
From the creators of The Last Stand: Union City and Dead Zone comes an all-new singleplayer rogue-lite action adventure. After you become infected by the zombie virus, you set out to explore the post-apocalypse and find hope for your fellow survivors. You can still make a difference. Don't give up.
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.
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): 0.57/day in the week to Sep 3 → 4/day in the week after.
About
Genres
Sums Steam only; PlayStation, Xbox, GOG, 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 | $24.99 | 6.8Kreviews | 80% | — | $3.3M |
| $6.99−72% | 1.6Kratings | 80% | — | 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 880 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
super cool evolution of the last stand games i used to play on flash sites as a kid in '07.
lj游戏,冲画面买的,结果是个堆素材的游戏,游戏内容少的可怜,战斗系统,僵尸动作都不行,连物资都是简易LOGO,看视频以为车能开,结果就是个‘门’,用于传送地图的,每个图内容贼少,各种空气墙限制,科技树也垃圾
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Jul 24 → 2.86/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 2,402 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Spanish - Latin America
| $24.99 |
| 643ratings |
| 72% |
| — |
| not modelled |
| $24.99 | 70ratings | 80% | — | not modelled |
| $24.99 | — | — | — | 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 887 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A roguelike where if the die rolls wrong you could get stuck in a "room" with no way to progress. Or even better: just insta-die as you enter the room. No warning, no recourse, no explanation. Truly genius game design.
其他方面没啥大问题,但地图问题特别大,大地图不完全随机,重要地点每次都是在固定框架内随机,特别恶心。 小地图比大地图还恶心,直接搞重要地点欺诈,有些地图的储存点和商人明明标了但完全不刷新并且有的地方刷新了但有空气墙你肯定进不去,点名军营,军营帐篷里会刷新资源点或者储存点,但帐篷就是空气墙,进不去,然后还游戏删存档,相当于这次选择完全没意义。 你只要能忍受以上缺点,那游戏还是有乐趣的。(我给差评原因就是这些小问题完全可以避免或者修复但开发商没有,懒,留在这里恶心玩家)
一般…… 最多携带1个解感染的药,以及感染就扣血上限让这个游戏只能苟着玩,摸再多的资源也没法爽,玩起来很压抑。 再加上角色、装备、地图也没多少随机性,重复度很高
Imagine The Last Of Us with twin stick controls combined with a roguelite progression system - that's TLS:A in a nutshell. The attention to detail and level of challenge in this game are impressive - I believe this is an underrated hidden gem, but I can also understand why it isn't super popular. It's hard, and the learning curve can be punishing, particularly in the first few runs where you will most likely think you're doing great one moment, then make one wrong move and find yourself dead in the blink of an eye. The brutality of the game gives is an additional souls-like flavour; precision and alertness are everything and you'll need to get very familiar with dodge rolls, melee strike speeds and stamina management to stand a chance in close combat (this is essential due to sparse ammunition) No other game has made me feel like I'm in an episode of The Walking Dead as much as this - the sneaking, looting, risk assessment/judgement calls, high-stakes combat, figuring out how to escape alerted herds. The crafting system is highly reminiscent of The Last of Us, so if you enjoy the survival horror/crafting loop of TLOU, you will most likely enjoy TLS:A too. It's not a game for everyone - I had a few rage-quit moments where I died to something frustrating like a trap and lost a bunch of progress, but thankfully this frustration is balanced out by the levelling and "supply" systems that allow you to carry over character progression and not make the run feel like a total loss. XP is gained permanently, so you can upgrade your character between each run, and if you carry supplies back to your car while in the field, these will be "banked" as currency you can spend at the start of your next run to unlock items, classes and XP boosts. I still haven't finished the game, but I think I'm fairly close at almost 17 hours in - so it's a reasonably long game - this length will vary a lot depending on your skill level. I'm ok at shooters but not the best at crafting/survival games, so I'd say my skill level is about medium for reference. All-in-all, I think this game deserves more love than it gets. Con Artist Games are amazing developers and I've had a lot of fun playing every release they've got on steam. I hope they keep making more!
Хорошая игра на пару часов
It's so barebones. Roguelite I suppose is a good addition, but it's the same zombie-like game. Go out, explore, collect tin cans, run around finding a gas can after a 2nd loop around the map, go back to town to upgrade.
玩了几十个小时,也不能说不好玩,但这个游戏是纯消耗时间升级重复的玩法,只要反复积攒点数把级升够了就能比较轻松往前走,不然就是反复重复,虽然通关,也没有成就感!纯纯的时间堆出来的,没什么技巧,重复太多次
Не прошёл. Дошёл до последних миссий и уже составил своё видение игры. И самое главное на очереди - уникальная фишка игры - Мутации. Мутации вещь прикольная, особенно на ранней стадии игры. Однако после, когда тебе нужно продвигаться всё дальше и дальше, факт того, что у тебя уменьшается ХП - не ахти. Нет хп - тебя быстро убьют, быстро убьют - не успеешь продвинуться по миссии. Мутации - лишь небольшое возмещение от потери макс. хп, и то, не всегда полезное. И вот так, спустя пару часов геймплэя, главная фишка Игры становится её проклятием. Всем знакомы Жирдяи? Они бегут на тебя и стараются взорваться рядом с вами. Они есть в большинстве игр, подыхают с пары выстрелов. Тут же всё не так, у них хп как у 3 элитных, а травят после заражения на 2 деления. 2!!! И это с вкаченым резистом! Заразился пару раз в начале - молодец, начинай заново, ибо дальше ты фиг продвинешься. Логистика. Ох уж эта логистика. Вирус поджимает тебя двигаться быстрее по локациям, но вот незадача, в таком случае ты будешь пропускать большую часть лута, оставаясь без снаряги и антидота. Да и долго ездить не выйдет, тебе придётся делать остановки и заправляться. И это по УЖЕ ИССЛЕДОВАННОЙ ТЕРРИТОРИИ. Если лока новая, будь добр останавливаться на каждом перекрёстке. А учитывая, что у тебя будет всего пара пушек да горсть патронов, шнырять за припасами будет не просто. Не знаю, что ещё написать об этой игре, ибо она завлекла только своей фишкой, без неё в ней не так уж и много геймплэя, что выделял бы её. Особенно, учитывая её духоту, из-за которой мне и не хочется даже заходить в неё. Без желания, точно отравлюсь на несколько делений и всё, пару часов гринда насмарку. Игра не сказать, чтоб прям говно, но явно где-то свернула не туда. 4/10.
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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