
Make your stand against the collapse of society in the ultimate zombie survival-fantasy game. Explore an open world full of dangers and opportunities that respond to your every decision. Recruit a community of playable survivors, each with their own unique skills and talents.
Modeled estimate, not a reported figure. How we estimate →
Prices
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.
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): 0.43/day in the week to Sep 1 → 2.57/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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 888 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
👍🏼
My first impression: GTA San Andreas with zombies. It's fun: collect weapons and kill zombies, with base building mechanics on the side. I love character recruitment roguelikes like this. I added more atmosphere graphically via Reshade.
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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 12: 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.
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, Russian, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 893 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As a remaster, it succeeds in several important areas. The visual improvements are immediately noticeable, particularly in the lighting system, environmental textures, vegetation density, and the overall presentation of buildings throughout the world. The revised color grading and reduced visual grain contribute to a cleaner and more refined image while still preserving the identity and atmosphere that made the original release so memorable. The Year-One Survival Edition also introduces a substantial collection of additional weapons, several new vehicles, and a number of new survivors. Both included DLC expansions remain worthwhile additions, each significantly increasing the amount of available content and extending the game's longevity. New zombie variants help diversify encounters, while additional voice lines and character interactions make the world feel slightly more dynamic and believable. I also appreciated some of the updated weapon sound effects, which add a bit more impact to combat and contribute to the overall immersion. In purely technical terms, I would consider the Year-One Survival Edition superior to the original release. The graphical improvements, expanded content, and various additions make it the definitive way to experience the game today. That said, I cannot help but feel that certain opportunities were missed. I would have welcomed a larger expansion of the soundtrack, as music remains one of the game's most underutilized strengths. Likewise, some longstanding bugs and technical issues could have benefited from further attention during the remastering process. Even so, these shortcomings do little to diminish the value of the package as a whole. The Year-One Survival Edition offers meaningful improvements without fundamentally altering the experience. Nearly a decade ago, when I first played State of Decay, I wrote a review that, looking back today, did not do the game justice. Many of the criticisms I had at the time were legitimate. The game could often feel generic, many survivors shared an extremely limited pool of voice lines, and the three central protagonists lacked the depth, individuality, and narrative presence necessary to become truly memorable characters. Compared to story-driven experiences, they often felt more like vessels for gameplay than fully realized personalities. Revisiting State of Decay years later allowed me to appreciate qualities that my younger self either overlooked or simply failed to value. When viewed alongside modern releases and even compared to its own successor, this game stands as one of the most authentic interpretations of a zombie apocalypse ever created. In many ways, it represents the kind of experience countless fans wished the genre had continued pursuing during the mid-2010s, when zombie fiction still dominated popular culture. The game's greatest achievement lies in its philosophy. Rather than focusing solely on combat or cinematic storytelling, State of Decay asks a far more interesting question: how do ordinary people survive after the end of the world? The answer is found in its community management systems. Building and maintaining a settlement, gathering resources, assigning responsibilities, expanding infrastructure, and ensuring the survival of an entire group creates a sense of responsibility rarely replicated within the genre. Every scavenging expedition matters. Every bullet matters. Every survivor matters. Although the base-building system is somewhat limited by modern standards, the underlying concept remains remarkably engaging. There is an undeniable satisfaction in transforming a fragile group of survivors into a functioning community capable of enduring increasingly hostile circumstances. One significant issue I encountered was a bug that occasionally prevented the mission required to unlock base relocation from triggering. Since settlement progression represents one of the game's most important mechanics, being unable to move into larger bases can severely impact the overall experience. It is a frustrating problem and one that unfortunately affected multiple playthroughs. Another aspect that could have benefited from greater attention is the outpost system. Mechanically, outposts are extremely useful, providing strategic advantages, throughout the map. Visually, however, they feel strangely static. Vehicle variety is respectable, even if somewhat limited. While more options would have been welcome, the selection remains sufficient, especially when considering the period in which the game was developed. The same can be said for the zombie types. Their diversity is not particularly extensive, but each serves a clear gameplay purpose and contributes effectively to the overall survival experience. What truly elevates State of Decay above many of its contemporaries is its atmosphere. I would have appreciated a larger selection of ambient music, yet the atmosphere remains extraordinary even without it. The game's depiction of rural America is equally impressive. Quiet roads stretching into the distance, isolated farms, small towns, abandoned businesses, and the lingering remnants of ordinary life combine to create an environment that feels remarkably authentic. Rather than presenting an exaggerated Hollywood apocalypse, the game offers something far more compelling: a world that feels genuinely abandoned. This authenticity is perhaps the primary reason why the game has remained in my memory for so many years. The gore system also deserves praise. It is visceral when necessary, brutal without becoming excessive, and occasionally unsettling in ways that many modern games struggle to achieve. I still remember being genuinely unnerved as a younger player when spotting zombies emerging from darkness with their glowing eyes piercing through the night. Moments like those left a lasting impression. Perhaps the most innovative feature of all is the absence of a singular, irreplaceable protagonist. Most zombie games place the entire narrative burden upon one character. State of Decay takes a fundamentally different approach. Here, people are not heroes. They are survivors. Anyone can die. Anyone can become your next playable character. Anyone can become the backbone of your community. That design choice perfectly captures the uncertainty and fragility of a genuine societal collapse. The apocalypse does not revolve around one individual. It revolves around everyone trying to endure it. Looking back, I now understand that my original review focused too heavily on the game's imperfections while failing to appreciate the ambition behind its vision. This was never intended to be a cinematic blockbuster or a heavily scripted adventure. It sought to simulate the practical realities of surviving the end of civilization, and it accomplished that goal with remarkable confidence. Few games have managed to make scavenging for supplies feel so meaningful. Few games have made community management feel so personal. Few games have captured the lonely, melancholic atmosphere of a collapsing world with such effectiveness. For all its shortcomings, State of Decay possesses something that many technically superior games lack: identity. It knows exactly what it wants to be, and even years later, its core vision remains refreshingly distinctive. I can confidently say that it is worth every penny. I would recommend completing it at least twice, as the emergent nature of its systems provides genuine replay value and ensures that no two communities ever feel exactly the same. State of Decay is not merely a product of its era. It is one of the most distinctive zombie survival games ever made, a title whose strengths have aged far better than many of its contemporaries. Imperfect, ambitious, atmospheric, and endlessly memorable, it remains a testament to how powerful a great idea can be when executed with passion. Story 4/10 Atmosphere 9/10 Gameplay 7/10 Soundscape 6/10 Final Note: 26/40.
bad people devs.
Very fun. Well spent money. My only issue with this game is that I was excited for the Jeep Cherokee XJ in the thumbnail, but all of them are destroyed... sad :( But I like the game, runs fine with my laptop on life support.
[h1] Мы с вами в одну игру играем? [/h1] Откуда здесь очень положительные отзывы? Народ, вы все с ума сошли? Я немного почитал другие отзывы и сижу немного в аxyе... Здесь буквально нечего хвалить, игра — полный ужас. Сразу стоит сказать, что игра создана и была задумана как игра для консолей. Но кому-то очень хотелось денег, и решили портировать игру на ПК. Что ж... это самый ужасный порт из всех, что я видел в своей жизни. Начнем с настроек, а именно — с настроек экрана, ведь они здесь очень, скажем так, странные. Можно выбрать либо Full HD, либо 4К — и это всё. У разрабов нет ничего между Full HD и 4К. Пришлось играть в Full HD, хотя монитор у меня QHD, но да ладно — это самая нищая проблема из всех. Я ожидал от игры «выживание», как это сказано в метках игры, но получил лютый треш, а не выживание. Вот как, скажите мне, можно назвать игру «выживанием», если в ней буквально персонажи ничего не требуют? Возможно, я переиграл в зомбоид, но, по-моему, даже в майнкрафте выживания больше, чем здесь. Персонажам не нужно есть и/или пить, здесь всего две полоски — полоска ХП и выносливости. Я не шучу, даже тот же Майнкрафт в этом плане более продвинутый, чем этот кал. В игре максимально yёбищный ИИ. Ты стоишь и ждешь, пока НПС сядет в машину, но, сyкa, он не может сесть, он багуется, упираясь в машину. Сюжет? Нет его. Просто а-ля миссии из GTA. Но даже здесь насрано очень сильно. Например, нужно доставить людей из жoпы до базы: ты едешь к ним, чтобы их забрать — всё логично, так? Но почему они все либо просто стоят посреди дороги или моста? Почему все здесь делают вид, будто так и должно быть? Будто все воспринимают твою работу как должное. Я привык видеть гринд в бесплатных онлайн-играх, но уж никак не в одиночных сюжетных. В игре нет разрушаемости — ВООБЩЕ. Cyка, это вообще смешно. Перед тобой стоит стульчик из дерева: ты разгоняешься на машине, чтобы в него врезаться, а по итогу твоя машина подлетает на 2 метра и делает сальто, а стульчик стоит на месте. Также и с любым забором, который буквально ростом до колен. Играя в этот «шедевр», меня не покидало чувство, что я играю в какой-то мини-гейм в роблоксе, но суть в том, что даже там есть игры качественнее, чем это. И это я еще не говорил про ужасное управление на клава-мышке: раз вы портируете игру на ПК, то почему не сделали нормальное управление в первую очередь? Очень рассмешил обзор одного гения, который буквально говорит следующее: [quote=какой-то гений] Плюсы игры: глубокая система выживания и управления базой. [/quote] Если насчет второго, скрепя зубами, можно согласиться, то насчет первого, как я уже сказал, — смешно. В игре можно найти кучу лута, который относится к еде, но так как персонажам кушать не хочется в игре про выживание, то еда здесь просто восполняет здоровье. Про графику ничего говорить не буду, всё-таки игра не новая и всё такое. Но проходить и знакомиться с этой серией игр я начал из-за анонса третьей части. Очень надеюсь, что вторая часть в разы лучше этого. Я всё ещё нахожусь в небольшом шоке от количества положительных отзывов. Народ, я не знаю, ну поиграйте, что ли, в какие-то нормальные игры, например, Days Gone или тот же зомбоид, даже майнкрафт будет ближе к выживанию, чем это. (Да, я знаю, что уже упоминал майнкрафт много раз, но факт остаётся фактом.) Короче, 2 из 10 — и это максимум для этой игры. Ах, ну да, плюсы еще нужно рассказать, чтобы не подумали, что я только обсираю игру. Из плюсов: можно отстреливать колеса машин, правда, это тоже сделано через жопу, поэтому колеса после выстрела просто исчезают, но на время выхода игры это всё равно было неплохо. Также базу прикольно можно строить, на этом, пожалуй, всё. Больше плюсов нет у игры. Еще забыл сказать про нерабочие достижения — мелочь, но всё равно бесит, ведь это даже я могу сделать, на секундочку, а Xbox не может. Кстати, у игры еще карта маленькая. Так еще и на половину состоит из дорог, даже мой город в разы больше этого.
Port is awful, doesn't support 1440p natively, has graphical glitches that require mods to fix. Terrible AI that results in unnecessary and unavoidable deaths. Technical aspects aside, the game is average at best and the core gameplay loop didn't keep me interested enough to push through the poor technical performance. 3/10
All i know about this game is about loot, loot, loot and... LOOT! a hoarder people would like this game for sure because scavenging & loot part is keep repeated in some point it can be tiring XD Well there some story in game although its not the best story but i guess story wise seem bit better than state decay 2. Its just really simple zombie games with element make base and comunnity, not the best one but i guess back then when it first release the concept idea its refreshing than usuall shooter zombie game. Movement & controler might bit cluncky and worst part is when everything can flip your car and blow it up XD So much DRUGS as healing is bit fun to see lol, weapon variety wise is just normal i guess. Although this game is that simple and by how repetitive the mission and those all endless looting. I guess thats the charm for focusing on build base and LOOT!! like seriously you can even loot all items in all area map XDD Map size not very big so if you're horny enough for want clean up all the cities then go ahead you can! Some dialogue is cringe tbh XDD but i guess its still funny enough see that lol, remind me so much of old era games that filled with such chessy & cringe dialouge. OH RIGHT THE BEST PART IS ALSO TO RUN PAST THOSE ZOMBS WITH UR CARS XD be carefull though for not fliped ur car or you will get the kiss of death by horde zombies :D
joguei só para dar uma relembrada, vou voltar depois, mas não lembrava que ele era todo cagado, bugado e com drop de frames, porem a gameplay é muito gostosinha. OBS: se você comprou o 2 também, pelo amor de Deus jogue esse primeiro se não é muito provável que você drope.
Bom, acabei de zerar o game, pelo menos o jogo base e comecei agora as DLCs. E posso dizer com certeza que é um jogo que vale a pena jogar, mas só se estiver em promoção. Se pudesse colocar em notas, diria que é um 6,5/10. Vou detalhar mais abaixo a minha experiência jogando. [h2] História [/h2] Vou começar abordando já o ponto mais fraco do game para mim. A história o jogo é literalmente água! Não que seja ruim, mas o jeito que ela é apresentada a você é muito pífio. Primeiro que você já começa o jogo sem ser apresentado ao que está acontecendo. Não tem cutscene, não tem apresentações e nem nada, você literalmente já começa jogando. Meio que você precisa só aceitar que o apocalipse aconteceu e você está controlando o Marcus e é isso. Depois você continua jogando e tipo, a história fraca, sem profundida, sem nada. Ela não te aproxima dos personagens. Pelo menos eu não consegui me vincular com nenhum personagem a um ponto que ao final, nem senti pena ou falta e alguém. Nem do protagonista Marcus. Acho que talvez apenas o NPC Coadjuvante Sargento Tan que [spoiler] se sacrifica no final [/spoiler] e só. Fora que as missões da história são tão genéricas quanto às secundárias, então não da nem pra diferenciar direito. E como não existem cutscenes nem nada, você não sabe as vezes se está progredindo na história ou não, não há nada que mostre isso. E por fim, quando você finaliza o jogo simplesmente não tem nada no final, apenas os créditos. Achei isso de péssimo gosto. Então eu daria nota 1 para a história, acho que é o ponto principal que mais ficou devendo aqui. História é totalmente irrelevante no game. [h2] Gameplay [/h2] Bom aqui é onde o game demonstra seu real potencial. É literalmente um RPG Survival de apocalipse zumbi. Ao mesmo tempo que ele é completo ele não é complexo na administração da base. Então eh uma união perfeita. Facilmente você consegue entender o que está acontecendo e o que precisa fazer. O ponto forte de ser esse RPG de Administrar a base e recursos é o diferencial do game. Você poder trocar e personagem durante o jogo também é algo inovador pra esse estilo de jogo na época. Além disso, o game tem mecânica de tempo, as coisas levam tempo para serem feitas, seja uma melhoria na base, ou a fabricação de algum equipamento/suprimento. Então, tem um realismo há mais, você manda fazer algo sai em uma missão e quando volta corre o risco de ainda não estar pronto. Ou seja, não há como rushar mto nesse quesito. Agora falando sobre a jogabilidade, eu achei muito boa. Os comandos correspondem bem e há muitas possibilidades de atacas, esquivas e contra golpes. Não tive problemas com isso. No entanto, às vezes ocorrem alguns BUGs por parte das IAs, seja aliadas ou inimigas. Já vi muito zumbi atravessando parede, NPC que não consegue entrar no carro por causa da posição, entre outras coisas assim que por mais que não atrapalhe diretamente, pode acabar comprometendo algumas coisas ou tempo de jogo. O jogo possuí uma excelente variedade de Armas e Veículos. Sério, tem bastante opção então da pra você montar sua estratégia do jeito que preferir. Então, a gameplay do game é realmente muito muito boa! [h2] Gráficos [/h2] Dei uma pesquisada e aparentemente este é quase um Remaster do jogo de 2013. Então, é de esperar que os gráficos estejam melhores. Não me incomodei com eles. Não são os gráficos mais lindos do mundo, ainda mais se contarmos que em 2015 tinhamos games com gráficos muito, muito mais bonitos. Só que o jogo tem uma ótima iluminação. Sol e sombras são meu fator favorito desse game. Muito bonito. À noite, acho um pouco feio. Parece que só tem um filtro azul e kbou, não me senti à noite mesmo. Em resumo, são gráficos na média. [h2] Dificuldades [/h2] Aqui é um ponto interessante, não é dificil. Mas, dependendo da situação em que você se colocar, voce vai morrer fácil. Tal qual em um verdadeiro apocalipse zumbi, quanto mais hordas e zumbis você atrair, mais dificil vai ser para você lidar com todos. Simplesmente não dá para você se jogar no meio de todos igual seria em um L4D2. Do contrário, os zumbis vão fazer montinho em você e te trucidar. Mas, conseguindo evitar isso, o jogo é relativamente fácil. Eu fiquei economizando tanta munição e arma no inicio, que acabei com os estoques totalmente cheios! Daria pra eu aproveitar mais se eu quisesse, mas é aquilo, nunca se sabe se vai ter um Boss ou algo do tipo. E aqui entra outro ponto, o jogo não tem Boss, são só os Zumbis Normais e os Alterados, que são só 4 tipos. Então, não tem uma dificuldade desafiadora se você estiver bem armado. Bom acho que e análise, o que me vem na cabeça agora são esses pontos. Não acho que valha a pena pelo preço cheio. Mas, em uma promoção, vale muito a pena comprar o game. É uma boa distração. Nenhum GOTY, mas um ótimo jogo para passar o tempo.
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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