Compara los precios de Waste Walkers en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Corrosive Studios LLC. Publicado por Corrosive Studios LLC. Lanzado el 1/6/2015. Disponible en PC. Géneros: Action, Adventure, Indie, RPG, Simulation, Strategy.

A scrappy RPG-Maker post-apoc CRPG that punches above its engine's weight class - tight turn-based survival with real build depth, if you can forgive the rough edges.

I came into Waste Walkers expecting a generic RPG-Maker slog and left with a spreadsheet of passive skill combinations and a nagging urge to push further into Ashen City's metro tunnels. That gap between expectation and experience is the most honest pitch I can give you. Corrosive Studios built this around survival priorities rather than combat grinding, and that design choice does a lot of heavy lifting. Your opening hours are genuinely oppressive - resources are thin, enemies scale as you do, and the fog-of-war field-of-view system means threats materialize out of the dark before your party is remotely ready. The advice to avoid fights and scavenge smart is not optional flavour; it is the actual game loop. The decision-making layer is where Waste Walkers earns its strategy-RPG stripes. Character creation uses an open class structure - there is no locked archetype, just a pool of skills, passives, and techniques you blend into your own survivor build. Want a pure-strength melee brawler who ignores guns entirely and bankrolls the run on sold ammunition? Completely viable, as community players have demonstrated at the highest difficulty. Want a careful ranged trader who recruits companions to absorb punishment while you kite? Also viable. The hunger and thirst system adds genuine resource tension without tipping into tedium - food and water consumption is paced over game-hours rather than real-time minutes, so it informs decisions without becoming a chore. The colony-building element is lighter than a dedicated base-builder but provides a satisfying home-base loop between expeditions. The map scope is real. Over 120 interior areas, an underground metro network roughly matching the city above it in size, and a day-night cycle that shifts encounter density and atmosphere. That breadth does expose the engine's limits: orientation is genuinely difficult, the in-game map has been criticized consistently across reviews, and a handful of fantasy-adjacent item sprites visually clash with the post-nuclear aesthetic in a way that breaks immersion when you notice it. The main story, by most accounts, wraps faster than the world warrants - side quests and exploration carry the playtime to the 10-20 hour range reviewers cite, but players chasing narrative closure may feel the central plot ends abruptly. The Deliverance expansion adds a standalone scenario following a new character named Screw through a separate map, which meaningfully extends the experience for anyone who finishes the base game and wants more. For a strategy-minded player evaluating depth vs. polish tradeoffs: the decision density is genuine, the build variety holds up across multiple runs, and the Awareness DLC functions as a sandbox testing facility where you can stress-test ability and equipment combinations before committing to them in the main game - which is the kind of feature a build-order brain appreciates. The AI is not complex by grand-strategy standards, but the scaling enemy difficulty and random encounters keep tactical awareness relevant throughout. The community around this game is small but genuinely engaged, and Corrosive Studios maintained active developer communication through its post-launch period. It sits at roughly 80 percent positive across its Steam review pool, which for a small indie RPG-Maker title reflects a loyal audience rather than a broad one. If RPG-Maker's UI conventions bother you - non-customizable controls, standard menu layouts - that friction is real and worth knowing upfront. Everyone else willing to work past the engine's constraints will find a post-apoc CRPG with more systemic texture than its budget suggests. Diego, Scout Team

Waste Walkers

Waste Walkers

1 jun 2015Corrosive Studios LLC
GamerScout opina

A scrappy RPG-Maker post-apoc CRPG that punches above its engine's weight class - tight turn-based survival with real build depth, if you can forgive the rough edges.

PC
Steam Deck Playable
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Mínimo histórico: €2.50

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I came into Waste Walkers expecting a generic RPG-Maker slog and left with a spreadsheet of passive skill combinations and a nagging urge to push further into Ashen City's metro tunnels. That gap between expectation and experience is the most honest pitch I can give you. Corrosive Studios built this around survival priorities rather than combat grinding, and that design choice does a lot of heavy lifting. Your opening hours are genuinely oppressive - resources are thin, enemies scale as you do, and the fog-of-war field-of-view system means threats materialize out of the dark before your party is remotely ready. The advice to avoid fights and scavenge smart is not optional flavour; it is the actual game loop. The decision-making layer is where Waste Walkers earns its strategy-RPG stripes. Character creation uses an open class structure - there is no locked archetype, just a pool of skills, passives, and techniques you blend into your own survivor build. Want a pure-strength melee brawler who ignores guns entirely and bankrolls the run on sold ammunition? Completely viable, as community players have demonstrated at the highest difficulty. Want a careful ranged trader who recruits companions to absorb punishment while you kite? Also viable. The hunger and thirst system adds genuine resource tension without tipping into tedium - food and water consumption is paced over game-hours rather than real-time minutes, so it informs decisions without becoming a chore. The colony-building element is lighter than a dedicated base-builder but provides a satisfying home-base loop between expeditions. The map scope is real. Over 120 interior areas, an underground metro network roughly matching the city above it in size, and a day-night cycle that shifts encounter density and atmosphere. That breadth does expose the engine's limits: orientation is genuinely difficult, the in-game map has been criticized consistently across reviews, and a handful of fantasy-adjacent item sprites visually clash with the post-nuclear aesthetic in a way that breaks immersion when you notice it. The main story, by most accounts, wraps faster than the world warrants - side quests and exploration carry the playtime to the 10-20 hour range reviewers cite, but players chasing narrative closure may feel the central plot ends abruptly. The Deliverance expansion adds a standalone scenario following a new character named Screw through a separate map, which meaningfully extends the experience for anyone who finishes the base game and wants more. For a strategy-minded player evaluating depth vs. polish tradeoffs: the decision density is genuine, the build variety holds up across multiple runs, and the Awareness DLC functions as a sandbox testing facility where you can stress-test ability and equipment combinations before committing to them in the main game - which is the kind of feature a build-order brain appreciates. The AI is not complex by grand-strategy standards, but the scaling enemy difficulty and random encounters keep tactical awareness relevant throughout. The community around this game is small but genuinely engaged, and Corrosive Studios maintained active developer communication through its post-launch period. It sits at roughly 80 percent positive across its Steam review pool, which for a small indie RPG-Maker title reflects a loyal audience rather than a broad one. If RPG-Maker's UI conventions bother you - non-customizable controls, standard menu layouts - that friction is real and worth knowing upfront. Everyone else willing to work past the engine's constraints will find a post-apoc CRPG with more systemic texture than its budget suggests.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Open-Class Build SystemFog of WarCompanion RecruitmentColony BuildingScaling EnemiesTurn-Based SurvivalDay-Night CycleRPG Maker CRPG

Requisitos del sistema

Mínimos

OS
Microsoft Windows (32-bit/64-bit)
Memory
512 MB RAM
DirectX
Version 9.0
Storage
2 GB available space
Graphics
DirectX 9.0 Compatible
Processor
Intel Dual-Core 2.4 GHz
Sound Card
DirectSound Compatible

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Información del juego

Desarrolladora
Corrosive Studios LLC
Distribuidora
Corrosive Studios LLC
Fecha de lanzamiento
1 jun 2015

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¿En qué plataformas está disponible Waste Walkers?

Waste Walkers está disponible en PC.

¿Cuándo se lanzó Waste Walkers?

Waste Walkers se lanzó el 1 de junio de 2015.

¿Quién desarrolló Waste Walkers?

Waste Walkers fue desarrollado por Corrosive Studios LLC.