Compare Deadly 30 prices across 50+ stores and find the best deal. Developed by Ignatus Zuk and Gonzalo Villagomez. Published by Headup. Released on 1/8/2014. Available on PC. Genres: Action, Indie.

A two-man zombie survival game where you fortify a base, recruit companions, and endure 30 brutal days and nights of retro-pixel horror. Scrappy but earnest.

Deadly 30 is a side-scrolling zombie survival game built by exactly two people - Gonzalo Villagomez and Ignatus Zuk - and it wears that small-team origin on every pixel. The premise is clean: survive thirty days and nights in a world overrun by the undead. Days are for scavenging, building, and tending your little fortified corner of the apocalypse. Nights are for holding the line while everything tries to eat you. That rhythm is simple, and the game leans into it without apology. The loop revolves around three interlocking systems. You scavenge resources during daylight hours, spending them on base fortifications like barricades and defensive structures. You recruit companions - three distinct character types with their own combat roles - and juggle who does what when the horde arrives after dark. Weapons can be upgraded, so there is a mild but satisfying sense of progression across the thirty-day arc. Nothing here reinvents survival mechanics, but the pieces fit together tightly enough that a run has genuine momentum. What Deadly 30 does well is atmosphere on a shoestring. The pixel art is rough by modern standards but it has a genuine hand-drawn energy, the kind that comes from a small team doing everything themselves rather than following a style guide. The sound design - limited as it is - earns its scares through repetition and timing rather than spectacle. When the nights get longer and the waves get heavier, the pressure is real, and that is worth something. This is a game that understands dread better than it understands polish. The weaknesses are real and worth knowing before you buy. Controls feel stiff in ways that occasionally punish you unfairly. The companion AI is inconsistent, and you will watch a recruited survivor do something baffling at the worst possible moment. Variety in enemy types is thin across the full thirty days, and if you are hoping for a deep narrative or voiced characters or any kind of story scaffolding, none of that is here. Mixed Steam reviews reflect a player base split between people who bounced off the roughness and people who found something genuinely tense inside it. Both reactions are reasonable. For the right player - someone who likes the idea of a compact, self-contained survival game with a clear finish line and no live-service padding - Deadly 30 offers a tight package with a real sense of authorship behind it. It is the kind of game that gets better when you know two people made the whole thing. That context does not excuse the jank, but it does reframe it as the honest mark of a small project rather than corporate corner-cutting. Kai, Scout Team

Deadly 30
ActionIndie

Deadly 30

Jan 8, 2014Ignatus Zuk and Gonzalo VillagomezHeadup
GamerScout Says

A two-man zombie survival game where you fortify a base, recruit companions, and endure 30 brutal days and nights of retro-pixel horror. Scrappy but earnest.

PC
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About Deadly 30

Deadly 30 is a side-scrolling zombie survival game built by exactly two people - Gonzalo Villagomez and Ignatus Zuk - and it wears that small-team origin on every pixel. The premise is clean: survive thirty days and nights in a world overrun by the undead. Days are for scavenging, building, and tending your little fortified corner of the apocalypse. Nights are for holding the line while everything tries to eat you. That rhythm is simple, and the game leans into it without apology. The loop revolves around three interlocking systems. You scavenge resources during daylight hours, spending them on base fortifications like barricades and defensive structures. You recruit companions - three distinct character types with their own combat roles - and juggle who does what when the horde arrives after dark. Weapons can be upgraded, so there is a mild but satisfying sense of progression across the thirty-day arc. Nothing here reinvents survival mechanics, but the pieces fit together tightly enough that a run has genuine momentum. What Deadly 30 does well is atmosphere on a shoestring. The pixel art is rough by modern standards but it has a genuine hand-drawn energy, the kind that comes from a small team doing everything themselves rather than following a style guide. The sound design - limited as it is - earns its scares through repetition and timing rather than spectacle. When the nights get longer and the waves get heavier, the pressure is real, and that is worth something. This is a game that understands dread better than it understands polish. The weaknesses are real and worth knowing before you buy. Controls feel stiff in ways that occasionally punish you unfairly. The companion AI is inconsistent, and you will watch a recruited survivor do something baffling at the worst possible moment. Variety in enemy types is thin across the full thirty days, and if you are hoping for a deep narrative or voiced characters or any kind of story scaffolding, none of that is here. Mixed Steam reviews reflect a player base split between people who bounced off the roughness and people who found something genuinely tense inside it. Both reactions are reasonable. For the right player - someone who likes the idea of a compact, self-contained survival game with a clear finish line and no live-service padding - Deadly 30 offers a tight package with a real sense of authorship behind it. It is the kind of game that gets better when you know two people made the whole thing. That context does not excuse the jank, but it does reframe it as the honest mark of a small project rather than corporate corner-cutting. Kai, Scout Team

Tags

steamBase DefenseZombie SurvivalCompanion SystemRetro Pixel ArtWave SurvivalDay-Night CycleResource ScavengingShort Playthrough

System Requirements

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Reviews & Ratings

Steam
77%(1,868)

Game Info

Developer
Ignatus Zuk and Gonzalo Villagomez
Publisher
Headup
Release Date
Jan 8, 2014

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