
A first-person shooter meets quarantine inspection in post-apocalyptic Chicago. You’ve got 30 days until the army arrives. Hold out, fix your car, and fight your way through Chicago to the main checkpoint to save your little brother.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Aug 6 → 2.14/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 2,400 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.
About
28 days ago, you got the call - your brother’s checkpoint had fallen. Now it’s surrounded by the dead.
He’s not like you. He’s a scientist, chasing a cure.
You’ve spent your life as a cop - fighting, surviving.
Now, to save him, you’ll need a reinforced ride and a plan to hand your own checkpoint over to the U.S. Army.
You’re the last surviving soldier at the only checkpoint still standing in the north of the city.
Your mission: save as many uninfected civilians as you can. If you let the infected slip out of Chicago, the entire world could fall. Hold the line. Buy more weapons and upgrade your defenses. The Army promises to arrive in 30 days - then comes the raid. You’ll fight your way through the ruins of Chicago to reach your brother… and try to save him at any cost.
Every survivor has a story - and they’ll tell it to you. But don’t believe everything you hear. Inspect each one carefully and decide their fate.
Will you let them pass? Hold them for a second screening? Or are they too far gone - and need to be eliminated?
The choice is yours.
First-person gameplay that blends inspection sim and zombie action.
Screen refugees with a full-body scanner and other tools to detect signs of infection.
Decide each refugee’s fate: clear them to leave Chicago, hold them in a quarantine room for observation, or eliminate them.
Head out from the base to clear infested zones.
Earn cash to buy weapons and repair your car for the toughest raid across a ruined Chicago.
Use special gear to find out if a survivor is infected or smuggling contraband. Personal inspections, scanners, and a range of devices will help you.
So will a good shotgun.
Zombie waves grow stronger by the day. Crawlers, Spitters, Aggressors, Marine Zombies… A good shotgun helps. But not always.
Repair your car and get it ready for the brutal run through Chicago to your brother’s checkpoint.
Save him—no matter the cost.
Engagement
Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
honestly gonna try to get my money back on this one cause its broken and not fun.
Quarantine Zombies: Contamination takes the familiar zombie outbreak formula and approaches it from a more unusual direction, combining first-person combat with checkpoint management, survivor inspection, resource preparation, and a story built around a desperate rescue mission. Developed and published by Stones Games, the experience places players in a devastated Chicago where civilization is rapidly losing control of an infection. Rather than simply sending the player into ruined streets to eliminate endless groups of undead, the game creates a broader responsibility: determine who can safely pass through a quarantine checkpoint while preparing for the increasingly dangerous days ahead. The central inspection system provides much of the game's identity. Survivors arrive at the checkpoint seeking protection, but appearances cannot always be trusted. Players must examine individuals for signs of infection and determine whether they should be cleared, quarantined, or treated as an immediate threat. Various inspection tools help reveal suspicious symptoms, while some survivors may attempt to hide evidence that could expose their condition. This turns routine processing into a game of observation and judgment. Allowing an infected person through could have serious consequences, while treating an innocent survivor as a threat introduces another kind of moral pressure. The Contamination content expands this concept with additional symptoms, inspection methods, survivor variations, and interactions. Greater visual diversity helps encounters feel less repetitive, while the possibility of concealed infection encourages players to pay closer attention instead of mechanically repeating the same procedure. Additional examination equipment provides more ways to investigate questionable survivors, strengthening the feeling that the checkpoint is genuinely attempting to prevent an outbreak rather than simply acting as a backdrop for combat. Outside the checkpoint, Quarantine Zombies becomes a more conventional survival-action game. Players can venture into dangerous sections of the city, search for useful resources, and confront different varieties of infected enemies. The presence of Crawlers, Spitters, Aggressors, Marine Zombies, and other threats introduces some variety into encounters because not every infected creature behaves in exactly the same manner. Firearms remain an essential survival tool, but melee actions such as punching and pushing provide alternatives when enemies get too close or ammunition becomes precious. The transition between careful inspection and frantic combat creates a useful change of pace and prevents the game from relying entirely on one style of interaction. Progression is closely connected to the passage of time. The protagonist is attempting to survive until military forces arrive while simultaneously preparing for a personal journey through Chicago. Each day therefore represents another opportunity to gather supplies, improve equipment, strengthen defenses, and become better prepared for future attacks. The approaching deadline gives these activities more meaning because the player is not simply accumulating resources indefinitely. There is a destination and an objective waiting beyond the relative security of the checkpoint. An important part of that objective involves the protagonist's younger brother, a scientist connected to efforts to find a cure. Reaching him transforms the story from a general survival scenario into something more personal. The protagonist must eventually leave the checkpoint and cross a dangerous city, creating a conflict between protecting the people currently depending on him and preparing for the rescue mission that motivates his continued survival. The narrative is straightforward, but it gives the player's preparations a stronger emotional justification than simply trying to remain alive for another day. Vehicle restoration contributes directly to this progression. A pickup truck needs to be repaired and prepared for the journey, turning vehicle improvement into a visible measure of how close the protagonist is to attempting the rescue. The Contamination changes make the repair process easier to understand and provide clearer feedback about progression. It is a simple but effective idea because improvements to the truck represent something concrete rather than another abstract upgrade statistic. The vehicle becomes part of the player's long-term plan for escaping the immediate situation and reaching the next stage of the story. The setting also works well with the game's combination of systems. A quarantined Chicago provides plenty of opportunities for abandoned streets, fortified positions, damaged infrastructure, desperate civilians, and swarms of infected enemies. The atmosphere benefits from the contrast between the controlled procedures inside the checkpoint and the chaos beyond its defenses. Improvements to survivor appearances, clothing, faces, voices, and zombie variations further support the illusion that the player is dealing with a large-scale disaster involving many different people rather than repeatedly encountering a handful of recycled characters. The ambitious mixture of mechanics can also be one of the game's weaknesses. Combining shooting, enemy AI, inspection systems, survivor behavior, progression, vehicle restoration, defense, and exploration creates numerous opportunities for technical roughness. Combat responsiveness and enemy movement are particularly important because even an interesting survival concept can become frustrating when encounters lack consistency. The developers have addressed areas such as pathfinding, geometry, checkpoint performance, shooting behavior, interface elements, progression problems, and general quality-of-life concerns, and the Contamination update represents a notable effort to refine the overall experience rather than merely adding another collection of enemies or weapons. What makes Quarantine Zombies: Contamination interesting is ultimately the relationship between its quieter and more violent moments. Carefully examining a civilian can generate tension without firing a weapon, while an infected assault can abruptly turn that controlled environment into a fight for survival. Decisions about resources also matter because money and equipment used today may be needed during a more dangerous encounter later. Repairing the vehicle, upgrading equipment, surviving attacks, processing civilians, and preparing for the rescue mission all contribute toward the same larger objective. Overall, Quarantine Zombies: Contamination is an interesting survival hybrid built around suspicion, responsibility, preparation, and increasingly dangerous combat. Stones Games has created a game where identifying infection can be just as important as eliminating the infected, while the thirty-day structure and rescue storyline provide direction to the player's daily routine. Technical refinement and greater depth across some systems would make the experience stronger, but the expanded Contamination content improves variety and helps the game's central ideas work together more effectively. Its distinctive mixture of checkpoint inspection, zombie fighting, exploration, vehicle preparation, and survival management makes it worth considering for players who prefer unconventional approaches to familiar post-apocalyptic themes. Rating: 6/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Тут все как в одном известном фильме: "За изобретение 5, а по предмету неуд!". Свеженький апдейт гласит я дам прирост производительности в 50% , Вранье! Оптимизация как была на дне так и осталась. Я дам вам новые инструменты! А ну да спасибо за пинцет. Теперь можно какое-то зеленое г..но из ушей выковыривать. Спасибище! Увы рекомендовать это я не могу. Держитесь подальше, я предупредил.
Игра не совсем плохая, но есть некоторые проблемы, и явно ценник выше, чем должен быть. Итак, пробежимся по недостаткам: -Плохая оптимизация, высокая нагрузка на железо, при довольно средненькой графике. -Используется ИИ. Причём текст для диалогов, а то и весь сюжет тоже писал ИИ - уж очень всё пресно и монотонно. -Управление местами не удобное, есть проблемы с фиксацией попаданий по противникам. Система осмотра приходящих тоже не совсем удобна, н-р: без фонарика нихера не видно, с фонариком нихера не видно (я не опечатался, т.к. он засвечивает сильно). -Уже упомянутый ценник. Я вижу ценник для такой игры 200-250 рублей. Ну либо её нужно хорошо доработать до почти 400 руб. Плюсы: -В целом механика лагеря неплохая, но требует доработки. Как-то уж много денег отбирают каждый день, и прогресс слабо чувствуется. -Анимации стрельбы и ощущение оружия неплохо сделаны. Это мне и понравилось в трейлере игры. Поиграл я чуть больше часа, чтобы запросить возврат. Есть опасения, что могу пожалеть, если поиграю больше, и не смогу вернуть деньги. Судя по увиденному содержанию, я бы поставил оценку 4/10. Рекомендую если и брать, только со скидкой 20-30%.
Definitely Quarantine Zone but instead of drones you get to make it personal which is a very welcomed change to make it more enjoyable. Just wish they had an endless mode so i can just keep going and more area and buildings outside the base to explore.
[h1]《Quarantine Zombies》简评[/h1] 丧尸题材游戏的大杂烩,不仅有对着丧尸突突突的第一人称射击玩法,也有最近非常火爆的“检疫区”难民检查系统,如果撇去游戏的一些不足之处的话,也并非完全查到没法玩的程度,当作“检疫区”的低配版本来玩也不是不行。只不过这个定价嘛,也让玩家撇不开这些瑕疵,所以不着急游戏的玩家,其实可以再等等。倘若制作组上线时的游戏再好好打磨一番,各方面在精细化一些,游戏收获的反响可能会更不错。未来可期吧,就看制作组后续愿意再继续投入精力完善与否了。 主角身为一名美丽国士兵,在整个城市爆发丧尸危机后,成为了这座城市北部唯一仍在运作的检查站里的最后一名幸存士兵。为了工作职责,主角需要坚守自己岗位,不允许任何感染者从检查站离开,直到挺过30天之后援军到来。另一方面,玩家还得想办法去另一个已经沦陷的检查站,寻找自己失踪的弟弟。一边是世界和平,一边是家人亲情,两者都不能放弃,必须得同步进行,这也就是玩家的主要玩法——检查模拟和战斗冒险。 检查模拟,其实就是“检疫区”的相似的玩法,当幸存者来到检查站,对他们全身上下各方面进行全面的综合性检查,包括查看伤口、心跳、体温、皮肤、眼睛等等诸多内容,面对检查出来的结果,给予这些幸存者通过检查站、隔离观察以及就地处决。判断正确能够拿钱,判断错误则会扣钱。 战斗冒险,就是通俗理解的对丧尸突突突的第一人称射击游戏,只不过这其中有任务、有探索、有驾驶等冒险内容而已。击杀丧尸和完成任务都有金钱奖励,和上面的检查模拟一起拿到的金钱,则可以用于购买枪支弹药、升级载具、加强检查点武装等。 游戏的玩法看着还行吧,但是不足之处也并不少,这里挑出几个重点。 (1)优化不太行,经常出现掉帧,电脑风扇狂转巨响。 (2)游戏看似有语言设置,也有简体中文,但是实际上全是英文。 (3)商店购物的反应速度很慢,必须得等一个物品的消息全部消失了,才能购买下一个。 (4)车辆驾驶和枪械射击的手感,绝对谈不上也别优秀,有待加强。 (5)场景的3D模型,看着还是有些粗糙,包括某些丧尸的模型,那不是丧尸了,是异形。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
Quarantine Zombies has a solid idea for a checkpoint simulator, and for about two-thirds of the game I was genuinely enjoying myself. The problem starts in the last ~10 days on duty, where the game suddenly begins to break its own rules. You check a person: no symptoms or barely suspicious ones → you let them through → infected. Next person: heavy symptoms, everything points to infection → you stop them → healthy. This doesn’t feel like rising difficulty, but rather randomness pretending to be a mechanic. Because of that, player decisions stop mattering, since logic no longer applies. The game is also very short, underdeveloped, and feels more like early access than a finished product. It used to be a good simulator, but then it took an arrow to the knee. With a heavy heart, I do not recommend it, even though the potential was clearly there.
[h3] И это все? [/h3] Я 6ля прошел демку, там мне показали довольно унылую копию Quarantine Zone НО с сюжетом и вылазкой в город на второй день. Ну я подумал, что типо может эта игра хуже по графену, оптимизации, удобности чем QZone, но тут хотя бы будет интересный сюжет с вылазками в город, общением по кд с братом и выжившими и всякое такое. А xyi там плавал. Та вылазка в город на 3 день единственная за всю игру. Больше сюжета не будет. Оставшиеся 26 дней это фул унылый кал по инспекции людей в не удобном интерфейсе. Это даже в QZone было скучно до oxyeния, а там хотя бы это было удобно и не в 10 фпс. И в конце, как ты доделаешь машину, у тебя просто выбор - поехать за братом или сидеть до конца и заниматься oxyeнно веселым осмотром болванчиков. Я взломал игру на деньги и тупо отстреливал всех выживших сразу же, потому что я не e6aнутый заниматься этим калом часов 10 по осмотру людей. Но даже так, если 1-2 зомби успевали дойти до блок поста, начинался "РЕЙД" 6лять. Т.е. где-то недалеко спавнится 3-4 зомби, и они МЕЕЕЕЕДЛЕНОО идут к блокпосту. И ты их убиваешь. И так минут 10. И все это в темноте, ночью, на фоне черной дороги ты должен стрелять по черным зомби. И они все спавнятся и спавнятся по полторы землекопа. А чем ближе ты к выжившим или зомби, тем ниже фпс. Я тупа купил фул грейженые турельки, и каждый раз когда начинался рейд, я просто уходил от компа афк по своим делам. Я достроил тачку, думал мб начну на ней кататься в город. Но нет, я дальше изо дня в день осматривал людей. А оказывается нужно было нажать "сесть в тачку" и тогда появится выбор уехать\остаться. Если уехал, то 3 минуты езды по графену хуже чем в халф лайф 1 и с дальностью прорисовки метра 3, что бы игра наверно совсем комп не повесила в 1 фпс. Потом еще 2 минуты беготни напролом до брата и концовка, в которой не понятно абсолютно ниxyя и надпись "to be continued". Аxyeть. [h2] Эт пи3дец, других слов у меня нет. [/h2] Графен ужасный. Средний фпс 60, но чем ближе ты к зомби тем ближе он к нулю. Осматривать людей ГОРАЗДО скучнее и AXYEННО менее удобно чем в QZone. Активности с рейдом это унылейший кал. Я думал эта игра хотя бы сюжетно вывезет. Но нет. Весь сюжет по сути в демке и остался. Пройдите демку и считай вы прошли игру, осталось только узнать, что брат жив и заразил вас антивирусом, который вас делает суперзомби как в Dying Light The beast. Все. Если вы купите саму игру, вы по сути купите часов 10 обсоснейшего осмотра унылых болванчиков в 10 фпс. Мое разочарование не описать словами.
Truthfully, I’m on the fence about this one — it still needs a lot of work. If you like Quarantine Zone, this feels like a less‑polished version with lots of issues and a bunch of spin‑off ideas that don’t quite come together. Issues: Optimisation is rough — constant stutters, especially whenever zombies spawn. Economy is poorly balanced — quarantining costs $800 a day, symptoms take 2–3 days to change, and you only earn $600 for a correct diagnosis. The math just doesn’t add up. No clear explanation for infected slipping through — people can show 100% no symptoms yet still get flagged. Either explain the mechanic or give players proper tools to detect it. Hint system is weak — most of the time it just says they’re “waiting for your decision,” which isn’t helpful. Turrets are basically useless — the first turret can barely kill one zombie out of a hundred, and further upgrades don’t make it much better. Mainland infection rating never decreases — it should slowly drop over time instead of staying permanently high. Detection upgrades need to matter more — gameplay becomes repetitive quickly without meaningful improvements. Weird failure conditions — I’ve had the game fire me for “not having enough resources” even though I still would’ve had $3000. Story content is extremely limited — the game claims to be story‑driven, but there are only two scenes: the swamp clearing and the bridge crossing. Refugee symptom ratio is off — the number of incoming refugees with quarantinable symptoms vs. the rate those symptoms actually clear is way out of balance. I’ve had eight people in quarantine with full symptoms and then get another four immediately on top of that. Symptom system needs work: Disease colours are inconsistent — some appear as black and look nothing like their reference photo. Missing symptom graphic — the hint prompt mentions “profusely sweating,” but there’s no sweat graphic at all. Hidden bite mark symptom — it only shows up as a tiny dot on the skin, nothing like what it’s supposed to represent. Nosebleed symptom — the hint states it’s a healthy sign, but it shows up as a controversial symptom instead. Some quarantinable diseases don’t clear at all — I’ve had a nosebleed and conjunctivitis persist for more than six days with no progression. Not sure if this is because nosebleeds are considered a healthy sign? Overall, this shouldn’t be classified as a full release, It feels much more like a very Early Access title, there’s a lot that needs to be done to bring it up to speed. since its classified as full release I can't recommend it, as the developer could just do a couple of hotfixes and call it a day and not activly update it.
Bunz
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