Compara los precios de The Dead Await en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Shotx. Publicado por indie.io. Lanzado el 18/5/2026. Disponible en PC. Géneros: Indie, RPG, Strategy.

Four systems fighting for your attention inside one zombie apocalypse: caravan management, deck-building combat, open-world scavenging, and permadeath RPG progression. Genre fans will find the overlap rewarding, everyone else may bounce off the onboarding.

I keep a mental shortlist of games that try to fuse four distinct systems into one coherent loop, and that list is short for good reason, most collapse under the weight of their own ambition. The Dead Await nearly earns a spot on the good side of that list, and the fact that it only nearly gets there is exactly what makes it interesting to discuss right now. The mechanical foundation is this: you command a caravan through a post-apocalyptic open world, managing food, water, fuel, sanity, and injuries across the overworld layer, then resolving encounters through turn-based, card-based combat where each survivor builds and evolves their own deck. The card system is tied directly to character builds, you can develop a lockpicker with stealth-oriented cards, a berserker focused on raw damage output, or anything between, and weapon mods compound those choices further. None of this is cosmetic. A poorly assembled deck on a survivor with mismatched perks will lose fights that a well-constructed one wins cleanly. The resource pressure from the survival layer makes losses sting hard: food scarcity, injury trauma, and sanity mechanics carry forward across the campaign, and losing a veteran survivor is not a minor inconvenience. It is a strategic setback that reshapes your remaining roster's capability for multiple sessions. That design register, closer to This War of Mine's punishing permanence than to a breezy roguelite, is where the game is most confident. The 1.0 release added Act III, expanding the campaign into new regions including the ruins of Hope, the underground zones of Hell-0, and Zone 99, alongside new bosses, elite enemy types, crafting recipes, and faction reward tracks. An Arena mode inside Last Haven lets you test high-risk combat encounters for rare rewards when the campaign loop needs a break. A Vault Safe system allows gear to persist across save files, and Z-Tasks provide a permanent account-level reward structure for committed players. The raised level cap opens up new weapon mod configurations and build paths that simply were not available at launch. For players who prioritize late-game density, the 1.0 state delivers meaningfully more than the Early Access build. Here is where I have to be straight with you: the tutorial is undersized for the complexity on offer. Some mechanics that matter significantly in mid-game arrive abruptly, without sufficient context, and players who do not push through the friction of the early hours may never reach the point where all four systems start feeding each other in satisfying ways. The Steam review picture at launch reflects that divide clearly, players who invested the time report finding a genuinely rewarding loop; players who did not report confusion and stalling. The combat's visual style, paper-doll characters in a 2D combat panel, has also drawn criticism from players expecting the darker aesthetic of the overworld art to carry through consistently. Shotx spent roughly a year and a half in Early Access responding to community feedback, and the trajectory has been upward, but the 1.0 release is better understood as a solid foundation with room for further polish than as a fully resolved product. For the audience that clicks on this page: if you have patience for dense indie systems, enjoy the caravan management DNA of Oregon Trail crossed with the combat depth of a deck-builder, and do not mind re-reading mechanics until they click, this is a game worth your time. If you need a tutorial that holds your hand through every layer, you will want to wait for more quality-of-life work from the developer. The free Prologue on Steam is still available and remains the most honest preview of whether this loop suits you before committing. Diego, Scout Team

The Dead Await

The Dead Await

18 may 2026Shotxindie.io
GamerScout opina

Four systems fighting for your attention inside one zombie apocalypse: caravan management, deck-building combat, open-world scavenging, and permadeath RPG progression. Genre fans will find the overlap rewarding, everyone else may bounce off the onboarding.

PC
Steam Deck Playable
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €2.99

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I keep a mental shortlist of games that try to fuse four distinct systems into one coherent loop, and that list is short for good reason, most collapse under the weight of their own ambition. The Dead Await nearly earns a spot on the good side of that list, and the fact that it only nearly gets there is exactly what makes it interesting to discuss right now. The mechanical foundation is this: you command a caravan through a post-apocalyptic open world, managing food, water, fuel, sanity, and injuries across the overworld layer, then resolving encounters through turn-based, card-based combat where each survivor builds and evolves their own deck. The card system is tied directly to character builds, you can develop a lockpicker with stealth-oriented cards, a berserker focused on raw damage output, or anything between, and weapon mods compound those choices further. None of this is cosmetic. A poorly assembled deck on a survivor with mismatched perks will lose fights that a well-constructed one wins cleanly. The resource pressure from the survival layer makes losses sting hard: food scarcity, injury trauma, and sanity mechanics carry forward across the campaign, and losing a veteran survivor is not a minor inconvenience. It is a strategic setback that reshapes your remaining roster's capability for multiple sessions. That design register, closer to This War of Mine's punishing permanence than to a breezy roguelite, is where the game is most confident. The 1.0 release added Act III, expanding the campaign into new regions including the ruins of Hope, the underground zones of Hell-0, and Zone 99, alongside new bosses, elite enemy types, crafting recipes, and faction reward tracks. An Arena mode inside Last Haven lets you test high-risk combat encounters for rare rewards when the campaign loop needs a break. A Vault Safe system allows gear to persist across save files, and Z-Tasks provide a permanent account-level reward structure for committed players. The raised level cap opens up new weapon mod configurations and build paths that simply were not available at launch. For players who prioritize late-game density, the 1.0 state delivers meaningfully more than the Early Access build. Here is where I have to be straight with you: the tutorial is undersized for the complexity on offer. Some mechanics that matter significantly in mid-game arrive abruptly, without sufficient context, and players who do not push through the friction of the early hours may never reach the point where all four systems start feeding each other in satisfying ways. The Steam review picture at launch reflects that divide clearly, players who invested the time report finding a genuinely rewarding loop; players who did not report confusion and stalling. The combat's visual style, paper-doll characters in a 2D combat panel, has also drawn criticism from players expecting the darker aesthetic of the overworld art to carry through consistently. Shotx spent roughly a year and a half in Early Access responding to community feedback, and the trajectory has been upward, but the 1.0 release is better understood as a solid foundation with room for further polish than as a fully resolved product. For the audience that clicks on this page: if you have patience for dense indie systems, enjoy the caravan management DNA of Oregon Trail crossed with the combat depth of a deck-builder, and do not mind re-reading mechanics until they click, this is a game worth your time. If you need a tutorial that holds your hand through every layer, you will want to wait for more quality-of-life work from the developer. The free Prologue on Steam is still available and remains the most honest preview of whether this loop suits you before committing.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:sub-5Caravan ManagementPermadeath ConsequencesDeck-Per-CharacterSanity SystemWeapon Mod BuildsMulti-System SurvivalArena ModeTurn-Based Card CombatFaction Progression

Requisitos del sistema

Mínimos

OS
Windows 7 and above
Memory
4 GB RAM
DirectX
Version 12
Storage
700 MB available space
Graphics
GeForce GTX 760 / Radeon 7950 or better.
Processor
2 GHz
Sound Card
DirectX Compatible Sound Card

Recomendados

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 12
Storage
1 GB available space
Graphics
GeForce GTX 970 / AMD Radeon RX 570 or better.
Processor
Intel® Core™ i5-3.3 GHz or better, or AMD Equivalent
Sound Card
DirectX Compatible Sound Card

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Información del juego

Desarrolladora
Shotx
Distribuidora
indie.io
Fecha de lanzamiento
18 may 2026

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¿En qué plataformas está disponible The Dead Await?

The Dead Await está disponible en PC.

¿Cuándo se lanzó The Dead Await?

The Dead Await se lanzó el 18 de mayo de 2026.

¿Quién desarrolló The Dead Await?

The Dead Await fue desarrollado por Shotx y publicado por indie.io.