
Back 4 Blood
Four-player co-op zombie blasting with a card-build system that either clicks hard or grinds your gears, depending on how much deck theory you're willing to stomach.
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About Back 4 Blood
I've put enough time into this game to tell you exactly who it's for, and it's not the person expecting Left 4 Dead with a fresh coat of paint. The card system is the whole deal here. Before each run you build a deck of up to 15 cards split across Reflex, Discipline, Brawn, and Fortune categories, then draw from it at each saferoom. The AI Director throws Corruption Cards into the mix to spike difficulty on the fly, so no two runs feel mechanically identical. When it clicks, building a sniper-and-penetration deck or a full melee-chaos loadout around cards like Large Caliber Rounds or Spikey Bits gives you more build identity than any horde shooter this side of Vermintide. When it doesn't, the early grind to unlock cards through Supply Lines means your first ten hours are spent running weaker decks than the veterans matchmade into your lobby. That friction at the entry point is real and it drove a chunk of the mixed Steam verdict. The gunplay itself holds up. Weapons have attachment slots, copper pickups let you shop between missions, and the pool covers SMGs, shotguns, assault rifles, and snipers with enough overlap in stats that theory-crafting which primary to pair with your deck is a legitimate mini-game. The UMP45 punches harder per bullet than most ARs and the Super 90 ties the AA-12 on per-pellet damage, which tells you the weapon balance rewards investigation rather than surface-level power rankings. Time-to-kill on standard Ridden feels snappy and satisfying; the special infected like Crushers and Hockers that can lockdown a player force real team coordination rather than just spray-and-pray. The PvP Swarm mode, where one team plays Cleaners and the other controls Ridden, had potential and got regular balance patches addressing stacked Ridden selection strategies. But community consensus landed where you'd expect: it's a thin side mode, not a competitive ladder with legs. If you're coming here for ranked PvP depth, look somewhere else. The campaign across its base acts and the three post-launch expansions, particularly Rivers of Blood which finally delivered the level variety the base game lacked, is where the hours actually live. The Trials of the Worm randomised PvE mode added free for all players is the closest the game gets to a pure arcade hit loop. Solo play is notably underbaked. The AI teammates are functional but they erode during late-act pressure, and the Director's difficulty scaling doesn't fully account for a lone player. This is a game built around a squad of four friends on comms. If you can field that squad, the 33-mission campaign plus expansion content keeps running. If you're mostly matchmaking with randoms on Nightmare difficulty, expect friction. No mod support ever materialised, which stings for long-term replayability compared to what a community could have done with the underlying systems. It sits at 77 on Metacritic and 69 percent positive on Steam for reasons that are both fair and slightly unfair, the unfair part being that too many reviews were written before the post-launch patches rebalanced difficulty and card economy.

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System Requirements
Minimum
- Processor
- Intel® Core ™ i5-8500 CPU @ 3.00 GHhz (6 CPUs)
- Memory
- 8GB RAM Video Cards: GeForce GTX 770 or Radeon RX 480 or higher
Recommended
- OS
- 64-bit Windows 10
- Processor
- Intel Core i5-8400 (2.8 GHz) OR AMD Ryzen 7 1800X (3.6 GHz)
- Memory
- 12 GB RAM
- Graphics
- NVIDIA GeForce GTX 970 OR AMD Ra…
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Game Info
- Developer
- Turtle Rock Studios
- Publisher
- Warner Bros. Games
- Release Date
- Oct 12, 2021
- Age Rating
- PEGI 18



