Compare PolyZ prices across 50+ stores and find the best deal. Developed by Thirteen37 Games™. Published by Thirteen37 Games™. Released on 10/5/2024. Available on PC. Genres: Action, Adventure, Indie, Massively Multiplayer, Early Access.

Mixed reviews, sub-$3 price tag, and a bug list longer than your loot run, PolyZ is either an early-access diamond in the rough or another survival genre casualty, and right now the evidence leans uncomfortably toward the latter.

I went in with calibrated expectations, low-poly survival games have a solid track record of punching above their budget, and the DayZ-meets-Tarkov pitch is genuinely interesting on paper. What I found was a game that has the skeleton of something playable but not nearly enough muscle on it yet to recommend without serious caveats. The persistent open world, the hunger-and-thirst loop, base-building from scavenged materials, a day-night cycle that ramps up danger after dark, the pillars are there. The execution, in its current Early Access state, is shaky. Movement is the first thing that will annoy anyone who came from a polished shooter. Community feedback consistently flags it as sluggish, and the vault-and-mantle system that looked promising in trailers runs into immediate friction: the game advertises a climb mechanic but players report being unable to interact with ladders. That kind of half-baked implementation is an Early Access red flag, not a quirk. Getting stuck on stairs or inside a searching animation mid-loot is the sort of thing that breaks session flow completely. On the combat side, zombie AI is inconsistent, enemies can apparently spot you from across the map and beeline straight to you, yet once they reach you the actual threat level is low. For a game selling on tension and danger, that aggro behavior kills the atmosphere fast. The crafting system is one of the more promising pieces. It goes deeper than the price point suggests, with a chained recipe structure, cloth becomes rope, rope plus sticks plus stone becomes an axe, that hints at genuine resource management if the game ever gets enough raw materials and loot balance to support it. Right now, weapon spawns reportedly outpace food spawns in key locations, which flips the survival tension in a direction that feels accidental rather than designed. The low-poly art direction is legitimately one of PolyZ's strongest cards: the blocky skylines, the varied zombie character designs (hazmat suits, wetsuits, football gear), and the stylized palette give it a visual identity that holds up. On modest hardware it looks clean, which matters for a survival game where you might be running long sessions. The multiplayer side, which is really where this kind of game lives or dies, is hard to assess fully given the thin population and sparse post-launch coverage. The developer is actively soliciting feedback and has responded to at least some requests, with community input reportedly driving updates to the crafting flow and early offline-play concerns. The roadmap promises vehicles, farming, AI companions, and an expanded map targeting an alpha milestone in 2026. That is either encouraging transparency or a very long wishlist, depending on how generous you want to be with an Early Access title sitting at Mixed reviews roughly 50-50 positive across a few hundred players. Bottom line for anyone in my camp who came here specifically for the PvP angle: PolyZ does not yet deliver the Tarkov-style extraction tension it gestures at. The netcode situation is unclear, server persistence resets on a two-hour cycle to refresh the map, and the combat feedback is not where it needs to be for PvP to feel meaningful. If you want a chill low-poly survival sandbox to mess around in with a friend at a throwaway price point, there is enough here to justify a few evenings. If you want a tight, friction-free competitive experience or a DayZ-caliber sense of dread, this is not there yet and may not be for a while. Fred, Scout Team

PolyZ
ActionAdventureIndieMassively MultiplayerEarly Access

PolyZ

Oct 5, 2024Thirteen37 Games™
GamerScout Says

Mixed reviews, sub-$3 price tag, and a bug list longer than your loot run, PolyZ is either an early-access diamond in the rough or another survival genre casualty, and right now the evidence leans uncomfortably toward the latter.

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Screenshots & Media

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About PolyZ

I went in with calibrated expectations, low-poly survival games have a solid track record of punching above their budget, and the DayZ-meets-Tarkov pitch is genuinely interesting on paper. What I found was a game that has the skeleton of something playable but not nearly enough muscle on it yet to recommend without serious caveats. The persistent open world, the hunger-and-thirst loop, base-building from scavenged materials, a day-night cycle that ramps up danger after dark, the pillars are there. The execution, in its current Early Access state, is shaky. Movement is the first thing that will annoy anyone who came from a polished shooter. Community feedback consistently flags it as sluggish, and the vault-and-mantle system that looked promising in trailers runs into immediate friction: the game advertises a climb mechanic but players report being unable to interact with ladders. That kind of half-baked implementation is an Early Access red flag, not a quirk. Getting stuck on stairs or inside a searching animation mid-loot is the sort of thing that breaks session flow completely. On the combat side, zombie AI is inconsistent, enemies can apparently spot you from across the map and beeline straight to you, yet once they reach you the actual threat level is low. For a game selling on tension and danger, that aggro behavior kills the atmosphere fast. The crafting system is one of the more promising pieces. It goes deeper than the price point suggests, with a chained recipe structure, cloth becomes rope, rope plus sticks plus stone becomes an axe, that hints at genuine resource management if the game ever gets enough raw materials and loot balance to support it. Right now, weapon spawns reportedly outpace food spawns in key locations, which flips the survival tension in a direction that feels accidental rather than designed. The low-poly art direction is legitimately one of PolyZ's strongest cards: the blocky skylines, the varied zombie character designs (hazmat suits, wetsuits, football gear), and the stylized palette give it a visual identity that holds up. On modest hardware it looks clean, which matters for a survival game where you might be running long sessions. The multiplayer side, which is really where this kind of game lives or dies, is hard to assess fully given the thin population and sparse post-launch coverage. The developer is actively soliciting feedback and has responded to at least some requests, with community input reportedly driving updates to the crafting flow and early offline-play concerns. The roadmap promises vehicles, farming, AI companions, and an expanded map targeting an alpha milestone in 2026. That is either encouraging transparency or a very long wishlist, depending on how generous you want to be with an Early Access title sitting at Mixed reviews roughly 50-50 positive across a few hundred players. Bottom line for anyone in my camp who came here specifically for the PvP angle: PolyZ does not yet deliver the Tarkov-style extraction tension it gestures at. The netcode situation is unclear, server persistence resets on a two-hour cycle to refresh the map, and the combat feedback is not where it needs to be for PvP to feel meaningful. If you want a chill low-poly survival sandbox to mess around in with a friend at a throwaway price point, there is enough here to justify a few evenings. If you want a tight, friction-free competitive experience or a DayZ-caliber sense of dread, this is not there yet and may not be for a while. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementstier:sub-5Low-PolyExtraction-SurvivalPersistent WorldBase BuildingZombie AIDay-Night CycleHunger-Thirst LoopEarly Access Risk

System Requirements

Minimum

OS
Windows 8.1 or Higher
Memory
2048 MB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
6000 MB available space
Graphics
GTX 1050 ti or Higher
Processor
i5 12400F or Higher

Recommended

Network
Broadband Internet connection

Reviews & Ratings

No ratings available

Game Info

Developer
Thirteen37 Games™
Publisher
Thirteen37 Games™
Release Date
Oct 5, 2024

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