Key art for Survival Nation

Game review

Survival Nation

4.5 / 10

Developer
Wenkly Studio Sp. z o.o.
Publisher
Wenkly Studio Sp. z o.o.
Released
2 February 2023
Platforms
Windows
Genre
RPG, Survival, Action
Monetisation
One-time purchase. No advertisements, no microtransactions.
Players
Solo, online co-op and online PvP modes

The short version

Survival Nation promises an open-world VR survival RPG built around a zombie apocalypse — hunting, gathering, crafting, and fighting for survival solo or alongside other players. Released 2 February 2023 by Wenkly Studio, it sits Mixed with English-speaking players, 68% across 157 reviews, and reading through that sample turns up a consistent gap between what the store page promises and what reviewers say they actually got: a more linear, quest-driven RPG with survival elements sprinkled in rather than a genuine open-world survival game, zombies that spawn directly out of bare ground rather than emerging from the environment, and multiplayer lobbies capped small enough that several reviewers report never encountering another player at all.

Biggest strengths

  • Several reviewers, particularly those on Meta Quest 2, describe the core gunplay as genuinely immersive, specifically praising realistic reloading and full-body inverse kinematics added in an update
  • The three separate modes — solo, online co-op and online PvP — give players a choice of how they want to experience the same core systems
  • No advertisements or microtransactions layered on top of the upfront purchase

Biggest weaknesses

  • The most consistent complaint in the sample is a mismatch between marketing and delivery: multiple reviewers say they expected an open-world survival game closer to DayZ and instead found a comparatively linear, fetch-quest-driven RPG with survival mechanics that feel "tacked on" rather than central
  • Zombies are repeatedly described as spawning directly out of the ground with no environmental cue, undermining the survival-horror atmosphere the game is going for, and several reviewers say they respawn fast enough to break immersion entirely
  • Steam's own achievement data is consistent with a rocky first impression: only 40.1% of tracked players earn the very first achievement, a notably low opening-funnel figure next to healthier small releases this library has reviewed

Who it's for: VR owners specifically curious about a budget zombie-shooter RPG, who understand going in that "survival" here means a light layer over a fairly linear quest structure, not an open sandbox.

Our recommendation: Worth a look only at a discount, and only if you're playing on Meta Quest hardware — reviewers report the game working reasonably there while describing it as functionally broken on HTC Vive.

4.5 / 10

Introduction

Survival Nation pitches itself as an open-world VR survival RPG: build a camp, fight off a zombie apocalypse, hunt and gather for food and water, craft equipment, and choose between solo, co-op or PvP play. Released 2 February 2023 by Wenkly Studio at a NZ$43.59 asking price, it currently sits Mixed with English-speaking players — 68% positive across 157 reviews. Reading through that sample, one specific pattern stands out more than any single technical complaint: a consistent, repeated gap between what the marketing promises and what reviewers say the game actually delivers.

Not quite the game the store page describes

More than one reviewer frames their disappointment in almost identical terms. One writes that they expected "an open world zombie survival game" akin to DayZ and instead found "much more like a linear story game with a very very small amount of survival mechanics sprinkled in here and there." A second, more detailed review makes the same point from a different angle, saying the marketing made the game look like "Once Human in VR" but that what shipped is "a basic, early access arcade RPG with hardly anyone playing." A third reviewer specifically singles out the hunger and thirst systems as feeling "tacked on just to inconvenience the player," rather than forming a meaningful survival loop the way the pitch implies. None of these are contradictory complaints about different things — they converge on the same underlying gap between advertised scope and delivered scope, which is worth taking seriously as a pattern rather than three isolated opinions.

Zombies that undercut their own atmosphere

A specific, recurring detail compounds the disappointment for several reviewers: zombies are described as spawning directly out of bare ground with no environmental setup, rather than emerging from buildings, terrain or cover the way the genre's atmosphere usually depends on. One reviewer calls the respawn rate "just a little too fast," undermining any tension a scarcer, more deliberate zombie population might have created. A separate reviewer goes further, describing common zombies as absorbing five bullets even from a levelled character with an upgraded weapon, calling a lack of one-shot headshot kills against basic enemies simply unreasonable at higher character levels. Steam's own achievement data is consistent with the cumulative effect of these complaints: only 40.1% of tracked players earn the very first achievement in the game, a noticeably weaker opening-hours funnel than this library has found in other small releases with warmer receptions.

A platform-specific dealbreaker

Beyond the shared complaints, this game carries a specific, serious issue for one particular audience: HTC Vive owners report that the control scheme was built with Meta Quest hardware in mind, and that on Vive, the crouch and reload button bindings overlap with no way to remap them — meaning an attempt to reload a weapon triggers a crouch instead. One detailed report calls the game "literally unplayable" on that headset as a direct result, and states the issue has been raised publicly without a fix arriving. Reviewers playing on Meta Quest hardware report a noticeably better experience overall, several specifically praising realistic reloading animations and full-body inverse kinematics added in a later update — worth knowing if you're deciding which VR platform to play this on, rather than whether to buy it at all.

Co-op and PvP, on paper

The three-mode structure — solo, online co-op and online PvP — looks like a real point of flexibility on the store page, but the reviews describing actual multiplayer sessions are thin on enthusiasm. One reviewer who specifically tried co-op describes it bluntly: "you dont really share quests and work together," undercutting the cooperative framing the mode advertises. A second, more detailed account of the PvP mode describes it as "a stripped down version of the main game," with no quests at all and success mostly measured by how much loot you can scavenge before an opponent does — and notes trying to find other players in it and simply finding empty instances instead. Server population appears to be the underlying issue rather than the mode design itself: several reviewers separately mention small player counts and difficulty finding anyone to play with at all, which matters more for a multiplayer-advertised game than it would for a single-player release with the same population numbers.

Weighing the price against what's there

At NZ$43.59, Survival Nation sits well above the price of most VR-adjacent indie releases this library has covered, and more than one reviewer explicitly frames their complaints in terms of value rather than pure technical quality — one lists graphics, combat feel and looting as each individually mediocre before concluding simply that this is "a $30 game" dressed up at a higher price point. Whether the finished feature list justifies the asking price seems to depend heavily on platform and expectations: reviewers who came in expecting a lighter arcade shooter with RPG trimmings report getting reasonable value, while those expecting a fuller open-world survival experience consistently describe feeling shortchanged.

Final Verdict

Survival Nation isn't without real strengths — several Quest 2 players describe genuinely immersive gunplay, and the three-mode structure gives it more shape than a lot of budget VR releases manage. But the review sample's most consistent theme isn't really about bugs or graphics, even though both come up repeatedly; it's a mismatch between what this game is sold as and what it actually is. Buyers hoping for an open-world survival experience in the vein of DayZ or Once Human describe finding a narrower, more linear arcade RPG instead, and HTC Vive owners face a specific, reportedly unresolved control conflict on top of that. Worth a discounted look for VR owners specifically curious about a budget zombie shooter with light RPG systems; set your expectations by the reviews here rather than the store page's own pitch.

Pros and cons

Pros

  • Several reviewers, particularly those on Meta Quest 2, describe the core gunplay as genuinely immersive, specifically praising realistic reloading and full-body inverse kinematics added in an update
  • The three separate modes — solo, online co-op and online PvP — give players a choice of how they want to experience the same core systems
  • No advertisements or microtransactions layered on top of the upfront purchase
  • One detailed 19-hour review describes coming close to seeing everything the game has to offer, suggesting a real, if not enormous, amount of content for the price

Cons

  • The most consistent complaint in the sample is a mismatch between marketing and delivery: multiple reviewers say they expected an open-world survival game closer to DayZ and instead found a comparatively linear, fetch-quest-driven RPG with survival mechanics that feel "tacked on" rather than central
  • Zombies are repeatedly described as spawning directly out of the ground with no environmental cue, undermining the survival-horror atmosphere the game is going for, and several reviewers say they respawn fast enough to break immersion entirely
  • Steam's own achievement data is consistent with a rocky first impression: only 40.1% of tracked players earn the very first achievement, a notably low opening-funnel figure next to healthier small releases this library has reviewed
  • Multiple reviewers report the game looking dated for its price, with comparisons to "Quest 2 native games" and, in one case, PlayStation 2-era visuals, and one detailed review specifically criticises the lack of a day/night cycle in an open-world game
  • Online lobbies are capped at a small player count, and several reviewers report never actually encountering another player despite trying the multiplayer modes
  • HTC Vive owners report a specific, unresolved control-scheme conflict where the crouch and reload bindings overlap, making reloading effectively impossible without accidentally crouching instead — reviewers say this has gone unaddressed despite being reported

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5 / 10
  • Visuals 3.5 / 10
  • Progression 4 / 10
  • Value 4 / 10
  • Originality 4.5 / 10
  • Multiplayer 4 / 10