
Texas, 1980. Walton City has fallen to a zombie outbreak. Lead a band of desperate survivors from refuge to refuge by scavenging, crafting, and fighting in a relentless struggle for survival. Plan wisely, stick together, and — above all — keep moving if you want to make it out alive.
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): 11.57/day in the week to Aug 26 → 16.57/day in the week after.
About
Into the Dead: Our Darkest Days is a side-scrolling shelter survival game that tasks you with guiding a desperate group of zombie apocalypse survivors to safety. Craft weapons, scavenge resources, balance your group’s needs, and try to get everyone out of danger alive.
Texas, 1980. Walton City is a sprawling, coastal metropolis in the grip of a scorching heatwave and crippling economic crisis. Everything changes when an unstoppable zombie outbreak reaches US shores. Walton City is soon overrun by hordes of the undead, the few remaining survivors cut off from any chance of outside help. Forced to band together, these everyday people must chase their only chance of survival by escaping the city.

Gather a group of ordinary people who have been left shaken by the sudden zombie outbreak that has devastated their city.
Establish upgradable shelters to house your survivors and protect them from the zombie threat — but remember that no barriers can keep them out forever.
Keep moving from refuge to refuge to stay one step ahead of the encroaching zombie hordes. Every night, your barricades will be under their relentless attack. And if they break through, your survivors will pay the price.
Balance the physical needs of the group, like Hunger or Exhaustion, as well as psychological needs like Despair. Heal survivors from injuries like Broken Ribs and try to manage traumas like Nightmares.

Creep through the remains of Walton City to scavenge precious resources, risking the life of each survivor as they encounter both zombie and human threats. Stealth is key to survival.
Choose whether to run from a fight or engage in brutal combat with whatever weapons you can find or craft. Not everyone is a natural fighter, but desperate people will do anything to survive.
Convince others to join your group or cut them down and claim their resources as your own.

Test your humanity as you make tough decisions on who will live, who will die, and who will be left behind.
Inhabit the rich and atmospheric cityscape of Walton City, the once-bustling metropolis now an eerie ruin swarming with zombies.
Craft tools, weapons, and shelter upgrades to better equip your survivors for the struggles ahead, or give them a moment of comfort and familiarity in their dangerous new world.
Encounter a varying world which makes sure that every playthrough is a new experience.
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 | $24.99 | 9.8Kreviews | 89% | — | $7.9M |
| Free | 0ratings | 0% | — | 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 1227 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'll get this out of the way - This is a truly excellent game. All the variables, from recipes to loot tables to zombie behavior, are razor sharp in creating tension. If you're careful, and more importantly, smart, you'll have what you need to survive... barely. It's a brilliantly done system when the game has you encountering a skilled new survivor, and you have to sit and consider if your group will survive taking on yet another person's needs. It escapes the common zombie game problem of becoming a power fantasy by constantly putting you in high-stakes situations with no right answer. How much do I need to get in that room? Can I go another night without repairing my barricades to make sure I have enough to eat? Will my best survivor, the one keeping the run going, survive the hardest locations, or should I send someone more disposable? The game can be very difficult, even unfair, and that's what makes the stress and horror work so well. I DARE anyone to play the Precinct for the first time and say they didn't start freaking out as they started to get deeper in. One of my favorite moments in a video game happened there, as SHTF and I became acutely aware of being in the basement.... sprinting out of a building, shattering doors and taking chip damage had the same feeling you get watching a slow scene in a horror movie. I love this game. That's not to say it's perfect, and I hope some things get changed and improved before release. As others have said, the combat is terrible. For such high stakes situations where they make you consider every variable, the combat collisions are too unreliable to work well. The game incentivizes you avoiding combat, while making it unavoidable in nearly every location, so wonky combat isn't a reasonable excuse. I've lost entire runs because a key character had their weapon phase through a zombie because their momentum carried them too far. Sometimes even a single zombie can stunlock you with repeated hits, preventing you from dodging or doing anything else. Again, bad combat in a game like this can be fine -- as long as the rules are consistent. Losing hours of gameplay because of a bad animation sucks. And some nitpicks: Carrying a gun still forces you to give up an important inventory slot to the ammo loaded in your current magazine, which is just silly. Transferring bases is a pain, not because you need to clear out the shelter again to use it, but that you need to go back to your current base to begin a new day so you can immediately move to the shelter you just cleared at the map table. You can't have anything queued up when you move, so there's no reason not to simply have a "Move in" option that advances the day as soon as you clear it. I've had morale losses because I returned from preparing to move into an empty shelter and "had a bad scavenging haul." All in all, the devs are doing a great thing here. The art style and zombie designs are fantastic, and the environmental storytelling is well done. I look forward to the finished product.
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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): 97.88/day in the week to Jul 19 → 11.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, French, German, Spanish - Spain, Korean, Portuguese - Brazil, Russian, Italian, Traditional Chinese, Thai, Japanese*languages with full audio support
| $29.99 |
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| — |
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| 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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
资源给的挺充足的,能救的人全都救了之后食物也够吃,有些图太大了,单图探索中探到最后都有点烦了。挺好玩的目前只打通了飞机逃生。 1.野外求生者的交互太离谱了,见面就要说两句就要打我,我打死他我还要内疚,飞机线的偷油者营地也是,第一个成员见面就拿枪瞄我,偷我的油去他们营地也是无交涉直接攻击,打死他们角色内疚,飞行员还要悲痛,飞行员也是出生(救它没说感谢我屠个小偷营地还悲痛不想见到我,那你把自己扣回豪宅里不完了),不打营地的话最终点还会来攻击我,依旧是无交涉攻击,纯纯的野兽好吧。 2.交易系统不太行,虽然我这次通关人全救了好像有八九个吧,反正住哪里都拥挤,资源比较紧张,但是让我浪费一回合搜索去交易还是不是很愿意,最好别让交易占探索栏位,消耗一个工作栏位得了,探索栏位永远一个时间段就只有一个。 3.处决太啰嗦了,背刺拿个小刀扎四次扎死,遇见复数个僵尸至少要被攻击一到两次,后期拉怪一次行击倒复数个僵尸后按处决只能处决一次僵尸,就算处决完其他僵尸还在倒地也不会出现处决标志了,挺蛋疼的。 4.为啥不让处理背景中的僵尸,都知道是定时炸弹我武器资源充足的时候为什么不清理掉? 5.瓶山遗迹里的那个解剖两脚羊的场景,你都知道那是两脚羊了还能搜索出来一堆肉拿回家吃,感觉咱们这幸存者有点重口味了。 6.以及结局能不能别跑了,搞一个直接团结所有幸存者建立聚集地反推丧尸行不行,这一类游戏全都是找个方法溜了都不审美疲劳吗。 7.僵尸种类太单调了,普通,强壮,防弹。弱,肉一点,非常肉。 8.缺少消音远程手段,可以整个弩或者一次性的飞刀什么的,非消音远程噪音太大一般很少会用,这一局游戏我就最后一个场景用了枪其他都是近战。
다른게임들 물려가는데 마침 이게임 우연히 알게되서 사서 하게됐는데 굉장히 매력적이고 쫄리고 할맛남 도파민중독자들은 특히 이겜해도 100퍼 만족함...
та заебись
好玩儿 爱玩儿 多更,如果以后能联机肯定更好玩
非常不错的游戏。
期待正式版
Un juego que combina la gestión de recursos en el refugio con la acción de salir a buscarlos y enfrentarte a zombies. Cada acción u omisión puede llevar a situaciones letales para tus personajes.
太傻比了。一颗心的丧尸数量一堆,武器资源完全不够,玩个易吴 愣是搜不到武器,全靠拳头,没武器就暗杀不了,然后就是受伤缺药。还老是搞一些坍塌的地形让你掉丧尸堆里,玩兄妹开局探点探好几个图没幸存者。这B游戏太搞心态了,还不能回档。真的莫名其妙,训狗游戏,谁爱玩谁玩
Amzinig game for time played so far its balanced and offers a good challenge runs smoothly and alot on the map to explore with the world feeling alive even though it is a side scroller
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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