
The dead have risen and civilization has fallen. Now it's up to you to gather survivors, scavenge for resources and build a community in a post-apocalyptic world – a world where you define what it means to survive in this ultimate zombie survival simulation.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 13.29/day in the week to Sep 1 → 21.86/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
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, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 70.1Kreviews | 83% | — | $49.2M |
| $29.99 | 101.7Kratings | 76% | — | not modelled | |
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 1491 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TLDR: State of Okay 🤷♂️ I quite like it despite the lack of depth and bugs. And oh boy, are there bugs. And some are annoying as hell. - For the sake of balance, first I'll echo many of the positives already mentioned by others, such as: -- the community aspect and micro stories -- a mild element of "choices matter" from some quests as well as the ever-present possibility of losing a survivor for good -- graphically holds up well even after all these years, with no major graphical glitches (or none that I've ever noticed) At the end of the day(break)😏, there's a little bit of something for everyone, enough to make it a fun and brainless (no pun intended) time sink. [b]However...[/b] - "Quests" from enclaves are mostly trash, and having to get through a plagued map early on just to do a pointless errand is a dumb, annoying chore. - Actually, now that I think about it, pretty much everything about "quests" in here is a pointless, annoying chore and a waste of your own community's resources with very few exceptions. - Doesn't go deep enough into the base building aspect aside from trying to find survivors who have the specializations you need to build this or that. - Conversely, crafting focus feels like tedium, almost on the verge of factory style micromanagement. This part of the game is tiresome, bothersome, and frankly sometimes ruins the atmosphere. Thankfully, there are far better alternatives. - Benefits greatly from QoL mods, or else some things just drive me mad. Like vehicle handling. Pun literally intended. - Monotonous zombie variations, though Lethal mode does make some things more interesting. - Zombies will magically ghost through a pile of vehicles to get to a door, no matter how tightly you ram them against walls or each other. Many times, they'll still go right through the door anyway, even with a truck right against it, and make their way inside your base anyway. - When trying to bar a door or other entrance, some vehicles will get magically teleported around your base for no apparent reason, as if the "unstuck" feature were working even when you don't want it to. This and the above makes trying to barricade any base completely pointless. - Combat is serviceable in general, but the approach to various weapons and stats feel more like forced variety on paper. - Some things are simply inconsistent to the point of exasperation, and others are just nonsensical even for a post-apocalyptic zombie-infested world. I'm sure some of these have already been covered by the top reviews. - Weapon handling (not the skill), too, can feel inconsistent and confusing. Again, less challenge and just more aggravation. - Explosives are more fun anyway. - Some specializations seem to matter, and others are just ho-hum. This is probably the most interesting part of the combat system, as builds will depend on personal approach. But on the other hand, that's also where combat lacks "oomph!" and satisfaction because ultimately, most specializations are useless for large horde management. - Followers are dumb and slow AF.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 16: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Portuguese - Brazil, Russian, Spanish - Latin America, Simplified Chinese*languages with full audio support
| $29.99 |
| — |
| 94% |
| — |
| 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.
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Es... Hermoso
esse jogo é uma delicia comprem sem medo
Супер
É divertido e tem bastante coisa pra fazer.
sdfafasd
还是很不错的
jogo muito bom
A pesar de los bugs, el juego es bastante adictivo, perdí la cuenta de las horas que jugué este juego en Xbox
✅Gameplay incrível. ❌Multiplayer decepcionante. A gameplay é divertida e consegue prender por muitas horas, mesmo com alguns bugs e legendas incompletas. Agora, se sua intenção é comprar para viver uma campanha cooperativa completa com amigos, vá sabendo que o multiplayer deixa muito a desejar e pode acabar frustrando suas expectativas. ➡️ O multiplayer acaba sendo tedioso para o jogador convidado. ➡️ Se sua base ainda estiver no início do jogo, você precisa sair constantemente do multiplayer para cuidar dela e depois voltar para a sessão. ➡️ A maior parte das funções da base do seu amigo não pode ser utilizada pelo convidado; você fica limitado ao básico. ➡️ Enquanto o Host tem várias tarefas para administrar, o convidado possui poucas interações e acaba passando boa parte do tempo apenas acompanhando. ➡️ No começo do jogo, praticamente tudo depende do Host. Você precisa pedir para ele realizar várias ações, fazendo com que se sinta mais um espectador do que um jogador. No fim, sua principal função acaba sendo ajudar a carregar itens, em vez de participar do gerenciamento da comunidade. Enfim, eu poderia escrever muito mais sobre o quão frustrante é o multiplayer. Espero que State of Decay 3 aprenda com esses erros e entregue uma experiência cooperativa muito melhor.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.8M | 13.2K | 82% | $19.99 | |
| — | 17.5K | 85% | — | |
| $13.8M | 20.6K | 77% | $29.99 | |
| $2.7M | 7.8K | 64% | $16.99 | |
| $334.9K | 3.1K | 64% | $4.99 | |
| $391.3K | 899 | 54% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $49.1M | 64.2K | 77% | $39.99 | |
| $49.1M | 43.7K | 65% | $59.99 | |
| $49.1M | 17.3K | 86% | $69.99 | |
| $49.1M | 45.4K | 94% | $59.99 | |
| $49.3M | 161.7K | 81% | $19.99 | |
| $48.9M | 49.5K | 86% | $39.99 |