Compare DEADCRAFT prices across 50+ stores and find the best deal. Developed by Marvelous Inc.. Published by XSEED Games. Released on 5/19/2022. Available on PC, Xbox. Genres: Action, Simulation.

Rune Factory lost a bet with the apocalypse, and DEADCRAFT is what crawled out - a surprisingly welcoming action-survival sim where farming zombie corpses is both your food source and your army-building strategy.

My spreadsheet instincts kicked in the moment I realised DEADCRAFT's resource loop feeds itself in a way most survival games don't bother to design. You kill zombies (called Zivs here), harvest their parts, use those parts as fertilizer and crafting material, grow hybrid undead crops, then convert bodies into armed zombie soldiers who help you kill more Zivs. The loop closes cleanly. That circularity is the game's actual hook, and it holds up for the roughly 20-25 hours the experience runs. The core mechanic splitting this apart from a standard survival grind is Reid's human-zombie gauge. Eat charred rats and drink clean water, and Reid leans human - weaker in combat, but NPCs at the outpost settlements leave him alone. Drink zombie blood and eat undead flesh, and he tips toward his zombie side, unlocking devastating melee abilities while making every human faction hostile. That tension is a genuine resource-management decision, not just a story flavor choice. You are constantly calibrating which half of yourself to feed based on what the next objective demands. It is the kind of systemic thinking I want out of this genre. The Survival Points skill tree that unlocks new base structures - campfires, crafting tables, iron-maiden sludge filtration systems, zombie turrets, an actual electric guitar weapon - adds another layer of sequencing decisions that kept me engaged past the opening hours. The tutorial handles newcomers respectfully. The in-game guidance for the dual crafting and combat systems is clear without being condescending, and the survival meters for hunger and thirst are tuned generously enough that you are never punished just for learning. Resources are plentiful in the early map zones. Frankly, the game is too easy on normal play - merchants accept infinite sludge as currency, which breaks the economy if you go looking for it, and overgrinding strips out what little challenge the combat has. The combat itself is the weakest link: melee is functional but shallow, and Reid's zombie arm attacks feel satisfying in concept but limited in variety compared to something like the Prototype series, which explored similar half-monster abilities at much greater depth. The presentation sits confidently in mid-budget territory. Comparisons to Borderlands are accurate - the tone is hyperviolent with a dark comedic undercurrent, the villain designs are gleefully unhinged, and the world leans into a kind of punk-nihilist aesthetic that Rune Factory fans who wanted something less pastoral will appreciate. The world map is small, and revisiting the same zones repeatedly for fetch quests grinds against the atmosphere the game is clearly trying to build. Some crafting machines also run on real-time timers that feel lifted from a mobile design document - an odd choice when everything else resolves instantly. The soundtrack becomes repetitive around the eight-hour mark. None of these are dealbreakers, but they accumulate. For players who bounced off survival games because they felt punishing or plotless, DEADCRAFT genuinely solves both problems. There is a fully voiced narrative with a revenge story that moves at a decent clip, quest pacing that drip-feeds new mechanics regularly, and survival systems so accessible they function more like light resource management than genre-standard attrition. If you want a 200-hour wilderness survival ordeal, this is the wrong tool. If you want a tightly scoped, mechanically distinct action-RPG with a farming-sim backbone that actually makes thematic sense - grow your army from the dead - this delivers on that pitch cleanly within its runtime. Diego, Scout Team

DEADCRAFT
ActionSimulation

DEADCRAFT

May 19, 2022Marvelous Inc.XSEED Games
GamerScout Says

Rune Factory lost a bet with the apocalypse, and DEADCRAFT is what crawled out - a surprisingly welcoming action-survival sim where farming zombie corpses is both your food source and your army-building strategy.

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About DEADCRAFT

My spreadsheet instincts kicked in the moment I realised DEADCRAFT's resource loop feeds itself in a way most survival games don't bother to design. You kill zombies (called Zivs here), harvest their parts, use those parts as fertilizer and crafting material, grow hybrid undead crops, then convert bodies into armed zombie soldiers who help you kill more Zivs. The loop closes cleanly. That circularity is the game's actual hook, and it holds up for the roughly 20-25 hours the experience runs. The core mechanic splitting this apart from a standard survival grind is Reid's human-zombie gauge. Eat charred rats and drink clean water, and Reid leans human - weaker in combat, but NPCs at the outpost settlements leave him alone. Drink zombie blood and eat undead flesh, and he tips toward his zombie side, unlocking devastating melee abilities while making every human faction hostile. That tension is a genuine resource-management decision, not just a story flavor choice. You are constantly calibrating which half of yourself to feed based on what the next objective demands. It is the kind of systemic thinking I want out of this genre. The Survival Points skill tree that unlocks new base structures - campfires, crafting tables, iron-maiden sludge filtration systems, zombie turrets, an actual electric guitar weapon - adds another layer of sequencing decisions that kept me engaged past the opening hours. The tutorial handles newcomers respectfully. The in-game guidance for the dual crafting and combat systems is clear without being condescending, and the survival meters for hunger and thirst are tuned generously enough that you are never punished just for learning. Resources are plentiful in the early map zones. Frankly, the game is too easy on normal play - merchants accept infinite sludge as currency, which breaks the economy if you go looking for it, and overgrinding strips out what little challenge the combat has. The combat itself is the weakest link: melee is functional but shallow, and Reid's zombie arm attacks feel satisfying in concept but limited in variety compared to something like the Prototype series, which explored similar half-monster abilities at much greater depth. The presentation sits confidently in mid-budget territory. Comparisons to Borderlands are accurate - the tone is hyperviolent with a dark comedic undercurrent, the villain designs are gleefully unhinged, and the world leans into a kind of punk-nihilist aesthetic that Rune Factory fans who wanted something less pastoral will appreciate. The world map is small, and revisiting the same zones repeatedly for fetch quests grinds against the atmosphere the game is clearly trying to build. Some crafting machines also run on real-time timers that feel lifted from a mobile design document - an odd choice when everything else resolves instantly. The soundtrack becomes repetitive around the eight-hour mark. None of these are dealbreakers, but they accumulate. For players who bounced off survival games because they felt punishing or plotless, DEADCRAFT genuinely solves both problems. There is a fully voiced narrative with a revenge story that moves at a decent clip, quest pacing that drip-feeds new mechanics regularly, and survival systems so accessible they function more like light resource management than genre-standard attrition. If you want a 200-hour wilderness survival ordeal, this is the wrong tool. If you want a tightly scoped, mechanically distinct action-RPG with a farming-sim backbone that actually makes thematic sense - grow your army from the dead - this delivers on that pitch cleanly within its runtime. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:indieZombie FarmingHuman-Zombie GaugeSkill Tree ProgressionIsometric Action-RPGDark ComedyBase BuildingResource LoopMid-Budget

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 8.1/10
Memory
8 GB RAM
DirectX
Version 11
Storage
6 GB available space
Graphics
NVIDIA Geforce GTX 960 / Radeon HD7970
Processor
Intel i5-4570 / AMD FX-8300

Recommended

OS
Windows 8.1/10
Memory
8 GB RAM
DirectX
Version 11
Storage
6 GB available space
Graphics
NVIDIA Geforce GTX 1060 / Radeon RX580
Processor
Intel i7-6700 / AMD Ryzen 5 2600

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Game Info

Developer
Marvelous Inc.
Publisher
XSEED Games
Release Date
May 19, 2022

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DEADCRAFT is available on PC, Xbox.

When was DEADCRAFT released?

DEADCRAFT was released on 19 May 2022.

Who developed DEADCRAFT?

DEADCRAFT was developed by Marvelous Inc. and published by XSEED Games.