

The Walking Dead: Saints & Sinners
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About The Walking Dead: Saints & Sinners
In flooded New Orleans, fight the undead, scavenge for supplies and decide how to deal with the living. Your choices affect the city’s people. Steam PC interface languages include English, French, German, Spanish, Japanese, Korean, and Portuguese-Brazil. Steam player reviews: 85% positive from 7,628 reviews.
Credits
Lowest recorded in 36 months
$8.002025-06-26 · GreenManGamingBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
| German | Yes | Yes | — |
Show 4 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
Steam PC edition data · 2026-10-22
02Before you buy
VR and language
The Steam PC game is built for VR. English has full audio; other listed supported languages have subtitles.
Modes
The campaign includes a Story Mode difficulty option, while The Trial offers waves of walkers.
03Frequently asked questions
What do you do in the game?
Fight the undead, scavenge flooded New Orleans, and make choices that affect the city’s survivors.
Is there a mode beyond the campaign?
Yes. The Trial is a wave-based mode where you choose an arena and try to survive.
Is it designed for VR?
The description says the game is built for VR.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Really fun game. I wouldn't say it's scary but it is definitely tense when you're running out of time with a horde closing in, trying to get back to safety. The games challenge lies in managing your time and resources and maintaining a cool head when things go south. A single walker is not a threat but when there's more and you start getting sloppy with the swings and aiming, that's what kills you. The amount of story seems scarce with only a few named characters but it's serviceable.Show moreShow less
Im downvoting this game for a very specific reason. As far as VR games goes this one is probably up there with the best. And as far as the gameplay goes this game has all the ingredients for a game I should love. Stealth, survival, resource management, crafting and an intense atmosphere are all things that makes a great game for me personally. But there was one aspect that just completely ruined the fun for me. When you kill a zombie in this game and walk 15 meters away, the zombie will literally respawn right where you just killed it. The game doesnt even try to hide the fact that it does, because sometimes when you turn your camera around you can see zombies just pop into existence from nothing. When I play stealth games with a survival aspect and resource management I like to be slow and methodical in my approach. Like for example I like to completely clear an area of enemies before I reward myself with looting in peace. But I cant do that in this game. I will walk into a house and walk down a hallway killing all the zombies in it, but when I reach the room at the end of the hallway and start looting I will immediatly start hearing growling behind me and the exact same zombies I just killed have respawned and are coming to get me. Like i just wish I could walk into a house, lock the door behind me, clear every room of zombies and just loot in peace, but no... Im completely fine with zombies respawning when you leave and re-enter a map. The fact that zombies could respawn when you are at home sleeping makes total sense. But the ridiculous respawn system when you are in a map trying to loot just completely ruined the game for me. Also I wish there was abit more reason to actually kill the zombies. Even though its one of the most satisfying things ive done in a VR game just because of how good the melee system feels in this game, eventually you just realise that the zombies are just there to grind down your equipment with no reward whatsoever. This game would have been so much better with a level and xp system or of the zombies actually carried some loot in their pockets etc. If im going to grind down my newly acquired weapon that it took me a couple of hours to grind materials for, then atleast give me something in return. But thats just my opinion.Show moreShow less
Step.1 Talk to someone Step.2 Grab you kitchen knife Step.3 Stab them in the head Step.4 Launch Walking Dead Saints & SinnersShow moreShow less
I had read a lot of good things about this game, and I wanted to like it, but I just couldn't. I'm not saying that people's praise is invalid, I just have a different perspective and as such also a different experience. First off, let me start with the good things: The world: this game initially had me hooked as they did a lot right with making you feel like a survivor scavenging through walker-infested neighbourhoods and sometimes coming upon a few survivors who need your help, whether it be for supplies or a task. It's a dynamic world and they got it right. Melee combat: At first it takes a little bit getting used to, but not too much. Cutting through a walker's skull isn't based on how fast or hard you slash, but how wide your swing is, and I didn't quite get it at first until the hint for it popped up, since then I've consistently had no issues with this. Visuals: The animations are what you'd expect of a VR game, they're not great but they're also not terrible. They're about what you'd expect from a videogame (as opposed to realism). Zombies are still moving their jaws after you cut their heads off, as true to the canon of The Walking Dead that they don't die unless the brain is destroyed, despite decapitation (whether this is consistent in the comics or TV show is another matter). Now, for the bad: Stamina: I'm not against a game having a stamina system for realistic effect, as endlessly playing Beat Saber with the zombies would trivialize them too much. However, in this game, the stamina bar is so low, that even with the upgraded stamina bar and less stamina used during melee combat, you can take on the equivalent of 4 walkers or running down 1 block before your character gets so tired he forgets how to hold a knife. This is incredibly anti-fun especially later on in the game where running into 4 walkers is extremely common. As a user on the Steam Discussions forum said, you feel like a 45 year old chain smoker with asthma. Health: It's not as bad as Stamina, but you run into certain walkers that when you kill them, your health bar drains unrecoverably unless you are carrying medicine. These walkers increase in quantity the further you get and medicine reduces in quantity, so the only option you have is to learn how to craft it, which you won't be able to unless you are selectively targeting it early on and ignoring everything else for a while. 3 kills and your health bar is at half capacity. Crafting: This is kind of a double edged blade. The crafting system in this game is surprisingly satisfying (there's even a bat for you Negan boys out there), but the materials is where the game falls short. As days pass, the available materials to scavenge will be reduced dramatically but as the amount of walkers increases, you will be a starved mess unless you scavenge all the right things early on and are set for a while. It makes sense, because the longer time passes, the more people turn, and the more people loot places, hence more zombies and less supplies. But in practice it makes it feel like you're rushing to complete the game and you're not given a lot of time to wander around exploring the world at your own pace. Durability: It's okay for some things to have durability. Knives should break, bottles should have limited uses, etc. But when was the last time you fired a bow and it shattered in your hand? I'm fine with guns breaking after a while, but I feel like I should be able to get off more than 2 full chambers before it blows up in my hand. Did Eugene manufacture these bullets? PS: Sorry for my formatting, I'm not good at these things. If you have bought, or have decided to buy, I hope you have a better experience than me. I unfortunately have exhausted my enjoyment of this game. PPS: I don't know if anyone else has this, but I've got consistent issues with height in this game. When I first started, I was tiny and my menu was appearing under the ground (even in real life) so it was incredibly difficult to navigate. As of lately, my menu is fine, but i'm hovering a meter above the ground. Regardless of HMD Height setting.Show moreShow less
Get it now on humble bundle for 17 bucks, plus other 7 games, totally worth it.Show moreShow less
I really wanted to like the game, but the constant respawning of zombies ruined it for me. You get into a house, kill the zombies on the first level, go upstairs and kill them on the second level, then back downstairs to find they've all come back. The respawn rate is way too fast. Sure, respawn the zombies since it's a small map, but do it strategically, and at a slower rate. It's unrealistic for a street with 10 houses on it to have 3,000 zombies. Really? Were they hiding illegal immigrants in their attics pre-apocalypse?Show moreShow less
🟩Pros +Satisfying melee combat +Deep survival RPG mechanics +Semi open world gameplay +Immersive interaction with NPCs +Choices Matter 🟥Cons -Some questionable gameplay mechanics -Poor AI implementation -Several technical issues 🧟Story and Immersion The Walking Dead: Saints & Sinners is set in a flooded post apocalyptic version of New Orleans, where you play as “The Tourist” as you try to survive a harsh zombie infested world. It is set in the comic book universe instead of the live-action TV series, as evident in the art style and graphics very similar to the Telltale series. In the middle of all this are two factions fighting for New Orleans, where you are free to choose which side you want to be, if any at all. There is freedom to forge your own path with various branching out dialogues, quest lines and story elements. Ofcourse, it all comes with consequences and different endings. Saints & Sinners will definitely put you in tough situations as the story plays out, so prepare to make hard choices. This game reminded me a lot of Bethesda’s Fallout and Elder Scrolls series, how they handled the factions and your choices in the game. Not as long and expansive but it’s got the same formula. I think you can even kill everyone and it may or may not make things easier. One of the best things I love about Saints & Sinners is the interactions with NPCs. They react accordingly to your actions. Touch them and they will react and complain. Point your gun at them and they will tell you to lower their weapon or they might get angry. Leave them in the middle of a conversation and they will stop talking until you return. Quest items must be taken from your inventory and physically handed to them. It all makes for a very immersive VR experience. 📦The Art of Scavenging New Orleans is divided by the flood into different mini open areas traversable on your raft by means of fast travel. Loot is randomized everywhere and also a very important aspect of the game. You will need food, liquids and medicines to stay alive. You also need to gather junk for scraps to craft weapons / tools. At the same time to level up your workstations to expand your available crafting options and increase your character’s stats. There is no leveling up by experience. Again it’s only through the crafting upgrades. The whole gameplay system got overwhelming at first, mainly because I was not used to this kind of depth in VR games. A surprising but a welcome step forward for the industry. The Walking Dead: Saints & Sinners is indeed a proper zombie survival RPG game. 🗺️Roaming around the open world Every time you leave your hideout and visit other areas by raft, you are given a time limit to explore, loot, and do missions. If the time expires a loud church bell gets rung, attracting a horde, making it very hard and virtually a death sentence. The time limit mechanic adds so much to the tension and suspense that The Walking Dead series is known for. They made the day and night cycles streamlined instead of being directly tied to in-game time. As soon as you return to your base it skips to night time and the game doesn’t allow you to do another run; you have to go to bed and start a new day. A pseudo day-night cycle system so to speak. Every day survived also slightly increases the population of zombies and scarcity of loot spawns. Again adding to the tension. 🗡️Combat Melee combat is one of the best I’ve seen in VR and perfectly captures that Walking Dead atmosphere; the unsettling, but strangely gratifying thrashing of walkers’ heads already seen in the TV show a thousand times. A dynamic damage system is present in both zombies and humans. Stab wounds, sliced heads, opened guts are all properly shown and depend entirely on how and what weapons are used. Swings, stabs, throws, and kills are all very satisfying. Every object has simulated weight, it doesn’t actually match your arms in real time and there is a slight delay. As a result things get a little floaty, sometimes to a fault. Large melee weapons are quite difficult to handle at times. Guns on the other hand are much worse. It doesn’t feel like it’s in your hand, instead it feels like you’re moving your gun through a string while it’s floating on the water. ⁉️Questionable Mechanics - the bad Saints & Sinners tries too hard to incorporate all its gameplay features into real elements in the game world that some of it instead becomes counter-intuitive and just adds unnecessary complexity. Every single crafting recipe and stats upgrade is printed on paper, all pinned on your hideout’s bulletin board. An actual trashcan to put in all the junk material and scrap them. Backpack that you have to take out with one hand to see and arrange the inventory. A diary that you pull out from your chest to see the map and quest journals. Their take on flashlights doesn’t help too; the circle is too small and doesn’t provide proper ambient lighting so you only see a tiny circle of illumination. Furthermore, it’s just strapped onto your chest so it doesn’t follow your head or arms. You have to grab it out of your chest and hold it if you want to be able to see things other than your front. The inventory holster / pouch system also sucks. Very poor placement. It’s too much towards the front, constantly floating in front of your view. It can block and interfere some of your interactions especially when crouching. Instead of picking up objects or activating some items you will instead grab your things like the flashlight or one of your weapons. ⚠️Combat gripes The almost perfect combat system is tarnished by the devs’ decision to put a stamina system. Sure, they simulated stamina just like weight. Maybe it adds to the tension like State of Decay, but nothing feels more irritating than having two layers of stamina in a VR game; one for your actual body and another for your virtual body. I should be able to do virtual things as long as I physically can. Weapons are also too frail, they’re so easy to break it’s more annoying than being an actual challenge. You can’t repair them either, you have to craft a brand new weapon if you want to continue using it. Good luck if you don’t have the recipe for it yet. You will also get traumatic flashbacks of early 2000s AI when it comes to stealth and combat. It is pretty basic. NPCs just stand around when fighting, both in gunfights or against zombies, generic patrols and an iffy detection system. There’s lots of room for improvement. 🖥️Technical Performance and Issues The game runs smoothly even with the resolution set to 120% on my rig: i7-8700k, 32GB RAM, and GTX 1080. The graphics aren’t very demanding, thanks to its comic book inspired art style. Using an Oculus Quest with ALVR, I was able to play wirelessly and experience full locomotion scheme to its fullest. The game initially did not run for me at release due to issues with the developer’s SteamVR implementation with Oculus Quest, that has since been fixed. As for bugs and issues, I have experienced some weird scaling / proportions while playing. My virtual arms are too long. There’s no amount of resetting the view so far has fixed this. Sometimes I’m also too tall or too short. I wish there was an option to manually calibrate your height and arms. ⚖️Conclusion The Walking Dead: Saints & Sinners is a beautifully designed story rich game with lots of depth, freedom, and replayability. Definitely one of the best VR games so far. Another proof that VR can also have great games in both story and gameplay. "This product was reviewed with a key provided by the developer for free" Follow our curator page, OCG-Curations, if you like and want to see more reviews like this one.Show moreShow less
This game had a lot of potential to be amazing but my experience was hampered to hard by a few things. Crafting: I enjoy crafting weapons and making things as you progress, but the durability in this game was like grabbing a knife that was held together by hot glue. The guns felt like someone put black powder into a BB gun and expected it to hold. It makes me never want to fight things at the tedium of going out to find more weapons to fight with. Breath of the Wild syndrome is the best way to describe it. Enemy spawning: Why can I not walk into a building, strategically clear out all the walkers then explore at my own pace? Nothing feels more pointless than clearing out a whole gym to have 16 more infected appear in there when you accidently walk outside. This goes back to weapon durability making fighting feels worthless. Stamina and health: This is the final straw when it comes to combat. I can understand someone getting tired from combat and needing to rest before engaging again, but when you can't run half a block before wheezing for 30 seconds or fight 3 infected before you act like you ran a marathon, it gets rather painful. Medicine is so scarce you spend the game with half your health most of the time, especially when some zombies lower your health just by dying next to you. TL;DR A really fun zombie killing game is held back by tedious stamina and crafting mechanics, as well as a horrendous spawning system.Show moreShow less
---{Graphics}--- ☐ Masterpiece ☑ Beautiful ☐ Good ☐ Decent ☐ Will do ☐ Bad ☐ Awful ☐ Paint.exe ---{Gameplay}--- ☐ Try not to get addicted ☑ Very good ☐ Good ☐ Nothing special ☐ Ehh ☐ Bad ☐ Just dont ☐ FPS Drop DLC Included ---{Workshop}--- ☐ New Mods daily ☐ Active Community ☐ Every Week new Mods ☐ Sometimes new Mods ☐ Nexus will save us ☐ No Mods getting released ☑ Workshop not included ---{Audio}--- ☐ Eargasm ☐ Very good ☑ Good ☐ Decent ☐ Not too bad ☐ Bad ☐ Earrape ---{Audience}--- ☐ Kids ☐ Teens ☑ Adults ☐ Everyone ---{PC Requirements}--- ☐ Check if you can run paint ☐ Potato ☐ Minimum ☐ Decent ☑ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{Difficulty}--- ☐ Just press a bunch of buttons ☐ Easy ☐ Significant brain usage ☑ Easy to learn / Hard to master ☐ Not so easy ☐ Difficult ☐ Dark Souls ---{Story}--- ☐ Will make you smile/cry alot ☐ Lovely ☑ Good ☐ Average ☐ Not great ☐ Something isn't nothing I guess ☐ Dosen't have any ---{Game Time}--- ☐ Endless ☑ Depends on u ☐ Long ☐ Average (Singleplayer) ☐ Short ☐ Long enough for a cup of tea ---{Price}--- ☐ Just buy it ☑ Worth the price ☐ Wait for sale ☐ Maybe if u have some spare money left ☐ Not recommended ☐ Dont throw money into a trash can ☐ Free2Play ---{Bugs}--- ☐ Never had any ☑ Minor bugs ☐ Few bugs ☐ Can get annoying ☐ Ruining the game ☐ 76 ~~~~Multiplayer~~~~ ---{Servers}--- ☐ No issues ☐ Minor lags every few hours ☐ Can get laggy sometimes ☐ Oh the ping.. ☐ Often disconnects (Singleplayer requires connection) ☐ Unplayable ☑ No Multiplayer included ---{Status}--- ☐ Top ☐ Always some people around ☐ Not so easy to find people for the party ☐ You ll have to wait for anyone to join ☐ Barely any soul alive ☐ Dead like my insides ☑ No Multiplayer included ---{Matchmaking}--- ☐ Depends on the host ☐ Brilliant ☐ Fair ☐ You might see much more experienced/stronger players ☐ Unbalanced ☐ Completely unfair ☑ Non-existing ---{Salt Level}--- ☐ Replaced with sugar ☐ Barely anything ☑ Balanced ☐ A bit of salt ☐ Salty ☐ Salt overload ---{Final Words}--- ☑ Recommended (VR Required)Show moreShow less
I feel a bit mixed about the game. I really think that VR needs a lot more story-focused and immersive games; and games like this should be experimenting and filling that role. VR is incredible tech and deserves to rise in mainstream popularity. However, having played this game AFTER playing Half-Life: Alyx I can say that this is a far less-enjoyable game. Take my opinion lightly here because I've only invested about 5 hours into this game. However, I feel like the vast majority of those hours are frustrating and not fun. I don't enjoy battling the controls in my games and I don't enjoy the feeling of being pressured to play the game a certain way. This game makes me do both of those things. The controls and motions feel very "floaty" or "wobbly", that's the best way I can describe it. Long weapons like shotguns and rifles just sorta float around like pointing a big stick, even when two-handing them. Handguns feel similarly floaty, but much less so. Iron-sights aiming is pretty decent though and satisfying to line up a good headshot. Firearms have a satisfying sound and echo to their shots, though. I was impressed to fire off shots on the revolver and hear a realistically loud boom that echoed off all the surroundings. I dislike that to two-hand any weapons you have to squeeze BOTH controllers. Why can't I just rest my non-dominant hand against my dominant hand and the game KNOW that I want to two-hand the weapon?! Half-Life: Alyx does this perfectly. It also does weapon-switching and holstering about 1,000 times better. Maybe the developers were trying to create a more tense and immersive control scheme but I honestly just find it frustrating. I dropped my weapons too many times to count because I didn't "let go" in just the right spot and my revolver goes clattering to the ground without me noticing. I can live with the floaty mechanics but the two things that really bother me about this game and turn me off is the timed pressure of the day/night cycle and the weapon degradation. The day/night cycle adds what I think is undue pressure to the game. I feel rushed to perform a certain mission in a certain amount of time, leaving me unable to explore the rest of the map and collect the resources that the game focuses it's gameplay loop around. One of the appeals of VR, to me, is exploration and taking surroundings in. This game pressures you to finish story critical missions in a set amount of time or be penalized. If you don't do the objective fast enough you won't have enough time to explore for crafting resources. I think that goes against the idea of immersive VR. Weapon degradation is fine when it comes to melee weapons; I totally understand that a shiv should break after so many stabbings or killing a zombie with a spoon is a one-time thing. But who has ever had a revolver just blow up in their hand after 20 shots? Who has ever had a longbow just shatter after 10 arrows? And when non-zombie human enemies die they drop their weapons, but they're almost always "broken". They were firing it at me just seconds ago, but as soon as they drop their weapon it's completely toast. This is incredibly immersion-breaking and only serves to further the recycle-and-craft gameplay loop, not the actual story mechanics of the game. Overall, I'll likely keep playing the game and trying to find the joy in it. But what I really think sums up my opinion is this thought. I realized I played the game for 3 hours and said to myself "Well, I can't get a refund now."Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
