Store data
- UK price
- £11.79
- US price
- Awaiting regional check
- Positive reviews
- —
- Total reviews
- —
- Release date
- 1 April 2026
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| Month | Peak | Gain | % gain | Average | Avg % gain |
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| Last 30 days | 8 | — | — | 6 | — |
| November 2026 | 8 | — | — | 6 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
This Steam listing may contain adult-oriented images, video or text.
This Steam listing may contain adult-oriented images, video or text.
| # | ||
|---|---|---|
| 01 | Ach First Blood | 31.1% |
| 02 | Ach Home Base | 26.5% |
| 03 | Ach Stronghold | 24.5% |
| 04 | Ach Liberator | 16.8% |
| 05 | Ach Crossing | 16.0% |
| 06 | Ach Bounty Hunter | 14.9% |
| 07 | Ach Raider Bane | 10.9% |
| 08 | Ach Hired Gun | 9.9% |
| 09 | Ach Veteran | 7.8% |
| 10 | Ach Scrapsmith | 7.7% |
| 11 | Ach Warpath | 5.7% |
| 12 | Ach Pest Control | 5.5% |
| 13 | Ach Free Land | 3.0% |
| 14 | Ach Last Broadcast | 2.5% |
| 15 | Ach Road Warrior | 2.1% |
This patch fixes the bugs reported since 1.1.2. Saves from every earlier version carry over as they are, and saves a crash left marked "Made with an older version" should load again. The big ones Saves survive a crash. A crash or power cut while saving could leave the slot marked "Made with an older version" and unable to load. Saves are now written to a copy first and the previous save is kept as a backup. Weapon wheel on a controller. Both sticks now pick a weapon (only the right one did), and the wheel shows which buttons do what. Ammo tells you what it's for. Each ammo row at the traders names the guns of yours that fire it, or says none of them do. No more floating buildings. Buildings like the oil depot sit on the ground when placed or moved, and ones already floating in your save settle down when you load it. Fixed from your reports Crew at work no longer kneel inside walls. Dr...
Read full update on Steam ↗This patch fixes the bugs reported since 1.1.1. Saves from every earlier version carry over as they are. The big ones Your crew go to work. Crew on a production job (Milking Station, Water Tower and the rest) now go to their building instead of staying in the slave house, and head home when taken off the job. Moving a building takes its people with it. You can escape the stockade again. The gate at the last escape step never offered "Escape". Walk up to it and it opens. Warden Crane is where the map says. Once he comes out, the quest marker follows him instead of pointing inside the Bastion warehouse. Flip / Unstick works on a stuck car. A car hung on a fence post or pallets is moved off onto clear ground. Fixed from your reports The Crossroads Diner no longer has the ground coming up through its floor and doors. The Medicine Run supplies at Pine Hollow are on the garage floor, not it...
Read full update on Steam ↗This patch fixes the bugs reported since 1.1.0. Saves from every earlier version carry over as they are. The big ones No more walking on her own. With a controller, wheel, pedals or adapter connected, she could walk or run backwards by herself. The game now only listens to a controller once you use it, and only to that one. Strongholds are marked. Quests that ask you to clear a zone's camps now mark every stronghold that still counts, on the map and the compass. Horde defences work properly. Nothing else wanders in while you hold a position, a horde zombie stuck behind a wall comes back from a fresh spot, and the last few are marked with how many are left. Fixed from your reports Survivors in liberated camps no longer stand inside rocks. Moving a machine while a slave is on it no longer leaves her facing the wrong way. The build menu's "Deepthroat Machine" is now the Fucking Machine,...
Read full update on Steam ↗The biggest update since launch: the game now speaks 13 languages, plays fully on a controller and shows the real key or button in every prompt. Saves from every earlier version carry over as they are. Play in your language Now translated into Spanish, French, German, Russian, Italian, Dutch, Polish, Czech, Turkish, Brazilian Portuguese, Japanese and Chinese (Simplified and Traditional). The game picks your system language on first start. Switch any time in Options > Interface > Language. Voices stay in English. Full controller support Every action has a button, from driving and building to the weapon wheel, and every menu works with the D-pad or stick, including the map. Xbox, PlayStation, Switch Pro and Steam Deck controllers all work. New options in Options > Mouse & Pad: Input Device (Automatic follows whatever you touched last), Look Sensitivity, Invert Y, a light Aim Assist for...
Read full update on Steam ↗This patch works through every bug reported since 1.0.4, including a few old ones that were hiding behind others. Saves from every earlier version carry over as they are. The big ones No more invisible enemies. Raiders, snipers, bosses and the stockade warden could turn invisible while still fighting. Out of view, an enemy's body slowly floated up into the sky and never came back. Fixed at the root. Doors stay out of your way. Walking up to a door that stood open used to swing it shut in front of you or leave an invisible wall. Open doors stay open, closed ones open as you walk up, and the Haven cabin door works again. You can't lose your car anymore. It shows on the map and compass, comes with you when you fast travel, and returns to Haven if it ends up out of reach. Press reset twice to drive a stuck car out. The stockade holds you properly. Half the cell gate stood open while you w...
Read full update on Steam ↗This patch works through every report sent in since 1.0.3, and puts right a couple of things 1.0.3 got wrong. Saves from every earlier version carry over as they are. The big ones No more enemies inside rocks. Raiders, snipers and infected could stand inside rocks, on top of them or under the large ones, and shoot through the stone. Every rock is now off limits to them: nobody stands on, in or under one. Gates and doors really open. In 1.0.3 doors swung unseen and opened gates left invisible walls at camp entrances, like the Tank Yard. Every door and gate now swings visibly, and gates that stood open stay open. Machines animate again with rescued slaves, and no longer snap back when moved. No more getting stuck captured. Walking out of the stockade after slipping your restraints counts as escaping, and loading no longer puts you back in the camp. Fixed from your reports Bosses like Wa...
Read full update on Steam ↗This patch works through every report sent in since 1.0.2, including a few bugs that had been around since before 1.0.0. Saves from 1.0.0, 1.0.1 and 1.0.2 carry over as they are. The big ones Invisible raiders are gone. Enemies could appear on top of large rocks or inside rocks under the ground, where they could see and shoot you through the terrain. Enemies now only appear on solid, open ground, and raiders need a clear line of sight to hit you. Explosions are back. Grenades, muzzle flashes, bullet impacts, fire and smoke had been missing since before 1.0.0. All restored. Doors open. 166 doors in houses, Bastion Crossing and the warehouses now swing open as you walk up. Some sealed off rooms with loot inside. Raider Stockade and every other chain-link gate now stands open, so its stash is reachable and nobody gets locked in. Fixed from your reports Controls stopped working after dyin...
Read full update on Steam ↗Patch 1.0.2: the carriage, rebuilt This patch rebuilds the carriage from the ground up and fixes another round of reported bugs, including a few things 1.0.1 broke. Saves from 1.0.0 and 1.0.1 carry over as they are. The carriage She does the pulling. The poles are solid wood, so she and the carriage move as one. Every step she takes moves the cart. She steers with her feet. Turning means stepping sideways and swinging the carriage round its back wheels, like a real cart. She can turn it on the spot too. New animations in every direction, diagonals included, so she leans into turns instead of sliding. You can steer while sprinting. Running out of breath now ends in a stumble to a stop instead of a snap, from a normal pull as well as a sprint. Wheels all roll with the ground, the front ones swivel into turns, and the carriage can't drive through walls or rocks. Fixed from your reports C...
Read full update on Steam ↗Patch 1.0.1: fixing what you reported Thank you for every bug report since The Overhaul launched. This patch fixes all of them, plus a long list of issues found while replaying every quest and contract. Saves from 1.0.0 carry over as they are. Fixed from your reports Invisible enemies at night. Nights were so dark that enemies vanished a few steps away while the radar still showed them. Nights are still dark, but the moon now rises as the sun sets and you can see who's coming. Enemies inside rocks. Raiders and infected could walk inside large rocks and shoot out of them. They can't get in there any more. Camps behind the invisible wall. Skull Pike, Rotting Tents, Overrun Camp, Silent Camp and Iron Teeth Camp have moved inside the map, along with any jobs that point at them. Enemies can no longer walk out through the wall. Rescue Dispatch. The survivor is always placed somewhere you ca...
Read full update on Steam ↗The Overhaul: a new campaign and a living wasteland The biggest update Chains of Bondage has had so far is done. Nearly every system was rebuilt from the ground up, and the wasteland finally feels like a place people live in, fight over and die in. Before you play Old saves won't load. The save format changed completely, so this update needs a new game. You now get three save slots, picked from New Game and Load Game. The Last Broadcast Someone is still broadcasting on an old radio at Haven. Finding out who, and why, takes you through 15 main quests across every zone, from Bastion Crossing to the Iron Works. On top of that there are 29 side quests, bounties and survivors to rescue. A living world Haven is your base, and its residents have real jobs. They cook, fix tires, tend a garden, listen to the radio, go to bed at night and stand guard. Settlements at the market, Ashford and Last...
Read full update on Steam ↗0.14 was the big "build anywhere" update and 0.15 fixed a few things. 0.16 is the follow-up where I make it actually feel solid. Letting players place buildings freely opened up a bunch of edge cases — most of this version was hunting those down so the system just works no matter what you throw at it. A few things from 0.14 and 0.15 needed fixing first. Some machines wouldn't place at all, which turned out to be the floor check only looking at the exact spot under your cursor — but a lot of floors are tagged on the parent object rather than the collider, so the game would look right at a perfectly good floor and call it invalid. It now checks the whole object, so valid floors read as valid. The placement preview also had a habit of flashing at the building's old position for a moment before snapping to your cursor. It now stays hidden until it actually locks onto a surface, so it simp...
Read full update on Steam ↗Hey everyone! 0.14 was the big "build anywhere" update, so 0.15 is about sharpening it. New systems always ship with rough edges, and a few showed up fast once people started laying out real bases. Here's what got fixed. Some machines wouldn't place. Turned out the floor check only looked at the exact spot under your cursor — and a lot of floors are tagged on the parent, not the collider. It now checks the whole object, so valid floors read as valid. The ghost snapping from the wrong spot. The preview used to flash at the building's old position before jumping to your cursor. Now it stays hidden until it locks onto a surface, so it just appears where you're looking. Floating buildings. A few buildings hovered above the ground instead of sitting flush. They settle properly now. Stairs. Getting around them was more of a fight than it should've been — sorted out, so moving between levels...
Read full update on Steam ↗Hey everyone! Big update this time — the building system got a complete overhaul, plus a major AI rework. The headline: you can now place buildings wherever you want! Click Build and a ghost preview follows your aim — green means you can place, red means blocked. Rotate it with Q/E or the scroll wheel, left click to confirm, right click or Esc to cancel. You only pay when you actually place it. And if you ever change your mind, every built building now has a Move button instead of just saying "Built" — reposition anything, anywhere, free and instantly. Works for machines too! Speaking of machines, they got reworked as well: they now build instantly with no waiting timers, and they use the same free placement system — the only rule is they have to go on proper floors. No more milking machines on a mountainside 😅 Zombies got a lot smarter (and fairer). They're no longer psychic — gunsh...
Read full update on Steam ↗🛠️ Devlog 0.13 🆕 New Content Added 3 new machines (Machines 9, 10, and 12) 🔊 Audio Machines 9 & 10 now have their own dedicated impact sound arrays (Machine 9 was reusing Machine 1's, and Machine 10 had no audio at all). Footsteps no longer play during idle/turn-in-place animations — they now require actual movement input. 💬 Dialogue Machine idle dialogue now triggers while operating Machines 9 & 10, just like 1, 2, and 3. 🐛 Bug Fixes Fixed the "Press E to rescue" prompt staying on screen after rescuing a slave if the player didn't move away.
Read full update on Steam ↗Update 0.12.1 — Patch Notes After receiving feedback from several players, I've made the following changes: New Features Added Easy mode difficulty selection when starting a new game, where you begin with 5000 of each resource Added a tutorial step explaining the save system — interact with the bed in the small house to save your game Improvements The Build menu in the Management Terminal is now only usable when near your base Bug Fixes Fixed a bug where production buildings (Water Tower, Windmill, Logger's Hut, Oil Depot, Scrap Hut) would permanently stop producing resources after saving and loading Fixed a bug where looting a zombie loot bag that despawns mid-animation would leave the player stuck in a crouching position Various stability and interaction fixes Thank you for the feedback — keep it coming!
Read full update on Steam ↗8 concurrent players — the highest daily peak recorded at that point.
This patch fixes the bugs reported since 1.1.2. Saves from every earlier version carry over as they are, and saves a crash left marked "Made with an older version" should load again. The big ones Saves survive a crash…
This patch fixes the bugs reported since 1.1.1. Saves from every earlier version carry over as they are. The big ones Your crew go to work. Crew on a production job (Milking Station, Water Tower and the rest) now go t…
This patch fixes the bugs reported since 1.1.0. Saves from every earlier version carry over as they are. The big ones No more walking on her own. With a controller, wheel, pedals or adapter connected, she could walk o…
The biggest update since launch: the game now speaks 13 languages, plays fully on a controller and shows the real key or button in every prompt. Saves from every earlier version carry over as they are. Play in your la…
This patch works through every bug reported since 1.0.4, including a few old ones that were hiding behind others. Saves from every earlier version carry over as they are. The big ones No more invisible enemies. Raider…