
Terminus: Zombie Survivors is a 2D turn-based survival roguelike set during a zombie apocalypse. Each journey is unique, and every decision can mean the difference between life and death. Can you brave hunger, cold, and the undead in order to reach the Terminus and find salvation?
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Every market we collect.
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Reviews, worldwide (the counter carries no country): 0.86/day in the week to Sep 1 → 1.29/day in the week after.
About
Terminus: Zombie Survivors is a turn-based survival roguelike set against the backdrop of a zombie apocalypse. Weeks have passed since the zombie virus took hold of humanity, and most of the population has already been infected. As one of the few remaining survivors, you must finally venture out to join up with the other survivors at the Terminus. Battle your way through hunger, frigid temperatures, and ravenous zombies to make it to the Terminus—escape the city through whatever means possible, or even develop a vaccine!
Each journey for survival is different, as the very city you battle through to survive is procedurally generated. Over 150 different areas are generated, with numerous locations to discover, hundreds of items to scavenge, and endless zombies to evade or fight. No two games are ever the same, but the journey to the Terminus is uniquely challenging each time.
Choose your next move carefully! Every movement, action, and decision you make deducts from your Action Points (AP). Strategic management of your AP is key to survival. Use too little, and you might not find the resources needed to survive. Use too many, and you may leave yourself open to attack.
Maintain your condition to stay in fighting shape during this apocalypse. Surviving isn't easy—you'll need to eat, sleep, and stay warm. Scavenge for materials to craft tools and weapons, and cook meals to keep your energy up. Every action, from crafting to cooking, directly impacts your chances of survival.
Choose from a vast arsenal of tools and weapons with which to attack the oncoming zombie horde. Pick which parts of the body you want to hit, and experiment with the countless options on offer—if in doubt, remove the head or destroy the brain!
Survive the unending hordes of undead through one of multiple escape scenarios: reach the Terminus safe zone, escape by boat or helicopter, join a group of survivors, or even develop the vaccine!
Clawing your way across the city, you’ll occasionally encounter other uninfected survivors. Band together with them on your journey, trade goods, or steal their supplies and find your own way to survive the end of the world.
Soldier, police officer, firefighter, farmer—each one will fare differently in an apocalypse, but it’s up to you to discover which one stands the best chance of surviving. Pick from 15 different classes, traits to unlock, and stats to upgrade as you build the ultimate survivor.
Use sandbox mode to tailor your survival experience by adjusting settings like spawn rates and resource availability. Try surviving additional game scenarios such as Out of Stock, Crowd, and Frozen Zombies to discover new ways to play Terminus: Zombie Survivors.
Add-ons
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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 847 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
overall this is a pretty fun game but I regret that I cannot recommend it. There are assinine things that just ruin the game due to it's unrealistic rules. For example, umbrellas and rain gear do not keep you dry; a fire does not keep you warm; an NPC that you just about kill can suddenly gain 1000 AP allowing him to run full across the map and into another sector (something that would take you 5 or 6 turns at least); weapons with 75% durability brak in 1 hit; a car with a full tank of gas only drives 3 blocks until empty.... just to name a few. IDK if it is just incompletely programmed or the programmer is just being a ♥♥♥♥ but it is just so stupid that it makes the whole game suck. Such a shame, if it had just a bit of realism then it would be a great game but all these stupid little 'rules' just break any immersion and throws the game into a 'yeah, sure, whatever' world. So dissapointing.
맛있는 턴제 좀비 로그라이크 생존 게임 인터페이스가 직관적이고 템포가 빨라 간단하게 엔딩을 볼 수 있다는 장점에 인게임에선 언제든 좀비가 자신을 죽일 수 있다는 적절한 긴장감도 있어 몰입도도 괜찮았습니다. 피곤한 게임플레이가 싫고 스피드한 좀비 생존게임을 즐기고 싶다면 이 게임 추천드립니다.
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Russian, Spanish - Spain, Spanish - Latin America, Japanese, Simplified Chinese, French, German, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal +1 more
Hours played at review time, across 849 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩,能不能开创意工坊,光是剧本这方面拓展性就很强
看了逆风笑视频来的,果然能让笑笑推荐的游戏都好玩,类型不排斥的话无脑入就对了
Slow and tedious. First couple of runs are fun, but after the first hour or two playing this game you will realise that there's almost nothing more to explore, nothing new to learn in terms of gameplay. Just playing for the sake of completing achievements. During my 3 hours of playtime: A few games to learn that I need to plan my escape route and always have a weapon and never end a round next to a zombie or go into fog of war with no APs left to run away. First victory run - firefighter on normal difficulty, killed over 100 zombies, definitely took my time and planned my every next move. Second run (no deaths) - easy difficulty no violence speedrun as an athlete, less than 3 ingame days to reach terminus. Currently on my third playthrough I've gotten bored half-way to terminus. I collect books to learn more passive skills but I've realised I already got enough to finish the run, it's just going to take 20 minutes playing in real life. There's no challenge. There's no fun. And 20 minutes for 3-4 achievements, or completing runs with every survivor class for the sake of getting 100%, not worth. Typically I like roguelikes and spend a lot of time playing them, this one just doesn't do it for me.
Can we get mod support? Games good but feels a bit short
Terminus: Zombie Survivors, an indie that came heavily recommended to me by a friend well-versed into the genre of horror, is a rather intriguing hybrid between a survival game that features roguelike elements and an open-world that offers a lot of different systems to those willing to learn and take advantage of them in order to survive and thrive in this doomed world, all of that whilst juggling the terrors that the zombified creatures are known to bring with them in many an unexpected way. Given that this is a game that has a fair amount going on with it, I figured it best to cover the basics first and foremost. No doubt Terminus: Zombie Survivors takes an interesting approach to the gameplay by having the tactical roguelike gameplay be turn-based as you have a certain amount of 'action points' (shortened to APs) which lets you do a wide variety of actions ranging from simply moving around, interacting with doors/windows and other survivors alongside the expected inevitable combat with the undead whilst also extending to much more sophisticated actions relating to crafting, fishing, harvesting and more. Though it's not just nearly every single action you can possibly do in this game (save for a select few, such as consuming food/drinks, recruiting and general inventory management) that one has to take into account here as you also have five other parameters to keep an eye on as you progress in this game. These are the standard Hitpoints/HP that determines how healthy your character is and whether they are alive or dead, with both satiety and hydration being key to keeping them in good health whilst energy and morale sap your AP recovery if it gets low enough which can lead to serious issues if faced with a dangerous encounter that you can not run away from. Given that the odds are against you right from the get-go, with only a brief respite at the very beginning with what limited supplies and safety you do have, it is crucial to make the most of what time you do have as the city map is randomly-generated each time you begin and the locations of which can vary a great deal from one playthrough to the next, save for a few specific key locations related to several of the game's endings (of which there is a total of six for the player to attain throughout multiple playthroughs) alongside the starting house you begin each run in which are generally based in specific areas around the city. How you can go about ensuring their chances of survival are much higher for the next day will likely vary from one player to the next as it is entirely a valid approach to go the 'nomadic' route of simply scavenging for goodies that benefit your playstyle as you loot regular houses for a wide variety of items or chance upon more unique buildings (fire/police station, hardware/electronic store, library etc) for an abundance of specific goods that can prove to be a boon for the right player. This generally works for the easy and medium difficulties as the zombies are in manageable numbers and their own HP is reduced for lower difficulties which naturally reduces their threat levels as a whole. However, pursuing the hard and apocalypse difficulties will make this blunt force strategy next to impossible, which is where more tactical players will enjoy the systems hidden underneath the surface that come to light under such difficult moments of gameplay. The main one being crafting, which involves gathering various items so that you can reliably make your own hand-made items that, depending on your Dexterity, will be made more durable than most tools you come across which means they last even longer before they break or need repairing. Others include fishing at a spot of water to gather fish as a means of reliable food or taking the slower approach with farming and harvesting various crops, even dull affairs like mending one's clothes or reinforcing damaged doors or windows can prove effective when the hardships come hitting you after making a decent amount of progress in a playthrough. I say this as Terminus: Zombie Survivors made the interesting decision to start each playthrough late into Autumn and near the brink of Winter, meaning any run lasting more than 30 days (assuming you don't start off with the 'Frozen' scenario, one of three unique challenges that brings an additional layer of difficulty for those looking to spicen things up) amps up the hidden danger of cold, a relatively useless feature for those speedrunning each run until you decide to play it slow and safe on harder difficulties and find that temperature becomes a key aspect in ensuring that your survivors don't die of the freezing cold late into a playthrough. On top of all this, there is a character creation which allows you to customize your character and pick a class which each has a unique skill for them to level plus the host of other skills which periodically shows up when your character has done enough to gain a new level. Alongside this each class allows the player to allocate some additional stat points towards the six skills, these being Strength (carrying capacity), Health (AP recovery), Observation (visibility), Combat (attack efficiency), Agility (dodging + move costs) and Dexterity (crafting speed + quality). Add these in with unique traits to further diversify one's playthrough and you can see how there is a lot on offer here! I do have a key issue where the gameplay cycle itself goes though as repetition begins to set in fairly quickly after your first several playthroughs once you get the gist of how to survive in this game since there isn't much else to challenge you outside of raising the odds against you to almost unfair degrees with the Apocalypse difficulty. Perhaps this may not be my exact preference of roguelike however I think it is fair to attribute this towards a lack of 'fluidity' towards the gameplay that makes longer sessions particularly undesirable compared to other roguelikes that have more engaging systems to bounce off from. This also ties into another problem with how certain aspects of Terminus: Zombie Survivors' gameplay are balanced, though I will be touching upon spoilers for anyone not wishing to know specifics about the strategy side of things. [spoiler]Essentially one can lean heavily into farming for a strong renewable source of food if they are willing to stick at it whilst parks allow for the gathering of a seemingly-infinite amount of dirty water which can be boiled with a kindled fire and the right container into clean water. Though crops will become unsustainable once Winter comes along due to the cold temperature, this too can be solved via a trip to the gas station to fill up both your car and containers of gas and using the fuel to strengthen a campfire that can end up lasting entire weeks after just a dozen or so trips back and forth, giving way to a VERY warm shelter alongside giving more than enough heating for crops to thrive and blossom![/spoiler] Obviously this doesn't diminish the tactical fun that one can have in Terminus: Zombie Survivors, seeing as this will be a boon to more casual gamers who still wish to explore all that this indie has to offer alongside the fact that just about every achievement can be attained on the easiest difficulty, although it can often lead to things becoming stale once you realise how effective these tactics can be in dominating the map as a whole. In conclusion, I would make a case for Terminus: Zombie Survivors being an interesting open-world survival experience that has enough roguelike elements to keep things interesting on the surface but, unless you are really into the turn-based style of gameplay coupled with sticking to the few tried-and-tested strategies once you get into the harder difficulties, this is an indie best enjoyed in short bursts and it is one I would advise to wait for a discount if you aren't super-enthused about this particular style of roguelike gameplay.
With a rough production and an unremarkable price, the game gives no sense of progression from start to finish in a single round.
Это четвертый и последний апдейт отзыва. Сначала про "что это за игра", потом про "КАК ИГРАТЬ" на высших уровнях сложности. В конце – про МИНУСЫ игры. ЧТО ЗА ИГРА Во-первых, это генератор историй, очень похожий на RimWorld, но сильно проще. Во-вторых, это игра про управление ресурсами. Как ни странно, напоминает Battle Brothers. Только там упор на боёвку, а в T:ZS бои рудиментарны. Игра создана корейскими товарищами, поэтому в ней вкусная еда из множества ингредиентов; разнообразие рыб и ракообразных (из остальной животной жизни – только крысы, белки, кролики и абстрактные "птицы"); рыбу можно приготовить одним ножом, а военные сохраняют выправку, даже став зомби. КАК ИГРАТЬ Важные ресурсы в игре: еда, вода, инструменты и оружие. Ресурсы конечны и они быстро приходят в негодность. Еда портится; инструменты и оружие изнашиваются. При повышении уровня сложности готовых ресурсов всё меньше. На нормале вы можете играть как угодно: это режим генератора историй. На харде и на апокалипсисе есть только два способа гарантированного прохождения: длинный и короткий. ДЛИННАЯ ПАРТИЯ: ресурсов мало => надо создавать ресурсы самому. Начинаете игру командой из трех человек (trait "Suvival squad"). Три человека могут быстрее обыскивать локации => быстрее продвигаться по карте => получать больше ресурсов за единицу времени; нести больше груза без снижения скорости; без риска убивать скопления зомбей. Один – лесник (park ranger). Он – мастер капканов, обеспечит питание группы. Надо только добраться до парка (там пруд – заодно решите с водой), а потом – до пляжа (seaside). Рыбалка и верши на море прибыльнее. • ВАЖНО: удочки используйте только "профессиональные". В Корее, судя по игре, они делаются из стальных труб. Стальные трубы вы найдете, рубя топором манекены, но не только. Второй – инженер. Он умеет делать любые предметы. Еще у него навык "экономия материалов" (это же корейский инженер). Из доски он может сделать деревянное копьё, которое выдерживает с десяток (!) ударов в голову. Ни один из готовых предметов на это не способен. Если вы взяли инженера, то лесника можете заменить любым другим персонажем. Рекомендую охранника (security guard) – у него ночное зрение. Вместо инженера можно дать любому члену команды dexterity уровня 5. Но так играть гораздо сложнее. Третий – шофер (driver). Экономит до 75% топлива (таковы уж корейские шоферы). Но главное – он видит на карте все общественные здания. Наша группа сразу же направится в парк, а потом – на пляж, не рискуя сдохнуть от невозможности прокормить большую группу. Это единственный незаменимый член группы. Поскольку еды и воды теперь вдоволь, вы можете потратить на поиск машины и последующую беготню с канистрами и помпами сколько угодно времени. Машина увеличит радиус доступных для разграбления ресурсов с двух переходов до размеров всего города. После этого ресурсы перестают быть проблемой, особенно если добывать их из предметов обстановки. Вы будете постоянно посещать три локации: пруд (вода), пляж (еда) и заправка. Только эти локации надо очистить от зомбей полностью. В остальных вам нужно просто забрать всё нужное и уйти. Зомби мешают выносу ценностей не больше, чем владельцы – судебным приставам, так что убивать их нет необходимости. КОРОТКАЯ ПАРТИЯ (до ~ 5 дней; только концовка "Терминус") На высших уровнях вас может убить малейшая невезуха. Поэтому шофер с его знанием города обязателен. Инструментов и оружия совсем мало – инженер обязателен. Рыбу вы не собираетесь ловить – вместо лесника возьмите охранника или солдата. Дополнительный плюс солдата – у него есть нож, инженер сможет сразу делать копья. Алгоритм: находите машину, чините/заправляете и едете на Терминус (если не найдете радио, инженер сделает). • Машина в рабочем состоянии гарантированно есть на пожарной станции, но бензина в ней мало => надо сразу брать шоферу trait "экономия 75%". Поскольку при езде пацаны не расходуют очки действия, переход в Терминусе – не проблема даже без адреналиновых уколов. Можно ли гарантированно выиграть на высших уровнях по-другому? Например, набрав козырных traits типа "малоежка" (light eater) и "луженый желудок" (steel stomach), просто пуститься пешком в неведомое, без карты, адаптируясь под обстоятельства? Нет. Один вы не пройдете – северные районы кишат зомбями. А группа упрется в нехватку воды. 1. Воды в локациях мало. 2. На высших уровнях ваше продвижение замедлено множеством толстых зомбей => времени (т.е. и воды тоже) на каждую локацию вы расходуете больше. Никаких трейтов, влияющих на потребление воды, нет. Значит, искать пруд в парке. Парков на карте три из ~ 100 локаций. Значит, нужен шофер с его картой. А раз шофер, то глупо не воспользоваться машиной. • Правда, есть вариант убивать (лишний рот не нужен) встреченных выживанцев и забирать их запасы. Но мне так играть неприятно (см также №5 про минусы игры ниже). Кроме того, чтобы собрать интересные комбинации traits, нужно примерно 40+ очков, а накопить столько не получится – см об этом №3 в минусах игры. ПРО МИНУСЫ 1. Проблема долгих партий. Когда вы стабилизировали ситуацию (лесник ловит, шофер стряпает, инженер изготовляет; каждый второй день едем за ресурсами в еще нетронутые локации), становится скучно. Это уже не Бэттл Брозерс, а трудовая колония из снов Веры Павловны. Один раз я дотянул до 27 дня, потом не выдержал, посадил всех на моторку и уехал. Да, у меня есть ачивка за 50 дней, но это потому, что с 32го дня пацаны не вылезали из дому, только жрали заранее запасенное и спали по 22 часа в сутки (с будильником). И всё равно эти 18 дней потребовали 4 часа моего времени. Тут мы переходим к следующему пункту: 2. UI из 1990х. Эффективное управление предполагает много микроменеджмента. Даже простая передача предмета предполагает три клика и прокрутку. Каждый раз. В итоге их день отыгрывается минимум за пару часов моего времени – при том, что я навострился кликать очень быстро. 3. Traits открываются только постепенно, сообразно количеству очков, которые игрок "заработал" за успешные ходки и полученные ачивки. Например, survival squad стоит 16 очков. Это ~ 5-7 коротких ходок на нормале, с сопутствующими ачивками. Но уже после 2й успешной ходки ясно, как играть на этом уровне. Вы переходите на хард – и понимаете, что вам нужен surv squad. Но 16ти очков у вас нет. Получается, надо гриндить. Это главный недостаток игры – разрабы вынуждают игроков гриндить ради возможности составить интересные комбинации. Но самое интересное, что гриндить тут бесполезно. Стоимость каждого следующего очка увеличивается – если на уровне 20 следующее очко стоило ~ 1000, то на уровне 30 – уже 1840. До 40+ очков вы просто не доберетесь: игра надоест раньше. Грубо говоря, разрабы вывешивают постоянно отдаляющуюся морковку – как на знаменитой картинке с рабочим, тянущим тележку с сидящим в ней буржуем. Не думаю, что это сознательное издевательство над юзерами. Скорее всего, они просто используют зарплатную схему отделов продаж, популярную в местных компаниях. • Начисление очков за вынесенные предметы ещё и непрозрачно. Ощущение, что их тоже начисляют по разработанной местным HRом схеме. 4. Непрозрачность в T:ZS вообще система. Мануала нет. Юзеры тратят время не на выработку своей стратегии, а на выявление базовых механик. Я было начал писать гайд с неочевидными механиками и эксплойтами, но потом удалил его: нех*рен делать за разрабов их работу. 5. Этика. В игре нельзя набрать в команду больше 5ти человек. И что же, оставлять выживанцев на смерть? А стариков даже рекрутировать нельзя. А почему, собственно? Если у меня полно еды (см выше про длинную партию), то почему я не могу спасти старика? Или даже много стариков? ДОПОЛНИТЕЛЬНАЯ ЛИТЕРАТУРА Если хотите, посмотрите ещё мою книжку "Военная стратегия в компьютерных играх и реальном мире". Про T:ZS там нет, она вышла в конце 2023 года. Но там много про как наблюдать и делать выводы про игровые миры на примере других пошаговых стратегий.
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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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