossible at the start and I don't think it'll be enjoyable. I tried it my first 2 times and it just was not it. So I thought it was a really mid game but then I started a game in the middle of Tokyo and I'm having a blast. I DEFINITELY recommend getting it if you like the types of games where you are controlling a settlement with a bird-eye-view, I think it is one of my favorite games already and I play a lot of games. I really want to see where it's going to go with future updates because it already feels very polished. I literally cannot stop talking about how much I love the progression. It is so balanced I'm definitely going to make my save in Tokyo huge then start in an empty village where I can have an even harder challenge. It'll be cool cause it'll be a very different progression where I need more production from scratch but I have empty space to do anything freely, like build a city from scratch
일단 게임 자체는 신선하고 잘 만들었습니다.. 다만, 아직 정가에 주고 구매해야한다 라는 질문을 생각하면, 저는 정가까지는 쫌 아까운편에 속하다고 생각하지만... 본인은 정가주고 구매했고, 나름 잘 즐기면서 만족중... ------------------------------------------------------------- 아쉬운 부분이 꽤 많음.. 버그도 꽤 있긴한데 버그야 나중에 시간이 해결해줄테니 논외로 치고, 전투 난이도가 일단 스토리모드를 제외하고 보면 너무 빡센편이긴 함.. (난이도 쉬움 기준) 본인은 3분대에 권총이 다 지만, 레이더 만나면 기본이 권총, 낮은 확률로 근접무기, 돌격 소총 애들 만남.. 무리도 엄청 많은게 최소 3명 ~ 7명, 많으면 12명까지 만남.. (1명 ~ 4명 사이로 만날떄도 있는데... 이는 많은 인원에 비해 낮은 확률 같음..) 그리고 전투 난이도 말고도, 게임 스타트하기 전, 맵 골라가지고 어느 타일 지역을 골라 도시가 몇이고, 물과 자연 등 띄워주는 그 UI도 아쉬운 부분이 많음.. 난이도가 매우 쉬움이라고 적혀있는데 이는 파밍 및 생존 난이도일뿐, 레이더, 좀비 수량과 무장 상태 난이도를 나타내지 않아서, 난이도가 매우 쉬움이여도 많이 빡샐때가 많음.. ------------------------------------------------------------- - 렉 문제는 없냐? 그런건 크게 없는것 같음.. 막, 프랑스 파리같은 어마어마한 지역을 로드해서 보는게 아니라면 최적화는 괜찮은 편 그렇다고 최적화가 좋거나 최고의 안정성이냐고 물어보면 그건 아닌데.. 나쁘지도 않은 괜찮은 수준? - 컨텐츠 양은 어느정도인가? 제 생각에 현재 게임 상태에 제 경험을 비롯하면 약 최대 200시간, 300시간 미만이지 않을까 생각함.. 유저에 따라 다를수도 있음:) 400시간까지는 즐길 요소가 부족한 상황? 보통 100~200시간에 많아봤자 300시간 미만이라고 봄.. 결론 : 본인은 정가 주고 구매했지만 환불 생각도 없고, 잘 즐기고 있지만, 객관적으로 보면 발전 필요성이 많아보임.. 그래도 유기한 뒤 도망칠 게임일 가능성은 매우 낮다고 생각함... 게임 잘 완성되면 충분히 핫한 게임이 될수 있을것 같아보이는 게임이라고 생각함.. 개발자님 화이팅
製作團隊還在穩定更新,整個世界各種元素越來越豐滿,每過段時間再玩這個游戲,又能給我驚喜。太棒了。
Fun base building, kill zombies game. Modeled quite a bit after the "I am Legend" movie world.
更新:没想到开发组会这么勤快地去看游戏的评论区,如果可以一直保持这种积极的态度,那么游戏确实相当未来可期。 关于自动存档的事情,目前游戏的自动存档被固定为一共两个栏位,并且每12小时存档一次。换句话说,你可以最多把游戏时间回溯大概24小时。在开启高倍速的情况下,这点时间可能只相当于现实里的三到五分钟,这是完全不够用的。 那么显然需要改进的就是这两个地方,应该让玩家有自定义存档数量和间隔的功能。例如,性能较好的玩家可以选择把自动存档栏位扩展到八个或者十个,这样就可以在不手动管理的情况下,在需要的时候读到好几天前的存档,又或者是可以选择在不调整数量的情况下把每次存档的间隔设置成24小时乃至两天,在不占用更多空间的情况下提升时间回溯的最大长度。 总之,应该给玩家更多的按照自己需要调整相关设置的可能,而不是现在这样按照固定死的来。 --- 底子很不错,蓝图很宏大,而且确实很好玩。在扩大人口规模和保留每个单位独特性上的取舍做得不错,没有发生那种预期中的玩法割裂感。但是这游戏的任务,事件等等相关系统的代码就该全面重写一遍,bug已经多到濒临崩坏的地步了。二十多小时的游玩时长,开过快十个存档了,没有一个寿终正寝的。广播电台信号任务卡住,土匪任务卡住,幸存军任务继续卡住,这游戏的的表现不像抢先体验,像是把创意阶段的内部demo填充了美术资源之后直接端上来了。不使用控制台的话,主线任务几乎无法正常进行,测试人员真的有试过和普通玩家一样去玩这游戏吗? 我不知道为什么这游戏的自动存档只有两个栏位和无限两种选择,我建议诸位确保硬盘空间充足,然后选择无限栏位,每隔一段时间手动清理一次。发现主线任务坏掉准备读档的时候发现只有二十天前和一天前的选项,基本上这晚上就算是白玩了。 存档系统本身的问题也很严重,似乎如果在主线任务进行到某些环节时进行存档,再读档时搞坏掉任务的情况就会多出不少。换句话说,存档是对抗这些bug最好的方式,但是它本身也是诱发bug的因素之一,两者的结合就像是喝辣椒油解辣一样,让游戏进行不下去成为了一种几乎必然会发生的情况。 这游戏确实未来可期,但是就目前的情况而言,它本身的代码框架真的能承受住后续的更多内容吗? 如果想在目前的状态下享受这游戏的话,你得接受这样一种独特的玩法:对着其他玩家整理的的控制台代码和实况,把游玩过程和对着说明书拼高达一样拼出来,然后在脑子里想象如果是正式版的话自己会怎么玩。否则的话,还是期待一下某年你的孙辈突然和你说这游戏发布了2.0大升级再来玩吧。
教學有點莫名其妙,只給任務,也沒說要怎麼做到....這也算教學?
你们的程序员是左右脑不对等吗,为什么采集的资源不能让工人直接拉到工地上直接填补空缺,仓库满了只会采集和建造两头堵住,就这点东西还要专门拉仓库里过个账才能用???要不是中途出门没关游戏游戏时长满了两小时我直接无条件退款,游戏做了两年这个最基础的东西你们都不优化一下吗?
Very good game, it would be nice to add the option of naming the characters in my squads and maybe to choose their portrait, oh and add some more cool traits plus maybe like that the squad gets a nickname after a certain number of zombie kills for example "The Horde Smashers". They get a nickname after certain actions. Kills(Zombies or Raiders), scavenging, running over zombies with a car etc... ♥
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.
Players also reviewed
The games this title's players most often review too — audience affinity.