
Gone: Survival
Sitting at 42% positive on Steam, Gone: Survival makes a case for itself only if your expectations are calibrated to a very small indie budget and zero active developer support.
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About Gone: Survival
My spreadsheet instincts kicked in about ten minutes into Gone: Survival, and not in a good way. I started mapping out the systems on paper, expecting the usual survival loop of resource tiers, crafting progression, and base-building depth. What I found instead was a skeleton of those ideas sitting in an open post-apocalyptic world with very little connecting tissue holding them together. That is the clearest way I can frame the experience: potential arranged on a map with no roadmap to reach it. On paper, the loop sounds workable. You gather food, water, medicine, weapons, and plant-based resources to stay alive. You complete tasks that award experience and unlock new crafting recipes. You fight zombies, clear locations, and build shelters to create a safe zone. There are guns, a leveling system, and a crafting menu. The problem is that each of these systems feels undercooked relative to the genre standard. The leveling benefits are described by players as marginal. Crafting recipes feel out of sequence with what you actually need to survive at any given point. Water, which is your most immediate survival concern, is genuinely difficult to find and unclear to interact with even once you locate a source. For a game whose core tension is supposed to be resource scarcity, confusing its players on the most basic survival mechanic is a serious design failure. The open world itself is the one area where the ambition is visible. There is space to explore, locations to discover, and a loose quest structure that gives some direction to players who need it. Enemy respawn rates undercut the sense of progress, though. Moving fifty feet from a cleared area and returning to find it fully repopulated removes any feeling of territory control, which is a mechanic that budget survival games live or die by. The base-building component lets you construct shelters as a safe zone, but without a meaningful progression system tying your shelter upgrades to meaningful defensive or crafting benefits, it reads more as a cosmetic activity than a strategic one. The tutorial situation is the most damaging problem for anyone coming in fresh. There is not one. For a game aimed at general survival fans who might not know the genre conventions, the absence of any onboarding is a real barrier. Steam community threads show players genuinely confused about basic interactions. Achievements are bugged for some users, including the first-night survivor badge, which is a rough signal about overall polish. The developer also appears to have stopped updating the game, which means the bugs present at launch are essentially permanent fixtures. If you are a survival genre veteran who has exhausted your backlog and is specifically looking for something at the very low end of the price spectrum, Gone: Survival will hand you a few hours of functional, if rough, open-world scavenging. The post-apocalyptic zombie setting is familiar enough that you can intuit most of what the tutorial never explains. For everyone else, the genre has far better-supported options at similar or only marginally higher price points. This one is a curio, not a recommendation. Diego, Scout Team
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System Requirements
Minimum
- OS
- Windows 7 / 8 / 8.1 / 10 64-bit
- Memory
- 8 GB RAM
- Graphics
- GeForce GTX 670, Radeon HD 7770 or Better
- Processor
- Intel Core i3 or Better
Recommended
- OS
- Windows 7 / 8 / 8.1 / 10 64-bit
- Memory
- 8 GB RAM
- Graphics
- NVIDIA GTX 770, AMD Radeon HD 7870 or Better
- Processor
- Intel Core i5 or Better
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Game Info
- Developer
- Coden Studio
- Publisher
- Conglomerate 5
- Release Date
- Oct 20, 2020