
Keep Her Safe is a survival shooting game. Gather resources, fortify your base, and withstand zombie hordes to keep the rocket project alive and bring an end to the acid rain apocalypse. Besides the hard life in wasteland, you can also chill up with friends in different multiplayer gameplays.
Modeled estimate, not a reported figure. How we estimate →
About
A strange acid rain carrying an unknown virus fell for seven days and seven nights.
Humanity vanished.
The cities fell.
The dead began to walk.
But the animals survived.
And some of them evolved.
Now, as one of the few intelligent survivors left in the wasteland, you'll fight to protect civilization's final hope: an unfinished rocket project capable of ending the acid rain catastrophe once and for all.
But before that day comes...
You'll have to survive.
Construct defensive structures to strengthen your base against increasingly dangerous threats.
The Energy Core keeps your base running and powers civilization's last hope. Defend it from relentless zombie hordes at all costs.
Hire mercenaries to strengthen your base defenses or accompany you on expeditions and battles.
Fight your way through the wasteland, complete missions, and endure a world devastated by acid rain and the undead.
Explore dangerous ruins, defeat zombies, and bring valuable resources back to your base. Every expedition helps you survive another day.
Chill with friends in different multiplayer gameplay after a hard fight in the wasteland.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 407 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The biggest issue right now is probably the amount of content. The core gameplay loop is already there, but there are clearly a lot of systems that could be expanded further. At least the developers have laid out their plans pretty clearly. Now it's just a matter of seeing how well those updates turn out.
新枪不错,佣兵系统也终于像个系统了。还想要更多操作空间。
不是,我玩的是网游吗? 怎么总刷世界排名,谁要看啊,肯定是有人想看的,但我不想看啊!
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $104.3K | 293 | 69% | $9.99 | |
| $104.3K | 226 | 95% | $14.99 | |
| $104.3K | 293 | 64% | $14.99 | |
| $104.3K | 449 | 84% | $9.99 | |
| $104.4K | 140 | 70% | $19.99 | |
| $104.3K | 228 | 99% | $11.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $410 | 6 | 50% | $2.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $1.3M | 6.2K | 78% | $9.99 | |
| $24.8K | 583 | 78% | $1.99 | |
| $83.1K | 317 | 69% | $9.99 |
Languages: English, Simplified Chinese, French, German, Spanish - Spain, Russian, Japanese, Traditional Chinese
Hours played at review time, across 407 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Watch out for those wild chickens from who-knows-where, they're probably sick with some disease! Best not to mess with them.
一款把“搜到的东西”变成“守住的希望”的EA小品 《守护我的大火箭》的设定很容易让人产生兴趣:一只在末日环境中醒来的小 鸡,要在酸雨和丧尸的世界里寻找资源,修复一枚承载希望的大火箭。它没有采 用传统末日游戏那种阴沉写实的表现方式,角色和场景反而带着一点荒诞和可爱。可别被外表骗了,游戏真正的核心,是一套围绕资源流动展开的搜刮,建设与防守循环。 玩家需要在尸潮到来之前离开基地,进入废土寻找武器和材料。探索过程中,你会遇到普通敌人、Boss、补给点以及各种可以翻找的建筑。回到基地之后,刚才获得的物资会被重新分配:一部分用来升级设施,一部分用来补充防线,还有些则直接改善角色战斗能力。这个过程最重要的地方,是搜刮成果不会停留在背包里。它们会改变下一次防守的结果,因此玩家每次出门都能感受到比较明确的目的。 与高压力的搜打撤作品相比,本作显然更愿意照顾玩家的情绪。便捷的回城方式避免了满载之后的长距离折返,死亡也不会让所有装备和积累瞬间归零。这样的机制减少了紧张感,却让探索更加自由。你可以为了一个不确定的箱子多走几步,也可以在面对强敌时先试探一下,不必每次都精确计算失败后的经济损失。它不追求把玩家逼到极限,而是希望玩家享受“找到东西一带回基地一变得更强” 的正反馈。 塔防部分是游戏区别于普通搜刮作品的关键。基地并不是一个单纯的存储空间,而是会在固定时间接受尸潮考验。玩家平时找到的武器和材料,最终都要转化成 防线上的实际能力。刚开始基地看起来非常寒酸,几座简单设施并不能提供足够安全感;随着建设推进,新的炮塔、防御工事和功能建筑逐渐加入,玩家会明显感觉到自己不是在等待剧情推进,而是在亲手塑造一个能够生存下去的据点。 不过,当前版本的塔防策略仍然偏基础。设施之间缺少足够明显的组合关系,敌类型也没有完全形成清晰的克制体系。很多情况下,资源充足以后直接强化火力,就能解决大部分问题。搜刮系统同样存在内容消耗较快的问题:地图虽然铺得很开,但任务和高价值区域相对集中,玩到中后期容易形成固定路线。装备词条和配件提供了一定的刷取空间,可词条特效区别不是很明显,实际还在几个增伤词条有点用 这款游戏还有一些很讨喜的细节。仓库和背包空间给得比较宽松,收集型玩家不容易因为容量频繁做取舍;联机足球则提供了完全不同的轻松体验,和朋友一起玩时经常会出现与末日主题毫无关系的搞笑场面。它也没有强行把饥饿、口渴等生存数值做成主要负担,因此整体氛围始终偏向休闲,而不是严苛模拟。 综合评价的话,《守护我的大火箭》更适合被看作一款有明确创意、但仍在成长中的EA独立游戏。它已经找到了自己的玩法组合:搜刮提供资源,基地建设提供成长,尸潮提供阶段性压力,火箭则提供持续推进的目标。当前欠缺的是更多地图事件、更丰富的塔防流派、更有区分度的敌人,以及能够支撑长期游玩的后期内容。如果制作组继续沿着这个方向补充,它未必会成为最硬核的末日游戏,却有机会成为一款很有辨识度、适合随时打开玩一会儿的作品。
Keep Her Safe blends top-down shooting, survival, resource gathering, base construction, tower defense, and management into a surprisingly cohesive post-apocalyptic experience. Its setting immediately gives the familiar zombie formula a different personality. A mysterious virus carried by acid rain has wiped out humanity and left civilization in ruins, yet animals have survived, with some developing intelligence. Rather than simply surviving for another day, the player becomes one of these evolved survivors and is tasked with protecting an unfinished rocket project that represents the world's remaining chance of stopping the catastrophe. The basic gameplay loop revolves around leaving the relative safety of the settlement, exploring dangerous locations, fighting undead creatures, completing missions, collecting valuable materials, and returning home with enough resources to strengthen the base. This creates a satisfying relationship between exploration and progression because scavenged materials have a practical purpose. Every successful expedition contributes toward better preparation for future threats. The top-down perspective also complements the action, providing a useful view of approaching enemies and surrounding terrain while fitting naturally with the game's twin-stick shooter influences. Base building is more than an optional diversion. The settlement contains an Energy Core that must remain operational, making defensive preparation one of the central responsibilities of the player. Fortifications and defensive structures become increasingly important when zombie hordes attack, introducing a tower-defense component that changes the pace from free-roaming exploration. There is a pleasing contrast between actively venturing into hostile territory and preparing a fortified position to withstand an assault. The two systems support each other effectively: expeditions provide resources for construction, while stronger defenses allow the player to survive long enough to continue exploring and progressing. Mercenary recruitment adds another layer to this structure. Recruited allies can contribute to base defense or accompany the player during expeditions and battles. This makes additional characters useful beyond simply increasing combat power. Deciding whether assistance is more valuable at home or in the wasteland introduces some light strategic management, and the concept has plenty of potential for further expansion. Combined with upgrading and resource management, it gives players additional considerations beyond their own weapons and direct combat abilities. Combat appears designed around accessibility rather than excessive mechanical complexity. Zombies and other dangers create pressure through numbers, while the combination of shooting, positioning, exploration, and resource collection keeps encounters connected to the larger survival loop. The game is at its strongest when these elements overlap. A dangerous expedition is not merely an excuse to eliminate enemies because surviving it could provide materials necessary for another defensive structure or improvement back at the settlement. Likewise, successfully defending the base means preserving the infrastructure needed to pursue the larger rocket objective. Multiplayer provides another worthwhile dimension. Alongside single-player, the game supports online cooperative and competitive activities. Cooperative play is especially compatible with the overall design because exploration, shooting, gathering, construction, and defense naturally lend themselves to teamwork. Playing with friends can make resource expeditions and large zombie encounters more entertaining while allowing different players to concentrate on particular responsibilities. Competitive and lighter multiplayer activities also offer a change of pace from continuously fighting for survival. The visual concept deserves recognition as well. Cute evolved animals inhabiting a ruined world filled with zombies and environmental devastation creates an unusual tonal contrast. Instead of pursuing relentless grim realism, the presentation allows some personality and humor to exist alongside the apocalyptic circumstances. The science-fiction elements surrounding the Energy Core and rocket project further distinguish the setting from a conventional zombie outbreak. It is still fundamentally a survival adventure, but its characters and premise help prevent it from feeling completely interchangeable with similar games. As an Early Access project, however, its broad collection of mechanics is simultaneously an advantage and a potential weakness. Exploration, base construction, tower defense, shooting, management, missions, recruitment, and multiplayer all require enough depth and variety to remain interesting over longer sessions. Repetition could become noticeable if expeditions rely too heavily on similar encounters or if defensive progression eventually becomes predictable. The planned expansion of maps, exploration areas, equipment construction, mercenary management, multiplayer content, events, challenges, and tower-defense mechanics therefore has the potential to significantly improve longevity. The current foundation is promising, but continued balancing and additional variety will determine how successfully all these systems mature. Gugu Studio serves as both developer and publisher, and the design shows an ambition to combine several familiar genres rather than relying on a single survival mechanic. The most encouraging aspect is that the individual systems have understandable reasons to exist. Resources support construction, construction protects the Energy Core, mercenaries assist exploration or defense, expeditions advance survival, and everything ultimately contributes toward protecting civilization's final project. That interconnected structure gives the experience considerably more purpose than a collection of unrelated survival activities. Steam Deck compatibility is less certain. There is currently no official Valve Steam Deck compatibility rating displayed for the game, and the available Steam information lists Windows support without providing a verified Deck status. Controller-related metadata exists, but that should not be treated as confirmation that the complete experience works properly through SteamOS and Proton. Steam Deck owners should therefore consider compatibility unverified rather than assuming the game is Verified or Playable, particularly until reliable testing or an official Valve assessment becomes available. Overall, this is an appealing survival shooter for players who enjoy gathering supplies, gradually improving a home base, defending important objectives, recruiting assistance, and confronting increasingly dangerous hordes. Its evolved-animal premise provides personality, while the rocket project gives the survival loop a tangible long-term objective. Some aspects will naturally depend on how extensively the Early Access version is expanded and refined, but the combination of exploration, combat, management, cooperative play, and tower defense creates a strong framework with considerable room to grow. Rating: 8/10
这次佣兵配装改得不错。捡到的旧枪可以分给它们使用,资源分配不再只有“卖掉”和“分解”。可惜伙伴的行动逻辑还需要再聪明一些。
第一次遇到红眼兔子的时候,我还以为只是初级Boss,结果两下把我送回家。前期很多敌人比较温顺,个别Boss却突然像开了锁头挂,强度曲线需要再捋一捋
我真的是操你媽的,一個2026年的遊戲 無法自訂鍵位、音效音樂無法調整音量或是關閉 全球排名到底關我屁事,I dont ♥♥♥♥♥♥ care好吧,一直跳出來干擾畫面 以這破製作組的更新速度這輩子是不會優化了
Boss设计有点两极分化。有的会逼你走位,有的只要火力够就能站桩解决。那个红眼免子第一次见时确实吓人,后面其他怪的存在感就没那么强了。
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