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Propaganda vs. Zombies

Propaganda vs. Zombies

by Loboz

Price $6.99
Avg Players 0
Released Mar 16, 2026
2DAuto BattlerCard BattlerCasual
View on Steam ↗

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Propaganda vs. Zombies pairs a card-building system with real-time auto-battling, letting you assemble a deck while your leader fights zombies automatically on screen. The game emphasizes passive progression and hands-off gameplay, though player feedback suggests its mechanics lack clear explanation and could benefit from further polish.

About this game

What players are saying

▼ Not recommended 0 hrs
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Nothing is explained and everything is timed.

The game seems like it's a mix of deckbuilder, shmup with some Reigns style choice popping up here and there. If that sounds interesting, then you're going to be disappointed.

The goal is to shoot zombies on rails (you can't move). Zombies which inexplicably have various confusing icons flashing over them while they are running towards you. You are supposed to pick cards (usually bullets) with your mouse and the choose where to shoot which feels very awkward in real time since no shortcuts are supported. The card effects are a mystery until you reach the shop, but have run reading them because the shop is also timed for some reason.

Occasionally you will need to make a choice, like feed your army or something, which shuffles some stats around (which are again not explained) and then you get an effect that is explained in broken English. One said "More lost comrades will be [freeze]." What?

Once that is done, you are suddenly placed back right into the action where you left off, even if you were surrounded by zombies.

There are also no resolution options, and the sounds sometimes overlaps but that's least of the game's problem.

The positive


+ Kinda like the music when it isn't overlapping.

+ Concept has some potential, but it needs a lot more work


The neutral


* None


The negative


- No explanation on the goal of the game, mechanics or in game effects

- Boring gameplay loop


Conclusion:


Unexplained mechanics and unpolished, uninteresting gameplay. Not recommended.

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3 found helpful Steam ↗
▼ Not recommended 0 hrs
So, there are no instructions.
None of the cards have descriptions.
None of the choices show what they do.
Your stats are pictures, so i've got an idea? But we don't know for sure.
You can see the descriptors in the trailer, but in game its all "No description". Same with the left and right choices.

Energy keeps bouncing up and down, but i think it's even for getting, although you don't get enough energy to stay safe? Even when only using cards on zombies that are directly on you.

I turned off the sound effects and music to reduce distraction while i tried to figure out the game, but there is still sounds.

Honestly seemed like an interesting idea, but can't recommend and currently returning. When they fix it, and send me a copy, ill change the review.
2 found helpful Steam ↗
▼ Not recommended 0 hrs
I do see the vision and this looks like it could be a fun game; but it definitely needs more improvements and some general bug fixes.

This game could sell for sure (for a smaller price), if all the current systems would get polished at least
1 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Update V1.1 - For Those Who Come After

90 days ago
Comrades,A small V1.1 update is now live for Propaganda vs. Zombies.This patch focuses on a few important bug fixes:Fixed an issue where music settings would not always be remembered or applied correctly on spawnFixed a bug where the level would fail to clear properly after dying and respawningFixed an issue where the player could become stuck in the shooting poseThis is a small patch, but it should help make runs feel smoother and more consistent.Thanks again for the support, and more updates soon.

Propaganda vs. Zombies is approaching Version 1.0 (Rework 3/3)

92 days ago
Comrades, We’re excited to say that Propaganda vs. Zombies is now on V1 and getting close to release. Over the course of development, we’ve been focused on strengthening the game’s core identity: a deck-building incremental auto-battler / idler where your Propaganda Leader recruits allies and fights zombie hordes while you shape each run through cards, upgrades, and strategic choices. That foundation is the heart of the game, and this next version is a big step toward the full release we’ve been building toward. With V1, we’ve made major improvements to performance, progression flow, and the tutorial. Performance The game now runs much more smoothly overall. We’ve put a lot of work into improving stability and responsiveness so the action feels better during longer sessions, larger battles, and busier moments on screen. Progression Flow We also took a hard look at progression. One of our biggest goals for V1 was making the game feel better paced and easier to follow from one decision to the next. That means a more satisfying flow as you build your deck, choose upgrades, and push further into each run. Tutorial On top of that, we’ve improved the tutorial to make onboarding much clearer. Since Propaganda vs. Zombies mixes idler, deckbuilding, auto-battler, and bullet-heaven elements, we wanted new players to understand the game faster and get into the fun without unnecessary confusion. The new tutorial does a much better job of introducing the systems and helping players settle into the rhythm of the game. The Steam page describes the game as an idler built around strategic card choices, upgrade paths, and multiple playstyles, so clearer onboarding is especially important for helping new players understand those systems early. We started Early Access to tune balance and pacing with real player feedback, and the Steam page notes the plan for the full version to expand beyond the current Early Access content with more playable cards, more choice scenarios, and more buff...

This is (now) an idler/clicker - Rework Update (2/3)

180 days ago
Back with a new visionHey everyone, its been a couple months since the last update, in the meantime i've been experimenting with Propaganda VS Zombies and trying to find the path forward for it, I think I landed on something good and fun and would love your feedback going forward!"Wait this is an idler/clicker now?"That's right, while originally this game was more of a clicker with you actively choosing your cards, the gameplay didnt seem to hit with the players, so I decided to automate that part away and focus on what I think will make this game interesting: the cards, the synergies you make, and your propaganda alliesCurrently we have the core loop ready, You will:Watch your Propaganda Leader fight on the corner of the screen and gather money and XPYou can use that money to buy upgrades for you (health, reload speed, XP/Money Multipliers) or your allies (More time active, more bullets per shot, bouncy bullets)Ocasionally you will find rare cards, these cards represent your bullets and the attack you perform after your Leader charges itYou will be able to "Ascend" and lose all your cards, current money, upgrades, and XPIn exchange for Ascension you'll get Elite Coins that you can use for Permanent Upgrades like better cards unlocked, player auto moves, freeze all enemies. What's next for Propaganda VS Zombies? (Roadmap and 2026 dev cycle)With this rework almost done, what is left is:More polish and game juiceNew EXCITING Cards (Freeze all enemies, lightning damage, summons)MacOS and Linux native versionsMore Variety! Boss enemies, upgrades more fleshed out, ascension + prestige (start from the beginning again with big bonuses, and palette chooser)

Posts come from Steam's official announcements feed.

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