Compare Flesh Eaters prices across trusted key stores and find the best deal. Developed by S.C. 16 BIT NIGHTS S.R.L.. Published by S.C. 16 BIT NIGHTS S.R.L.. Released on 5/3/2016. Available on PC. Genres: Action, Adventure, Indie, RPG, Simulation.

A zombie siege that lives or dies on how well you budget materials and nerve. Come for the scavenge-and-fortify loop, not for the RPG label Steam hung on it.

The best thing in Flesh Eaters is the clock, and I mean that as praise. You go out into a city the dead already own, strip it for whatever materials are still lying around, and get back behind your barricades before the next push arrives. Scavenge, fortify, upgrade, take one more block. That loop is older than most of the people playing it, but the retro presentation keeps it readable in a way a lot of modern survival games have quietly given up on. You can see what is coming. You can see what your defences are made of. When a line finally breaks, you almost always know which greedy decision ten minutes earlier caused it, and that is a rarer quality than it sounds. Set your expectations before you start, because Steam files this under RPG and that tag is doing enormous amounts of unpaid labour. There are no branching conversations here, no companions with arcs, no builds in the sense I normally use the word when I am talking about spending forty hours on a character sheet. Progression is entirely material: better weapons, better armour, sturdier walls, and a larger slice of the map you can survive long enough to loot. It plays much closer to a compact real-time strategy game with survival pressure than to anything you would replay for different dialogue. Honestly, the game is more upfront about that than its genre list is. What works is the economy. Every trip out is a wager: how deep do you push, how much do you carry, and do you spend what you find on offence or on the thing standing between you and the horde tonight. Upgrading a weapon feels good precisely because it costs you a barricade you also wanted. The crafting and upgrade tree is not deep, but it is legible, and the tension it creates is real. The pixel art is functional rather than beautiful, and it does the one job that matters in a game about being surrounded: you can parse a screen full of shambling threats at a glance. Add Steam achievements and trading cards for the people who like a checklist, and the package is more considered than a small indie zombie game from 2016 had any obligation to be. Where it disappoints is repetition, and this is why the community consensus sits at mostly positive rather than anything warmer. Once you have solved the loop, you have solved most of the game. Runs start to rhyme. The city is a place to harvest rather than a place with secrets, and the mid-game asks you to grind materials you already know how to get, which is exactly the padded busywork I complain about in games with ten times the budget. There is no narrative payoff waiting at the end of the grind, no worldbuilding to reward the attention you have been paying, and the interface carries the usual small indie roughness around inventory and unit handling. It is the kind of jank you adapt to in twenty minutes and grumble about for the next twenty hours. So who is this for. Tactics and base-defence players who want something structured, unpretentious, and finishable on a couple of weekends will get real value out of the fortify loop, especially anyone who enjoys the resource maths more than the combat itself. Anyone hunting the things I usually hunt, characters worth arguing about, choices that bite back, writing that rewards a second read, should walk past this one without guilt. It is a tight little machine that does exactly one thing, does it competently, and then keeps doing it well past the point where a stronger game would have introduced a twist. Judge it by the loop and you will probably enjoy yourself. Judge it by the RPG tag and you will feel misled, which is not the game's fault so much as the taxonomy's. Monika, Scout Team

Flesh Eaters

Flesh Eaters

May 3, 2016S.C. 16 BIT NIGHTS S.R.L.
GamerScout Says

A zombie siege that lives or dies on how well you budget materials and nerve. Come for the scavenge-and-fortify loop, not for the RPG label Steam hung on it.

PC
Best Price Available
€0.81
at Gamivo
Lowest tracked: €0.81
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GamerScout Verdict

Best for tactics players who want a tight scavenge-and-fortify loop, not for RPG fans hunting character arcs.

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€0.81
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StandardEurope (EU)Steam KeyKey
€3.04
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€3.99-20%
Priced in EUR by the store
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Price History

Lowest tracked
€0.813 Sept 2026
Current best
€0.81
Lowest since we started tracking
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€0.75€0.79€0.83€0.873 Sept4 Sept5 Sept6 Sept
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Screenshots & Media

About Flesh Eaters

The best thing in Flesh Eaters is the clock, and I mean that as praise. You go out into a city the dead already own, strip it for whatever materials are still lying around, and get back behind your barricades before the next push arrives. Scavenge, fortify, upgrade, take one more block. That loop is older than most of the people playing it, but the retro presentation keeps it readable in a way a lot of modern survival games have quietly given up on. You can see what is coming. You can see what your defences are made of. When a line finally breaks, you almost always know which greedy decision ten minutes earlier caused it, and that is a rarer quality than it sounds. Set your expectations before you start, because Steam files this under RPG and that tag is doing enormous amounts of unpaid labour. There are no branching conversations here, no companions with arcs, no builds in the sense I normally use the word when I am talking about spending forty hours on a character sheet. Progression is entirely material: better weapons, better armour, sturdier walls, and a larger slice of the map you can survive long enough to loot. It plays much closer to a compact real-time strategy game with survival pressure than to anything you would replay for different dialogue. Honestly, the game is more upfront about that than its genre list is. What works is the economy. Every trip out is a wager: how deep do you push, how much do you carry, and do you spend what you find on offence or on the thing standing between you and the horde tonight. Upgrading a weapon feels good precisely because it costs you a barricade you also wanted. The crafting and upgrade tree is not deep, but it is legible, and the tension it creates is real. The pixel art is functional rather than beautiful, and it does the one job that matters in a game about being surrounded: you can parse a screen full of shambling threats at a glance. Add Steam achievements and trading cards for the people who like a checklist, and the package is more considered than a small indie zombie game from 2016 had any obligation to be. Where it disappoints is repetition, and this is why the community consensus sits at mostly positive rather than anything warmer. Once you have solved the loop, you have solved most of the game. Runs start to rhyme. The city is a place to harvest rather than a place with secrets, and the mid-game asks you to grind materials you already know how to get, which is exactly the padded busywork I complain about in games with ten times the budget. There is no narrative payoff waiting at the end of the grind, no worldbuilding to reward the attention you have been paying, and the interface carries the usual small indie roughness around inventory and unit handling. It is the kind of jank you adapt to in twenty minutes and grumble about for the next twenty hours. So who is this for. Tactics and base-defence players who want something structured, unpretentious, and finishable on a couple of weekends will get real value out of the fortify loop, especially anyone who enjoys the resource maths more than the combat itself. Anyone hunting the things I usually hunt, characters worth arguing about, choices that bite back, writing that rewards a second read, should walk past this one without guilt. It is a tight little machine that does exactly one thing, does it competently, and then keeps doing it well past the point where a stronger game would have introduced a twist. Judge it by the loop and you will probably enjoy yourself. Judge it by the RPG tag and you will feel misled, which is not the game's fault so much as the taxonomy's.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedBarricade DefenseScavenging RunsReal-Time TacticsGear ProgressionRetro Pixel ArtAttrition SurvivalResource ManagementWeapon UpgradesShort Campaign

System Requirements

Minimum

Processor
1.6 GHz
Graphics
DirectX 9.0 Compatible
Storage
20 MB available space
Sound Card
DirectX 9.0 Compatible Sound

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Reviews & Ratings

Steam
71%(1,344)

Game Info

Developer
S.C. 16 BIT NIGHTS S.R.L.
Publisher
S.C. 16 BIT NIGHTS S.R.L.
Release Date
May 3, 2016

Features

Single-playerSteam AchievementsSteam Trading CardsFamily Sharing

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Frequently asked questions about Flesh Eaters

How much does Flesh Eaters cost?

As of 6 September 2026, the cheapest in-stock offer for Flesh Eaters is €0.81 at Gamivo, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Flesh Eaters cheapest?

The lowest in-stock price we track for Flesh Eaters is €0.81 at Gamivo (6 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Flesh Eaters available on?

Flesh Eaters is available on PC.

When was Flesh Eaters released?

Flesh Eaters was released on 3 May 2016.

Who developed Flesh Eaters?

Flesh Eaters was developed by S.C. 16 BIT NIGHTS S.R.L..