Some of them are eating
Not every infected comes straight for you. Some are down on their knees feeding, and won't look up until you get close.
Development updates, newest first.
Not every infected comes straight for you. Some are down on their knees feeding, and won't look up until you get close.
The whole game got a feel pass. Hits flash and freeze the frame for a beat, bodies drop with weight, and your footsteps change with the floor under you. Online, bullets go exactly where you aimed and kills land the moment you fire.
Every level has been built again from the floor up, in the spirit of a top-down Resident Evil: real rooms, real furniture, narrow halls and doors you don't want to open.
The campaign now tells its story in real time, inside the game itself, scene by scene from the first door to the Prime Reaper. There are two endings, one for each character. You can skip scenes once you've seen them.
All six levels are playable as one continuous run, ending with the Prime Reaper. Beat it and you get the ending for whoever you played, Kyle Remington or Lucía Reyes, then you're back in the lobby to try it as the other one.
The website was rebuilt around the game's own art. The enemy sprites here are the same ones you fight in the game.
A proper home for the game, with the characters, the enemies and the modes in one place. Found something broken? Let us know.
Accounts, live player sync and the shared Survival map are online. Everyone who joins lands in the same world, and the horde grows with the number of players.
The painted sprites are in the game: idle, walk and firing animations with muzzle flash for the player, plus zombies that chase, attack and die on screen. The placeholder shapes are gone.
The game is live and playable at /play: WASD to move, mouse to aim, click to fire. At first it ran offline against a practice horde while the multiplayer servers were being built. Every update now goes live as soon as it's done.