
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.
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% | 16.6Kreviews | 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 1002 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I was recently at a retreat my wife's church has every year; a picturesque seaside meeting on the southern coast of Maine. And one day while I was there, I thought to myself; if I were trapped here during the zombie apocalypse, how defensible would this place be? IFZ answered that question. Unlike most survival games, IFZ has one big departure, it's set in the real world. Not a make-believe real world, but the actual, really-real world. It uses open-source maps to generate its game environment. And so in my second playthrough I based it where I've lived for the past 20 years, and I find myself driving around thinking "I had a firefight with a zombie horde down that street" or "That's where I put up the northeast gate." And I was genuinely saddened when I discovered my child's high school had been taken over as a zombie hive. As had the fancy restaurant on 1-40, two converted mill complexes, and at least two other public schools. Lotta damn zombies in this town. It is Early Access, and there are bugs. The auto-assign workers needs work, and the end-boss fight can be a bit much. Standard EA balance issues. Otherwise, I'm very happy with the game. It's challenging to the point that I'm never sure of my little colony's survival. One good zerg-rush and the zekes are inside my compound, brains on the menu again. Doesn't tax my system, autosaves are quick, load times are fine. Voicework is good - nothing spectacular, but nothing that confuses me or is poorly acted either. Graphics are good enough. The map-to-game system has a few bugs to work out - most notably there's a straight-line elevation ridge I've seen several times that's probably a mapping artifact generated from border-line where one map meets another. And it's only as up to date as the base map, so there are several businesses in my game that have been gone for years in the real world. That's not a complaint, really, object persistence is just something that's a difficulty whether it's this game or a professional GIS project. The devs seem pretty active, and I've had good experiences with past projects from the publisher, so I was willing to break my no-EA purchase rule. It's certainly gone a long way from the demo that put this game on my radar. Fun idea, needs some work, but worth the price. I'm excited to see where it ends up.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 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.
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 |
| — |
| — |
| #61 |
| 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
At the moment its a very, VERY good base for what will eventually be a good game, hopefully. The integration with google maps/earth is legit unbelievably good for people who love geography/maps. And yet, for how amazing that can be visually/immersion-wise in terms of the google maps integration, the visuals need a lot of work. Not the graphics themselves, but the details. Buildings don't visually change much at all when you adapt them to shelters, for instance. The game looks 'static' from start to finish in many ways. I want to visually see things look and feel more lived-in and alive. Add some beautification. Not too much, it is a zombie apocalypse after all, but still. The mechanics and UI are lacking. There's no doubt about it. It has a ton of buildings, but still has to work on the basics in terms of making things feel more streamlined. Is it horribly clunky? No, but still, needs more work. The way job management work is confusing to say the least. Walls/gates should be much easier to build in between buildings, especially in urban areas. Also, there should be a button to 'send to shelter for the night, then return to previous task'. Again, I still love it. But at the moment, the majority of the love comes from the google maps integration. But if they can really fix the problems and make the game more immersive, this could be a masterpiece.
Like most games, the idea is good but the creators never perfect it and don't work on QOL updates, instead they work on other stuff around the game that no one asked for and stuff that just makes the game worse. I hope this game will go a better direction before the full release, but its hard to see that happen Pros: Good base building and can build anywhere Can build and renew squads Lots of little events Decent zombie variety Squads can be relocated anywhere (useful when your base gets attacked) 1x, 2x, 3x speeds and pausing And best of all a tech tree Cons: Audio script sounds like it was written by a child, very simplistic and cringe Very short days Workers and squads travel very slow, taking majority of the short day traveling instead of working Too much micromanaging of builders, guard posts and functional building Priorities are wack and majority of workers will be working on insignificant work Looting system is very simplistic Bad squad loadouts(No equipment slot for grenades and each squad member has one inventory slot) You can loot the majority of the map in 30 short days Combat system is simplistic and uninquisitive (who ever has the bigger numbers and better guns wins) To much squad micromanaging, the game encourages you to have multiple squads, yet they travel slow and its hard to manage all of them when it turns night and they all get attacked, especially since the days are so short. Building one of anything can take a day to 5 days because of the bad priority and builder count system. I spend all the the time on 3x because literally nothing gets done on 1x (unless im in combat and need to watch my squad's health) even when my squads are in cars, they spend majority of a day traveling half way across the map and when they start looting i have to watch ever squad because itll turn night and the danger spikes, very inconvenient
IFZ has slowly been getting better, brew/grain mechanics fixed and was recently the most playable its been in early 2026. I've been playing on hard/very hard mode for a good while, lots of map variations and different playstyles to figure out all the systems. Ive never liked RTS but I love this game since its just different. however, now ta 840hrs into the game the devs changed the priority system, its crap. up/down arrows for work assignments, old worker counts on each build/scav activity are now max helper limits not assigned workers. its crap. recently the devs in an update mentioned 'some people are using workers to build/scav through the day and then put them onto guard duty all night' yep thats the mechanics of the game. if they want us to leave guards in towers all day we're gonna need double the worker base. despite this the new priority mechanic does nothing to address that guard/build cycle. I hope they revisit the priority system, back to what it was - **i really believe new players will simply drop the game 1-2hrs in realising they cant play with broken arrow based priority controls**. otherwise an awesome game with different purpose and mechanics to others in the RTS/survival genres.
更新后工人不能手动控制数量纯有病,谁想出来的可以直接开掉了。md几十几百的工人上限我挨个给你点是吧?还是真觉得你那个半成品优先级的控制精度能超过玩家手操?还有一堆包括但不限于小队点半天点不了,图标突然放大几百倍糊满整个地图,小队看到怪无视指挥直接冲对面脸上送死的逆天bug以及一堆仅仅是“相对”来说没那么逆天的小bug,这tm真是做了几年的游戏?你说是刚出几天的demo我都信
不得不说,无感染区这款游戏的底子相当优秀,不过在一些方面上仍有不足,比如工人工作能否设置成两班轮换制(即白天一批和晚上一批),这样会更加贴近末日时期的人类群体状态,以及更真实的工作模式。希望无感染区越来越好吧!
The game has some good ideas, but overall it feels clunky and boring. But most of all, the art assets of this game are jarringly ugly. Sure enough, I check after playing for awhile and find that many of the assets were made with AI, hence why they look so generic or plastic. I don't mind the devs using AI for making maps based off of google maps. That seems like a task that only something automated could do since the scope is so large. But when you use Ai to make art assets, it makes you game look sloppy and amateurish. (6/27/26) I have edited this review to respond to the Developer's response: ♥♥♥♥♥♥♥♥. I call ♥♥♥♥♥♥♥♥. I could tell on sight that some of the assets, if they were "refined", it was just sticking several AI generated pictures together to get rid of any errors or using an AI technique called inpainting. If you take two AI pictures and put them together it's still AI. Hire real artists who know how to paint or just use vector graphics because anything is better than the plastic looking Midjourney crap. That's how bad some of this is: I could even tell without being told WHAT Ai model you were using. Doing your best is owning up and paying a real artists. Because your entire "process" right now is garbage. But I am sick of this sheepish "aw golly we only used a lil ai" excuse when the games in question are normally crawling with it.
This game has so much potential to be one of the best zombie games on the market, second to project zomboid
I tried to like this game. Three separate times, in fact. And all three times, I ended up quitting around the 2–3 hour mark. On paper, this game has pretty much everything I want: base building, zombies, management, and even the ability to roleplay starting out from your own home. Well, sort of. They got the layout of my area wrong, but that's fine. The real problem is that there just isn't much of a cohesive story or, more importantly, a sense of purpose or meaningful choices. After 2–3 hours, I've expanded my base, managed my survivors, dealt with some zombies, and... then what? There are bandits to kill and zombie incursions to deal with, but they feel more like random events than an actual driving force behind the game. Nothing really gives me a reason to keep going beyond simply making the numbers go up and expanding the base. I think a zombie survival game needs one of two things to keep me invested: a purpose and/or difficult choices. Give me something I'm working toward, or put me in situations where I have to make decisions that actually hurt. Who do I save? Who gets the last bit of food? Do I risk sending someone out for supplies? Do I abandon part of my settlement to protect the rest? The game does attempt some of this, but the problem is that these choices often involve pawns I simply don't care about. If losing someone has no emotional or strategic weight to me, then it's not really a difficult choice. It's just another notification to deal with. And the radio constantly giving me things to do isn't purpose. It's a damn chore list. I don't need someone repeatedly telling me what task to complete next; I need a reason to actually care about doing it. For example, it'll radio in saying that we need a hospital. I know we need a hospital. It's a damn dangerous world where people are constantly getting injured. Telling me what I need to build isn't the same as giving me a reason to care about building it. That said, I can absolutely see the appeal if you're someone who enjoys a pure sandbox experience where the objective is simply to survive, build, expand, and see how long you can keep things going. There is probably a lot to enjoy here if that's what you're looking for. But personally, I need more than that. TLDR A game like this needs a purpose or difficult choices. This one has neither.
игровой процесс рассыпается на второй год внутри-игровой. если не брать в расчёт проблемы с балансом, присутствует недостаток в логике при работе некоторых функций, слишком простую симуляцию, затянутость процесса и мелкие косяки в управлении. пока в раннем доступе - не стоит торопиться с выводами, но как показывает практика это почти то что и будет на релизе.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
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