Compare Eaten Alive prices across 50+ stores and find the best deal. Developed by Space Cat Studios. Published by Back To Basics Gaming. Released on 9/30/2015. Available on PC. Genres: Indie.

Permadeath in a zombie apocalypse, point-and-click style, with one life and no saves. A rough, polarising underdog that rewards the brave and punishes the careless.

My honest first impression of Eaten Alive was that it has a confidence problem: it wants to be a tense, atmospheric survival-horror experience, but the RPGMaker-adjacent pixel art and lo-fi presentation make it easy to dismiss in a screenshot. Give it fifteen minutes of actual play and the proposition sharpens considerably. You are Mia, scraping through a post-apocalyptic Boston six years after the dead stopped staying dead and the sun apparently gave up alongside them. The world is permanently dark, genuinely unsettling in its pixel-art way, and that sustained gloom is one of the few things Eaten Alive pulls off with real intentionality. The mechanical hook that separates this from a standard adventure game is permadeath with no saves and no loading. One life. Touch a zombie the wrong way and the run is over. Early on that feels arbitrary and cruel, and community feedback at launch suggested many players agreed, prompting the developer to patch in a quick-time dodge mechanic so that a stray encounter is not automatically a reset. It softens the edge slightly, but the game still asks you to treat every click with respect. The point-and-click exploration spans a handful of locations across downtown Boston: abandoned buildings, a cemetery, sewers, a library, a medical research facility. Each area has its own texture of dread. Looting, puzzle-solving, and talking to (or robbing, killing, or insulting) survivors all feed into choices that genuinely matter when death is permanent. The weapons on offer, including a pistol, a shotgun, a chainsaw, and a rather ostentatious novelty melee weapon, give the game a scrappy, irreverent personality that sits a little awkwardly next to its horror ambitions. The same goes for the in-game mini-games accessible via a cameo from internet personality Jim Sterling. These moments feel like a developer having fun rather than serving the atmosphere, and whether that charms or irritates you will depend almost entirely on your tolerance for low-budget indie eccentricity. The soundtrack by Felix Arifin is the genuine highlight: post-apocalyptic 8-bit composition that earns its place in every dark corridor, and the mechanic of finding vinyl records scattered around the world to play at a jukebox is a lovely small touch, the kind of handcrafted detail that larger studios would never bother with. Where Eaten Alive struggles is in the gap between its ambitions and its execution. Steam reviews land at roughly 40 percent positive across several hundred players, and the criticism is consistent: progress can stall in ways that feel less like intentional mystery and more like incomplete design, and the permadeath system without clearer signposting of danger zones was divisive at launch. The developer was active post-release with patches, which is worth acknowledging, but this is still a game that feels unpolished in places. For players who value atmosphere and mood over mechanical tightness, and who are comfortable with the short, sharp playtime of a budget horror adventure, there is something genuinely worth finding here. For players who need a well-balanced challenge loop, the frustration may outweigh the reward. Kai, Scout Team

Eaten Alive
Indie

Eaten Alive

Sep 30, 2015Space Cat StudiosBack To Basics Gaming
GamerScout Says

Permadeath in a zombie apocalypse, point-and-click style, with one life and no saves. A rough, polarising underdog that rewards the brave and punishes the careless.

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Screenshots & Media

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About Eaten Alive

My honest first impression of Eaten Alive was that it has a confidence problem: it wants to be a tense, atmospheric survival-horror experience, but the RPGMaker-adjacent pixel art and lo-fi presentation make it easy to dismiss in a screenshot. Give it fifteen minutes of actual play and the proposition sharpens considerably. You are Mia, scraping through a post-apocalyptic Boston six years after the dead stopped staying dead and the sun apparently gave up alongside them. The world is permanently dark, genuinely unsettling in its pixel-art way, and that sustained gloom is one of the few things Eaten Alive pulls off with real intentionality. The mechanical hook that separates this from a standard adventure game is permadeath with no saves and no loading. One life. Touch a zombie the wrong way and the run is over. Early on that feels arbitrary and cruel, and community feedback at launch suggested many players agreed, prompting the developer to patch in a quick-time dodge mechanic so that a stray encounter is not automatically a reset. It softens the edge slightly, but the game still asks you to treat every click with respect. The point-and-click exploration spans a handful of locations across downtown Boston: abandoned buildings, a cemetery, sewers, a library, a medical research facility. Each area has its own texture of dread. Looting, puzzle-solving, and talking to (or robbing, killing, or insulting) survivors all feed into choices that genuinely matter when death is permanent. The weapons on offer, including a pistol, a shotgun, a chainsaw, and a rather ostentatious novelty melee weapon, give the game a scrappy, irreverent personality that sits a little awkwardly next to its horror ambitions. The same goes for the in-game mini-games accessible via a cameo from internet personality Jim Sterling. These moments feel like a developer having fun rather than serving the atmosphere, and whether that charms or irritates you will depend almost entirely on your tolerance for low-budget indie eccentricity. The soundtrack by Felix Arifin is the genuine highlight: post-apocalyptic 8-bit composition that earns its place in every dark corridor, and the mechanic of finding vinyl records scattered around the world to play at a jukebox is a lovely small touch, the kind of handcrafted detail that larger studios would never bother with. Where Eaten Alive struggles is in the gap between its ambitions and its execution. Steam reviews land at roughly 40 percent positive across several hundred players, and the criticism is consistent: progress can stall in ways that feel less like intentional mystery and more like incomplete design, and the permadeath system without clearer signposting of danger zones was divisive at launch. The developer was active post-release with patches, which is worth acknowledging, but this is still a game that feels unpolished in places. For players who value atmosphere and mood over mechanical tightness, and who are comfortable with the short, sharp playtime of a budget horror adventure, there is something genuinely worth finding here. For players who need a well-balanced challenge loop, the frustration may outweigh the reward. Kai, Scout Team

Tags

singleplayertrading-cardstier:sub-5PermadeathHorror AdventurePost-ApocalypticZombie SurvivalPixel HorrorChoice-DrivenAtmospheric SoundtrackShort Playtime

Steam Deck & Linux

Steam Deck PlayableProtonDB Silver

Valve rates this game Steam Deck Playable. Playable on Linux with some workarounds. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP/Windows Vista/Windows 7/8/10
Memory
128 MB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
DirectX 9.0 Compatible
Processor
1.6 GHz
Sound Card
DirectX 9.0 Compatible Sound

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Game Info

Developer
Space Cat Studios
Publisher
Back To Basics Gaming
Release Date
Sep 30, 2015

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What platforms is Eaten Alive available on?

Eaten Alive is available on PC.

When was Eaten Alive released?

Eaten Alive was released on 30 September 2015.

Who developed Eaten Alive?

Eaten Alive was developed by Space Cat Studios and published by Back To Basics Gaming.