
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 1218 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
住在一个地方僵尸会越来越猛的进攻消耗你的物资,强迫你必须在每六到七天左右强制搬家,如果你想要的是探险和避难所经营的结合,类似僵毁或者森林之类的体验,这游戏不适合你,它本质上还是僵尸版的这是我的战争,重点是走完他的故事线,同时结合了大量这是我的战争的缺点,只为游戏性服务不考虑体验的出戏设定,类似背景僵尸就背对着你站在你旁边但是不准杀,房子塌了一地但是砖头不能随地找到之类的
游戏是不错的游戏,就是制作组太想恶心玩家了 让你经营避难所的情况下又要恶心下玩家 还削弱人物,搞什么技能树;不固定的袭击基地;外出限制一人(早期是可以多人外出)
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8M | 12K | 87% | $29.99 | |
| $7.9M | 44.3K | 83% | $9.99 | |
| $7.9M | 16.8K | 78% | $29.99 | |
| $8M | 11K | 96% | $19.99 | |
| $8M | 16.2K | 90% | $19.99 | |
| $7.9M | 7.9K | 75% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $43.7K | 85 | 93% | $14.99 | |
| $6.2K | 50 | 82% | $4.99 | |
| $2.1K | 21 | 19% | $4.99 | |
| — | 0 | — | — |
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 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.
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 |
| — |
| — |
| — |
| 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
体验中规中矩,考虑到赛道极度缺少新品,再加上一直在勤勤恳恳更新,给个鼓励性好评。 其实已经有挺多地方处理得比较人性化了,比如游戏流程是按阶段区分的,同一个阶段里无论花多少时间搜刮,都只耗时一个阶段。不过,对个人来说,有几个从中期开始感到特别烦的地方: 1. 背包格数有限,这点没啥毛病。但这就意味着你需要记住地图上哪些角落有物资还没搜刮,以便下次再来。有些地图的结构很复杂,比如几栋房子之间用天桥连接,这就使得记物资点成为了噩梦。解决办法也是有的,养成好习惯,定期找个一楼的点,把身上所有东西存进去,再上楼搜,下次来的时候直接从一楼一路拿过去就好了。但如果官方出个指示器,或者允许玩家做地图标记的话,会舒服很多。而且并不是每张地图的一楼都畅通无阻,大型的地图是真绕的有点烦的。 2. 因为地图背景会藏着很多僵尸,乱跑就会引僵尸,因此,大多数时间玩家都是弓着腰慢慢走的,搬物资的时候更是反反复复来回多趟。另外,有时候僵尸的巡逻路线也特别长,开一张新图一路杀进去时,等僵尸巡逻都要等很久。这些环节相当浪费时间,玩到中期有些令人难以忍受。如果官方出个类似于“按住Ctrl倍速”的功能,会舒服非常多。目前的话,玩家自己开CE倍速解决吧。危险的时候还原1倍速,安全的时候直接3倍速弯腰走路。 3. 新的角色天赋树系统,在幸存者数量少的时候,体验不错。但一旦幸存者数量多起来,选择天赋和经营管理的复杂度繁琐度将直线上升。我招了新的幸存者,我本应变得更强、玩得更高兴了,但一回到基地就会马上头皮发麻、痛苦面具。于是,在开了CE倍速之后的体验就变成了,每天探索很爽,一回到基地就马上不爽,如此反复,挺消磨游戏热情的。解决办法,要么玩家自己别再招幸存者了、阉割一部分游戏内容,要么胡乱管理、亏点收益,但我觉得最好还是得官方自己做点减负优化吧(比如把一些制造的被动加成改成微量的全局被动,尽管这会损失一部分天赋特色)。
重伤,食物腐败,动作BUG就是纯粹的一坨屎,被随机挠一爪子直接重伤,后续浪费一堆药品加食物的结果就是人物死亡,我都不知道怎么说这个设计,食物腐败也是依托,后期人口上升就只能住在有集水器加蔬菜种植地的避难所,两者缺一就等死,你他妈又不是每个避难所都有这两个设备,没有我就做不出饭来只能吃生肉生病完了死翘翘,那还活鸡毛,给你得了
One of the better games I've played this year...a true gem with serious replayability. It's a solid horror game, but not too scary for me. Just enough "oh ♥♥♥♥" moments while still leaving me feeling like I can beat it. It makes you think, and the resource management is genuinely top tier. If you played "This War Of Mine' and enjoyed that game you will enjoy this game too.
凑合,除了画质和制作规格之外,各种意义上完全不如这就是我们的战争,中后期已经可以说是无聊了
Teksas'ın Kızılötesi Kabusu PikPok tarafından geliştirilen Into the Dead: Our Darkest Days, ünlü mobil kökenli zombi serisinin çizgisini tamamen değiştirerek oyuncuları karanlık, ezici ve tavizsiz bir hayatta kalma mücadelesinin içine itiyor. 1980'lerin Texas eyaletindeki kurgusal Walton kasabasında geçen yapım; This War of Mine’ın vicdanı sızlatan sığınak yönetimini, State of Decay’in riskli dış dünya keşifleriyle ve gerilim dolu yan kaydırma (side-scrolling) mekanikleriyle harmanlıyor. Erken erişim sürecinde topluluk geri bildirimleriyle sürekli şekillenen ve tam sürüm yolculuğunda adından sıkça söz ettiren bu sert hayatta kalma simülasyonu, zombi temalı oyunlar havuzunda adeta parlayan bir mücevher. Atmosfer ve 1980'lerin Sinematik Karanlığı Into the Dead: Our Darkest Days’i ilk anda özel kılan şey, görsel dili ve yarattığı amansız atmosfer. Yan kaydırma (2D) kamerasına sahip olmasına rağmen arka plan derinliği, titreyen floresan lambalar, el fenerinizin aydınlattığı tozlu odalar ve tık nefes zombi sesleri, oyuncuya adeta claustrophobic (klostrofobik) bir kabus yaşatıyor. 1980'lerin nostaljik ama çürümüş estetiği; paslı arabaları, izbe apartmanları ve terk edilmiş benzin istasyonlarıyla mükemmel bir uyum yakalıyor. Ses tasarımı ise bu kasvetin tuzu biberi; karanlık bir koridorda zombilerin homurtularını veya tahtaların gıcırtısını duymak, tüylerinizi diken diken etmeye yetiyor. Oynanış Döngüsü: Sığınak, Tehlike ve Kaynak Sıkıntısı Oyunun temel yapısı iki ana ayağa dayanıyor: Güvenli sığınağınızı yönetmek ve dışarıdaki tehlikeli bölgelerden kaynak yağmalamak. Sığınak Yönetimi ve Karakterler: Oyuna kısıtlı imkanlara ve farklı yeteneklere sahip iki karakterle başlıyorsunuz. Zamanla bulduğunuz diğer kurtulanları sığınağınıza dahil ediyor; kimin yemek pişireceğini, kimin yaralarını saracağını, kimin ise barikatları güçlendireceğini planlıyorsunuz. Kurtulanların psikolojisi, açlığı ve yorgunluğu en az zombiler kadar tehlikeli birer saatli bomba. Taktiksel ve Sessiz Yağma: Dışarı çıkıp keşif yapmak ölümcül bir dikkat gerektiriyor. Zombiler sese ve ışığa duyarlı. Doğrudan çatışmaya girmek (özellikle ateşli silah kullanmak) bütün mahalleyi başınıza toplayacağı için genellikle ölümle sonuçlanıyor. Bu yüzden bıçakla arkadan sessizce yaklaşarak yapılan infazlar en güvenli yol. Ağır Risk / Ödül Dengesi: Envanter alanınızın son derece kısıtlı olması, "şunu da alayım" lüksünü ortadan kaldırıyor. Her dışarı çıkışınız, geri dönmeme ihtimalini göze aldığınız gerilimli bir kumar masasına dönüyor. Zorluk ve Hayatta Kalmanın BedeliBu yapım, oyuncunun elinden tutmayı reddeden, en ufak bir hatayı bile affetmeyen hardcore bir deneyim sunuyor. Karakterler kalıcı olarak ölebiliyor ve yanlış bir kaynak yönetimi, onlarca saatlik emeğinizin birkaç gün içinde eriyip gitmesine neden olabiliyor.Arayüzün karmaşık yapısı veya erken aşamadaki bazı dengeleme sorunları kimi oyunculara başlangıçta zor gelebilir; ancak hayatta kalma türünün sunduğu o tatmin edici başarı hissi, tüm bu cezalandırıcı mekaniklerin katbekat üstesinden gelmenizi sağlıyor. SonuçInto the Dead: Our Darkest Days, zombi oyunlarının sıradanlaşmış formülüne taze, olgun ve son derece gerilimli bir soluk getiriyor. Güçlü atmosferi, akıl dolu sığınak dinamikleri ve her anı tehlike dolu keşif döngüsüyle türün hayranlarını ekran başına kilitlemeyi başarıyor. Eğer This War of Mine tarzı dramatik ve stratejik hayatta kalma öykülerini, 1980'lerin sinematik karanlığıyla birleştiren sert bir macera arıyorsanız, bu kabusa mutlaka ortak olmalısınız.
I have played this game for about 25 hours, and these are my takeaways. Everything is mostly good, the gameplay, the missions, the responsiveness of the devs, all good. The main thing that is not great is the lack of choice in your starting survivors and the locked-in nature of their core skills. You end up having to pick characters you do not like aesthetically to play actually useful skills. I would recommend this game if there were more flexibility in character choices and skill customization for the same characters. Particularly starting skills. A system to increase backpack size with equipment would be great as well.
점점 더 컨텐츠 확장시키고 있기는 한데 궁극적으로 플레이어들이 원하는 컨텐츠는 유저 창작 모드를 풀게 해주면 좋을 것 같음
Game play still in progress...however I was expecting this to be like a spiritual successor to the Last Stand/Last Stand 3...but turned out to be a hybrid of that + this war of mine. Very surprise. Enjoying my time so far.
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