
Command the checkpoint in a collapsing city. Screen survivors, manage scarce resources, and hold back the undead. Every choice matters and one mistake could unleash the plague beyond your walls.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 7.86/day in the week to Sep 2 → 12.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 13.3Kreviews | 82% | — | $8.5M |
| $19.99 | 4.5Kratings | 50% | — | 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.
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 1182 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
норм
太贵没性价比玩一会就腻了
1
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian*, Simplified Chinese, Spanish - Latin America +2 more
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
порно
变异者多样性
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Quarantine Zone takes the Papers, Please style of gameplay and gives it a Zombie Apocalypse twist. You examine survivors as they enter your checkpoint, looking to see if they have any of the symptoms that mean they could be infected. If they don't, you send them through to your camp. If they have any of a number of "inconclusive" symptoms, you send them to quarantine and check them again the next day. If they do have symptoms of infection, you send them to a side chamber to be, ah... cured. Via bullet. Simple enough. Quarantine Zone tries to expand on the formula is by adding a survivor quota, base management, symptom research, and base defense elements. For me, this is where the game's problems lie, because all of these extra things feel tacked-on with no depth at all. The quota, at least for me, was easily met and was basically just free money every few days, though I can easily see it becoming a complete nightmare if you're struggling to identify symptoms properly. The upgrades you can make to your camp are all either necessary additions that you'll have to unlock at some point anyway, boring upgrades that let you have more survivors/food/electricity/etc., while giving a (usually uninteresting) aesthetic upgrade to one of your buildings. The symptom research is just a late game mechanic that adds unnecessary complication to the gameplay by "researching" unknown symptoms that people will show up at your checkpoint with, successfully giving you a new symptom to keep track of after completion. Lastly, the base defense game is just a trivially easy minigame where you control a drone and shoot hordes of zombies as they charge at the gates of your camp, a minigame that I never even once came close to losing--so yeah, I need to emphasize the part where I said it was trivially easy. While I feel like the game would honestly have been better without the unnecessary side content I talked about above, I still recommend playing it, especially if you catch it on sale. The core gameplay is solid, I enjoyed it while it lasted, and I feel like it didn't overstay its welcome. It was fun, and I don't regret buying it.
вылетает из игры ♥♥♥♥♥ полная, сделайцте сиськи у жирных мужиков побольше заебали тупые , и лгбт парады среди зомби сделайте , по вашему ♥♥♥♥♥ добавлять пистолет надо?!
Nic ciekawego przejście zajęło mi 9h ... Jak na taką cenę nie polecam . Rozgrywka nie jest jakaś fenomenalna . Dialogi ,postacie ,misje, wszystko sztuczne i na siłę robione .
Short review: Its ok. Some bugs. Not a lot of variation or replay value. You mileage may vary. I like the procedural genre of games (PapersPlease, Contraband Police, Dollmare), and played the hell out of Left4Dead, Resident Evil, and other zombie games, so I figured this would be a good game. And I would say the game concept and design of QZ is good. The implementation is 85% there. There doesn't seem to be much randomization. In 3 playthroughs I've noticed several survivors tend to show up in the same levels (maybe they are streamers I just haven't heard of) that have the same symptoms or lack there of. I have yet see a single instance of UV glow on items. The side missions are a bit lacking and usually are don't let this item in or don't confiscate that item. There seem to be several aspects that could be assigned to survivors like age, address, etc, that are hardly used. There are also several bugs. I've had several instances where the game soft locks. It auto-saves at the beginning of a day, so you might have to restart the day, but that is still frustrating. The DeadIsland2 missions can be buggy, with prompts staying around even after you've completed the quest. Endless mode isn't that satisfying. Its basically just the base game on repeat. The side missions don't seem to have any variation from the base game. Overall, its not a bad game and worth playing if you are into this genre and is probably fairly priced for what it is. If you are on the fence, play the demo and/or wait for a sale.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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