
The apocalypse is here, and you saw it coming. Survival Log is a zombie-apocalypse hoarding survival sim. Hoard supplies, reinforce your home, and optimize every run before zombies flood the city. Every failure becomes experience. You must adapt and survive this time.
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About
Survival Log fuses two distinct phases of survival: the desperate scramble to hoard before the outbreak and the relentless challenge of managing your stronghold after. Strategy, resource management, and endurance are the name of the game.
A single death gave you a glimpse of the future. The apocalypse is coming in just 10 hours. And this time, you're ready. With disaster still hours away, the clock is ticking. Scavenge for resources, fortify your stronghold, and chart your survival strategy... because when the dead rise in force, there's no room for mistakes.
Scour the city—supermarkets, hardware stores, farmers' markets. Leave no corner untouched. Before society collapses, grab everything you'll need to stay alive.
Every decision carries weight. Do you spend your precious time and money on food and water, or do you fortify your shelter and secure fuel for the long haul? Choose wisely. Your survival depends on it.
Keep a close eye on your supplies with a live inventory system. The Loot Spotter lets you see exactly what you've gathered, identify critical gaps, and plug every hole before the clock runs out.
Scavenge or purchase furniture, appliances, and construction materials. Design your safe house layout from scratch, then roll up your sleeves and install, upgrade, and customize every last detail with your own two hands.
As your survival demands grow, so does your safe house. Expand it floor by floor. Living quarters, storage rooms, power generation, and even farming areas... everything meticulously planned and in its place.
Every resource you invest before the apocalypse becomes the lifeline that keeps you alive after.
Grow your own crops and cook proper meals because surviving the apocalypse doesn't mean giving up the good life.
Power your base with diesel, manual generators, or solar. Every watt is a resource you can't waste.
Manage hunger, stamina, and morale. Survival isn't just about staying alive; it's about staying sane.
Rain, the freezing cold, and blackouts... Every disaster pushes your prep to the limit.
Hold the line against endless hordes of zombies. Fortify, set traps, and defend your last refuge.
Explore abandoned supermarkets, schools, and the city ruins. Scavenge for rare resources, but stay sharp. Not every threat shambles and groans.
Rescue stranded neighbors, trade with survivors via drone, and build a new community.
Choose your past—a worker, a student, or a warehouse clerk. Every identity changes the game.
Every failure becomes experience. Reborn with your memories, uncover the disaster's truth.
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 1602 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
1.内容:★★★ 2.细节:★★★★ 3.平衡与游玩:★★ 4.可玩性:★★★★ 内容有职业以及对应的主线和结局,除了人物不同以外内容相似度差不多80%,在内容上重复度还是偏高的。其中每种职业&故事算是灾后的一大特色可以深度研究,比如让每种职业提升可玩性(增加每个不同职业对应的植物树,如对应职业提升“防守武器、植物杂交变种、仓库增叠”等)让每个职业在灾情中有着更多的搭配组合挑战更久的无尽模式。 细节其实这款游戏有很多,比如娱乐、小电器、彩蛋、日常、运动等,休闲娱乐道具很多,可往往过多细节在游玩中很少体验到,在剧情时图纸解锁浪费行动点,在无尽中它核心是防守。还是希望能出一个沙盒模式,能让休闲玩家玩到更多的细节享受末日后囤囤鼠的生活,但又不能缺少外出体验以及缓慢周期少量尸潮进攻,休闲玩法。(过于安稳的日子产生游戏疲劳可以设计特殊尸潮群需要点击“确定降临”,特殊尸潮中增加BOSS设定,击杀boss可获得“强化以有词条”+“特殊图纸”+”职业技能点“,特殊图纸可制作特殊武器/道具,比如燃油提取做到正真的永久档。 平衡目前做的一般,在中等难度下剧情模式与无尽剧情&无尽模式,完全是两种概念,在剧情中节奏适中,但到无尽模式中尸潮不停,更偏向于防守,在现有武器系统不足以面对更往后的天数,无尽属于防守模式可提升武器伤害,增加防守。游戏体验手机短信与主线内容相似度高无所谓,核心还是内容,可以适量的减少制作时间,使用时间,让一天内能做更多事情,在提升职业多样化的同时把防守玩法修改为建造+防御+休闲娱乐+提升强化+职业特色为一体,如果在加个钓鱼绝对夯爆了,如果不科学可以增加个鱼池,购买鱼苗变大繁殖,在自己鱼池中钓鱼。 目前整体游戏属于半成品,也希望开发者能好好开发新内容,特殊事件解锁也可以尝试Dlc开发,但核心还是把核心做不来,未来无限这个题材在目前市场也算少见,尽快完善起来加油!!!!!!
玩着还行。就是出满电锯再补发电机基本就无敌了,只需要和囤王买燃油。还有到后面物资太泛滥了,没意思,打怪爆物资,无人机搜刮爆物资,六十天以后我都是开最高速挂机。而且探索点里的物资也太多了,随便搜搜就是一大堆,感觉至少削减个百分之九十还差不多。
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Languages: English, Simplified Chinese
Hours played at review time, across 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
蛮不错的游戏,市面上没有竞品很新奇,就是后期天赋点多了很多东西不是很缺,吃一顿能好几天不用吃饭,而且每天做的事情都大差不差,事件种类还是太少了,还有跟邻居的galgame环节两人对话翻来覆去就几句话没啥新意,包括小区居民中聊天也大多没啥实际有用的信息好像,还有,重生的时候不要老给我们看相同的剧情,没啥实际内容也不能跳过,也可能是我玩的时间太短,制作组很用心,不间断地一直在更新,游戏内容也越来越丰富,希望制作组能保持下去,我还想给制作组几个建议: 1.关于居住点,我有看到未来的发展方向我想的是既然能出新角色,那么能不能出新居住点?就像打工仔和大学生虽然不同的房子但是本质上没什么区别,不同的居住点能否带来不一样的影响,举个例子居住在高楼是否可以遭遇尸潮频率降低,但是出门探索时间增加?且受到恶劣天气影响更大? 2.关于尸潮,游戏内能否通过某些事件的选择来增多或减少下次遭遇尸潮的数量,比如出门探索贪心警觉值满了才被迫回家?这样使得家门口游荡的丧尸数量增加出门也更加危险?又比如通过往别人家门口制造动静保全自己? 3.关于出门探索和无人机,我认为出门探索时可以适当遇到npc,也就是其他幸存者,增加一些探索的随机性,说实话出门探索其实有点做的太随意了,没有人也没有丧尸,一个叮当罐子就能引开区域内所有丧尸?我认为可以修改成叮当罐子用来在地图内丢出引开某一地方的丧尸,如果遇到人也可以记下联系方式再用无人机交易?无人机的观察用途好像没啥用?是否能通过控制无人机来引走部分尸潮?就像我上面说的那样通过事件影响尸潮 4.关于特殊感染者,我认为可以在特殊条件下少量加入或者在高级图探索时刷新让玩家避开?从而增加危机感?但是只有一百天的轮回又感觉好像没什么必要 5.关于武器,贴合背景的情况下我认为只有燃烧瓶太单一了,能否出一个比如说长矛的东西帮助玩家清理尸潮而不是尸潮一来玩家只能修补门窗,(顺便提一嘴我玩的时候只有一个窗户被攻击但是实际上有三个窗户) 6.关于交易,是否能从其他幸存者那边获取图纸,比如说和一家猎户交易获得他们家布置陷阱的经验或者让玩家懂得制造弓箭? 7.有关短信,主角无父无母吗,感觉可以增加一些有关父母的剧情 暂时只能想到这些了
好玩 牛逼
开局买什么,一个小型发电够了,一个高档小型储电够了,两个榨汁机(女大)。两大一中一小,西红柿土豆草莓西瓜,剩下给我梭哈可乐棉花糖。
1.交互有的时候无法选定,比如大学生场景下的一层的五连小位置,这5个位置放什么都有可能交互的时候点不上,包括迁移这个物品根本点不上,我尝试了多种位置点击,就是无法选中导致无法移动,实际上这个问题完全不该发生,这不像bug而像是单纯的没过脑子的设计。 2.游戏设计曲线有明显问题,我最开始玩这个游戏的前三十天,我恨不得研究一宿,寻找最优的开局思路,三十天至五十五天,我觉得苦尽甘来,五十五天往后,就纯纯的坐牢,想提前结束都不行,也没什么可玩的了,就纯等死,关键是最少最少也得等到八十多天才能结局,这三十天就是纯纯体验末日的无可奈何。 3.手机聊天功能在我看来有点莫名其妙,给人一种想做出点什么来却什么也没做出来的尴尬感。或许能给几个参与到手机聊天中的选项?而不是现在有几个特定场景下才有的固定选项。 4.还是UI的问题,比如制作台制作出一个东西,然后点击拆包,这个时候制作台的UI不退出,拆包你只能通过左下角的进度偷偷摸摸看,如果你选择ESC,那么拆包过程也就取消了,这是个小问题,但是逻辑上很反人类。 5.菜单食谱的曲线也过于近似,实际上如果我能凑出来一大堆不好找的东西做出来的也就是和我做的山珍菌肉没什么大的区别,比如复杂的菜谱给点BUFF呢?如果单纯的是数值区别,那太扯了,这游戏到最后做什么食谱都是完美,我开局玩命买的攒的牛奶什么的实际上什么用也没有,包括那些超市里的菜品也是一样,占那么大格子,保存那么久,做出来的东西也就没什么区别的时候,是挺打击人的。
10/10 — Survival Log is peak zombie apocalypse brainrot. You die, remember everything, respawn, and immediately start making galaxy-brain decisions like “this timeline needs more canned herring.” I just wish they’d add TAB to open your inventory, because the amount of times I’ve pressed TAB expecting it to work is now greater than the amount of times I’ve fed the cat fish. The lore is suspicious, the apocalypse is worse, and I no longer trust anyone who says the herring is “just food.” Absolute cinema.
游戏是个好游戏 但我打工仔第一个档1轮回,100天的摆烂结局,就要玩足足19个小时,以至于我想开女大学生的档的时候,稍作思考后决定关闭游戏了。 游戏前期确实很紧凑很好玩,但一旦进入中后期(个人理解为电锯防御和电力存储、太阳能、柴油发电)则会陷入极其重复且无聊的内容,要拼命去医院找电子元件(3玻璃=1容器、3废铁=1铁丝、1铁丝+1容器=1电子元件),不知道这个蓝图之前我在储电不足和生电不足之间度过。而且像是故意恶心人而设置的尸潮必定是雨天,你太阳能板再多都容易出现用完电的情况,必须要鼠鼠发电,甚至跑步发电。期间还会出现天冷的情况,暖炉纯废物!!!必须要做空调!!!做了空调日间发电勉强够,夜间没太阳又不够电,外面又在尸潮,那段时间简直是折磨。 另一个恶心的点是我80多天左右把其中两个NPC的资源换完,你猜怎么着?“我资源都换给你了,只剩下空空的货架,我只想要点吃的”?不再进行物资交易了,变成纯找你要饭的,要不这样吧,你这些NPC直接把消息发到社区群,然后社区群的废人们知道你有吃的,怒气也跟着上涨吧,定期上门找你要饭,不给就破门。 然后社区群能不能让玩家选择退群?这群存在的意义就是让你以为有有意义的信息时候点开,结果看的是“孩子们多久没吃过这个了,都忘记这个的味道了”?你接任务然后发图到群里嘛,怒气值就上来了,那我要这个群干嘛?据说怒气值到达10的时候这群废人会上门恶心你,要求给100饱食度的食物,不够的话就破你门。 还是喂饭问题,当我得知喂饭给所有能交易的NPC有成就后,吼吼吼,80~100天期间,我就没出过门(为了找电子元件我去医院这么多趟囤了极多的药物),一直通过两台无人机进行药物换2柴油+2燃气+1牛肉+1猪肉+1单兵粮食,重复了接近10天的:换物资、做饭、喂饭,而且是一天内多次重复,这段时间我真不知道有啥好玩了。 物资需求极其神人,前期缺玻璃,后期缺废铁,你问我塑料和纸团?我都无聊到拿来合成然后拿去当燃料烧。 还有就是你那寒冷、流血和拉肚子的屏幕闪烁,别一直猛闪啊! 合成能不能按照大小或材料级别进行精力的消耗划分,我做大的储电设备时候真的被恶心到了,哪怕我有170精力。 总之,游戏是个好游戏,但不值得重复游玩
完全对得起这个价格,也很适合囤积物资的玩法。 以前玩僵毁的时候也很喜欢囤货,其实也很喜欢僵毁那种写实与细节,但整个存档周期实在是太长了,没有服务器的话很快就会失去目标。 希望这游戏以后可以多一些细节要素,同时也希望能缩短一些”闲杂小事“的耗时,因为游戏内其实有很多零散的小事可以做,但却经常因为其他正事而顾不上。就比如洗手或听音乐,如果可以通过下调收益,来换取更容易抽空完成这些事情,我感觉会更好些。 关于故事的部分,尤其是主要角色之间的好感剧情之类的,我其实很期待以后能继续完善,虽然目前AI味很重,但并没有什么雷区。就像是电影牛来,虽然剧情质量不算上乘,但很纯粹,没有在里面加入雷点或恶心人的东西,所以玩下来感觉也还不错,好感体现也是很纯粹的情感,看的还挺喜欢的,结合游戏机制上的回礼,以及互相关心的感觉,在末日下真的很棒。
这个游戏是好玩的,玩起来是很上头,跟是不是ai生成的没有任何关系,游戏最重要的是要好玩,而不是只有个好看的外壳。操作细节上还有优化的空间,可以再加一些更有特色的人物,增加可重复游玩度。这个游戏对于我来说是强烈推荐的,喜爱生存类的玩家可以考虑。
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