Game review
The Midnight Walkers
4 / 10
- Developer
- Oneway Ticket Studio
- Publisher
- Oneway Ticket Studio
- Released
- 28 January 2026
- Platforms
- Windows
- Genre
- Action, Indie, Early Access
- Monetisation
- One-time purchase with cosmetic in-app purchases and one paid DLC pack
- Players
- Online PvPvE at launch, transitioning to solo and co-op PvE
The short version
The Midnight Walkers, released into Early Access on 28 January 2026 by Oneway Ticket Studio, drops players into the Liberty Grand Center, a 20-floor complex overrun by zombies, for a melee-focused, Dark and Darker-inspired PvPvE extraction shooter. It sits Mixed across a sample of around 1475 reviews, and reading widely through them, alongside the developer's own official posts, tells a story bigger than typical Early Access growing pains. Reviewers repeatedly and specifically praise the underlying concept, floor-based extraction with escape pods, a genuine gear-score risk-reward loop, and a melee-first combat identity distinct from most extraction shooters' gunplay focus. Set against that praise, this review found consistent, specific complaints about missing fundamentals many reviewers say the genre requires, no sprint, no dodge, no block or parry for most classes, alongside reports of regional latency making the game unplayable for some, and at least one detailed, specific report of a crash deleting 30 hours of progression. This review also found something more serious than ordinary balance complaints: the developer's own official posts, corroborated independently by reviewers dating their comments across the following months, confirm the studio underwent significant team downsizing, struggled to sustain live-server costs against a shrinking player base, and ultimately pivoted the game away from its original always-online PvPvE structure toward an offline-capable solo and co-op PvE format specifically to keep the game playable rather than shut it down outright.
Biggest strengths
- Reviewers repeatedly and specifically praise the underlying concept of a melee-focused, floor-based extraction shooter set against zombies, several crediting escape-pod mechanics and gassed-floor time pressure as a genuinely distinct spin on the genre
- Multiple reviewers specifically credit a gear-score risk-reward loop and class-based ability system with real depth, several separately noting build variety between classes as meaningfully different rather than cosmetic
- At least one detailed reviewer specifically credits the developer's decision to keep the game playable through a structural pivot, rather than shutting servers down outright, as evidence of good faith despite the underlying business difficulty
Biggest weaknesses
- This review found a documented, developer-confirmed account, posted directly by the studio's director across two official updates, describing significant team downsizing and an inability to sustain the game's original live-server PvPvE structure, resulting in a forced pivot toward an offline-capable PvE format specifically to avoid discontinuing the game entirely
- Multiple reviewers specifically and repeatedly criticise the absence of core genre fundamentals at launch, no sprint, no dodge and no block or parry for most classes, several describing resulting combat as two characters slowly walking into each other while attacking
- This review found a specific, detailed bug report describing a crash during extraction that deleted 30 hours of character progression, with the reviewer separately reporting no response from the developers after reporting it
Who it's for: Extraction-shooter and Dark and Darker fans curious about a melee-first, zombie-themed take, who are prepared to buy into a project whose developer has openly stated it can no longer sustain its originally planned live-service structure.
Our recommendation: Approach with real caution; the core concept has genuine fans, but this is Early Access buy-in into a project the developer has publicly confirmed is operating with a significantly reduced team and an already-realised risk of losing its live multiplayer entirely.
4 / 10
Introduction
The Midnight Walkers, released into Early Access on 28 January 2026 by Oneway Ticket Studio, drops players into the Liberty Grand Center, a 20-floor complex overrun by zombies, for a melee-focused, Dark and Darker-inspired PvPvE extraction shooter. It sits Mixed across a sample of around 1475 reviews. Reading through that sample alongside the developer's own official posts tells a story that goes well beyond typical Early Access rough edges, and this review treats that story as central to its score.
A concept reviewers genuinely respond to
Set aside the business difficulties for a moment, because the underlying concept draws real, specific praise from a meaningful share of this sample. Reviewers repeatedly credit the floor-based extraction structure, players queue into a set range of floors in the complex, loot and fight their way through, and race to reach randomly placed, periodically gassed-out escape points before time runs out. Multiple reviewers specifically praise the level of environmental detail on offer, crediting the developers with interior design unusual for an Early Access release at this price. Several reviewers specifically credit the class-based ability system and gear-score risk-reward loop with real strategic depth, distinct enough from Dark and Darker, the game's most obvious point of comparison, that more than one longtime Dark and Darker player specifically says they enjoy this more.
Missing fundamentals reviewers say the genre needs
Set against that praise, this review found a specific, repeated and detailed complaint concerning combat itself: no sprint, no dodge, and no block or parry available to most classes. Multiple reviewers independently describe the resulting combat as two characters slowly walking toward each other while spamming a single attack button, several specifically comparing player and zombie movement speed to "elderly people waiting for their next dosage." This review reads that level of specificity, not simply "combat feels bad" but a list of concrete missing systems reviewers expect from the genre, as a credible, structural design gap rather than a difficulty complaint.
A documented, developer-confirmed collapse of the original live-service plan
This is the part of this review that matters most, and this review draws it directly from the developer's own official posts rather than from player speculation. Ray, the studio's director, published two consecutive "Update on the Development Team and Our Path Forward" posts confirming, in the studio's own words, that the development team was reorganised into "a much smaller team than before," that community managers had departed, and that "it is becoming increasingly difficult for us to continue maintaining the live service in the same way as before" given ongoing server costs against a shrinking player base. A second, later post from the same director goes further, stating directly that "maintaining the live servers has become a significant burden under the current circumstances" and announcing a structural pivot: The Midnight Walkers would transition from its original dedicated live-server PvPvE structure to an offline-capable PvE format supporting solo and co-op play, explicitly framed by the developer as a way to keep the game "playable" and prevent it from "disappearing from your libraries," rather than shutting the service down outright. This review treats that as a serious, well-documented business-health story in its own right, not a rumour repeated by disgruntled players, since it comes directly from the studio.
Players are split on the outcome, and this review reports both sides
Reading the review sample against that timeline explains a real split in player sentiment. Several reviewers, writing before or during the restructuring, describe the transition away from live PvPvE as destroying what they specifically enjoyed about the game, with one directly warning "Nakwon will be destroy you" over the shift. Other reviewers, writing after, describe the PvE conversion positively, one specifically thanking the developers "for choosing to preserve the game by switching to P2P hosting rather than simply letting it disappear," and several others reporting the change "scratched an itch" they'd been missing. This review reads that split as genuine rather than contradictory: players who specifically wanted competitive PvPvE lost the game they bought, while players more interested in the extraction-survival loop itself gained a more stable, sustainable version of it.
Specific technical and regional complaints
Beyond the structural story above, this review found a specific, detailed bug report worth flagging directly: one reviewer describes a crash during extraction that deleted 30 hours of character progression, separately reporting no developer response after filing it. Multiple reviewers specifically report severe regional latency, with one Australian reviewer citing 160 millisecond ping making the game effectively unplayable outside supported server regions. This review also found reviewers specifically describing a small and shrinking concurrent player base making PvPvE lobbies difficult to fill even shortly after launch, a structural complaint this review reads as directly connected to the live-service sustainability problems the developer has since publicly confirmed.
Why this review scores the game cautiously despite real fan enthusiasm
It's worth being direct about how this review weighs a concept with genuine, demonstrated fan enthusiasm against a documented business collapse serious enough that the developer itself describes it as an existential threat to the project. The core extraction loop and floor design draw real, specific praise, and the developer deserves credit for choosing transparency and a preservation pivot over silently abandoning the game. But a project that launched as a live-service PvPvE extraction shooter and, within roughly six months, publicly confirmed team downsizing and an inability to sustain that live service is a fundamentally different, riskier proposition for a new buyer than its Early Access marketing suggested at launch. This review scores The Midnight Walkers as a game with real ideas worth watching from a safe distance, not one to buy into today expecting the multiplayer experience it launched with.
Final Verdict
The Midnight Walkers offers a genuinely distinct, melee-focused take on the extraction-shooter formula, with detailed environments and a class system that draw real, specific praise from reviewers who enjoy it. What holds this score down is a documented, developer-confirmed collapse of the game's original live-service PvPvE structure, team downsizing serious enough that the studio's own director describes it directly, missing combat fundamentals many reviewers say the genre requires, and specific technical and regional complaints. Approach with real caution, and go in understanding this project's business foundation, not just its combat, is still visibly unsettled.
Pros and cons
Pros
- Reviewers repeatedly and specifically praise the underlying concept of a melee-focused, floor-based extraction shooter set against zombies, several crediting escape-pod mechanics and gassed-floor time pressure as a genuinely distinct spin on the genre
- Multiple reviewers specifically credit a gear-score risk-reward loop and class-based ability system with real depth, several separately noting build variety between classes as meaningfully different rather than cosmetic
- At least one detailed reviewer specifically credits the developer's decision to keep the game playable through a structural pivot, rather than shutting servers down outright, as evidence of good faith despite the underlying business difficulty
- Several reviewers specifically praise the environmental detail and floor design, crediting the developers with a level of interior detail unusual for an Early Access release at this price
- Multiple reviewers who returned after the PvE-focused restructuring specifically describe the change positively, several directly crediting it with making the game "giga good" again after finding the original PvPvE structure exhausting or hostile
Cons
- This review found a documented, developer-confirmed account, posted directly by the studio's director across two official updates, describing significant team downsizing and an inability to sustain the game's original live-server PvPvE structure, resulting in a forced pivot toward an offline-capable PvE format specifically to avoid discontinuing the game entirely
- Multiple reviewers specifically and repeatedly criticise the absence of core genre fundamentals at launch, no sprint, no dodge and no block or parry for most classes, several describing resulting combat as two characters slowly walking into each other while attacking
- This review found a specific, detailed bug report describing a crash during extraction that deleted 30 hours of character progression, with the reviewer separately reporting no response from the developers after reporting it
- Multiple reviewers specifically report severe regional latency, with one Australian reviewer citing 160 millisecond ping making the game unplayable outside a small set of supported regions
- Several reviewers specifically describe a small and shrinking concurrent player base making PvPvE matches difficult to fill even shortly after launch, a structural problem this review reads as directly connected to the live-service difficulties the developer has since confirmed
Screenshots
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The Midnight WalkersImage: Oneway Ticket Studio via Steam -
The Midnight WalkersImage: Oneway Ticket Studio via Steam -
The Midnight WalkersImage: Oneway Ticket Studio via Steam -
How the review scores each part of the gameWanderer Editorial -
The essentials at a glanceWanderer Editorial -
The short versionWanderer Editorial