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The Killing Antidote on Steam

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This is a TPS game. Shooting, fighting, dress-up, puzzle solving, and more. In the future, a special germ causes humans to be constantly infected and mutated. The protagonist, Jodi, is a brave journalist who goes on her way to find the legendary antidote and is in danger.

The Killing Antidote is a early access, female protagonist and zombies game developed and published by MetalStar Studio.
Released on October 05th 2024 is available on Windows and Steam Deck.

It has received 4,678 reviews of which 4,214 were positive and 464 were negative resulting in a rating of 8.7 out of 10. 😎

The game is currently priced at 28.99€ on Steam.


The Steam community has classified The Killing Antidote into these genres:

Media & Screenshots

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System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows10
  • Processor: i5
  • Memory: 4 GB RAM
  • Graphics: GTX 960
  • DirectX: Version 11
  • Storage: 6 GB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

19 hours played
Sept. 2026
The Killing Antidote — Come for the Plot, Stay for the Actual Plot. Let's address the elephant in the room. Yes, this is essentially Gooner Resident Evil, and pretending otherwise would be intellectually dishonest. However, reducing the game to that description alone would be doing it a tremendous disservice. Underneath all the questionable wardrobe decisions is a genuinely entertaining survival horror experience. The gameplay is fantastic, the combat feels satisfying, and the exploration is rewarding enough to keep you coming back. The story isn't exactly groundbreaking, but it's entertaining enough to keep you invested, and honestly, that's all it really needs to be. The game knows what it wants to be and executes it remarkably well. And then there's the clothing customization. My god, the customization... The sheer variety of outfits and the freedom to mix and match clothing pieces is genuinely unparalleled. I've played RPGs with dedicated character creators that offer less freedom than this game's wardrobe. The amount of time I've spent deciding what to wear before heading into a zombie-infested facility is frankly embarrassing. Apparently, surviving a biological catastrophe is important, but looking good while doing so is nonnegotiable. What I appreciate most is that the developers haven't used the game's obvious appeal as an excuse to neglect everything else. There's an actual game here, and a damn enjoyable one at that. The fan service gets your attention, but the gameplay gives you a reason to stay. The Killing Antidote is a surprisingly solid survival horror game with an absolutely unreasonable amount of clothing customization. It doesn't need to revolutionize the genre. It just needs to be fun, and it succeeds spectacularly. I came for the plot. I stayed for the plot. And somewhere along the way, I actually started caring about the plot.
6 hours played
Aug. 2026
this game combines two of my favorite genres together, resident evil and dressing up asian girls. I paid full price and didn't regret it which is very rare. I hope it gets more clothes and levels.
5 hours played
May 2026
On measure, for a game where the sexual aspects are displayed front and center on the store page, you wouldn't expect the gameplay to be as smooth as it is - because it typically isn't. For games like these, more often than not, the sex element takes precedence over, y'know, the gameplay - and yet here we are. I can safely say I've had more genuine fun with this game than I expected going in. The gunplay is as decent as it needs to be, for an over-shoulder TPS. The weapons run the typical gamut of pistol-revolver-shotgun-SMG-assault rifle-bow, but that's fine because they're all fun to use, so I was never itching for more weapons. Ammunition is rarely if ever an issue, so long as one manages resources appropriately, and once you get to the point in the game where there's vending machines full of the stuff for a relative pittance of money, you'll never sweat about needing more boolets, or bigger wepon, again. I haven't seen hide or hair of the weapon mods that the game keeps insisting are an element, yet, but that might just be me not having gotten far enough along to unlock the feature. Regarding money: Up until you reach the first vending machine, you'll have spent some amount of time picking up strange red or blue crystals off of zombies with no immediate explanation what they're used for. Just before you find the vending machine, you'll suddenly start picking up actual bundles of cash. The crystals are sold to the vending machines for quick bucks, and once you learn this, the number of zombies who drop crystals and stacks of bills will skyrocket exponentially. In the same area that the first vending machine appears, there's even a room right across the hall where you can infinitely spawn zombies to shoot at for free money, so you can grind all you please. There is technically a cap on how many supplies you can purchase at a time, but if you don't make a habit of getting hurt all the time, you won't blow through your healing supplies too quickly; and you get ten of whichever gun's bullets per purchase, and the stock is set at 500 for each ammo type, so you're not exactly on the struggle bus, here. To me, being able to carry as many bullets as I like is grand, but I can see how other people might feel like this mechanic cheapens the challenge of the game, since suddenly, you can just grab as much ammo as you want for your favorite gun and pretend the other weapons just don't exist, where previously, you would have had to depend on all of your weapons equally in order to manage your supplies. There are other vending machines which dispense clothing as well, if that particularly matters to you, so if you're not a fan of loading up on guns and ammo, you could just blow your cash on a new shirt or something instead. Jodi's movements feel smooth and she's decently responsive to control inputs, unlike so many other games of this type where getting the character to move feels like hauling them through waist-deep quicksand at all times. Combat is snappy, with her gun snapping into position the instant you scope in on an enemy (or, well, aim down sights - I say scope in because I'm used to it). Her stomp move is as crunchy as its clear inspiration, Dead Space, and is more than sufficient for making sure any zombies you're not sure are dead for good don't go standing back up. Melee attacks feel weighty, and the automatic grapple counter Jodi employs if she has a knife in her inventory when an enemy attempts to grab her is such a breath of fresh air. The movement controls might need a bit of rebinding for comfort's sake, because putting dodge on left control (meaning I have to rely on my pinky to avoid incoming attacks) is not what I would call one of the more intuitive choices. Jodi's walking speed is, well, a walking speed, but it doesn't feel obnoxiously slow, which is good, because as nice as her running speed is, she burns through stamina pretty quick. Knockdown recovery could be a little more brisk, I feel, especially since some enemies will just hover over Jodi and wait for her to stand back up so they can instantly smack her in the head again, and if you go down against an enemy with a gun, you may as well just reload because they'll mag dump you while you're on the floor. Parkour elements could stand to be tighter, especially given that some puzzles require some precision jumping and grappling, and I've run into incidents where sometimes Jodi will just do a pathetic little bunny hop instead of the running leap I needed her to. The enemy variety isn't huge, but varies enough to keep you on your toes, and even the bog-standard "run at you and smack you in the face" enemies from the start of the game never truly stop being a threat in a tight situation. That said, once the game introduces the vending machines and ammo suddenly becomes far less of a concern, the devs fall into the tired old trap of, "throw enough zombies at the player to make them seriously question which country got depopulated to make this big of a swarm." Particularly the little facehugger-type enemies who simply appear out of the floor, ceiling and walls, giving the devs an easy excuse to spawn them infinitely whenever you walk into an area where they exist. Additionally, there is (so far, and to the best of my knowledge) one boss fight against an enemy who, if they manage to grapple you at all, will instantly kill you, regardless of how much health you have, or if you have any knives on you. This fight can be pretty annoying, even if you know what you're doing. Certain mechanics feel like they're not explained terribly well, if at all (did you know you have to crouch in order to safely approach a proximity mine to use the mine removal tool on it? I didn't, because the game never said a word about it working like that), whereas other mechanics feel like the God of War devs seriously using DarkSydePhil as evidence that video games need to hold your hand at all times (try not to think too hard about what the codes to some lockers are. The answers will literally be right in front of you when you turn around. Not all lockers do this, but enough of them do to make it feel pointed). It gives a sense of peaks and valleys, where the devs were willing to trust the player to be smart enough to figure out some parts of the game on their own, but then they had a change of heart for other parts of the game and put the solutions on glowing neon signs, where giving the player breathing room to use their own brains would have been appreciated instead. Given that much of the game takes place in an industrial complex with walls, rooms and corridors that are all the exact same color and design, it's not surprising that you might get lost while trying to figure out where in the world you need to go. I can honestly say that I made it as far in the game as I did because I bungled my way there, rather than because I knew where I was going. I'm electing not to speak on the matter of character customization, because that's a matter of personal preference, and my preference was to make Jodi look like she was, y'know, prepared to wade through a small army of zombies, so I didn't spend much time sexing her up any and instead had her wearing practical clothes that looked like they might hold up in combat scenarios (i.e., none of the especially revealing, lacy clothing options, because one would think that not having your skin exposed to FLESH-EATING ZOMBIES would be a relatively pragmatic choice to make). So, there you have it. Even in spite of the gripes I've mentioned, the game is still fun enough that I'm okay recommending, flaws and all. I would maybe wait for it to go on sale, but other than that, if it resonates with you at all, you'll probably do just fine with it. As an added bonus, it runs decently well even on my potato of a PC, so as long as you adjust your settings appropriately, it shouldn't give you too much bother.
88 hours played
May 2026
as my specs are low i have trouble playing most games but i can say that this one is ridiculously optimised, with my computer managing playable fps's at above minimal video settings and i would say that the video settings i play at are nowhere near pixelated or "non ideal." In my opinion while the second section is a lot harder on my pc it is still entirely playable and has minimal if any loss in experience when playing at reduced settings. overall the story is a little predictable at the start but i would say it is a good story.
34 hours played
March 2026
The first thing everyone says about TKA is: “Does this game actually have real gameplay, or is it just a GIOCO ZOZZO?” (yeah… you can translate that from Italian). After playing the first few hours, I can say it’s actually a really fun and likeable RE-style remake clone. Exploration is solid (even if a proper map would help—I know there are “beacons”), shooting feels good overall (though some weapon sounds are a bit underwhelming), and there’s a nice mix of puzzles and enemy variety. Jody’s atelier is also a nice touch and farming/finding all the clothes can take a lot of time. The game has two main story chapters plus around 7–8 side levels, for a total of at least 15 hours of playtime. The first part feels very much like RE2 (both original and remake), with more focus on exploration and puzzles. The second chapter shifts more toward RE3 vibes—less puzzles, more action. The built-in Steam Workshop is a big plus. More outfits and extra levels are always welcome, and of course there are also mods on Nexus. Not everything has to be AAA—there are plenty of indie games worth playing, and TKA is definitely one of them. Even if you ignore the whole Jody dress-up side of things, TKA is still a must-play if you’re looking for something in the Resident Evil style; it's very similar (with lower productive value) to what Stellar Blade does: EVE catches the eye and then you find a good game. I’m definitely keeping an eye on the final version and on what MetalStar does next.

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Frequently Asked Questions

The Killing Antidote is currently priced at 28.99€ on Steam.

No, The Killing Antidote is currently not on sale. You can purchase it for 28.99€ on Steam.

Yes, The Killing Antidote received 4,214 positive votes out of a total of 4,678 achieving a rating of 8.69.
😎

The Killing Antidote was developed and published by MetalStar Studio.

Yes, The Killing Antidote is playable and fully supported on Windows.

No, The Killing Antidote is not playable on MacOS.

No, The Killing Antidote is not playable on Linux.

Yes, The Killing Antidote is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

This information about The Killing Antidote is not available yet.

No, The Killing Antidote does not support VR.

The Killing Antidote is a single-player game.

Yes, there are 3 DLCs available for The Killing Antidote. Explore additional content available for The Killing Antidote on Steam.

Yes, The Killing Antidote is fully integrated with Steam Workshop. Visit Steam Workshop.

No, The Killing Antidote does not support Steam Remote Play.

Yes, The Killing Antidote is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for The Killing Antidote.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 16 September 2026 20:26 UTC
SteamSpy data 20 October 2026 19:15 UTC
Steam price 26 October 2026 19:48 UTC
Steam reviews 19 October 2026 21:58 UTC

If you'd like to dive deeper into the details about The Killing Antidote, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about The Killing Antidote
  • SteamCharts - Analysis of The Killing Antidote concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck The Killing Antidote compatibility
The Killing Antidote
Rating
8.7
4,214
464
Game modes
Features
Online players
143
Developer
MetalStar Studio
Publisher
MetalStar Studio
Release 05 Oct 2024
Platforms