You're not just surviving — you're leading. An isometric zombie survival and colony sim: scavenge a world where loot never respawns, build a base that holds, and keep a community of survivors alive. The dead are slow, drawn by sound, and they never stop.
Lead the Living 在线人数与 Steam 图表
实时
在线人数—24 小时 —
24 小时峰值玩家0今日最高样本
30 天峰值玩家0平均 —
历史峰值玩家0自开始追踪以来
30 天游玩时长—估算值
Steam 图表 · 30 天在线人数等待采样
正在收集每日样本尚未存储该游戏的每日样本。积累最初几天的历史数据后,曲线就会出现。
24 小时—7 天—趋势持平
评测0 篇评测
—No user reviews
0 篇好评0 篇差评
推荐数—
媒体
9 张图片
游戏详情
关于这款游戏
游戏
发行日期—发行日期未公布
开发者Karagoz Studios发行商Karagoz Studios类型动作冒险模拟
—成就—DLC
关于这款游戏
玩家数更新于 — · 商店数据更新于 9月23日 02:18 UTC · 来源:SteamWebAPI
The dead don't need to run. There are simply more of them than you.
Lead the Living is an isometric zombie survival game about keeping a group of people alive — and you're the one making the calls. Scavenge what's left of the world, build a base worth defending, and hold a community together while the crowds outside only get bigger.THE ROUTINE
Go out with an empty bag. Come back with food, water, fuel and materials. Spend it on walls, on supplies, on the people who need feeding. Then the dead arrive, and you find out what you got wrong.
That's the loop, and it grows every time you survive it: more mouths to feed, more wall to hold, and less left out there to find.YOUR PEOPLE
Survivors aren't followers with a health bar. Each one is a person who's good at something, has a job at your base, and has an opinion about how you're running it.
- Take in people you find on the road, and the ones who turn up at your gate
- Put them to work scavenging, building or looking after the wounded
- Feed them every day — hungry people stop trusting whoever's in charge
- Death is permanent — you don't replace anyone, you just recruit someone else
YOUR BASE
Develop your base. Walls, fences, defenses — placed by hand. None of it is decoration: it gets hit, it breaks, and a hole in your perimeter is tomorrow's emergency.THE DEAD
No runners. No screamers. No boss fights. Just slow walkers that never stop and never lose interest — and they come to noise.
So noise is what you're really managing. A gunshot is a decision. So is a car engine, or a fight you didn't have to start. Out on the map the dead drift together into herds that move on their own, and a herd that finds your walls doesn't wander off.ONE LIFE
There's nothing to win. Loot doesn't come back, fuel runs out, and eventually something goes wrong that you can't fix. When you die, the run dies with you — and the next one starts from nothing.Somebody has to keep these people alive.
It's going to be you.