Compara los precios de Trapped Dead en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Crenetic. Publicado por Crenetic. Lanzado el 15/7/2011. Disponible en PC. Géneros: Action, Strategy. Puntuación Metacritic: 50/100.

A Commandos-style zombie RTS with genuine tactical ideas buried under stubborn AI, a broken checkpoint system, and multiplayer that barely works. Approach with low expectations and a high tolerance for micromanagement.

I came into this one hoping for a Commandos-with-undead experience, and for about twenty minutes that fantasy held together. The core loop here is real-time tactical survival: you direct a small squad of up to four survivors through isometric levels set in 1982 Hedge Hill, Missouri, managing ammo scarcity, a bleeding status that literally draws zombies toward wounded characters, and character-specific weapon restrictions that force actual squad composition decisions. Mike cannot use a shotgun. Professor Harper, your dedicated healer, is wheelchair-bound and cannot climb stairs. Those are legitimately interesting constraints that ask you to think about positioning and role assignments the way a proper tactics game should. The trap system is where the game comes closest to delivering on its premise. Each location, a hospital, a prison, a mall, a scrap yard, contains a unique environmental kill mechanism. Luring a cluster of zombies over a wet floor near an electric chair, or kiting a group into an incinerator, produces the kind of satisfying payoff that makes you wish the rest of the design matched it. Kiting itself is a real tactic: hits to the back of a zombie's head deal more damage, so splitting your squad so one character baits while another attacks from behind is a genuinely viable ammo-conservation strategy. These moments are real, and a strategy player can recognise the skeleton of a thoughtful game underneath. Unfortunately, the execution fails the concept at nearly every turn. The AI is the primary offender. Survivors refuse issued attack orders without warning, get stuck on stairs, clip into each other, and will walk directly into a zombie's reach mid-maneuver. The checkpoint system demands every character stand on the save point simultaneously, and reloading closes doors that can only be opened from one side, a design that creates soft-lock situations in levels like the prison. There is no difficulty setting at all: the game hits hard from the start and simply never relents. The multiplayer, which is the only real replay hook given the short campaign, requires manual port-forwarding just to host a session, and the active player base makes finding a random game essentially impossible. Steam user reviews sit at 43 percent positive, Metacritic lands at 50, and both numbers feel accurate rather than harsh. The launch version was significantly buggier, and some user reports suggest patches resolved the worst of it, so if you are picking this up today the floor is at least slightly higher than what 2011 reviewers encountered. But the structural problems, the absent character autonomy, the low replayability on replay-reset that strips all unlocked progress, and the non-existent multiplayer ecosystem are not patch-fixable at this point. There is no mod ecosystem to speak of, and the tutorial, while functional, introduces mechanics the rest of the game never gives you proper room to use. The honest audience for this is a patient tactics player who specifically wants a slow, kite-and-trap zombie experience with a cheesy early-80s horror film aesthetic, does not need difficulty options, and accepts going in that the four-player co-op mode listed on the store page is effectively a local-friend-only arrangement at this stage of the game's life. Anyone expecting the depth of a Commandos or Desperados title will walk away frustrated by how much potential was left on the table. Diego, Scout Team

Trapped Dead

Trapped Dead

15 jul 2011Crenetic
GamerScout opina

A Commandos-style zombie RTS with genuine tactical ideas buried under stubborn AI, a broken checkpoint system, and multiplayer that barely works. Approach with low expectations and a high tolerance for micromanagement.

PC
Steam Deck UnsupportedProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.25

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I came into this one hoping for a Commandos-with-undead experience, and for about twenty minutes that fantasy held together. The core loop here is real-time tactical survival: you direct a small squad of up to four survivors through isometric levels set in 1982 Hedge Hill, Missouri, managing ammo scarcity, a bleeding status that literally draws zombies toward wounded characters, and character-specific weapon restrictions that force actual squad composition decisions. Mike cannot use a shotgun. Professor Harper, your dedicated healer, is wheelchair-bound and cannot climb stairs. Those are legitimately interesting constraints that ask you to think about positioning and role assignments the way a proper tactics game should. The trap system is where the game comes closest to delivering on its premise. Each location, a hospital, a prison, a mall, a scrap yard, contains a unique environmental kill mechanism. Luring a cluster of zombies over a wet floor near an electric chair, or kiting a group into an incinerator, produces the kind of satisfying payoff that makes you wish the rest of the design matched it. Kiting itself is a real tactic: hits to the back of a zombie's head deal more damage, so splitting your squad so one character baits while another attacks from behind is a genuinely viable ammo-conservation strategy. These moments are real, and a strategy player can recognise the skeleton of a thoughtful game underneath. Unfortunately, the execution fails the concept at nearly every turn. The AI is the primary offender. Survivors refuse issued attack orders without warning, get stuck on stairs, clip into each other, and will walk directly into a zombie's reach mid-maneuver. The checkpoint system demands every character stand on the save point simultaneously, and reloading closes doors that can only be opened from one side, a design that creates soft-lock situations in levels like the prison. There is no difficulty setting at all: the game hits hard from the start and simply never relents. The multiplayer, which is the only real replay hook given the short campaign, requires manual port-forwarding just to host a session, and the active player base makes finding a random game essentially impossible. Steam user reviews sit at 43 percent positive, Metacritic lands at 50, and both numbers feel accurate rather than harsh. The launch version was significantly buggier, and some user reports suggest patches resolved the worst of it, so if you are picking this up today the floor is at least slightly higher than what 2011 reviewers encountered. But the structural problems, the absent character autonomy, the low replayability on replay-reset that strips all unlocked progress, and the non-existent multiplayer ecosystem are not patch-fixable at this point. There is no mod ecosystem to speak of, and the tutorial, while functional, introduces mechanics the rest of the game never gives you proper room to use. The honest audience for this is a patient tactics player who specifically wants a slow, kite-and-trap zombie experience with a cheesy early-80s horror film aesthetic, does not need difficulty options, and accepts going in that the four-player co-op mode listed on the store page is effectively a local-friend-only arrangement at this stage of the game's life. Anyone expecting the depth of a Commandos or Desperados title will walk away frustrated by how much potential was left on the table.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooptrading-cardstier:sub-5Isometric TacticsZombie SurvivalSquad MicromanagementAmmo ScarcityKiting Mechanics80s Horror AestheticNo Difficulty SettingsTrap-Based CombatLow Replayability

Requisitos del sistema

Mínimos

OS
Windows® XP/Vista/7
Sound
Sound card with DirectX 9.0c support
Memory
1GB
DirectX®
9.0c
Processor
2.0GHz CPU
Video Card
Graphics card supporting shader 3.0 (onboard chipsets are not supported)
Hard Disk Space
2GB

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Reseñas y valoraciones

Metacritic
50

Información del juego

Desarrolladora
Crenetic
Distribuidora
Crenetic
Fecha de lanzamiento
15 jul 2011

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Trapped Dead está disponible en PC.

¿Cuándo se lanzó Trapped Dead?

Trapped Dead se lanzó el 15 de julio de 2011.

¿Quién desarrolló Trapped Dead?

Trapped Dead fue desarrollado por Crenetic.

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Trapped Dead tiene una puntuación Metacritic de 50/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.