Compare Dead Horde prices across trusted key stores and find the best deal. Developed by DnS Development. Published by DnS Development. Released on 7/27/2011. Available on PC. Genres: Action, Indie.

Grab a friend or go in solo, but know what you're signing up for: a rough-edged 2011 top-down shooter that the community has largely walked away from, with more frustration than fun per hour.

My honest first impression of Dead Horde was cautious optimism. Top-down shooters that pit you against overwhelming crowds of enemies have a reliable pull, and the promise of couch co-op or online play with a buddy sounded like a decent low-key evening. What I found instead is a game that sits in that uncomfortable middle ground where nothing is outright broken enough to be funny, but nothing works well enough to be satisfying either. The structure is straightforward: push through roughly nine linear city levels, spending the money you earn from kills at weapon shops tucked into each stage. The arsenal includes assault rifles with unlimited ammo as your backbone, plus shotguns, an RPG, grenades, miniguns, and even a saw-blade launcher that require ammo refills purchased at those same shops. Vehicles show up occasionally for some variety. On paper that sounds like enough toys to keep things interesting. In practice, the assault rifle ends up being the tool you default to in almost every situation, because the economy around buying and restocking other weapons rarely makes it feel worth it, and the grenades in particular underwhelm badly even when thrown directly into a crowd. The core loop is run backwards, reload mid-jump to create distance, repeat until the horde thins. That loop works for maybe the first two levels. By the fifth, the environment variety has dried up and the recycled assets start to wear on you. Enemy design follows a familiar script. Basic fast shamblers form the bulk of encounters, with bloated heavy-type mutants soaking up far more ammo than feels rewarding to put down, and a few jumpy types that keep you honest with the dodge roll. The dodge roll itself is where the level geometry becomes a real problem: tiny bits of environmental clutter act as invisible walls, and you will absolutely die to a shin-high pile of rubble stopping your roll cold rather than to any intentional design challenge. Checkpoints are inconsistently spaced, so when luck-dependent health drops do not go your way near a long stretch between saves, the frustration is real. Survival tips noticeably toward random loot drops rather than skill expression. The one genuine argument for Dead Horde is co-op, and even that comes with caveats. Playing alongside a friend in local split-screen or online genuinely smooths the rough edges a little. The revive kit mechanic adds a tiny layer of resource management to the partnership, though at a steep in-game cost that often means trading a weapon upgrade for the ability to pick your downed partner back up. The online player pool is essentially empty at this point in the game's life, so unless you are bringing your own co-op partner, that mode is a non-starter. Single-player is where the game's lack of mechanical depth becomes hardest to ignore. Critics across the board in 2011 noted that the Steam community's reception ultimately landed mostly negative, a verdict that has not softened with time. For fans of the genre who have already spent serious time with Dead Nation, the Alien Shooter series, or Alien Breed, this will feel like a lesser cousin. It does not carry the atmosphere or the visual identity of those titles. There is no soundtrack to speak of that builds dread or momentum. The world is inert in a way that makes the short runtime, around six hours on average, feel longer than it is. If you are clearing out a wishlist on a deep discount and have a specific friend willing to run through it with you one lazy afternoon, you will find a functional if unremarkable co-op session. Go in expecting anything beyond that and Dead Horde will leave you cold. Kai, Scout Team

Dead Horde

Dead Horde

Jul 27, 2011DnS Development
GamerScout Says

Grab a friend or go in solo, but know what you're signing up for: a rough-edged 2011 top-down shooter that the community has largely walked away from, with more frustration than fun per hour.

PC
ProtonDB Gold
Best Price Available
€0.00
at N/A

GamerScout Verdict

Skip it solo; only worth considering at a steep discount with a real-life co-op partner who sets expectations low.

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About Dead Horde

My honest first impression of Dead Horde was cautious optimism. Top-down shooters that pit you against overwhelming crowds of enemies have a reliable pull, and the promise of couch co-op or online play with a buddy sounded like a decent low-key evening. What I found instead is a game that sits in that uncomfortable middle ground where nothing is outright broken enough to be funny, but nothing works well enough to be satisfying either. The structure is straightforward: push through roughly nine linear city levels, spending the money you earn from kills at weapon shops tucked into each stage. The arsenal includes assault rifles with unlimited ammo as your backbone, plus shotguns, an RPG, grenades, miniguns, and even a saw-blade launcher that require ammo refills purchased at those same shops. Vehicles show up occasionally for some variety. On paper that sounds like enough toys to keep things interesting. In practice, the assault rifle ends up being the tool you default to in almost every situation, because the economy around buying and restocking other weapons rarely makes it feel worth it, and the grenades in particular underwhelm badly even when thrown directly into a crowd. The core loop is run backwards, reload mid-jump to create distance, repeat until the horde thins. That loop works for maybe the first two levels. By the fifth, the environment variety has dried up and the recycled assets start to wear on you. Enemy design follows a familiar script. Basic fast shamblers form the bulk of encounters, with bloated heavy-type mutants soaking up far more ammo than feels rewarding to put down, and a few jumpy types that keep you honest with the dodge roll. The dodge roll itself is where the level geometry becomes a real problem: tiny bits of environmental clutter act as invisible walls, and you will absolutely die to a shin-high pile of rubble stopping your roll cold rather than to any intentional design challenge. Checkpoints are inconsistently spaced, so when luck-dependent health drops do not go your way near a long stretch between saves, the frustration is real. Survival tips noticeably toward random loot drops rather than skill expression. The one genuine argument for Dead Horde is co-op, and even that comes with caveats. Playing alongside a friend in local split-screen or online genuinely smooths the rough edges a little. The revive kit mechanic adds a tiny layer of resource management to the partnership, though at a steep in-game cost that often means trading a weapon upgrade for the ability to pick your downed partner back up. The online player pool is essentially empty at this point in the game's life, so unless you are bringing your own co-op partner, that mode is a non-starter. Single-player is where the game's lack of mechanical depth becomes hardest to ignore. Critics across the board in 2011 noted that the Steam community's reception ultimately landed mostly negative, a verdict that has not softened with time. For fans of the genre who have already spent serious time with Dead Nation, the Alien Shooter series, or Alien Breed, this will feel like a lesser cousin. It does not carry the atmosphere or the visual identity of those titles. There is no soundtrack to speak of that builds dread or momentum. The world is inert in a way that makes the short runtime, around six hours on average, feel longer than it is. If you are clearing out a wishlist on a deep discount and have a specific friend willing to run through it with you one lazy afternoon, you will find a functional if unremarkable co-op session. Go in expecting anything beyond that and Dead Horde will leave you cold.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayermultiplayercooponline-cooplocal-coopachievementscloud-savestier:sub-5Top-Down ShooterTwin-StickWave-BasedWeapon ShopCouch Co-opCheckpoint FrustrationBudget Indie

System Requirements

Minimum

OS
Windows XP Sp3, Windows Vista Sp2, Windows 7
Sound
DirectX 9.0c compatible sound card
Memory
2 GB RAM
Graphics
Shader 3.0 or better, NVIDIA 8800 GT 512MB RAM or better, ATI 3850HD 512Mb RAM or better
DirectX®
DirectX 9.0c
Processor
Intel Core 2 duo 2.4Ghz or higher
Hard Drive
1 GB Space Free

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Game Info

Developer
DnS Development
Publisher
DnS Development
Release Date
Jul 27, 2011

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What platforms is Dead Horde available on?

Dead Horde is available on PC.

When was Dead Horde released?

Dead Horde was released on 27 July 2011.

Who developed Dead Horde?

Dead Horde was developed by DnS Development.