
Combat Force
Skip the zombie horde hype: Combat Force is a barebones wave shooter with atmosphere to spare but serious unfinished-business baggage that hasn't been patched since launch.
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About Combat Force
My strategy brain usually flags wave shooters as a genre I can document in a two-column spreadsheet: spawn rate in, kill rate out, upgrade loop, repeat. Combat Force at least dresses the formula up with some genuine UE4 visual muscle. Lens flares catch fire lighting convincingly, zombie models have enough fidelity to make you take a step back on first contact, and the day-night cycle shifts the mood in ways a game at this price point has no business pulling off. That is the honest good-news paragraph, and I want it to exist before the rest of this review. Under the surface the numbers get ugly. Steam's community sits at roughly 45% positive across about 85 reviews, which is the kind of mixed rating that usually means a divided audience. Here it means a divided verdict on a single question: does the game work properly? The core loop asks you to clear maps of zombie variants, collect money from downed enemies, spend that currency on character upgrades, and survive into later waves. Gun feel is creditably weighty for a micro-budget title, and the maps are structured so camping is not a reliable strategy. That is a design decision someone thought about, and it shows. But the performance falls apart under pressure: wave counts scale up, zombie density increases, and frame rate collapses to the point where the game becomes unplayable before the difficulty does its job naturally. The save system does not function reliably. Promised modes including multiplayer and a sandbox remain listed as under development despite years of silence on the update front. The last meaningful patch appears to date to December 2019, the same month the game released. The asset origins are also contested in the community. Multiple reviewers have pointed out that environments and props visible in the game correspond closely to off-the-shelf Unreal Engine marketplace packs, ranging from military base and camp assets to street and construction props. Whether that constitutes a problem for you depends on your tolerance for assembled-rather-than-crafted worlds. The atmosphere still functions in spite of it, which is a backhanded compliment worth giving. Who actually belongs in this audience? If you want a fifteen-minute zombie session with solid gunplay and acceptable visuals, and you are buying in at the lowest possible price tier knowing full well there is no active developer tending the garden, you might get a short burst of satisfaction before the optimization cliff arrives. Anyone expecting a roadmap, mod tools, multiplayer follow-through, or a functioning save file is walking into a wall. As a strategy guy I want the upgrade loop to carry into late waves. It cannot, because the frame rate gives up before the design gets to test you. That is the real verdict, and it is not about genre bias. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or Higher
- Memory
- 8 GB RAM
- Storage
- 21 GB available space
- Graphics
- Nvidia GTX 1050
- Processor
- Intel i5 760
- Sound Card
- YES
- Additional Notes
- Optimization for the game will be automatically updated constantly
Recommended
- OS
- Windows 8 or higher
- Memory
- 16 GB RAM
- Storage
- 21 GB available space
- Graphics
- Nvidia GTX 1080 - RX 580
- Processor
- Intel i7 or AMD's AMD RYZEN 7 2700
- Sound Card
- YES
- Additional Notes
- Optimization for the game will be automatically updated constantly
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Game Info
- Developer
- Matt Sowards
- Publisher
- My Way Games
- Release Date
- Dec 6, 2019