Compara los precios de Yet Another Zombie Defense en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Awesome Games Studio. Publicado por Awesome Games Studio. Lanzado el 28/3/2014. Disponible en PC. Géneros: Action, Casual, Indie, Strategy.

Free-to-play arcade wave defense with three modes and four-player co-op support, honest about its own limitations right there in the title, and still somehow undersells them.

My strategy brain kept trying to find the resource optimization puzzle here, and that says a lot about what this game promises versus what it delivers. Yet Another Zombie Defense is a top-down twin-stick shooter built around a day/night survival loop: spend daylight hours buying barricades, turrets, guns, and ammo from a shop menu, then hold the line at night against escalating zombie hordes. The core loop takes about two minutes to fully understand. Whether that is a compliment or a complaint depends entirely on what you came looking for. The three modes on offer are Defense, Endless, and Deathmatch. Defense is the main attraction: survive wave by wave, earn cash from kills, reinvest it into your perimeter. Every few waves you pick from five passive skill upgrades, things like reload speed, health, or movement, which represents the closest thing this game has to a build decision. The weapon roster runs from pistols and shotguns up to flamethrowers, laser rifles, and tesla coil-style turrets, and mounting a sniper rifle on a turret hardpoint is about as deep as the meta gets. Endless mode strips out the shop entirely, forcing you to scavenge drops from zombies while the horde scales past any reasonable survival window. Deathmatch drops all players onto the same concrete slab and adds friendly fire to the zombie chaos, which is genuinely the most entertaining way to spend twenty minutes in this game if you have local couch partners. From a strategy standpoint, though, none of these modes hold up past the middle waves. The one-map design means every session starts and ends on the same featureless patch of concrete with a single lamppost. Once you figure out turret positioning, there is no new spatial problem to solve. The game supports up to four players in local or online co-op across Defense and Endless modes, and that co-op context is genuinely where the experience peaks. Coordinating ammo budgets, deciding who covers which approach vector, watching someone blow the team's cash on a weapon they cannot maintain, it creates brief bursts of organic tension that the solo game simply cannot manufacture. Online player counts have historically been thin, so local co-op is the safer bet for finding a live match. The controls are immediate: left stick moves, right stick aims, triggers fire and toss grenades, shoulder buttons cycle weapons. There is no learning curve to speak of, which is fine for casual sessions but means there is also no skill ceiling worth chasing. Where this falls apart for anyone wanting strategic depth is in the complete absence of character differentiation and map variety. Four character skins exist, The Guy, The Girl, The Swat, The Doc, and they play identically. No class abilities, no stat variance, no reason to choose one over another. The zombie AI runs in straight lines. The single audio track during combat becomes grating fast. The resource loop hits a ceiling around wave ten where you have bought everything useful and are simply resupplying ammo until the numbers overwhelm you. For a 2014 free-to-play release, the scope is not unreasonable, but there is a remastered HD version with new zombie types and improved physics if this core loop appeals to you and you want slightly more polish for a few extra coins. Bottom line: this is a game that earns its self-deprecating title. Pick it up if you need something to fill thirty minutes with two friends on the couch who have never played a twin-stick shooter before. Do not expect the build-order complexity of a proper tower defense, and do not expect the co-op legs of something like Killing Floor 2. It is what it says on the tin, and the tin is quite small. Diego, Scout Team

Yet Another Zombie Defense

Yet Another Zombie Defense

28 mar 2014Awesome Games Studio
GamerScout opina

Free-to-play arcade wave defense with three modes and four-player co-op support, honest about its own limitations right there in the title, and still somehow undersells them.

PC
Steam Deck UnsupportedProtonDB Bronze
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.96

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My strategy brain kept trying to find the resource optimization puzzle here, and that says a lot about what this game promises versus what it delivers. Yet Another Zombie Defense is a top-down twin-stick shooter built around a day/night survival loop: spend daylight hours buying barricades, turrets, guns, and ammo from a shop menu, then hold the line at night against escalating zombie hordes. The core loop takes about two minutes to fully understand. Whether that is a compliment or a complaint depends entirely on what you came looking for. The three modes on offer are Defense, Endless, and Deathmatch. Defense is the main attraction: survive wave by wave, earn cash from kills, reinvest it into your perimeter. Every few waves you pick from five passive skill upgrades, things like reload speed, health, or movement, which represents the closest thing this game has to a build decision. The weapon roster runs from pistols and shotguns up to flamethrowers, laser rifles, and tesla coil-style turrets, and mounting a sniper rifle on a turret hardpoint is about as deep as the meta gets. Endless mode strips out the shop entirely, forcing you to scavenge drops from zombies while the horde scales past any reasonable survival window. Deathmatch drops all players onto the same concrete slab and adds friendly fire to the zombie chaos, which is genuinely the most entertaining way to spend twenty minutes in this game if you have local couch partners. From a strategy standpoint, though, none of these modes hold up past the middle waves. The one-map design means every session starts and ends on the same featureless patch of concrete with a single lamppost. Once you figure out turret positioning, there is no new spatial problem to solve. The game supports up to four players in local or online co-op across Defense and Endless modes, and that co-op context is genuinely where the experience peaks. Coordinating ammo budgets, deciding who covers which approach vector, watching someone blow the team's cash on a weapon they cannot maintain, it creates brief bursts of organic tension that the solo game simply cannot manufacture. Online player counts have historically been thin, so local co-op is the safer bet for finding a live match. The controls are immediate: left stick moves, right stick aims, triggers fire and toss grenades, shoulder buttons cycle weapons. There is no learning curve to speak of, which is fine for casual sessions but means there is also no skill ceiling worth chasing. Where this falls apart for anyone wanting strategic depth is in the complete absence of character differentiation and map variety. Four character skins exist, The Guy, The Girl, The Swat, The Doc, and they play identically. No class abilities, no stat variance, no reason to choose one over another. The zombie AI runs in straight lines. The single audio track during combat becomes grating fast. The resource loop hits a ceiling around wave ten where you have bought everything useful and are simply resupplying ammo until the numbers overwhelm you. For a 2014 free-to-play release, the scope is not unreasonable, but there is a remastered HD version with new zombie types and improved physics if this core loop appeals to you and you want slightly more polish for a few extra coins. Bottom line: this is a game that earns its self-deprecating title. Pick it up if you need something to fill thirty minutes with two friends on the couch who have never played a twin-stick shooter before. Do not expect the build-order complexity of a proper tower defense, and do not expect the co-op legs of something like Killing Floor 2. It is what it says on the tin, and the tin is quite small.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooplocal-coopachievementscontroller-supportWave DefenseTwin-Stick ShooterFree-to-PlayCouch Co-opDay/Night CycleArcade ShooterPassive SkillsTurret Placement

Requisitos del sistema

Mínimos

Processor
2.0Ghz
Memory
1 GB RAM
Graphics
Shader Model 3.0 compatible
DirectX
Version 9.0c
Storage
50 MB available space
Sound Card
DirectX 9.0c compat…

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Información del juego

Desarrolladora
Awesome Games Studio
Distribuidora
Awesome Games Studio
Fecha de lanzamiento
28 mar 2014

Modos de juego

singleplayer
multiplayer
coop
local coop
Cooperativo en línea
Cooperativo local

Idiomas

Subtítulos (1)
English

Características

AchievementsController Support

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¿En qué plataformas está disponible Yet Another Zombie Defense?

Yet Another Zombie Defense está disponible en PC.

¿Cuándo se lanzó Yet Another Zombie Defense?

Yet Another Zombie Defense se lanzó el 28 de marzo de 2014.

¿Quién desarrolló Yet Another Zombie Defense?

Yet Another Zombie Defense fue desarrollado por Awesome Games Studio.