Game review
The Left Behind
3.5 / 10
- Developer
- Extrude
- Publisher
- Extrude
- Released
- 27 July 2026
- Platforms
- Windows
- Genre
- Survival / Co-op Shooter
- Monetisation
- One-time purchase, no in-app purchases, no DLC. Listed at NZ$17.49 with a 10% launch discount bringing it to NZ$15.74 — checked 3 August 2026.
- Players
- Online and LAN co-op for up to four players, with the option to turn on each other; players report frequent disconnections and at least one bug allowing more players than the advertised limit
The short version
The premise is fine and the setting is genuinely unusual — a real Dutch town rendered in an apocalypse, every building enterable, hordes arriving at nightfall, a high score for nights survived. What ships around it does not work well enough to sell. There is no save in single-player, so a crash or a closed window costs you everything; the game crashes; enemy AI moves on rails; movement and melee are visibly unfinished; and performance is poor on hardware well above the recommended specifications. It may become something. It is not something yet.
Biggest strengths
- The Dutch setting is genuinely distinctive — a handcrafted, recognisable landscape rather than the usual generic ruined America, and players who know the area enjoy seeing it
- Every building can be entered and looted, which gives exploration a purpose the genre often fakes
- Atmosphere lands for some players, helped by real voice acting and a night-bell warning before each assault
Biggest weaknesses
- No save function in single-player; quitting or crashing means starting over, and it is the single most-cited complaint by a wide margin
- Crashes are frequent enough that players report losing runs twice in half an hour
- Enemy AI is rudimentary — single-track movement, erratic speed, and attacks that can lock you out of shooting back
Who it's for: Almost nobody at present. Players who specifically want to support a small Dutch developer through a rough launch and can treat the purchase as a donation will find a real game underneath. Everyone else should wait.
Our recommendation: Don't buy it yet. Wishlist it, watch for a patch that adds a single-player save system and addresses the crashes, and reassess then — the setting and the core loop are worth something if the technical foundation catches up. If you have already bought it and can't get on with it, the refund window exists for exactly this.
3.5 / 10
The most-upvoted review of The Left Behind is one line long: there is no save game in solo, so if you quit you start from the beginning.
That's the whole problem in miniature. This is a survival game about accumulating — loot, weapons, territory, a high score measured in nights endured — released without a way to keep any of it between sessions. Combine that with a crash rate high enough that one player reports losing two runs inside thirty minutes, and the game undoes its own premise before any of its other problems get a chance to.
What it wanted to be
There's something here, and it deserves saying before the rest.
The setting is the good idea: a handcrafted Dutch landscape, recognisably real, rendered post-apocalyptic. Dutch players in the reviews take obvious pleasure in recognising their own city as a zombie map, and the pitch that every building can be entered and looted gives the exploration some point. Nights bring hordes, announced by a bell, and you're scored on how many you survive alone or with up to three others. That's a clean loop, and it isn't the loop everyone else is running — most of the genre defaults to ruined America.
Some players get it. One positive reviewer with 36 hours logged frames the whole thing as a passion project deserving patience. Another, with nearly 32, reports no technical problems at all and is enjoying it. A German reviewer says for ten euros you shouldn't expect Dead Island 2, the map is pretty and the atmosphere is dense.
What actually ships
Against that, the criticism is unusually consistent, and it comes from people who barely got started: the median playtime among negative reviews is twenty-four minutes.
Beyond the missing save system, the recurring failures are the ones you'd expect from a build that wasn't ready. Movement is stiff — reviewers describe a character that moves like a Playmobil figure, stops mid-air when jumping and punching, and occasionally T-poses. Enemy AI runs on a single track, with zombies that are sometimes inexplicably fast and attacks that can leave you unable to shoot back. Performance is poor on machines comfortably above the recommended specifications, and several players note the in-game presentation looks markedly worse than the store screenshots. Co-op drops connections.
The achievement curve confirms how far most people get: 61% survive the first night, 50% make it upstairs somewhere early on, and the next achievement down is at 6.8%. Nobody is getting deep into this.
The positive column doesn't help either
Reading all 26 positive reviews is instructive, because a good number aren't recommendations.
One is a French player saying plainly that the game is not really playable in its current state, and that they're leaving a positive review anyway to encourage the developer. Another is a Japanese review consisting of the words "garbage quality" and a note that they refunded it — filed on the positive side. A German list-format review counts "infinite players bug" among its positives.
That's not a knock on those players, who are being generous or funny in ways Steam's binary system can't express. But it does mean the 24% overstates rather than understates how this landed.
Verdict
The Left Behind is a game released roughly a year too early, at a price that assumes otherwise. The missing save function alone would sink it — a survival game you cannot resume is not a survival game — and the crashes, the AI and the performance are each individually enough to stop a session.
None of that makes it worthless. The setting is a genuinely fresh idea, the small team is present and patching, and games in this genre have recovered from worse starts; 7 Days to Die spent a decade in Early Access becoming what it is now. The difference is that it said so on the box.
Three and a half out of ten, and the review will be worth revisiting if a save system arrives. Until then the honest advice is the same one most of its buyers reached independently: wait.
Players who want a world that holds onto their progress — and is still there when they come back — may also enjoy Wanderer.
Pros and cons
Pros
- The Dutch setting is genuinely distinctive — a handcrafted, recognisable landscape rather than the usual generic ruined America, and players who know the area enjoy seeing it
- Every building can be entered and looted, which gives exploration a purpose the genre often fakes
- Atmosphere lands for some players, helped by real voice acting and a night-bell warning before each assault
- Co-op supports up to four across online and LAN, with the option to turn on each other
- The developer is small, engaged with the community, and patching — several positive reviews are explicitly encouragement rather than endorsement
Cons
- No save function in single-player; quitting or crashing means starting over, and it is the single most-cited complaint by a wide margin
- Crashes are frequent enough that players report losing runs twice in half an hour
- Enemy AI is rudimentary — single-track movement, erratic speed, and attacks that can lock you out of shooting back
- Character movement and melee are visibly unfinished, including reports of T-posing and stopping mid-air
- Performance is poor even above recommended specifications, and the in-game visuals don't match the store screenshots