Zompocalypse v0.018 · In development

How it plays

One block at a time

Zompocalypse is not a wave shooter and it is not a survival sandbox. It is a series of small, specific jobs in a city that has stopped being safe — run alone if you insist, or with a squad if you want to come back.

Co-op

Better with people, playable without them

Host a session or join one. Objectives, loot and the scoreboard are shared, so a four-player run is genuinely four people solving one problem rather than four people farming the same street.

Go down and you spectate your squad rather than staring at a loading screen — which means you can still call out what you can see. Deployable spawn points let you push the respawn line forward as you clear ground, so a bad fight costs you distance instead of the whole mission.

Everything works solo. It is simply much harder, and much quieter, on your own.

Objectives

Jobs, not quest markers

Missions come from named survivors with real dialogue trees. Some are one conversation. Some need you to come back. A sample of what is in the build now:

Recovery

Find the radio

Long-range comms went down with the relay. Someone thinks there is a working set in a building nobody has been into since the cordon closed.

Clearance

Clear the parking lot

A multi-storey full of vehicles worth stripping, and a population that has to be dealt with floor by floor before anyone can work there.

Escort

EOD specialist

Walk a bomb-disposal tech to a device and keep them breathing while they work. They cannot fight and they will not hurry.

Logistics

Deploy a spawn point

Push the respawn line deeper into the city. Carry the beacon, find ground you can hold, and make everything past it cheaper for everyone.

Hunt

Kill the special infected

Specific targets, individually dangerous. Bring something with stopping power and a plan for when it closes the distance.

Kit & character

Show up as someone specific

Pick your character and your camouflage before you deploy. Inventory is drag-and-drop with a live preview of what you are actually wearing and carrying, so weight and slots are a decision rather than a spreadsheet.

Field kit matters as much as firepower: medkits for between fights, stims for during them, a compass and GPS for the half of co-op that is just saying where you are, and a walkie-talkie that is occasionally the entire objective.

For the noisier problems there is C4 on a timer, three kinds of landmine, and four grenade types — frag, flash, smoke and incendiary — which between them can change the shape of a street rather than just the contents of it.

See the full arsenal →

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