
Save or enslave? "Last Days" is a survival, zombie, horror, rpg game where every choice matters and will affect you long term.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
入包 喜加一默认好评 感觉有点意思
喜加一岂不美滋滋(。^▽^)
Last Days is an unfinished post-apocalyptic survival RPG that tries to combine zombie horror with player choice, scavenging, crafting, and community management. Developed by CrackedGhostGames and published by 2ndDimensionGhost, the game takes place in a devastated version of Maine where the undead have spread beyond major population centers and into rural territory. Rather than relying entirely on zombie combat, the experience attempts to make survival about gathering resources, interacting with other people, and deciding what sort of society the player wants to create. Exploration and survival form the backbone of the gameplay. Traveling through dangerous locations means searching for supplies, materials, and weapons while remaining prepared for encounters with infected enemies. Resources can be turned into improvised equipment, including unconventional weapons that fit the desperate nature of the setting. Crafting gives scavenged objects a purpose and encourages players to investigate their surroundings instead of simply moving from one objective to another. The underlying concept has plenty of potential, particularly for players who enjoy survival games where preparation is almost as important as fighting. A more distinctive aspect is the treatment of other survivors. People encountered during the journey are not necessarily disposable NPCs. Some can potentially become members of the player's developing community, creating the foundation for an outpost and a larger group of survivors. The game also permits darker choices, including enslaving characters, reinforcing the idea that the apocalypse is as much about human morality as it is about zombies. These options give the role-playing framework an unusually grim edge and allow players to approach certain situations according to the type of character they want to portray. Dialogue and decision-making were intended to have lasting consequences. The game was designed around branching events in which earlier decisions could influence later situations, relationships, and ultimately the conclusion of the story. Multiple endings were originally planned, creating the possibility of replaying the campaign with different moral choices. This is one of the game's most appealing concepts because it could have connected survival mechanics with meaningful narrative consequences instead of treating dialogue and resource management as unrelated systems. Unfortunately, Last Days never developed far enough to fully realize that vision. Development was abandoned following technical difficulties and the loss of work associated with inadequate backups. The available version consequently represents an incomplete build rather than a finished campaign. Only a relatively small amount of playable content remains, while important story branches and the intended endings were never completed. This fundamentally changes how the game should be approached because there is no satisfying conclusion waiting after investing time into its world and systems. The pixel-art presentation gives the game a straightforward indie identity. Its visuals are simple, but they suit the RPG structure and allow locations, characters, zombies, and violent encounters to be communicated without relying on demanding hardware. The darker themes contrast effectively with the retro-inspired graphics. The game includes mature material involving violence, gore, and disturbing moral situations, so the colorful pixel presentation should not be mistaken for a lighthearted adventure. Performance requirements are modest, which makes Last Days accessible on older computers. Steam Deck compatibility, however, is officially Unverified. There is no established Steam Deck Verified or Playable rating confirming that every aspect of the game works correctly on Valve's handheld. Its relatively lightweight technical requirements suggest that raw performance should not be the primary obstacle, but controls, interface behavior, operating-system compatibility, and other issues may require experimentation. Players specifically looking for a dependable handheld experience should therefore treat Steam Deck support as uncertain rather than guaranteed. The game's unfinished nature also affects its replay value. Branching decisions normally encourage another playthrough because players can explore alternative outcomes, but the absence of completed endings limits the reward for doing so. Outpost management, recruitment, crafting, and moral decisions establish several potentially interesting gameplay loops without receiving enough development time to become deeply interconnected. There are moments where the project hints at a considerably more ambitious survival RPG, yet those moments frequently lead back to mechanics or narrative threads that were never fully expanded. Being available as an abandoned project makes Last Days easier to appreciate as a curiosity. There is value in seeing how a small independent game attempted to combine survival mechanics with morally flexible role-playing and settlement development. Players fascinated by unfinished games may enjoy examining the systems that survived and imagining how the larger campaign might have evolved. Those expecting a polished zombie survival experience, however, will encounter limited content, incomplete progression, and a story that cannot provide the resolution originally intended. Ultimately, Last Days is more interesting for its ideas than for the experience it was able to deliver. Scavenging, improvised crafting, survivor recruitment, morally questionable decisions, branching storytelling, and outpost development provide a strong conceptual foundation. Had these elements received the necessary development time, the game could have grown into an unusual choice-driven zombie RPG. In its existing form, however, the permanently unfinished campaign prevents those ambitions from producing a cohesive whole. There are creative survival and role-playing ideas worth discovering, particularly for players interested in abandoned indie projects, but incomplete content and missing narrative conclusions significantly restrict the experience. Steam Deck compatibility is Unverified, so handheld play should be considered experimental rather than officially supported. Rating: 5/10
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Last Day กับ early access ตลอดกาล เอาจริง เนื้อหาน่าสนใจนะ กับเกมแนว RPG Survivor ในโลกที่ซอมบี้ครองโลกบรรยากาศทำออกมาใช้ได้ อีกทั้งดนตรีประกอบยังน่ากลัวใช้ได้ แต่เนื่องจาก ทางสตีมดันไปทำอะไรสักอย่างเข้า ทำให้ผู้พัฒนาไม่สามารถไป อัพเดทเกมได้ เลยทำให้เกมนี้เป็นเกม Early access ตลอดกาลไม่สามารถเป็นตัวเกมที่สมบูรณ์ ซึ่งผลของมัน ทำให้เกม เล่นยากขึ้นกว่าเดิมมาก ระบบของเกมนี้พื้นฐานจะเป็นเกม RPG แต่ก็เป็นแบบ Survivor แต่ถ้าโดนซอมบี้ตีไปแม้แต่ครั้งเดียวก็ เกมโอเวอร์เลย (คือจะมี HP ไว้ทำส้นตึกอะไรในเมือโดนซอมบี้ตีทีเดียวตายห่าเลย) อีกทั้งตัวเกมจะเพิ่มระบบความหิวมาอีก ถ้าเกจความหิวหมด ตัวเราก็ตายอยู่ดี ทางเดียวที่เพิ่มเกจนั้นคือ ต้องไปหาอาหาร แต่ปัญหาคือ อาหารจะหาโคตรยากมาก อีกทั้งยังไม่นับเรือง ทำ เควสแล้ว แอฟชีฟเมนท์ไม่ขึ้นด้วย รวมๆแล้วมันมีแต่ข้อเสียมากกว่าข้อดี Score 4/10
喜+1
Very nice game
1
Trash
。。。
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.8K | 59 | 19% | $4.99 | |
| $0 | 664 | 44% | Free | |
| $0 | 248 | 54% | Free | |
| $0 | 55 | 80% | Free | |
| $0 | 39 | 85% | Free | |
| $72M | 62.2K | 96% | $23.99 |