
Paradise isn't exactly what you hoped for: it's infested with zombies! Thankfully, you can control them. Capture them and teach them to farm or fight. They will help you defend our camp while you explore the world looking for… a new paradise.
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.
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): 0.14/day in the week to Sep 8 → 6.29/day in the week after.
About
Do you want your very own zombie companion? A faithful friend that protects you from its peers and accompanies you on all your adventures? At ParadiZe, we make it happen! Here, the zombies do all the dirty work.

In the beautiful country of ParadiZe, ingenious survivors are testing a technology that can be used to control the zombies that have overrun the world. Once hacked, they become invaluable allies, even though they are not that smart and sometimes rather unstable.
It's not all rosy in ParadiZe, but if you're reasonably clever and handy, maybe you'll manage to survive…
Explore ParadiZe and meet a colourful cast of extraordinary characters. The unusual flora and fauna will surprise you at every turn. Set out on adventure, in the snow or desert, alone or with your Zombot companions, and feel free to get rid of any pests that try to disturb your stay with us.
Fancy an expedition into the wilderness or would you prefer to laze about at your camp? It's your choice, so tailor your stay as you see fit!
However, we recommend not getting too close to the locals: they can be somewhat… aggressive.
Shortly after arriving, you must build your camp, a cosy little nest that you can gradually upgrade. Comfort is important, but don't forget to set up defences! Add multiple traps and fortifications to repel zombies, which have the bad habit of never leaving you alone.
It takes effort to maintain a camp, but if you don't like such menial tasks, don't worry: as we already told you, zombies do all the dirty work here.
You can be a loner during your stay or more sociable.
Invite up to three of your friends so they can enjoy this unforgettable experience with you.
ParadiZe welcomes everyone with open arms!
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; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−90% | 1.4Kreviews | 67% | — | $74.6K |
| $49.99 | 1.8Kratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 109 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ParadiZe Review ParadiZe has a genuinely cool concept. The story ideas are there, the setting is interesting, and the mechanics could have made this a fun zombie survival game. Unfortunately, this feels like wasted potential. I really enjoyed the beginning. The early game interested me, but around the 35% mark things started going downhill. The game increasingly becomes repetitive fetch quests with occasional kill quests to mix things up. By around 60 to 70%, I was regularly running past enemies because fighting them simply wasn't worth the time or ammunition. I think the developers could have cut 50% of the content and improved the remaining 50%. I would have enjoyed this game much more. Combat and Balance The balance is a gigantic mess. Armour barely seems to matter. Even on the easiest difficulty, you can get killed in one to three hits depending on the enemy, while some zombies take an absurd amount of ammunition to kill. I fought elite enemies where I put 1000+ bullets into a single zombie. It fully healed itself twice, so I switched to melee despite maxed ranged and melee skills. After all that, it dropped a common weapon. Seriously? Why would I want to fight these enemies when the reward isn't remotely proportional to the effort? By 60 to 70% through the game, I was simply running past enemies. Fighting them felt like wasting ammunition and time for almost no reward. The riot shield zombies with bomb vests are another example. You can't shoot them from the front because of the shield, you can't simply melee them because of the bomb vest, and they're sprinting at you destroying everything. They don't feel difficult in an interesting way. They feel frustrating. Even my max upgraded spikes were useless. I placed a bunch outside my base for a zombie horde, only for them to do what felt like tickle damage while zombies eventually wiped out my base. Systems That Feel Half Finished The zombie disguise mask talks about blending into zombies, yet it doesn't seem to meaningfully do what you would expect. The blueprint system sounds cool until you realise you need multiple copies of the same blueprint, sometimes five or more, just to unlock it. Most games simply have you find a blueprint and unlock the plan. Here it feels like padding because there aren't enough blueprints or meaningful content to justify it. The skill system is also strange. Some abilities feel redundant because you already receive similar abilities through normal progression, while others seem designed around survival mechanics that aren't fully present. There isn't even a proper hunger system, despite the game feeling like it was designed around a much deeper survival system. The Building System The building system is one of the worst I've experienced. Building walls is fine, but moving things after you've built them is a clunky mess. Turret placement is also extremely awkward. Zombies target your walls, so you can't simply funnel them into a kill zone. Most turrets only face one direction, making it difficult to position them where they can actually shoot zombies without the zombies simply running past them. The game doesn't properly explain that you're supposed to build your base in a specific area. I only found that out through a YouTube video. Thanks, developers. If building somewhere else can mess up your base, the game should explain that. What's stranger is that I barely needed the building system for roughly 70% of the game. Then suddenly, towards the end, I'm expected to rely heavily on it. It feels like the system was never properly integrated into the progression. The Map and Quest Design The map is absolutely massive, but much of it feels empty. There are loads of dead ends and locations you can travel to only to find there's basically nothing there. A huge map is great when exploration is rewarding. Here, it often just makes travelling between repetitive objectives take longer. This is another reason I suspect the game may originally have been designed around a much more MMO-style structure. The enormous map, quest design, repetitive objectives, progression and co-op structure all feel like they belong to a much larger MMO-style game. Obviously I don't know what happened during development, but it feels like that direction was changed partway through and parts of the original design were left behind. The survival mechanics especially give me that impression. It feels like a much deeper survival system was planned, but parts of it simply aren't there anymore. Co-op Needs Work Playing in co-op introduced some really frustrating problems. There were multiple occasions where my friend and I were literally standing next to each other while talking to a character, yet the game would put me into a cutscene while he wouldn't see it. Then it would happen the other way around. We'd be standing next to each other while experiencing different versions of the story. One of us would sometimes have to explain what the character had just said because the other player didn't get the scene. There was also an issue with golden knives. We collected them together while standing next to each other, but because my friend physically picked them up and I didn't, I didn't get the reward. We're playing together and collected them together, yet the game treats the pickup as though only one person participated. That's incredibly frustrating in co-op. The Biggest Problem: Wasted Potential This is what frustrates me most about ParadiZe. I don't think it's a fundamentally bad game. There are genuinely good ideas here. The zombie survival concept is cool, the story and world have potential, and the co-op concept is great. But almost every system feels like it was developed just far enough to exist rather than developed enough to be genuinely good. The beginning made me think these systems would eventually come together into something great. Instead, the further I got, the more the game felt like filler. The quests became repetitive. The combat became tedious. Enemies became bullet sponges. Armour barely mattered. Elite enemies weren't worth fighting. The blueprint system felt padded. The building system was frustrating. The map was unnecessarily huge. Co-op story progression was inconsistent. The survival and skill systems felt incomplete. Eventually I was just running past enemies because fighting them wasn't worth my time. There was so much filler between meaningful story moments that I genuinely started forgetting what was happening. Final Thoughts I believe ParadiZe could have been much better. Cut the repetitive quests. Make armour actually matter. Fix enemy health and damage scaling. Make elite enemies worth fighting and give them worthwhile rewards. Make traps useful. Improve the building and turret systems. Give the blueprint system an actual purpose. Make the zombie disguise work. Give the huge map meaningful content. Explain important mechanics. Fix co-op story synchronisation and properly share rewards. Most importantly, make these systems actually work together. There is a good game buried underneath. Unfortunately, ParadiZe feels like it is constantly wasting your time instead of respecting it. A genuinely great concept held back by repetitive content, poor balance, underdeveloped systems, awkward co-op design, a bloated world and an enormous amount of padding. 1/10 I'm giving this game a single point because the core concept is genuinely there. The beginning showed me there was a fun game buried underneath everything. But potential isn't enough. There is too much filler, too many underdeveloped systems and too many balance problems. By the end, I wasn't enjoying the systems anymore. I was working around them. When running past enemies became more enjoyable than fighting them because the fights took forever and offered almost nothing in return, the game had completely lost me. I cannot recommend ParadiZe in its current state.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Jul 26 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 22 → 0.5/day in the week after.
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
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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
| $39.99 |
| 460ratings |
| 84% |
| — |
| 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 109 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is How to survive 2 but with less plot and more simple. For me it is too much running XX kilometers to kill few zombies only. The camp building mechanics is too limited. It doesnt make any sense to build it.
We loved this game until a game-breaking bug stopped our progression. My wife and I thoroughly enjoyed playing through this game together... until we hit the main quest objective "Find the Skull Shack." We've now spent hours searching, combed through internet forums, and consulted multiple AI assistants. Multiple sources confirm this is a known script bug with no working fix. We've tried every troubleshooting step we could find. Nothing worked. We're now unable to progress the main story and can't continue playing. This is disappointing after investing so much time. If you're considering this game, be aware of this blocking bug before you buy.
[b]Весело мочиш купу зомбаків і душно працюєш на Ілона Маска:[/b] Третя частина екшн-виживачу студії How To Survive, хоча чомусь у назві це не пишуть. [h1]🎮 Геймплей: Непевний ізометричний зомбі-екшн з відкритим світом і розбудовою бази (4/10)[/h1] [b]➕ Програмування зомбі.[/b] Механіка Zombot дозволяє «зомбувати» трьох зомбі під себе – є купа опцій, параметрів, зброї та броні для створення чогось унікального. Нагадало старі покрокові RPG від BioWare, де програмуєш напарників для створення ідеальної тактики боїв. Обмеження – ваша фантазія та потреби. Однако у деяких ситуаціях гра вимагає мати певних зомбі, на що впливає невелика проблема. Я, мабуть, сліпий, але в грі немає опції «не відходити від гравця за жодних умов» чи чогось подібного – будуть моменти, коли це необхідно для виживання. [b]➕ Соковиті натовпи зомбі.[/b] Убивати маленькі групи приємно, але найбільше кайфу дають сутички з 50+ ворогами – примітивно й весело. Захищати базу мені не дуже подобалося, але поява орди завжди піднімала настрій. [b]➕ Нормальний екшн.[/b] Бойовка зроблена приємно – є навіть добивання, але веселіше просто всіх затикувати, мінімум глибини заради простої розваги. Багато різної зброї – від ножів до бумерангів (у кожної свої градації). Лише різницю в броні не відчуваєш узагалі – помираєш тут від особливостей мапи, а не від ворогів. Приємно, що немає автолевелінгу. Вороги на старих локаціях узагалі моментально вмирають від зброї фінальних локацій. [b]➕ Різноманіття ворогів.[/b] Це все зомбі, але різні. Деяких треба вбивати лише ближньою зброєю, а від інших треба тікати й стріляти. Для простої АА-гри – багато різних варіантів зомбаків. Є навіть малі (білки, щури) і гігантські тварини (слон, жираф). [b]❔ Обов’язкове будівництво.[/b] Я не фанат цього в екшн-іграх. Його часто додають абияк, тому насолоди від нього мало. Ще й треба автоматизувати ботів настільки, щоб база забезпечувала себе енергією для захисту, сюжету тощо. База вимагатиме вашої уваги – на неї часто нападатимуть, тому стежте за сповіщеннями. Історія пояснює необхідність будівництва, але геймплейно воно корисне лише майстернею з покращенням зброї. [b]❔ Незбалансоване виживання.[/b] Аркадність і зайвий хардкор слабо поєднуються. Їсти, пити, спати не треба, але важливі ресурси дають нечасто. Лікування та «зомбування» зомбі відбуваються постійно – однак ресурси для крафту дають занадто скупо, щоб просто отримувати задоволення від убивства зомбі. Автори наче не зрозуміли, яку гру хочуть зробити. У грі є кооп, але під кооп вона не розроблялася – у когось, наприклад, завжди буде актуальна броня, а іншому доведеться «донашувати». [b]➖ Сильна духота.[/b] Помічаєш її десь на 60% гри – починаються тупорилі квести типу «зготуй цю їжу, щоб нагодувати діда, який дасть тобі одну штуку». Де шукати інгредієнти – ніхто не скаже. Ви запам’ятаєте за 15 годин гри, у які локації великого світу бігали кози? Я – ні. За всю гру довелося гуглити проходження разів 7 – це жах у такій простій екшн-грі. Ненавиджу, коли гра ЗМУШУЄ гуглити, але вибору немає після 20 хвилин спроб зрозуміти, що робити. Деякі механіки гра взагалі не пояснює, тому знову будете гуглити. [h1]📖 Сюжет: Комедія про зомбі-світ, з якого треба втікати на ракеті (4/10)[/h1] [b]➕ Доречна комедійність.[/b] Це гра про тупий зомбі-екшн, тому відсутність адекватних персонажів – це навіть добре. Допомагає краще сприймати дивакуватість. [b]➖ Нудна історія.[/b] Світ та сценарій занадто аркадні й примітивні, щоб чимось зацікавити. Цього поганого тла для геймплею дуже багато – краще б більше різноманіття додали в ігролад, а не заповнювали б час «діалогами» без сенсу. [b]➖ Мовчазний герой.[/b] Це має тупий вигляд для гри 2024 року. Діалогів багато, але чуєш лише інших персонажів. Твій персонаж навіть текстом не говорить. Це дивно. Мабуть, не було бюджету на озвучення ще й головного героя – можна було б зробити якогось пофігіста з мінімумом реплік. [b]➖ Мудацька прокачка будівель.[/b] Вона закрита за додатковими завданнями, але про це гра не каже. Для покращення зброї треба здогадатися, що той предмет апгрейду дають за проходження квесту. Якого? Ніхто не скаже. Проходь однакові завдання всі підряд. [b]➖ Тупорилий фінал.[/b] Твіст – гарний, але реалізація дурна. Розробники зовсім намахані з такими «приколами» – мені довелося перепроходити фінальні 5 хвилин разів 4, щоб зрозуміти, як правильно пройти гру. [h1]🛋️ Атмосфера: Світ, де керують зомбі, зламався (5/10)[/h1] [b]➕ Мультяшний настрій.[/b] Зомбі поводяться комічно, персонажі – неадекватні, є навіть даун Ілон Маск. Ідея керування зомбі – це вже кумедно. Прикольно бачити, як зомбовані люди зомбуються ще раз – але вже людьми лише для того, щоб виконувати брудну роботу. Навіть одягати їх можна по-різному. За бажанням і суїцидника можна створити, який боїться всіх підряд. Треш, якому заважає лише одноманітність. [b]➖ Репетативність.[/b] На половині гри розумієш, що сенсу вбивати зомбі немає. Лише заради фану та прокачки. Швидко збираєш тисячі матеріалів, тому поступово все менше цінуєш лут. Завдання з пошуку деталей для ракети мають занадто нудні умови. Гра не ховає затягування часу цікавим контекстом – ти просто страждаєш хернею. [h1]👀 Вигляд: Яскрава ізометрія похмурого світу (6/10)[/h1] [b]➕ Нормальний стилізований напівреалізм.[/b] Граєш наче в мультик – зомбі можна дати навіть диски від спеціальних пил, щоб вони їх кидали як бумеранг. Трупи красиво літають та залишають достатньо крові. [b]➕ Приємний інтерфейс.[/b] Значно кращий за дві попередні частини. Кожна деталь UI зроблена під власний, соковитий стиль. [b]➕ Багато біомів.[/b] Ліс, вулкан, пустеля, зима, болото. Прикольно для АА – хоч якесь різноманіття в рутині. [b]➖ Однаковість локацій.[/b] Декорації різні, але скрізь просто земля. Будівель і печер майже немає. Відчувається мобільною грою. Світ – великий, але «пустий». [b]➖ Відсутність темряви.[/b] Не люблю подібне в іграх – ніч має бути дійсно темною, щоб був якийсь сенс від ліхтариків. Тут такого немає. [h1]🔊 Звук: Мікс усього підряд (6/10)[/h1] [b]➕ Нормальний саундтрек.[/b] Його чуєш, він доповнює картинку. [b]➕ Незвичні екшн-треки.[/b] На босах музика сильно відрізняється – є навіть суворий індастріал. [b]❔ Це музика для аркади.[/b] Гра – проста в усьому, тому, окрім босів, музика не може й нічого посилити на щось більше, ніж «ок, тут щось грає під убивства зомбі». [h3]Висновок:[/h3] Посередній зомбі-екшн з класними ідеями (глибоке програмування зомбі під себе). Однак примітивність усього іншого змушує думати, що граєш у мобільну гру. Перша How to Survive мала гарний баланс фану та виживання, друга – максимальна духота, а тут щось середнє між ними. Так, є великі натовпи ворогів – їх класно мочити. Однак локації – це одне велике поле в різних біомах. Гра наче намагається у фан, але додає багато духоти типу квестів «під гугл» і нестачі важливих ресурсів (аптечки та шоломи «зомбування»). Фінал – апогей усіх недопрацьованих фішок гри. Проходив у коопі (спліт-скрін). [i]Необхідність гуглити проходження: ~7 разів[/i] 🌕🌕🌑🌑🌑 (47/100) https://steamcommunity.com/sharedfiles/filedetails/?id=3800719573 🎬 Відео-відгук на 25 секунд: https://youtube.com/shorts/a3Yd1iE79e8
本身还是挺有意思的,但是主线碰见了恶性bug,没有掉落土豆种子,丧尸被杀了也不刷新,由于游戏也没有回档功能,直接卡关了,前面玩了这么久直接白玩
Poor performance, hiccups, random crashes and even worse: unfunny, easy and boring
In my opinion, this is the best survival game you can get for $2; it won't disappoint you, but don't set your expectations too high, as it is a truly unique game.
fetch quest the game, not really worth its full price get it on discount or something
Game style is great.........attack system and aim mechanics are bad! so much potential like Fall Out or Dead Island but Far Cry mixed with Sims....Wonderful but farfetched!
хз почему людям не нравится игра, мне она зашла, даже затянула, довольно расслабляющая, советую попробовать
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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