"Infectonator : Survivors" is a Randomized Permadeath Survival Simulator that combines RTS, Tower Defense, Roguelike, and Management-Simulation gameplay. The goal is to lead a group of survivors in a struggle to stay alive and find rescue in a zombie apocalyptic world.
Análises de usuários: Muito positivas (232 análises) - 81% das 232 análises de usuários deste jogo são positivas.
Data de lançamento: 14/abr/2014

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Jogo com acesso antecipado

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Observação: Este jogo com acesso antecipado não está completo e pode ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

“Infectonator : Survivors is currently in Alpha, which means we haven't finish it yet. What you see now is only a portion of what the full game will be.

We are an indie game studio from Indonesia, our team is small and passionate. We are using our own savings to develop this game. By buying Early Access you are giving your support for the team to continue developing the game and to make it MORE AWESOM-ER! On top of that, you'll receive a new build of Survivors every month and get to play it before anyone else. You can even pitch in ideas and help us shape the game better.”

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

“We don't actually know when exactly the game will be finished. We are trying to make the game as good as possible. That means that changes may happen along the way as we try to improve our game. These changes may also effect our project timeline. Even so, we are hoping to complete development by 2016.”

Como a versão completa será diferente da versão de acesso antecipado?

“The full version of Infectonator : Survivors will have more content and features such as :
  • more characters
  • more items
  • more weapons
  • story driven quests
  • cutscenes
  • random events
  • boss battles
  • more camps, towns, and cities
  • more simulation & management elements
  • and more things to do
We are hoping that Infectonator : Survivors will be the zombie-apocalypse-survival-simulator-roguelike-like that you will play again and again.”

Qual é o estado atual da versão de acesso antecipado?

“Infectonator : Survivors is playable, you can explore random generated cities and buildings, rescue and manage 20+ survivor characters, fight variety of zombies, collect items and weapons, do research and crafting.”

O preço do jogo será alterado após o fim do acesso antecipado?

“Once early access is complete we intend to raise the price, so get in early and see how the game evolves!”

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

“We're really keen to hear about everyone's experiences playing Infectonator : Survivors. We'll be hanging out on the steam forums, grabbing your feedback and ideas for new enemies, mechanics and content, and using your collective experiences to perfect the game's balance. The early feedback we've received has already helped shape it for the better.”
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Recomendado por curadores

"Toge Productions and the Infectonator series have a long history on NG, including the alpha of Survivors! Enjoy the full version now on Steam!"
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Atualizações recentes Ver todos (39)

19 de novembro

Update #34 - Major Improvement - Nov 19, 2015

Greeting Survivors!

We continue working on Survivors with more features and fixes. And we are now getting closer and closer to the final release! After having an exciting PAX exhibition, we come with major changes and additions to the game.

So, what is actually going on with it? You see, previously the game seemed to have no ending because you might not get the idea when you will reach your end. We also felt that current traveling system is running a bit complicated. Concerning this situation, we come up with some changes to the traveling system. Thus, now you are going to go through several checkpoints (that acts as cities), where you stop at each checkpoint (because of your problematic car), start exploring goods and materials, fix car, and then head to your destination.

We also make a change to the map exploration flow within the game. After quite some time, we figured out that putting tower defense and exploration mode together is taking much time and considerably hassling. To resolve this, and with random encounter enabled, we simply separate them and make it so that defense mode only appears each time you randomly encounter hordes of zombie while exploring the map. And you can go directly to explore mode without having to enter defense mode. This way, you might notice and turn up with question, "how you can find other survivors or fight boss, then?" Given the situation, we make it that boss and survivors will just appear in explore mode, if you don't meet them on defense mode.

Another addition is putting objects like concretes and, especially, cars and other searchable objects on the streets of the building you are exploring. We put this idea to our head since we know, with new map exploration flow, we are getting less on defense mode, where cars are normally seen (in which you can find important things like spark plugs, fuels, etc). Hence, we still have the chance to search on cars for those required items in explore mode. Placing the concrete as obstacle can also become good challenge for you to wander through it while shooting at or being chased by zombies.

It was impossible to get any gears or equipment from scavenging objects (and we also got some complaints from people playing our challenge mode on PAX that it was hard for them to get medkit because they desperately need to heal their characters). Now, you can have the chance to find them on scavenge, and it is quite helpful! You are also given some chances to be able to get weapons and equipment from dead bodies. lying on the ground.

Now challenge mode will come with real endless waves of zombies. Yes, it is totally endless.

Our update doesn't stop there!

  • Balancing - We have balanced the gameplay with necessary changes and adjustments.
  • New Zombie - Added one annoying zombie, go check it out!
  • Bug Fixing - Other more fixed minor bugs, such as false difficulty information on area with boss, gear durability information, etc.

Thank you for being patient with us and the game's development.
I'll see you again in 2 weeks with more updates!

Suggestions & Feedbacks
If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter

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1 de novembro

Update #33 - PAX AUS & Kickstarter Update! - Nov 2, 2015

Hi Survivors!

First of all, we would like to tell you that our Kickstarter campaign is now LIVE! Please give your support and help us push through the final step of the game's development!

Please go to this link here

Now that PAX Aus has ended, we finally have the time to share our experiences. I'm sorry that we couldn't work on updating the game this week because we were all busy manning our PAX booth.

PAX Aus was a great experience! This was our first time ever attending and exhibiting Infectonator Survivors at an event such as PAX and it's awesome to see that a lot of people love the game.

Our booth was always packed with people lining up to play the Challenge mode. And we even see a few people play more than once (sometimes up to 7 times), they go back in line as soon as they finish one session!

One of the most frequently asked question is : "Is it going to be multiplayer?"
We would love to make the game multiplayer, however we just don't have the resources to do it. That's why one of our Kickstarter stretch goal is adding Multiplayer for the game. So please back our Kickstarter campaign !

We had cosplayers visit our booth and try the game on!

We were also interviewed by several gaming journalists and media outlets. It feels amazing to hear that they think our game is fun and unique!

Not only that, we also got to meet with other indie game developers from all over the world! We met with Ty Carrey - Co-Founder & Director of Armello, Jake & Justin - creators of Always Sometimes Monsters, and many more!

We took a group selfie with Vagabond Dog, Tinimations, and GottaGames

Here Henry Roesly, Ty Carrey, and Kris

We had a great time at PAX Aus, it was truly a great experience. Hopefully, we can showcase our game at PAX East & PAX Prime next year.

We'll resume work on Infectonator Survivors next week, so please stay tuned on the next update!

Suggestions & Feedbacks
If you have suggestions and/or feedback on the game, please post on Infectonator : Survivors' Steam Discussions Forum. You can also make a shout out on Toge Productions' Facebook or Twitter

1 comentários Leia mais
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Relate bugs e deixe feedback sobre este jogo nos fóruns de discussão


“Infectonator: Survivors is the twist on the Left 4 Dead formula you’ve been waiting for”

“The gameplay is absolutely infectious! All around zombie fun!”
8/10 – http://www.gamesinasia.com/infectonator-survivors-christmas-review/

“The kind of axe-meets-zombie head action that frankly never gets old!”

Steam Greenlight

Sobre este jogo

"Infectonator : Survivors" is a Randomized Permadeath Survival Simulator that combines RTS, Tower Defense, Roguelike, and Management-Simulation gameplay. The goal is to lead a group of survivors in a struggle to stay alive and find rescue in a zombie apocalyptic world. You must scavenge resources, build defenses, and find a way to survive in a game where death is permanent and levels are randomly generated.

Key Features
• Awesome pixel art graphics.
• Randomly generated cities every time you play.
• Permanent Death. Each survivor matters, every decision counts.
• Addictive TD gameplay combined with action packed real time strategy elements.
• Deep and engaging management simulation gameplay.

Requisitos de sistema

Mac OS X
    • SO: Windows XP
    • Processador: 2.33 GHz or faster processor
    • Memória: 512 MB de RAM
    • Placa de vídeo: Any GPU that support Pixel Shader version 2.x or above
    • Armazenamento: 100 MB de espaço disponível
    • Placa de som: Any
    • SO: Windows XP or higher
    • Processador: 2.33 GHz or faster processor
    • Memória: 1 GB de RAM
    • Placa de vídeo: Any GPU that support Pixel Shader version 2.x or above
    • Armazenamento: 100 MB de espaço disponível
    • Placa de som: Any
    • SO: Mac OS X v10.6
    • Processador: Intel Core™ Duo or faster processor
    • Memória: 512 MB de RAM
    • Placa de vídeo: Any GPU that support Pixel Shader version 2.x or above
    • Armazenamento: 100 MB de espaço disponível
    • Placa de som: Any
    • SO: Mac OS X v10.6 or higher
    • Processador: Intel Core™ Duo or faster processor
    • Memória: 1 GB de RAM
    • Placa de vídeo: Any GPU that support Pixel Shader version 2.x or above
    • Armazenamento: 100 MB de espaço disponível
    • Placa de som: Any
Análises úteis de usuários
4 de 4 pessoas (100%) acharam esta análise útil
14.8 hrs registradas
Publicada: 1 de novembro
Análise de acesso antecipado
Saw this at PAXAUS and bought after seeing its gameplay.

Much as this game still on its Alpha stage. It has proven its potency of a survivor/zombie/small-class management game.

Gameplay is simple and easy to understand. Mechanics of both base and 'before entering the building' phase is a still a little funky in a way. But difficulty in this has its own up and down depending on location you visits.

Only thing I feel stumped on is:
- Does the base function on any other things? Besides Crafting/Research and Farming?
- Do we get more Survivors? *Only managed to find one throughout three gameplays.*
- Do we get any base upgrades like barricading the openings that are being spread out throughout the building?
- Is there no chance of pausing the game while selecting of projects in the crafts/farming section? Or any sort of auto bump to next project selection.
- Would there be an option to repair/replenish Armours/Items that have Durability?
- Because there is no pause in Crafts/Farming Section and the day ends. It literally bumps you to the next day.
- Are we not allowed to control our characters when Base is under attack?
- When Characters got K.O in base. Is there no way to revive them without spending 500 Ammos on that? *Could be a chance of using a Med Kit if avaliable or spare a certain amount of supplies.*
- Does Scott and Shiro have any use to the game at all? I see Scott has a Communication Device on the desk. And Shiro could be used to be sent out as a scaveanger hunt like bringing back random supplies or items?

The game is still fun despite of the stuff above. Difficulty is its key element, Survival on the other.

What I hope to look for in its complete stage is that,
- More Characters?
- More Survivors to be recuited/saved/joining your base.
- Chance of upgrading your base.
- Maybe a storyline of such? *Might be asking too much. It is a survival game after all.*

Cheers, and happy slaying. :D
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10 de 15 pessoas (67%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
15.0 hrs registradas
Publicada: 3 de junho
Análise de acesso antecipado
Gonna keep it short and sweet.
-Easy to use HUD
-Great Game mechanics
-Even Better Gameplay
-A Variety of Decisions to make
-Various "Back-door" Schemes to get what you need!
-Randomized "dungeon-ish" if you may
-A save feature
-Low Res.
-EXTREMELY tough area's for some beginners
-Rare Occurences
-Various Glitches and Bugs concerning movement and Scavenging

This is what i've dreamed about in the infectionator series. I always thought to myself "...What happens to the people I don't infect, but still beat the city/town/urban-area?" Well, this is the answer. The fact that you control from 1 up to 4 survivors to try and protect them as if you were their "Guardian Angel" and lead them into the dangers of the infected populi is one of the best things Toge could've done. This completely flips the tables from the Virus Spreader, To the Virus Survivors. The wide variety of weapons and gear avaliable was intense, but the tricky part was finding them. I couldent help but laugh as i found a lightsaber in a cardboard box in a mall. The controls and movement can get tricky or glitchy (when trying to scavenge "Sparkley" objects it would close out of the decision boxes, and the character) but it is fun. The permadeath was a nice feature so the pressure was on. A little Glitch i couldent help but take into my own hands in the alpha version was before i died to exit out the browser, but they fixed that, by making the full version on steam. For anyone who played the infectionator series i recommend this to you.
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56 de 68 pessoas (82%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
9.6 hrs registradas
Publicada: 14 de abril de 2014
Análise de acesso antecipado
Infectonator : Survivors , Small Review by Santo98

I would just like to start with this game being within Alpha and I can not go full blown with this.

- The Music gets you pump'd
- The Scavange System is nice
- Movement system is nice, you can either click and drag or just click
- For being in Alpha, there is a nice amount of weapons.

- After Completing a Mission, you are only greeted by a sentence saying you've made it, at least something visual
- The price of healing, I think it could be lowered to atleast 30 or 35 coins, 50 coins is quite a lot
- Your ability to reload, automatic reloading between waves would be nice

Overall though, I'm enjoying this game so far and hope the best for it and all of it's future updates, being a fan of the series.
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55 de 68 pessoas (81%) acharam esta análise útil
1 pessoa achou esta análise engraçada
22.8 hrs registradas
Publicada: 14 de abril de 2014
Análise de acesso antecipado
Pretty fun little game. For an early access game, it's pretty enjoyable. Very difficult at times. If you expect it to be like Toge's
flash project "Infectonator", you'll be dissapointed. It has the same art style, but this game is much more than what the original flash game was. There's still some room for work here, but like I said.. Early access, so it has time to become something huge.
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141 de 213 pessoas (66%) acharam esta análise útil
4 pessoas acharam esta análise engraçada
6.6 hrs registradas
Publicada: 12 de novembro de 2014
Análise de acesso antecipado
This game is a tad bit fun. It might even be worth your hard earned monies. But not at the price of 12.99. This is a 2 to 3 dollar game at best. I can easily, off the top of my head, list games that are in the same genre and beat this game hands down: Project Zomboid, Fort Zombie (even with all the bugginess), and rogue survivor. What I expected, from the description of this game, was Fort Zombie+UFO: Afterlight-lots of things due to it being alpha. What I got instead was essentially a more spiffy web browser game (even the graphics reinforce this notion of the game).

+Solid semi-fun mechanics

-No challenge (you don't even need turrets half the time and you would be hard pressed to lose any survivors)
-Limited tech tree
-Oversimplified mechanics (for a zombie game that's 12.99)
-Unintriquing story
-Pretty much no content that justifies the current price even for an alpha

This may all change as the devs continue to release material for the game. However, until they do I highly recommend those of you looking for a rogue zombie game to check out Project Zomboid, Rogue Survivor, and even Fort Zombie if you are considering this game. If you haven't played Rogue Survivor it is FREE to download and play, and it offers a good challenge for those who like games in the rogue genre. On the other hand, if you want a good rogue-like game that combines RPG, strategy, and tower defense there is also Dungeon of the Endless which is absolutely fantastic (and very challenging).

More in-depth analysis:

I recently replayed this game. While the tone is much more apocalyptic many of the issues I had with the game haven't been addressed. Primarily, the issue of getting me hooked and wanting to continue to play the d*** thing. I'll divide this up into several sub-sections.

1. Failures on the zombie survival game level.

Again, if you're looking for something to fill the void of being eatten alive by the undead (wait, what?) there are plenty of other titles out there. This game fails on this premise simply because supplies are too plentiful. It is too easy to acquire absolutely everything that you need to survive. Most zombie survival (and rogue-likes) turn every move into a time vs ammo vs hunger sort of mechanic. IE, if I engage that horde of zombies how much ammo do I waste to get the supplies they're guarding? That simply isn't the case here. The issue becomes simply one of finding enough food and resources, which are too plentiful. But that's partially due to design. Because you *have* to clear each level there is no room to design the levels around players making strategic decisions (rather than just tactical ones).

2. Failures on the level of tower defense.

The towers/turrets are still just over-simplified fluff. I didn't get to (and I didn't want to either) play long enough to see if we see towers/turrets evolve. Are they even really necessary? Well, they could help someone who doesn't know how to manuever characters in the middle of combat. I could see that, but I still don't feel that we need them. At this point in time they're just feature creep.

3. Semi-successful on the management side:

With getting rid of the rest period between fights we actually do see a useful element of management occuring, however this is undermined by the fact that the game is still way too easy. In a 1-2 hour play through I ended up with enough characters to both send out into the field and to research/build stuff (and I choose a 2 character start). If the devs manage to make the game challenging the current management part of the game might become more important and less feature creep.

4. Still just a way too easy RPG tactical:

We still don't see the game improving to the point of really having much promise. It is mildly fun for a 1-3 hour play through (though boring to come back to). While the devs talk about a lot of exciting improvements none of the changes they're proposing will actually fix the main issue with the game: Making people want to (continue to) play it.

I think what has to absolutely be addressed is either developing a decent story to make us want to play through the cities or to ratchet up the challenge (preferably both). The later of which doesn't necessarily have to come from overhauling combat, just rebalancing how players get resources. Specifically, redoing drops from zombies and forcing most of our resource gathering to be from scavenging the mission sites. This might make both turrets (as a way to deal with really difficult waves) and management (as a way to balance injured personel) more important and less feature creep-ish.
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