Squad up online
Host or join a session and run the city together. Shared objectives, a live scoreboard, spectating when you go down, and deployable respawn points mean a wipe is a setback rather than a reset.
Build v0.018 · In development
Hold the line. Clear the block. Stay standing.
The city fell in a weekend. What is left of the response force is you, your squad and whatever you can carry. Zompocalypse is a low-poly co-op survival shooter built in Unreal Engine 5 — clear the objective and get everyone back to the wire alive.
The situation
The outbreak did not crawl — it sprinted. Emergency channels went quiet inside seventy-two hours and the cordon closed with thousands still inside it. It is up to you and your team to find out what happened.
The infected do not queue up politely. They come out of manholes, wheelie bins, shipping containers and the toilet block behind the burger place. The street you cleared an hour ago is not the street you walk back through.
What you are getting
Zompocalypse takes the systems most shooters hide and puts them in your hands — then drops you into a city that keeps refilling itself.
Host or join a session and run the city together. Shared objectives, a live scoreboard, spectating when you go down, and deployable respawn points mean a wipe is a setback rather than a reset.
Objectives come from named survivors with branching dialogue, not a floating waypoint. Take the job, push back on the job, or walk away and come back when you have the ammunition for it.
What do you do when there are more targets than bullets? Every shot carries consequences the moment an alley fills up behind you.
Forty-plus infected variants — civilians, police still in riot armour, soldiers still in plate, and the Hulk, which does not care about your door plan. They climb out of the scenery, not out of spawn boxes.
Drag-and-drop inventory, character select and camouflage patterns you actually pick. Compass, GPS, medkits, stims, C4, landmines, and a walkie-talkie that is occasionally the entire mission.
A clean faceted art style that reads instantly at distance — so you can tell a shambler from a sprinter across a car park — running on Unreal Engine 5 with destructible props and unapologetic gore.
From the build
Straight from the workshop
A large rewrite of the HUD, three new navigation items — compass, GPS and minimap — plus difficulty settings that change both what you can see and what you are fighting.
Read entry →Spectator mode goes in, shotguns become functional, every weapon range and damage figure gets reworked, and the whole project moves up to Unreal Engine 5.8.
Read entry →Client-side fixes for player names and missions, a pass on sound priorities that finally killed the looping police siren, and a lot more detail scattered through the maps.
Read entry →Stay in the loop
Dev log updates, playtest invites and release news — straight from the team, no filler.