
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.
Most likely between $4.8M and $13.5M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1255 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Into the Dead: Our Darkest Days
Hält was es verspricht. Wer Survival und entspannendes Zombieerlebnis haben möchte kommt hier auf seine Kosten. Bin mit freude gespannt was da noch alles kommt.
me kinigane kati zombia
Very fun! Some polishing still needed, but can't wait for the full release
Inicie una partida, rescate a un superviviente, se convirtio en zombi y ataco al resto, infecto a otra que se termino convirtiendo y el que quedaba se fue del refugio por la moral baja. Recomiendo 10/10
vary good game
夯到爆!特别好玩
场景设计颇具新意,玩了很多地点,几乎每个地点都有自己的特色。最后的体育场的关卡设计非常精彩,氛围感十足。整个游戏的音效也十分的给力。完全是末日经营,搜打撤的佳作。
fun game. scavenging actually feels meaningful and dangerous. just like ur mom
Mechanical Perfection Dragged Down by Vague UI & Over-Generous Traders The Core Loop: Aggressive Momentum Over Passive Turtling Unlike the passive, defensive "hoarding" loop of games like This War of Mine, Our Darkest Days forces an aggressive, clear-as-you-go momentum where time is your rarest resource. The combat and noise-attraction systems are exceptionally satisfying—shifting from early-game terror to tactical mastery once you learn to engineer full-room clears using noisemakers and explosives. The strict weapon degradation economy forces you to squeeze 99% of a pipe’s durability before dismantling it for raw materials, keeping the scavenging engine running. However, several mid-to-late game design choices flatten the survival tension and need developer attention. Key Areas for Developer Fine-Tuning Vague Loot Categories Cause Waste: Broad map tags like "Building Materials" hide the critical difference between Wood and Scrap Metal. Gambling on a coin flip when you specifically need Wood wastes entire in-game nights on unnecessary backtracking. The "Family Dollar" Trader Problem: Traders currently act like infinite vending machines. They constantly restock, buy endless surplus junk at top dollar, and eliminate the tension of scarcity. Trading needs value decay, specialized stock, and stricter restock timers. Homogenous Survivor Noise Profiles: A heavy, out-of-shape survivor generates the exact same ambient noise footprint as a lightweight scout. Stealth and movement noise should scale with a character's build and traits, making survivor selection impact tactical sound management. Feature & Mechanics Wishlist Diegetic Map Schematics ("Scout Scraps"): Allow survivors to doodle crude, hand-drawn floor plans or notes (e.g., "2x Wood in back storage") on cleared locations. This eliminates blind backtracking and enhances staging-area strategies. Dynamic Horde Zones ("Red Zones"): Moving, high-density threat zones that shift across the city map. Locations within a Red Zone spawn double zombie density and deal double barricade damage to nearby shelters, forcing tactical route pivots and delaying endgame progression naturally. Randomized "Gold-Tier" Gear (1 Per Campaign): Introduce a single, randomized Gold weapon per run with a strict 3-repair cap. If it hits 0% durability, it shatters permanently. This creates a high-stakes chase item without breaking the disposable weapon economy. NOTE TO DEVS: I have detailed mechanical write-ups, balancing concepts, and additional systemic feedback for the team. Please feel free to email me directly if you’d like to discuss these ideas further!