Compare The Escapists: The Walking Dead prices across 50+ stores and find the best deal. Developed by Team17 Digital Ltd. Published by Team17 Digital Ltd. Released on 9/30/2015. Available on PC, Mac, Linux, Xbox. Genres: Indie, Strategy. Metacritic score: 66/100.

Patient crafters and comic-book faithful will find genuine fun here; everyone else will bounce off the busywork inside the first hour.

I'll be straight with you: the daily-routine loop that holds this game together is the same system that powered prison escapes in the original Escapists, and transplanting it into a zombie apocalypse creates some immediate logical friction. You are Rick Grimes, responsible for keeping a band of survivors alive across five locations drawn from the Walking Dead comic timeline, from Harrison Memorial Hospital all the way through the Greene Family Farm, Meriwether Correctional Facility, Woodbury, and Alexandria. The objective in each area is to secure an escape route for the group, and getting there involves careful resource gathering, item crafting, and stat management. On paper, that sounds like a thoughtful survival-strategy puzzle. In practice, the first thing standing between you and progress is doing the laundry. The core tension the game asks you to manage is a threat meter: skip mandatory headcounts, neglect meal rotations, or ignore your assigned work quotas, and walkers start breaching the perimeter with increasing frequency. It is a transparent mechanical carry-over from the prison-guard heat system of the original, and it fits imperfectly. Missing roll call in a prison meant getting your cell searched; missing roll call during the zombie apocalypse should not mean a horde arrives at the gates because the dishwashing was skipped. The fetch quests suffer the same translation problem. Survivors will ask you to recover specific items from walkers, and only that exact item will satisfy them, which strains suspension of disbelief hard. These seams show early and never fully close. Where the game earns its goodwill is in the crafting and stat systems. Scavenging desks, holdalls, and zombie corpses for components, then experimenting with combinations to produce makeshift weapons, armour, tools, and distractions is genuinely satisfying. A nailed baseball bat is intuitive; a wire cutter made from a file and duct tape is not, and the lack of an in-game recipe guide means a lot of trial and error or external wiki consultation. Stat-building through exercise machines and books, raising strength for combat resilience, speed for outrunning hordes, and intelligence to unlock higher-tier crafting, gives the daily grind a purpose even when the surface busywork wears thin. Combat itself is clunky and deliberately discouraged; speed is the dominant stat and the correct strategy is almost always to outmanoeuvre rather than fight. A post-launch Survival Mode adds a separate wave-based experience letting you play as Tyreese, Abraham, and Michonne across Meriwether, Alexandria, and Woodbury maps, with new weapons including a mini gun and sniper rifle, which adds some replay variety beyond the five main levels. The presentation is the game's most consistent win. The 8-bit pixel art is charming in a way that disarms the franchise's darker reputation, and the soundtrack opts for quality music over chiptune compression, which keeps extended sessions from becoming grating. Story is delivered through brief pre-level slides and amounts to a light comic-book tour rather than any real narrative engagement. If you come in expecting the emotional weight of the Telltale series, reset those expectations now. Steam user reviews sit at a mixed 62 percent positive, which tracks: the game is a straightforward competence-over-ambition product that will delight methodical puzzle fans and frustrate anyone who wants the mechanics to actually feel post-apocalyptic. Mac users should note a compatibility warning for macOS Catalina and above before purchasing. Diego, Scout Team

The Escapists: The Walking Dead
IndieStrategy

The Escapists: The Walking Dead

Sep 30, 2015Team17 Digital Ltd
GamerScout Says

Patient crafters and comic-book faithful will find genuine fun here; everyone else will bounce off the busywork inside the first hour.

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Screenshots & Media

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About The Escapists: The Walking Dead

I'll be straight with you: the daily-routine loop that holds this game together is the same system that powered prison escapes in the original Escapists, and transplanting it into a zombie apocalypse creates some immediate logical friction. You are Rick Grimes, responsible for keeping a band of survivors alive across five locations drawn from the Walking Dead comic timeline, from Harrison Memorial Hospital all the way through the Greene Family Farm, Meriwether Correctional Facility, Woodbury, and Alexandria. The objective in each area is to secure an escape route for the group, and getting there involves careful resource gathering, item crafting, and stat management. On paper, that sounds like a thoughtful survival-strategy puzzle. In practice, the first thing standing between you and progress is doing the laundry. The core tension the game asks you to manage is a threat meter: skip mandatory headcounts, neglect meal rotations, or ignore your assigned work quotas, and walkers start breaching the perimeter with increasing frequency. It is a transparent mechanical carry-over from the prison-guard heat system of the original, and it fits imperfectly. Missing roll call in a prison meant getting your cell searched; missing roll call during the zombie apocalypse should not mean a horde arrives at the gates because the dishwashing was skipped. The fetch quests suffer the same translation problem. Survivors will ask you to recover specific items from walkers, and only that exact item will satisfy them, which strains suspension of disbelief hard. These seams show early and never fully close. Where the game earns its goodwill is in the crafting and stat systems. Scavenging desks, holdalls, and zombie corpses for components, then experimenting with combinations to produce makeshift weapons, armour, tools, and distractions is genuinely satisfying. A nailed baseball bat is intuitive; a wire cutter made from a file and duct tape is not, and the lack of an in-game recipe guide means a lot of trial and error or external wiki consultation. Stat-building through exercise machines and books, raising strength for combat resilience, speed for outrunning hordes, and intelligence to unlock higher-tier crafting, gives the daily grind a purpose even when the surface busywork wears thin. Combat itself is clunky and deliberately discouraged; speed is the dominant stat and the correct strategy is almost always to outmanoeuvre rather than fight. A post-launch Survival Mode adds a separate wave-based experience letting you play as Tyreese, Abraham, and Michonne across Meriwether, Alexandria, and Woodbury maps, with new weapons including a mini gun and sniper rifle, which adds some replay variety beyond the five main levels. The presentation is the game's most consistent win. The 8-bit pixel art is charming in a way that disarms the franchise's darker reputation, and the soundtrack opts for quality music over chiptune compression, which keeps extended sessions from becoming grating. Story is delivered through brief pre-level slides and amounts to a light comic-book tour rather than any real narrative engagement. If you come in expecting the emotional weight of the Telltale series, reset those expectations now. Steam user reviews sit at a mixed 62 percent positive, which tracks: the game is a straightforward competence-over-ambition product that will delight methodical puzzle fans and frustrate anyone who wants the mechanics to actually feel post-apocalyptic. Mac users should note a compatibility warning for macOS Catalina and above before purchasing. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Crafting-PuzzleThreat-MeterStat-BuildingTrial-and-ErrorComic-FaithfulTop-DownSurvival-ModeWave-Based

Steam Deck & Linux

Steam Deck Verified

Valve rates this game Steam Deck Verified.

System Requirements

Minimum

OS
Windows Vista
Memory
2 GB RAM
DirectX
Version 10
Storage
1 GB available space
Graphics
Intel HD Graphics 4000, Nvidia GeForce 8000, ATI Radeon HD 4800 Series
Processor
Dual Core CPU 2.5 gHz
Sound Card
Windows Compatible Card
Additional Notes
Note: In some instances, systems may require model specific drivers. If your system manufacturers no longer support hardware under this category, it may not be possible to run this title. Should this be the case, we are unable to assist you and recommend that you pursue support from your respective system manufacturer.

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Reviews & Ratings

Metacritic
66

Game Info

Developer
Team17 Digital Ltd
Publisher
Team17 Digital Ltd
Release Date
Sep 30, 2015

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The Escapists: The Walking Dead is available on PC, Mac, Linux, Xbox.

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The Escapists: The Walking Dead was released on 30 September 2015.

Who developed The Escapists: The Walking Dead?

The Escapists: The Walking Dead was developed by Team17 Digital Ltd.

Is The Escapists: The Walking Dead worth buying?

The Escapists: The Walking Dead holds a Metacritic score of 66/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.