
The Horde is coming, but you're ready to fight it! Assemble your squad, choose their upgrades, and build powerful synergies against thousands of undead. Survive. Then evolve. Then break every limit in this deceptively simple but addictive bullet heaven game.
Most likely between $3.1M and $8.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $14.99 | 92% | approximately $5.2M |
| PlayStation | $13.49 | 92% | — |
| Xbox | $14.99 | 96% | — |
| GOG | $9.75 | 92% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1999 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Stay away. Its pure crack. No, but seriously. This game rocks. Tons of different builds to test, lovely carnage on screen. Would recommend. Perfect for when you want to kill zombies by the thousands for a few hours.
decent zombie themed survivors game with some unique features that make it a standout, such as character teaming and vast amounts of passive upgrades. recommended on sale.
一般 玩几个小时就无聊了 每次玩着玩着就快睡着了
Офигенный рогалик, много персонажей, у каждого свои улучшения, у каждого свой уровень, жалко что карт мало всего 4 шт. Ачивки выполняются легко. Ну для раннего доступа всё четко, ждём релиза, посмотрим что добавят нового!
Yet Another Zombie Survivors has an identity problem - and it shows up in almost every part of the game. I’m not entirely sure whether the game is going for camp, familiar genre conventions, or some combination of both. At times, it feels very paint-by-numbers. You’ve seen most of these abilities before. You’ve seen similar character archetypes. Where the game could have really distinguished itself is in the survivor synergies, but those often feel underwhelming. Take Engineer + Ranger, for example: enemies simply have a higher chance to become Electrified. That’s functional, but it doesn’t exactly spark the imagination. Most of the survivors suffer from the same problem. Ghost, Pyro, and Engineer at least lean harder into their respective fantasies, but others feel like fairly standard genre archetypes. Ranger is particularly disappointing as a launch character. Her animals essentially boil down to falcon and attack dog, with the rest of her progression focused on quality-of-life improvements. There’s not much that makes the character feel mechanically distinct or even exciting. The survivor skill trees also leave a lot to be desired. An ability can unlock at Tier 1 and seemingly have a path all the way to Tier 3, but the game doesn’t clearly communicate that. Upgrade to Tier 2 instead, and you can suddenly lock yourself out of Tier 3. There’s little explanation of the intended upgrade paths for survivor weapons, which makes experimentation feel unnecessarily punishing. Even when you do reach an evolution choice, some options are so clearly better than others that there isn't much of a meaningful trade-off. A choice only really matters when both sides offer a compelling reason to pick them. The general upgrade system is more successful. Permanent upgrades can feel substantial and rewarding, giving you a genuine sense of progression. The other upgrades, however, frequently fall back on the standard “5% more damage” variety and don't offer much strategic depth. Just gating. That brings me to the actual gameplay loop. For most of a run, you’re essentially moving back and forth around a square, or standing in one place, while waves of enemies approach. The occasional event breaks things up, but they’re relatively infrequent and generally amount to another opportunity to gain power rather than fundamentally changing how you play. Oddly enough, the items do more to create interesting builds than the survivors themselves. Certain items can completely enable or transform a build, which says something about how much more interesting the item synergies can be compared to the combinations between survivors. With 1.0 release, a "story" mode has appeared, but some of the core gameplay issues come up here when almost maxed out accounts still suffer to complete missions due to unresolved difficulty spikes in modes. Mission modifiers will say, "Defeat Elites" but not tell you which monster type qualifies as the correct elite, which just leads to more questions. You cannot select a mission. You need to fail the only available mission in order to receive a different one, thus leaving the story and implementation much to be desired. The game does attempt to branch out in other modes. There are different zombie types, end-of-run bosses, and some strange additions like werewolves. But rather than making the overall experience feel more distinctive, these elements contribute to the feeling that the game is experimenting without ever quite deciding what it wants to be. Ultimately, Yet Another Zombie Survivors is competent, but it lacks a strong identity. There are plenty of individual ideas here that work, and the progression systems can be satisfying, but too much of the game feels familiar without putting an interesting spin on those familiar pieces. The survivor combinations should be the heart of the experience, yet they rarely feel as impactful or imaginative as they could be. It feels like the game has all the ingredients for something more interesting... it just hasn't figured out how to combine them into something that feels distinctly its own. As it stands, I would easily recommend others in the genre before this one.
二十分钟太长了,10分钟模式还要解锁两局20分钟的局 每个地图还要挨个解锁模式,一张图打两三遍早就腻了 本身电子阳痿,屏幕看着看着就睡着了
大概40个小时的量,在这个品类里算不经玩的,优势是3d画质
почти так же хороша как vampire survivors
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コツコツとキャラレベルを上げていくのが楽しい。 そういうのが好きな人におすすめ。 キャラレベルが低い内は理不尽な難易度に思えるが、 レベルが上がると無双ゲーに変わっていく。 キャラの格差はあるものの、これもレベルを上げれば相当縮まります。 値段も安いし暇つぶしゲームとしてはかなり良いです。 難点はスキルポイントを振る価値の無い 弱スキルが結構ある事。 これテストプレイしてる?って言いたくなる程に 存在価値のないスキルがある。