- Two playable levels - Office, and Parking Garage (Flashlight)
- All weapons are unlocked for your enjoyment!
- Controls:
- W/A/S/D to move around
- Mouse to aim/shoot (Increased accuracy by aiming PAST zombies, not in front of them.)
- Number keys or Mouse Scroll Wheel to change weapons | 'R' to reload.
- Space to jump (but dude will automatically jump onto/over anything he's capable of with the exception of enemies...)
Download Windows Beta/Demo: ZombiesDemoSetup.exe (37MB)
Current Demo Build: v1.01 - Oct 3, 2012
- CPU: 2.2GHz Minimum | 2.8GHz+ Multicore Recommended
- Graphics Card:128MB+ RAM | Hardware Acceleration
- System RAM: 170MB Available
- Free Disk Space: 40 Mb
- OS: Windows XP, Windows 7 with DirectX 9.0c (or better) (I've had reports of Zombies running well on Linux and OSX under Wine but I'm not offering official support for these yet...)
- November 11, 2012 - v1.05 (Full Version Only)
- New Feature: Throwable Items - computers, monitors, chairs, tables, printers, etc... (Full Version Only)
- New Feature: Endless Mode! (Full Version Only)
- October 3, 2012 - v1.01 - Full Release!
- Bug Fix: Civilian Pathfinding
- Bug Fix: Initial Load speed has been boosted
- Sept 10, 2012 - v1.0 - Full Release!
- Full Version now available for Windows PC!!
- Bug Fix: Orange Zombies refused to explode into chunks. They now do!
- Added toggle in Sound Config to disable the constant Zombie Buzzword chatter.
- Sept 3, 2012 - v0.7b - Seventh epic Demo/Beta release
- Full Version: Finished Zombie Arnold map (added cars, etc)
- Bug Fix: Full version install dir name change.
- Bug Fix: Demo / Full version using the same config file allows you to skip level one in Full Version!
- Bug Fix: For the third time - tried to make sure the dude cannot get stuck in walls!
- Bug Fix: Mobile GPU's which do not report their screen size correctly (or have non-standard resolutions) are crippled to 1024x768 or 800x600 windowed modes. (sorry - but at least it will run now!)
- Bug Fix: Loading Screen Graphic too small?
- Aug 25, 2012 - v0.6b - Sixth epic Demo/Beta release
- Bug fix: Powerup counter didn't visibly decrement if player was not performing any actions
- Bug fix: Video Config screen was broken (certain laptop users only?) due to Windows mis-reporting available screen modes??
- Bug fix: Simplified civilian pathing (they were too stupid, and it was annoying even if it approximated real human intelligence) so they now follow the dude in an orderly fashion.
- Removed "Civilian Rescued" count from screen since they tend to die before you get them all to the exit anyway...
- Bosses blink and spew a bit more blood when damaged, since it was hard to tell when you were hitting them sometimes (FULL VERSION)
- Big fix: Arnold could be pushed off the map, making him impossible to shoot until he walked back on (FULL VERSION)
- Exploding cars do more damage!
- Sandwich level now involves 100% more vomit and is less tedious.(FULL VERSION)
- Powerups have a faint animated glow to them now, so you can spot them more easily against a backdrop of blood, puke, and violence.
- Bug fix: very quickly single-firing some weapons would sometimes trigger sound effects and animation but not actually shoot.
- Complete graphics overhaul (this is not a superbrothers game!)
- Aug 14 2012 - v0.5b - Fifth Demo/Beta release | Pre-release of FULL GAME for media reviews
- Fixed Bug where Windows would start the game off screen.
- Added Game Options > Difficulty Level settings
- Fixed a bug that made things easier by damaging a tile more than once per shot (I'm sorry.)
- Added Entities (FULL VERSION ONLY, SORRY)
- Anus Fountain - Its an anus in the floor that squirts at you. Enough said?
- Project Management Coccoon - Births flying Project Managers at you!
- Egg Sandwich in a Bear Trap - What don't you understand about an egg sandwich in a bear trap?
- Puking Civilian - Poor dude on his way to being a Project Manager
- Creativity Void - It'll suck you in!
- Gaping Maw - Just a giant creepy mouth in the floor that wants to bite you.
- Project Meeting - A horde of Project Managers that delegate tasks at you!
- Added some in-game hints (FULL VERSION)
- July 31 2012 - v0.4b - Fourth Demo/Beta release
- Fixed Bug - when window loses focus on a menu, you get the resume screen and it'll crash if you try to resume ... (stupid stupid bignic)
- Added Keyboard Control Remapping
- Updated weapon graphics to indicate the default key they're mapped to (this wont change if you remap them though...)
- Random Zombie voice tuning.
- July 28 2012 - v0.3b - Third Demo/Beta release
- Fixed Bug - Some fading animations flickered (bidirectional animations)
- Added Mission Objectives / Hint window to explain some game mechanics
- Fixed bug where dude can get bumped through walls (again!)
- Toilets/Sinks now spray a bit of water when damaged (after all, its the little things...)
- Fire Extinguishers can explode (and put out fire, for the lols)
- Fixed Hairspray Flamethrower alignment
- Fixed some (potential) splatter bugs
- Screen shakes when Molitov Cocktails explode
- Cars have alarms and explode now
- Fixed an aiming/accuracy bug when dude is near the edge of the map, aiming off the map.
- Bullets now travel PAST the crosshairs but they are still more accurate if you AIM THROUGH the zombies.
- Fixed some graphics (gamma issues, screen aspect ratio issues)
- Fixed bug that allowed powerups to drop beyond the accessible bounds of the map.
- Game automatically pauses when window loses focus.
- Ghost powerup will now damage you and bump you out of an object if the powerup wears off and you materialize inside of something.
- Short Ranged weapons no longer damage through walls
- Fixed bug that allowed Zombies to hurt dude through full walls.
- Added Game Options Screen:
- Enable/Disable Flame Damage (objects on fire hurt dude)
- Enable/Disable Molitov Damage (self damage from molitov cocktails)
- Enable/Disable Camera Shake
- Enable/Disable Enemy/Friendly Indicators
- Enable/Disable Automatic Reloading
- Removed "Resume Last Played Level" because it was ridiculous in a 2-level Demo (and may leave it out for release too)
- Escape Key can skip intro/cutscenes.
- July 21 2012 - v0.2b - Second Demo/Beta release
- Optimized drawing routine - Created Texture Atlas (2048x2048) to mitigate texture binding calls
- Fixed bug where dude can get bumped through walls - No I didn't. :/
- Fixed bug where non-existant zombies were returned as drawable
- Optimized 'on-screen' collector to array instead of std::list
- Optimized grid selection functions to use arrays instead of std::list
- Fixed alpha blending for correct shadow colour on all objects
- Optimized selection of damaged zombies from grid list (was distance from line, now is just pointInsidePoly - no more sqrt()!)
- Added Reload ('R' Key)
- Fixed misc framerate-independence bugs
- Fixed bug where dude would get stuck/hungup on edge of map
- Powerups dont disappear when off screen any more
- Weapon damage tweaks / powerup tweaks
- Load background music to RAM instead of stream from disk (try to prevent dropouts/stuttering on slower machines)
- July 5 2012 - v0.1b - Initial Demo/Beta release




















