Compare How To Survive: Third Person Standalone prices across trusted key stores and find the best deal. Developed by Eko Software. Published by 505 Games. Released on 7/2/2015. Available on PC. Genres: Action, Adventure, RPG.

A camera-angle reskin sold as a standalone release, bringing fetch quests, weak gunplay, and a missing co-op mode to a zombie island that barely justified one visit the first time around.

I went into this one trying to be generous. The original How to Survive was a scrappy little budget title with a genuinely fun crafting loop and a charming enough eccentric guide named Kovac. So when Eko Software announced a standalone version rebuilt around an over-the-shoulder perspective, my immediate thought was: cool, a second angle on a game I already had mild affection for. My actual experience was considerably less warm. The premise is that you pick one of four playable characters, each with distinct stats and skill progressions tuned around different playstyles, and fight your way across a zombie-infested archipelago. Crafting drives the loop: you scavenge materials to build weapons ranging from basic melee tools up to arrows, firearms, and eventually a flamethrower. On paper, that escalation sounds satisfying. In practice, the constant promise of new weapons collides hard with an inventory system that never gives you room to carry what you need and a quest design that functions mostly as a fetch-quest delivery service. Finding the requisite herbs, ferrying items across islands, following NPCs at a crawl: the busywork sits front and center while the survival systems you were sold on, food, water, shelter, hover somewhere in the background as mild inconveniences rather than genuine tension. The story mode has a particularly nasty late stretch where you are sent on a full re-tour of every island you already cleared. Padding of that caliber is hard to forgive. The camera shift itself is the core selling point, and it lands somewhere between "fine" and "actively counterproductive." The original game was designed top-down, and the controls were built around that geometry. Pulling the camera over the shoulder forces you to account for vertical targeting that the input scheme was never really engineered to handle cleanly. Aiming with a mouse is unreliable; aiming with a controller is more playable but still rough. Melee feedback is satisfactory enough and the death animations land with a bit of crunch, but the gunplay has no weight to it at all. The weapons sound and feel soft, which kills any tension a firefight might have had. Performance bugs compound the issue: frame-rate inconsistency, clipping, and textures that were not impressive even in 2015 add friction that no amount of good intentions can paper over. The mode variety does exist on paper. Story, eight Challenge maps with time-pressure or horde objectives, and the One Shot Escape roguelike permadeath mode each offer a different shape of session. The Challenge maps are arguably the most honest version of what this game wants to be: short, pressured, with the XP treadmill running fast enough to feel purposeful. One Shot Escape adds real stakes that the story mode entirely lacks. Neither mode rescues the package from its central identity problem, which is that this is not meaningfully a new game. It is a perspective change sold separately, and reviewers and players in near-universal agreement landed on the same verdict: this should have been a free update or a cheap DLC, not a standalone purchase. The removal of co-op, present in the original, stings here too. Solo zombie survival can work, but stripping a feature to justify a new SKU is not a trade anyone agreed to. If you have never touched How to Survive and find it deeply on sale, there is a modest, functional arcade loop buried inside. The crafting has texture, Kovac's field-manual cutscenes are occasionally worth a smirk, and the skill-tree progression gives you just enough forward momentum to keep moving. But if you played the original, there is nothing here that rewards the revisit. The writing offers zero new narrative, the characters are thin, and the world gives you no reason to care about getting off the island. For an RPG specialist who judges games by whether their systems reward curiosity past the first ten hours, this one runs dry long before then. Monika, Scout Team

How To Survive: Third Person Standalone

How To Survive: Third Person Standalone

Jul 2, 2015Eko Software505 Games
GamerScout Says

A camera-angle reskin sold as a standalone release, bringing fetch quests, weak gunplay, and a missing co-op mode to a zombie island that barely justified one visit the first time around.

PC
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GamerScout Verdict

Skip if you own the original; only worth considering at a steep discount for first-timers who want a brief, low-stakes zombie crafting fix.

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About How To Survive: Third Person Standalone

I went into this one trying to be generous. The original How to Survive was a scrappy little budget title with a genuinely fun crafting loop and a charming enough eccentric guide named Kovac. So when Eko Software announced a standalone version rebuilt around an over-the-shoulder perspective, my immediate thought was: cool, a second angle on a game I already had mild affection for. My actual experience was considerably less warm. The premise is that you pick one of four playable characters, each with distinct stats and skill progressions tuned around different playstyles, and fight your way across a zombie-infested archipelago. Crafting drives the loop: you scavenge materials to build weapons ranging from basic melee tools up to arrows, firearms, and eventually a flamethrower. On paper, that escalation sounds satisfying. In practice, the constant promise of new weapons collides hard with an inventory system that never gives you room to carry what you need and a quest design that functions mostly as a fetch-quest delivery service. Finding the requisite herbs, ferrying items across islands, following NPCs at a crawl: the busywork sits front and center while the survival systems you were sold on, food, water, shelter, hover somewhere in the background as mild inconveniences rather than genuine tension. The story mode has a particularly nasty late stretch where you are sent on a full re-tour of every island you already cleared. Padding of that caliber is hard to forgive. The camera shift itself is the core selling point, and it lands somewhere between "fine" and "actively counterproductive." The original game was designed top-down, and the controls were built around that geometry. Pulling the camera over the shoulder forces you to account for vertical targeting that the input scheme was never really engineered to handle cleanly. Aiming with a mouse is unreliable; aiming with a controller is more playable but still rough. Melee feedback is satisfactory enough and the death animations land with a bit of crunch, but the gunplay has no weight to it at all. The weapons sound and feel soft, which kills any tension a firefight might have had. Performance bugs compound the issue: frame-rate inconsistency, clipping, and textures that were not impressive even in 2015 add friction that no amount of good intentions can paper over. The mode variety does exist on paper. Story, eight Challenge maps with time-pressure or horde objectives, and the One Shot Escape roguelike permadeath mode each offer a different shape of session. The Challenge maps are arguably the most honest version of what this game wants to be: short, pressured, with the XP treadmill running fast enough to feel purposeful. One Shot Escape adds real stakes that the story mode entirely lacks. Neither mode rescues the package from its central identity problem, which is that this is not meaningfully a new game. It is a perspective change sold separately, and reviewers and players in near-universal agreement landed on the same verdict: this should have been a free update or a cheap DLC, not a standalone purchase. The removal of co-op, present in the original, stings here too. Solo zombie survival can work, but stripping a feature to justify a new SKU is not a trade anyone agreed to. If you have never touched How to Survive and find it deeply on sale, there is a modest, functional arcade loop buried inside. The crafting has texture, Kovac's field-manual cutscenes are occasionally worth a smirk, and the skill-tree progression gives you just enough forward momentum to keep moving. But if you played the original, there is nothing here that rewards the revisit. The writing offers zero new narrative, the characters are thin, and the world gives you no reason to care about getting off the island. For an RPG specialist who judges games by whether their systems reward curiosity past the first ten hours, this one runs dry long before then.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedCamera OverhaulArcade SurvivalFetch Quest HeavyPermadeath ModeSkill Tree LiteController RecommendedNo Co-opBudget Title

System Requirements

Minimum

Processor
Intel Core 2 Duo or better
Memory
4 GB RAM
Graphics
Ati 5700 series/NVIDIA GeForce GT240 or equivalent
Network
Broadband Internet connection
Storage
6 GB available space

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Reviews & Ratings

Steam
57%(1,262)

Game Info

Developer
Eko Software
Publisher
505 Games
Release Date
Jul 2, 2015

Features

Single-playerSteam AchievementsFull controller supportSteam Trading CardsSteam CloudSteam LeaderboardsFamily Sharing

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How To Survive: Third Person Standalone is available on PC.

When was How To Survive: Third Person Standalone released?

How To Survive: Third Person Standalone was released on 2 July 2015.

Who developed How To Survive: Third Person Standalone?

How To Survive: Third Person Standalone was developed by Eko Software and published by 505 Games.