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Into the Dead: Our Darkest DaysInto the Dead: Our Darkest Days
76561198013028913
 up
Recommended7 hrs played
Made my boy Leo strong. Leader of the group. Go Scavenge at fire station, get overwhelmed, running to roof top. No weapons left, only one solution... Hang off top of building and drop, pray for survival. RIP Leo my boy.
21 votes funny
76561198013028913
 up
Recommended7 hrs played
Made my boy Leo strong. Leader of the group. Go Scavenge at fire station, get overwhelmed, running to roof top. No weapons left, only one solution... Hang off top of building and drop, pray for survival. RIP Leo my boy.
21 votes funny
This game has no save feature, which is a major flaw. I played for over 20 hours, diligently following a main quest line that required collecting various items. After finally submitting everything, I was abruptly told my organs were ripped out, I died, and the game ended. All my progress was lost, leaving me with only the "New Game" option. What was the point of those 10+ hours? It doesn’t even allow you to load a previous save!!!! Hello??? 【剧透提示】首先,这个游戏没有存档,其他人说过的不好的点我就不复述了。然后我玩了十几个小时的档,一直在跟随一条任务线,结果这条任务线要求我收集各种东西,辛辛苦苦收集完了,我去提交,然后游戏告诉我,我的内脏被掏了,我死了,游戏结束,然后存档没了,只剩下一个“新游戏”的选项。Hello????那我过去的十几个小时在干什么?我那么努力在做什么?读档也不让读?然后我就死了?????你告诉我我内脏被掏了,直接死亡两个字出现在屏幕面前,我就整个游戏没了?别浪费时间了!
20 votes funny
I enjoyed the demo enough to buy the game, but I can't really recommend a purchase right now unless you have gobs of free time and a high tolerance for repetitiveness. The game does a great job of building suspense and actually makes you think hard about the logistics of your group, the weapons you use, and risk vs reward for each outing, but it's just too punishing - enemies are all markedly stronger than the PCs and dogpile at the drop of a hat, weapons are few and far between and they break after a few hits, threat levels are misleading between runs on the same map (I've left areas that were mostly cleared and still read as low threat during assignment, only to come back and find that all of the background zombies had activated in the meantime), and resources just get eaten up too quickly. I kept getting resource-locked into a death spiral within a few rounds of moving to a new base, and I just don't have the time or patience to keep replaying and hoping that I get lucky and survive long enough to actually advance the plot this time. Would recommend either a general rebalance or including difficulty settings.
16 votes funny
Optimise the damn hardware consumption. Game it self is very promising. But in current state it's unreal resource consumption just annoys the hell of me and affects hardware too much. My PC shut's down after each game, due to CPU temperature going wild. Laptop just crushes due to certain maps having spikes. And apparently for a lot of people.
11 votes funny
I loved the demo, but i cant say i like the early access game now. I have provided tons of feedbacks before but i dont see anything being implemented. therefore a No to get the devolpers' attention. 🧩 Core Gameplay Improvements Map Marking Functionality Players should be able to mark scavenged, cleared, or dangerous buildings to track explored locations efficiently. Raw Food Spoilage Introduce a spoilage system for raw food to create time pressure and promote food management strategy. Map Randomization Currently, map layouts, building names, and item placements remain static across playthroughs. Randomized elements would improve replayability and engagement. Multiple Game Endings The game currently offers very limited ending paths. Introducing diverse narrative outcomes or survival conditions would deepen the experience. Ending Problem Reach the end, and then the ending scene lasts only 1 sec.. I dont need to bring the pilot with me to the helicopter and i finsihed the game..ending is roughly done. Environmental Persistence Returning to previously occupied shelters currently resets them to default states. Shelters should retain changes (e.g., moved objects, broken lights, increased decay) to reflect the ongoing apocalypse and past player actions. Sound Design Continuity Indoor/outdoor transitions should retain ambient sounds (e.g., wind in open hallways). Sudden audio dropouts break immersion. Combat Feedback and Weapon Durability Some weapons marked as durable degrade too quickly (e.g., makeshift axe vs. tomahawk). Durability indicators should reflect actual usage. Improved Navigation and Map Icons The circular node-based map system feels basic. Adding detailed and differentiated icons (e.g., graveyard, diner, factory) would improve visual clarity and immersion. Zombie Behavior Diversity Zombies currently only move left/right and lack physical variation. Introducing behaviors like leaning through doors, roaming depth-wise, and models like elderly, child, or injured zombies would add depth. Action Noise Feedback Loud actions (e.g., attic ladders, metal safes, car drops) often don’t alert nearby zombies. Noise generation should be consistent with stealth mechanics. 🎮 Realism & Immersion Enhancements Environmental Realism Doors: All doors are pushable from both sides, which feels unnatural. One-way door logic should apply. Fire Poles: Fire stations should allow players to slide down poles as expected. Glass Doors: Zombies should be able to see through transparent doors, not behave as if obstructed. Worldbuilding Detail Contextual Enemies: Locations should have relevant zombie types (e.g., firefighters in stations, apron-wearing zombies in restaurants). Survivor Encounters: New survivors lack backstories or motivations. Adding short bios or contextual dialogue would make them feel less disposable. Jumping Through Open Windows During high-threat chases, players should be able to jump through open windows for tactical escape. Shelter Logic A fully barricaded shelter previously used by players shouldn't be completely overrun upon return. More plausible transition states should exist. Unrealistic Zombie Interactions Clinging to walls/windows should carry risk—e.g., zombies could bite your finger or fall to death when out of strength 🔧 Systemic Features & UX Suggestions Morale and Social Dynamics Survivors currently lack interpersonal relationships. A morale system with friendship/rivalry dynamics and consequences for rejecting newcomers would enhance narrative and gameplay depth. Skill Progression and Training Survivors should be able to develop skills over time—learning from one another or through repeated actions (crafting, farming, combat). Interconnected Maps and Consequences Each map zone currently feels isolated. Introducing shared consequences (e.g., restoring clean water affects all zones) would encourage strategic planning. Character-Specific Pathways Certain maps could include routes only accessible to specific survivor types (e.g., small characters for ducts, tall ones for reaching higher walls). Central Survivor Management Panel Tracking survivor stats currently requires too much micromanagement. A unified interface showing health, morale, skills, and tasks would greatly improve usability. Medkit Utility During Missions Medical items should provide partial or full healing during runs rather than only post-mission. They could also reduce bleeding or prevent infection when used on time. ⚠️ Minor Issues & Inconsistencies Shelter Layout vs. Safety Some "safe" shelters use minimal defenses like garden fences, which contradict their secure status. Zombie AI Behind Cover Zombies can spot the player behind furniture but do not attack—suggesting possible AI inconsistency or collision detection bug. Map Zone Colors (Green/Yellow/Red) Zone color-coding lacks clear meaning or impact. Either clarify their purpose or reconsider visual hierarchy.
9 votes funny
76561198344184946
 up
Recommended10 hrs played
The people complaining about low weapon durability and item "scarcity" are the same people that will complain about Balatro or Slay the Spire having "too much RNG" - they simply do not play games like this the way the game wants you to play it. Fact is, every "problem" you'll read in 99% of these negative comments is quite literally user error. The game doesn't expect you to kill every zombie - it has designed levels in a way that expects you to take advantage of hiding spots, door pathing and dead ends to move around zombies quietly and manipulate their patrolling to be avoidable. Anyone complaining about them being "stronger than you" is objectively wrong - you can kill any zombie with your bare hands. That being said, you'd obviously prefer NOT to do this and if you get crowds on you, you're dead if you don't run; but remember - you are SMARTER than they are. You can intentionally kite them off ledges, lure them via sound in to areas you want to move them to, even break down barriers prematurely before exploring the full zone by utilizing sound to anger them in to breaking it for you. The levels are like puzzles, this is not Left 4 Dead. You aren't expected to be a zombie murder hobo. Resources are tight but as you find more survivors you can skillfully juggle resource expeditions with base tending - be smart and send your fighters and scouts out to clear and prep zones, send your bigger backpack guys to clean up afterwards. Many of these POIs are not one-trip spots, plan for multiple visits. Weapon durability is an early game issue - once you unlock higher tier weapon crafting, you will be able to craft weapons that can KO many many zombies in a single relatively cheap craft. The game is a very well designed balance of challenge and reward, just make sure you are maximizing your time efficiently and map out where you find survivors for future runs. As you get better and better at finding them quicker in subsequent runs (they are static in their POI locations) you will be covering more ground quicker and quicker and have a solid resource supply in no time. Stay safe out there!
7 votes funny
76561198800298608
 up
Recommended27 hrs played
good game! very fun, intense, enjoyable zombie game rip my organs tho
6 votes funny
nah, not yet anyway.
6 votes funny
Is it a decent and fun Game ? Yes Does it have the right Foundation to become Great ? Yes Could it be a new This War of Mine ? Yes, once the game is Fleshed Out Would i Recommend it at it's current price in early access (25 USD) ? Hell no While the game has decent foundation gameplay wise and is in a playable state, it is VERY barebones. Roadmap is set up for 12 - 18 months with one update a month or so, while MANY basic features are missing yet some of the related assets are already In the game. Keep in Mind i went through the game once, start to finish, in about 14 hours. - As of right now there are no : Weather effects, Shelter events, Traders (yet you loot trade items), Advanced firearms Parts(yet you unlock the crafting schematics), Barely any enemies variation : Zombies, Big Zombies, Humans (once) - The game is Very repetitive after the first two hours or so. The Narrative is minimalist and the Survivors are bland. I managed to have fun through the early hours though. Again, Good Game, but bare bones and limited. - The Combat is an Awkward mess while Stealth is wonky at best. Had a bunch of Zombies see me way before i could even see them in my screen due to the way door frames work. Most Zombies have to be killed to explore most locations since more often than not there is no way to go around a zombie that has a very small pathing area, either via Stealth kills or Face to face combat. There are no noise markers / waves either from footsteps or attacks and the weapon noises are vague at best. Often i had low noise weapons still trigger Zombies the next room over, Behind a closed door while a high noise weapon doesn't trigger Passive Zombies that are within Line of Sight ... - The Passive Zombies are interesting on paper, Not that great in practice. It actually kinda sucks to have a room with a Passive Zombie just Standing there, that you easily could dispatch yet the game won't let you. Add to that the Random "magical" respawns in some maps where zombies are added to previously cleared rooms that had NO passive zombies in it, even though you didn't get spotted. - The multiple Shelters and having to Move between them. Again, another good idea on Paper, yet in Practice it gets very repetitive and grindy. Oh you're almost out of water and Halfway across the map to deal with an Escape plan mission? Enjoy having to go through 4 - 5 Phases Just to go from One Shelter to Another to a Third one where you REALLY wanted to go. You left a Shelter behind ? Well look at that you need to Clear it of Zombies AGAIN before moving back in. There is also no ways, for now, to extend the Radius you can explore from a Shelter. - The Shelter Phases are burdened with way too much micromanagement. The game needs a way to quick dispatch survivors to stations without having to control every single character One by One. And yet, with all those flaws, IF the Devs keep to their Roadmap , the game could Easily become Awesome. Except it's Early Access, and i've been burned MANY times int he past with games taking 10+ years and still being nowhere near halfway done. But at the current price, with what little there is to offer ? Unless people are die hard Zombie games Fans, i would advise to wait at least til the first major Updates scheduled for May before giving the game a full on recommandation.
5 votes funny
Got this game, looking for a good this war of mine experience. Which, the game "kinda" provided. The looting loop, stealth mechanics, even combat was similar enough to get a hold on. But overall? It really lacks narritive.... anything, with the characters you rescue. Not during the course of a run, or after the ending. Which, isn't a cut scene, or does what this war of mine does, and tell you what each character does after their escape, and how they live their lives after the trauma they experienced. Nothing. Just a title screen with a small, run of the mill "this is how you get out, congrats." There is no waiting it out for the National guard to sweep in, there is no real pay off at the end with any of the characters. Zombies glitch into walls frequently, and overall, the story's blander than a plain, slice of wheat bread. Honestly wish this game waited to release, before throwing out a basic framework. Maybe it'll get better further in development, maybe not. My advice? Hold onto your money.
5 votes funny
76561198855987986
 up
Recommended0 hrs played
I loved this game so much and it really wrapped me in and drew me in with the story. It gives me State of Decay vibes but 1 million times better! The crafting was easy to understand, the graphics are phenomenal, the typography is amazing. It's around an INCREDIBLE game. The storytelling of this game was truly remarkable and made me very interested in more! Thank you to the dev for the key and the opportunity to play it! I HIGHLY recommend anyone that loves apocalyptic style games then you will LOVE this.
5 votes funny
This is a good start, but all of the 3 times I've died i have felt incredibly cheated. Either by the controls, or the fact i got killed through a stone wall. There's promise here, but the game will live and die by if the developers continue working on addressing its jank. This is early access which is fine, but i cannot recommend this until the immediate jank is addressed. It sucks the fun out of the game. Though there is a lot of promise, that's why i haven't requested a refund.
4 votes funny
Get sad and your character can not do anything at all anymore. BS ruins the game, it just... eh... Pretty sure you get what I'm trying to say here.
4 votes funny
kinda balls right now. Leo kept breathing in my ear like he was diddy, theres tons of ghosting on character movements, the game runs poorly, the atmosphere is laughably bad compared to TWOM, which is the game that this one clearly takes after. melee combat is a joke too. basically everything that gets shown to you in your first 15 minutes of playtime is just unfinished slop. I wouldnt even call this EA, this is like EEA BONUS: the second map i played was literally a 1:1 copy of the supermarket layout in TWOM. inspiration is one thing, but laziness is another. I bet theres more maps they essentially ported from TWOM that I didnt see.
4 votes funny
76561198137413314
 up
Recommended4 hrs played
This game be scary. I be clearing a room, thinking the room is clear, goes to the next room... use a loud ass guitar to smack a zambie. Zambie from previous dark room lying on the floor that I didn't see wakes up and I get smacked from every side. Moral of the story - Dont bang a guitar on zombies head - 10/10
4 votes funny
For now, the characters feels lifeless, no personality, no connection between characters and no emotion whatsoever, like i ran into a stranger and she said "Who are you? can't believed i ran from civilian" while i'm literally using Police officer character, i'll recommend this when they updated personality for each characters and NPC.
3 votes funny
76561198012494587
 up
Recommended68 hrs played
If the designers would put in characters that has sex appeal, this would go from a good game to a great game. If they would allow us to MAKE our own survivors on top of that, this would go from a great game to an awesome game. If we could mod this game, it would be an unavoidable of survivor horror. But as its stand, yeah, its a good game for 40$ Had a good time.
3 votes funny
The game is fun, and I think it has the ability to be a great game. The reason I don't recommend the game is due to the price tag and due to how much content there is. There is no story. The character you pick has no impact on story. There are no cutscenes, so really the characters you play literally do not matter other than for minor skills they bring to the table. There is no replayability. It IS fun, but because every round is the same as last round with little bits of RNG, there isn't much point on starting over. Weapon durability is way too low. When I need to go through 5 different weapons or more on a single stage because all of my weapons broke due to stealth kills, it's too much. Stealth relies too much on luck. You can't see very far, which makes sense. But there are open windows / doors, etc where a zombie can be looking right at you and make it see you too easily. In fact, sometimes the placement of zombies leave them looking in your direction and they don't move, so it's impossible to sneak up behind them. Really shitty when this is in the front room of a building and there's a whole bunch of zombies in that room. Dodging also sucks. What I'd like to see: 1. A story, or at least character cutscenes. I want to see the characters interact with each other in cutscenes, I want them to have personalities. Give me a guy named Francis who hates stairs. Make me interested in the characters. 2. Some sort of progression allowing me to continue replaying with a goal. Like give me an xp bar. Everytime I beat the game / die, fill that xp bar and let me spend points on stuff like +1% weapon durability, dodge distance, etc. This alone would improve replayability for me and give me an actual goal to keep replaying. 3. Character specific abilities. The current character abilities, while they aren't bad, are too generic. So I end up using the characters for almost the same things unless I have a character that specializes in something specific. What I'd like to see is characters who specialize in something more worthwhile. A character who can lock pick every door without bringing a tool / has to bring a tool but they don't break it. Or they just have a 50% chance to not break it. Give me another character that can see enemy outlines through walls in a certain radius. Bonus points if you can add some sort of progression system to those players. 4. Multiplayer is definitely doable in this game and could be a lot of fun. I'd really like to see that, but I doubt it will happen. 5. A roguelike mode could be pretty fun too, but wouldn't really be possible until the progression system I mentioned above gets added. Overall I think the game has a ton of potential and is fun, but I think the price is way too high at the moment. Protip: When exploring an area, stash all your valuables near the entrance for easy retrieval later.
3 votes funny
76561198054404718
 up
Recommended18 hrs played
Ill keep it simple. Is it worth playing? Yes. Is it worth the price? Yes. Is it like This War of Mine? Kinda? in spirit. Do the escape plans end abruptly? Yes Does it have some bugs? Yes, tolerable considering the other early access garbage out these days. I got a good 18hours out of it before I accidently finished the escape plan. Anyway, verdict is. Worth playing. Could you wait for more updates? yes you could do that too.
3 votes funny
76561198120188609
 up
Recommended64 hrs played
The weapons are hard to find and too easily breakable. C'mon, a baseball bat can only kill about five zombies or so before it breaks. I'm sure Negan has killed at least 20 with his Lucille, and it's probably still going strong. Some weapons break upon killing just a few zombies, leaving you to fend for yourself with your bare hands. With the inventory space being limited, you don't want to carry too many weapons with you on scavenging missions and while hoping to find additional weapons, but no, they're hard to come by (and again, if you do find any, they break easily). Hey, let's be realistic, most kitchens should at least have several knives but even those are hard to come by. Instead, what's slightly easier to find are pots and pans that make a whole lot of noises, attracting even more zombies to you. I think the developers did this on purpose! Then, what about backpacks? Why are there no option for different backpacks that your characters can carry, so they can fit in more items during scavenging missions? Lastly, the zombies are scary. Some of them are just hanging about and the moment you make some noise, they will descend upon you. Doesn't help with pots and pans as weapons. Oh, one time, I even picked up a banjo as a weapon! That was crazy! You have to sneak most of the time. The moment you run (or even walk in certain situations) or make any noise, you may as well just dash to the edge of the screen to "finish" the mission, else your character will not survive. What a stressful game! I highly recommend it!
3 votes funny

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