Compare No One Survived prices across 50+ stores and find the best deal. Developed by Cat Play Studio. Published by Cat Play Studio. Released on 12/27/2025. Available on PC. Genres: Adventure, Indie, RPG.

A scrappy post-apocalyptic sandbox that genuinely rewards patience and planning, but still needs a co-op friend and a tolerance for rough edges to hit its stride.

I went into No One Survived expecting another zombie-crafting also-ran, the kind that borrows its checklist wholesale from DayZ and calls it a day. What I found instead is a solo-developer project with more systemic ambition than its mixed review score suggests, and more rough edges than its ambition can always smooth over. The survival loop here is genuinely dense: eight character vitals to manage including hunger, thirst, hygiene, mood, and infection, a skill tree that spans medicine, tailoring, metallurgy, agriculture, weapons manufacturing, and electrical engineering, and a crafting catalogue stretching past 400 items. That is a lot for a small studio to hold together, and it shows both the best and worst of the design. The building system is the real reason to give this one a look. Rather than the usual snap-grid approach, No One Survived uses a beam-column load-bearing model where the structural integrity of your base actually matters. Walls that lack proper support will fail, which means planning a defensible compound before the periodic zombie horde waves roll in carries real cognitive weight. Nearly 150 buildable pieces, three separate power-generation options (fuel, thermal, solar), and a full plumbing chain from well-drilling to water-storage to a working shower give base-building a satisfying progression arc that many bigger-budget survival games flatten out. If you are the type who sketches base layouts before logging in, this is the system you will lose sleep over. The problems are real and worth naming plainly. The onboarding is thin enough that early deaths often feel arbitrary rather than instructive. Enemy detection leans on a scent-and-noise model with no traditional stealth, which catches new players badly off guard when a special zombie materialises in what felt like a cleared field. The English translation has long been flagged by the community as inconsistent, a reminder that this is a small, self-taught team shipping a big game. Community discussion also raises legitimate questions about the pace of post-launch updates, with some players noting long stretches of developer silence. The overall Steam score sitting in mixed territory reflects a player base that is genuinely divided: those who committed time to understanding its systems tend to pile up hours, those who expected polish from day one left frustrated. Played with a friend on Catastrophe difficulty with horde waves set to every seven days, the game clicks in a way it rarely does solo. Coordinating who learns the medicine tree versus who specs into electrical work, then scrambling to finish a reinforced perimeter before a horde cycle, is exactly the kind of low-fi cooperative drama that keeps squads returning for weeks. Solo is workable, even quietly absorbing during the slower base-building phases, but the design assumptions lean co-op throughout. If you approach it like a systems puzzle with zombies as the deadline, it rewards that mindset generously. If you want narrative, polish, or clear handholding, look elsewhere. Kai, Scout Team

No One Survived
AdventureIndieRPG

No One Survived

Dec 27, 2025Cat Play Studio
GamerScout Says

A scrappy post-apocalyptic sandbox that genuinely rewards patience and planning, but still needs a co-op friend and a tolerance for rough edges to hit its stride.

PC
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Screenshots & Media

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About No One Survived

I went into No One Survived expecting another zombie-crafting also-ran, the kind that borrows its checklist wholesale from DayZ and calls it a day. What I found instead is a solo-developer project with more systemic ambition than its mixed review score suggests, and more rough edges than its ambition can always smooth over. The survival loop here is genuinely dense: eight character vitals to manage including hunger, thirst, hygiene, mood, and infection, a skill tree that spans medicine, tailoring, metallurgy, agriculture, weapons manufacturing, and electrical engineering, and a crafting catalogue stretching past 400 items. That is a lot for a small studio to hold together, and it shows both the best and worst of the design. The building system is the real reason to give this one a look. Rather than the usual snap-grid approach, No One Survived uses a beam-column load-bearing model where the structural integrity of your base actually matters. Walls that lack proper support will fail, which means planning a defensible compound before the periodic zombie horde waves roll in carries real cognitive weight. Nearly 150 buildable pieces, three separate power-generation options (fuel, thermal, solar), and a full plumbing chain from well-drilling to water-storage to a working shower give base-building a satisfying progression arc that many bigger-budget survival games flatten out. If you are the type who sketches base layouts before logging in, this is the system you will lose sleep over. The problems are real and worth naming plainly. The onboarding is thin enough that early deaths often feel arbitrary rather than instructive. Enemy detection leans on a scent-and-noise model with no traditional stealth, which catches new players badly off guard when a special zombie materialises in what felt like a cleared field. The English translation has long been flagged by the community as inconsistent, a reminder that this is a small, self-taught team shipping a big game. Community discussion also raises legitimate questions about the pace of post-launch updates, with some players noting long stretches of developer silence. The overall Steam score sitting in mixed territory reflects a player base that is genuinely divided: those who committed time to understanding its systems tend to pile up hours, those who expected polish from day one left frustrated. Played with a friend on Catastrophe difficulty with horde waves set to every seven days, the game clicks in a way it rarely does solo. Coordinating who learns the medicine tree versus who specs into electrical work, then scrambling to finish a reinforced perimeter before a horde cycle, is exactly the kind of low-fi cooperative drama that keeps squads returning for weeks. Solo is workable, even quietly absorbing during the slower base-building phases, but the design assumptions lean co-op throughout. If you approach it like a systems puzzle with zombies as the deadline, it rewards that mindset generously. If you want narrative, polish, or clear handholding, look elsewhere. Kai, Scout Team

Tags

singleplayermultiplayercooponline-coopachievementscloud-savestier:sub-5Beam-Column BuildingNeeds ManagementHorde DefenseScent-Based AISkill SpecializationPermadeath OptionSolo-DeveloperNPC Merchants

Steam Deck & Linux

Steam Deck PlayableProtonDB Gold

Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 14 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 10+ (64 bit)
Memory
8 GB RAM
DirectX
Version 12
Storage
50 GB available space
Graphics
NVIDIA GTX 1060 6GB
Processor
Intel Core i5-2400/AMD FX-8320
Additional Notes
SSD

Recommended

OS
Windows 10+ (64 bit)
Memory
16 GB RAM
DirectX
Version 12
Storage
50 GB available space
Graphics
NVIDIA RTX 3060
Processor
Intel Core i5-12600/AMD R7-3700X
Additional Notes
SSD

Community Discussion

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Reviews & Ratings

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Game Info

Developer
Cat Play Studio
Publisher
Cat Play Studio
Release Date
Dec 27, 2025

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What platforms is No One Survived available on?

No One Survived is available on PC.

When was No One Survived released?

No One Survived was released on 27 December 2025.

Who developed No One Survived?

No One Survived was developed by Cat Play Studio.