
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 | 81ratings | 82% | — | 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
Aunque todavía está en beta (versión 0.26 a la hora de escribir este comentario) merece la pena por el precio que tiene. Es un juego de gestión de ciudades + zombies + un toque de there are billions por las hordas. Tiene modo campaña y editor. Lo que más llama la atención es que puedes poner en el mapa cualquier lugar del mundo. Todos todos. ya dependiendo de los recursos que haya en esa zona será más o menos difícil el juego claro. Resumiendo es muy recomendable (prueba la demo y lo verás), suele estar rebajado y es un proyecto que merece mucho la pena apoyar.
Seriously this game is absolute cinema everything in it is satisfying as ♥♥♥♥, the gestion system is simple, the story is full of content and there are many way to kill zombies and so many game mechanics.I loved play this game I have a great time playing it I recommend it absolutely 👍
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
我还是很看好这个游戏的。 市面上现在同类型的游戏不多(也可能是我没找见) 我挺喜欢这种屯物资宅基地然后派兵打僵尸的玩法,但这经营类游戏的通病就是后期实在有些乏味,给制作组的建议是多加一些僵尸类型,或者更多随机性危机事件,至少能摆脱掉后期枯燥重复的问题吧
За свой двор стреляю в упор!
Oyunu çok daha önceden görmeme rağmen şimdi alma ve deneme fırsatım oldu. Oyun beklediğimde birazcık daha farklı ama genel yapısı benim hoşuma gitti. (Ben daha çok The Billions tarzı bir oynanış hayal etmiştim) Not: 3.3 saatlik bir oynama süresi ile bu yorumu yapıyorum görmediğim bir çok şey olduğuna eminim ama yorumumu şimdi yapmak istedim. İleride bir yorum daha yaparım. 1- Arka planda işlenen hikaye hoşuma gitti. En çok da belirli bir bölgede kaynak arama yaparken çeşitli olayların denk gelmesi. Örneğin; ipe asılı bir etin altında kapan olması. Tuzak hazırlanmış. Bunu insanlar mı yoksa enfekteler mi hazırladı diyerek bizlerin kafasında soru işareti oluşturmak çok hoşuma gitti. Enfekteler zeki, belirli bir strateji doğrultusunda mı hareket ediyor yoksa akılsız şuursuz yaratıklar mı göreceğiz :). not; bu olayların sonuçsuz ve amaçsız bırakılmaması gerektiğini düşünüyorum. oyuna etki etmeli. 3.3 saatlik oynanış süresi ile yok diyemem tabiki. 2- Oyunu oynadığımda çevreye enfekteler gece hakim, insanlarsa sabah hakim durumu var. Bunun daha iyi hissettirilmesi gerektiğini düşünüyorum. Gece olduğunda enfekteler daha sık şekilde dolaşmalı. Geceleyin kaynak aramaya çıkarken gerçekten risk alarak bunu tercih etmeliyiz. 3- npc -> grupsuz npc'lerin olması ve onları kabul edip etmeme tercihi çok güzel. ekstra olarak oyunda yağmacılar olarak farklı bir grubun olması daha da güzel. ancak yağmacıların grupsuz npc'ler den çok daha fazla ayrışması gerektiğini düşünüyorum. Yani sadece binalara giren ve kaynak arayan npc'ler olmamalı. yağmacılar da belirli bir bölgede kendi kamplarını kurmalı. Onlarda farklı bir bölgede kendi yaşam alanlarını oluşturmalı. bizim yaptığımız gibi. -> şimdilik aklıma gelenler bunlar. Oyun geliştirmesi tamamlandığında, keyifle oynayabileceğimiz bir oyun ortaya çıkacağını düşünüyorum. İyi çalışmalar diliyorum.
Unfortunately, the devs use AI for their images and that is an automatic 'no' for me. It's a pity because there are some decent ideas that were just starting to get fleshed out.
Was a good concept when it first released. Now I have mixed feelings.
The concept is great and unique, the use of actual geo map data is honestly really cool. You can go anywhere on the globe and it'll do a pretty good job at recreating the area into a playable space, albeit by replacing the majority of buildings with simplified polygons and cubes. For some, that + the basic survival / fortification loop is enough. For me personally, it leaves something to be desired. I'm left feeling like I'm playing an alpha build, yet the roadmap would suggest the team is one major update or two away from leaving early access. For one, there are a handful of bugs, some minor like gates looking open when they're not, but some are really frustrating. NPC pathing often leads to death outside of your control. Various features often get stuck in progress, and some will leave a permanent icon to fill up your screen until you start a new game. But really my biggest issue is actual playability, complexity, and content. Within the first 5 hours, I had experienced the core game loop for the rest of my time playing. Send squads out for resources and gear, build structures to tend to the very basic needs of your people, fortify for future attacks, and research the next set of buildings . The day to day quickly becomes a chore, with your civilians feeling a lot more like lifeless ants doing the same tasks they've been doing since day 1. They don't seem alive, your town and the buildings within show no signs of life (there is no town / building lighting for example). There are children but you don't see them. 99% of the game is spent looking at icons and clicking icons, and for that matter, there are a lot of icons. There are various random events, but most are just world-building spice, and/or require some sort of a very minor decision or reactive action. After dealing with enough of them, their intrigue was lost on me personally. But now to the core mechanic.. Very very slowly (even with highest difficulty settings) swarms of zombies will begin threatening your base by sending an increasing number of swarms on most nights. I highlight slowly as it can honestly take up to 10 hours into one map before the zombies even remotely become a threat given you've done the most obvious basic fortification (walls / gates / towers) and scavenging. The problem is even when the zombies become a problem, it feels like the strategy is one dimensional. You need fortifications, guns, ammo, food, people, and eventually a way to produce when loot runs dry. And when they do attack all you really do is spread out your squads within your walls to support, make sure your towers and gates are manned, and watch. It's not a particularly fun or engaging battle either, unfortunately. Lines flying at heat seeking ants, simple AI fighting simple AI. Health progress bar goes down, hopefully the red ones and not the green ones. It feels like a game that honestly could learn a lot from how the great RTS's made this kind of gameplay fun and engaging. I'm ultimately leaving a negative review as the current reviews are at Very Positive, and I personally think that is inflated. That said I don't want to negate what the developers have achieved here, or how hard of a game this is probably to make. I think all the above would feel a whole lot better if the actual moment to moment gameplay was smoother, looked better, and was more immersive. I'd feel more interested in defending the town if it felt alive, kids were playing, buildings were lit, and I could further decorate and fortify in interesting ways. I'd be more engaged in the threat if the threat was quicker, larger, more complex, and the combat itself more detailed and impactful. I also think some optional meta progression would not hurt, ie something to earn and augment future gameplay by surviving real challenge. Perhaps this game is just not for me, despite being a huge fan of all things zombies and survival (I play zomboid religiously). I sincerely hope to come back to this game in the future and be proven wrong.
This is more of a neutral review. I'll revise my review as more bugs get fixed (the one I encountered is rather game breaking) The games in early access, but I enjoyed the ~90 hours i put in. in some ways it kinda scratches the colony / building management itch of other types of games, but could use some improvements. I also really enjoyed the aspect of setting up shop in neighborhoods and landmarks I knew. The only thing that ended my playthrough on a migrated / second zone was that as soon as my mobile HQ was destroyed, I couldn't make any more squads or refresh old ones (i already had a new HQ built, and honestly didn't need the mobile one anymore). I guess I'll come back when that big is fixed, otherwise there's no point in playing since I can't refresh + make new squads. on that note: - it also seemed kind of odd that I couldn't claim a building as an HQ like I did on the first playthrough or break down the mobile HQ once I had a brick and mortar one built. It would also be nice if there was a way in the settings to allow more vehicles for migration since the game effectively throws everything at you right away in the new zone.
Puedes sobrevivir en el apocalipsis en corea del norte
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.
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 | |
| $19.7M | 15.3K | 78% | $34.99 | |
| $4.2M | 4.1K | 77% | $20.79 | |
| $782.3K | 3.8K | 76% | $7.49 |
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 | 30.9K | 93% | $14.99 | |
| $15M | 33.7K | 85% | $19.99 | |
| $15.3M | 21.5K | 80% | $29.99 |