Contagion isn't your average Zombie Shooter but instead takes a more realistic and different approach to the popular genre with unique characters, environments, weapons, items, and a built in system that makes every round completely unpredictable with resources, objectives, and paths ever changing.
User reviews:
Mostly Positive (10,574 reviews) - 75% of the 10,574 user reviews for this game are positive.
Release Date: Oct 25, 2013

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Recent updates View all (237)

April 22

Friday Frenzy! LIVE NOW!

Welcome bsck to Friday, it is once again time for our weekly Contagion "Friday Frenzy." Be sure to join us as we play Contagion and give away a couple copies!

You can watch the Stream -HERE

The Bundle Stars bundle is still going on. The price has gone up after the 72 hour early bird special. The price however is still insane, if you have not picked up this bundle you need to do yourself a favor and grab it.

Don't forget to catch our-

Indie Sunday

Join David "GingerWookie" Sundays as he streams & gives away copies of the Indies we play each week.

Sunday from Noon - 4PM & 8PM - Midnight PST (GMT - 08:00) Check out this Sunday's games! The first of these was suggested by you.

Weekly Streaming Schedule
  • Contagious Gaming
    • Tuesday :: Noon - 4PM & 8PM - Midnight PST (GMT - 08:00)
    • Wednesday :: Noon - 4PM & 8PM - Midnight PST (GMT - 08:00)
    • Thursday :: Noon - 4PM & 8PM - Midnight PST (GMT - 08:00)
  • Friday Frenzy Contagion Stream & Giveaway
    • Friday (Frenzy) :: 8PM - Midnight PST (GMT - 08:00)
  • Indie Sunday
    • Sunday :: Noon - 4PM & 8PM - Midnight PST (GMT - 08:00)

While this is an individual's stream, it is the Official Friday Frenzy stream. Where we will be giving away free copies of Contagion and of course answering any questions regarding Contagion/Ageless/Monochrome/etc. throughout the week with sneak peaks of what's coming.


We stream our Official Contagion "Friday Frenzy" via our Twitch.Tv Account at- every Friday @ Noon - 4PM & 8PM - Midnight PST (GMT - 08:00) -Click here for current time- and will pass out one or more free copies of Contagion during the Stream!

See you in chat and in-game!

-The Contagion Team

6 comments Read more

April 19

Contagion included in Bundle Stars: All Stars 6 Bundle!

We are excited to announce that Contagion is included with 9 other games in the Bundle Stars: All Stars 6 Bundle.

The bundle includes:


Lichdom: Battlemage

theHunter: Primal

Year Walk


Dustforce DX

Cook, Serve, Delicious!

Giana Sisters: Twisted Dreams

Giana Sisters: Twisted Dreams - Rise of the Owlverlord

Giana Sisters: Dream Runners

You can get all 10 of these games at a mind blowing deal for the next 37 hours. After that the price of the bundle goes up. You can find out all of the information about the bundle at their website.

-The Contagion Team

25 comments Read more

About This Game

What they're saying about Contagion

"Contagion aims to save the zombie game genre from itself" -GamesBeat
"Contagion does have a small role to play in the great gaming zombie apocalypse. I quite like it." -RockPaperShotgun
"Contagion is a gory, addictive horror game that’s well worth its $20 price tag" -Bloody-Disgusting
"Contagion presents a tense survival based horror game" -Canadian Online Gamers
"Barlowe Square is one of the best levels featured in a multiplayer game" -Hooked Gamers

Dynamic Gameplay

- Each play through is never the same with our built-in randomization system that changes the game/round each time you play!

State Of The Art Gore

- Our advanced gibbing system will immerse you into the game with limbs and organs being blown or hacked off!

Immersive Sound Effects

- Realistic ambient and sound effects that instantly draw you into the games dark apocalyptic atmosphere!

Traditional Zombies

- Slow moving undead that can only be truly laid to rest with a bullet to the brain or enough wasted lead in their body wasting away the ability to function.

Extensive Survival Equipment

- Over 28 vital pieces of equipment from a large selection of firearms, melee weapons, don't forget explosives, support items, tools, and much more to be added!

Unique Game Modes

- Choose from a multitude of classic and new game-modes that require co-op and survival skills in which you escape, extract civilians or hunt each other! Not to mention our Panic modes, upcoming Flatline (Survival) mode and more!

Stop paying more

- We will be releasing new content and 2 DLC Bundles in 2014... For Free! This was decided in 2010. Once you own Contagion you will never have to pay for updates or DLC bundles we develop for it... Ever.

System Requirements

    • OS: Windows® 7 32/64-bit / Vista 32/64 / XP 32/64
    • Processor: 2.4 GHz Intel Dual Core Processor
    • Memory: 4 GB RAM
    • Graphics: DirectX® 9 compatible video card with 256 MB, Shader model 2.0. ATI X800, NVidia 6600 or better
    • DirectX®: 9.0c
    • Hard Drive: 7 GB HDD Space
    • Sound: DirectX 9.0c Compatible
    • Hardware: Mouse & Keyboard
    • Other Requirements: Broadband Internet Connection
    • OS: Windows® 7 64-bit / Vista 64-bit / XP 32/64
    • Processor: 2.4 GHz Intel Dual Core Processor
    • Memory: 8 GB RAM
    • Graphics: DirectX® 9 compatible video card with 512 MB, Shader model 3.0. ATI X1600, NVidia 7600 or better
    • DirectX®: 9.0c
    • Hard Drive: 7 GB HDD Space
    • Sound: DirectX 9.0c Compatible
    • Hardware: Mouse & Keyboard
    • Other Requirements: Broadband Internet Connection
Helpful customer reviews
1,183 of 1,308 people (90%) found this review helpful
132 people found this review funny
745.7 hrs on record
Posted: February 2
This is a review from an Ex-Developer (Lead mapper for over 4+ years) who started development on the game well before the Kickstarter Campaign, before Early Access and worked all the way through to release and after to talk about my experiences with the company throughout my run here. This review in no way reflects upon the majority of the team, who are just doing as told but is more aimed at what went wrong and the ones responsilbe for the state of the game as it is today as well as how a large part of the community has been treated. Read one of the 9,000 other reviews if you want more specifics about the game and the gameplay.

I've waited a long time to write a review on the very game I spent 4 years of my life working on. So why am I writing it now? Because I can no longer stand behind Tatsur0 and how he manages his own community, let alone the (non) managing of the game itself. Never have I seen a more hands-off approach in my life. I hope you guys understand he is not a developer. He might have been at one point, but not anymore. It seems instead of making games, he plays them now. ;)

I couldn't count the number of times I have seen someone being utterly disgusted by how they've been treated both on the forums or reading the comments on the various reviews. It's just saddening. As one of the ex-devlopers it always hurt me to see people treated that way and how a lot of things have been so poorly dealt with, either it being the communication towards the community or just very poor decisions that have been made during active development.

I take the communities experience and reaction incredibly personal because it feels that my own integrity as a developer and an artist has been dragged through the mud and I never have been able to really find an outlet and express how I feel or have felt. This review will be the last thing I will ever write about Contagion and I do it because I believe people should be aware as to what kind of developer they're spending their money on.

Another reason I have held off for so long is simply because I feel that I put my own reputation on the line by turning against my ex-employer but I will say this. I do not hold grudges and I never ever speak ill of anyone. But when you spent this long on a project and devoted countless hours while neglecting your emediate family. My daughter was born during Early Access and I have been slaving away all the way up to release and missed a lot of that period that I can never get back.

There's also another important reason I held back writing a review and that simply is that it's not fair towards the other guys that are still there. They work hard and they're cool guys and I just feel bad that this is the company they're stuck with. I hope by writing this "review" people will understand that only one person is responsible for the questionable reputation Contagion and Monochrome are finding themselves in right now.

So, let's talk about the actual game. During Early access and on release I would say this game was amazing. The original dev team was so passionate about the game that's where I believe the success came from. Player zombies are pretty cool and I do find that they're certainly not underpowered. So many times I've killed an entire team by being sneaky. If you play patiently it's quite easy to catch one or two off guard. But it works both ways, players have such a fair chance to kill a PZ, just use your 911.

The game has a few game modes, Escape, Extraction, Hunted and Flatline. Flatline came out after I was out off the projectso I never really played it. I'm not a fan of hunted much but I do think Escape and Extraction are a lot of fun and quite well balanced. Especially the maps I made, hurr durr. ;P

I still remember when we were working on Extraction. I was working on suburbs at the time and getting the map ready for PAX Prime. It was the first time anything I made was ever put out there. The first time people would play something I made by large and I was nervous as heck. But I still remember how I felt when the game mode was playable for the first time.

It was amazing, the thrill and the fun we had during that period was something you just cannot experience anywhere outside of development. When everyone's hard work comes together and you have so much enthausiasm going into it.

When I joined RPD was quite far along in terms of alpha gameplay. I was blown away by it and it's still one of the best coop experiences out there. Barlowe Square was my answer to RPD. But I honestly don't think I could go through a development cycle like that again. That map took a toll on me for a short while but it was worth it.

And then release happened. Well, if it wasn't for the technical part that where the game was officially released you wouldn't know it. I really wish I could get into this more detailed but I won't. All I will say is that this is where the momentum stopped dead in it's tracks. Big mistakes were made and it resulted in not being picked up by any of the larger review sites. No one was talking about it and this is where everythins started to stagnate. From active development to the community and beyond. It was a huge blow for us but helped us put things into perspective.

And that's the sad part about Contagion. The way that development stagnated after the original team left. The game never became what it potentially could and this is something I also want to warn players against. It's just not finished. There are still numerous bugs that have been around since forever and I feel that's just bad decision making to not adress these.

I also think that not having a lobby system at this point is unacceptable. I don't really know what this could change so long after release but I know it's rumored to be in the works, so I hope for those who play it, that it will come out not too long from now.

I know this review most likely will be viewed as biased, or maybe giving the impression that I'm just sour about certain things that happened, and I won't lie, I am. But this is the most honest review I can offer without going into any in details. I just hope that whoever reads this will make an informed decision in buying the game or not.

So, as I said this is the last thing I will write about the game. I had fun times and bad times, I just wish that in the end I could've been proud of it instead of having this bad taste at the back of my mouth... Please, just don't hold it against the other devs working on this game, only one person has the final say and that dictates the outcome of this product and it's updates.

Also have fun flagging this review tats ;)
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A developer has responded on Apr 16 @ 5:29pm
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42 of 55 people (76%) found this review helpful
2 people found this review funny
62.2 hrs on record
Posted: December 26, 2015
I've put more than sixty hours into this game and Contagion's gameplay design is fundamentally broken. I want it to be good, but it's not. This breaks my heart because I know that a team spent many many manhours trying to make this into a cool game. I really wish it was a proper successor to ZPS.

Coming from around a thousand hours in ZPS, I was attracted to Contagion's "Escape" mode and I played this mode the most. There are other modes, but they are generally bland copycat "afterthoughts" that are done better in other games. Escape is the only mode that enticed me to get Contagion.

However, Escape has numerous fundamental game design flaws that permanently gimp its gameplay. To illustrate, it's best to walk through a typical Escape game:

  • "Escape" generally begins as a co-op mode with up to around 8 teammates. Initially, you're playing against only NPC zombies. However, the NPC zombies are completely boring to fight against. You either have boring citizen zombies that die to a single headshot or you have uninspiring bullet-sponge riot-armor zombies. I couldn't find any engaging strategy to defeat these bullet-sponges except repeated shots to the noggin. Therefore, the NPC zombies are more of a chore to fight through.

  • Even though players soon find that the NPC zombies don't post much threat, the level design, itself, will kill them (either literally or figuratively):

    • There are simple "no no" level design decisions like the the frequent use of ladders. Since Contagion is built on Source, ladders are horrific and will literally get players killed without any zombie involvement (Even Valve wisely prefers to not use ladders in Source). When I completed Camp Whitner for the first time, I was led through by an experienced player (see showstoppingly confusing level design below) and he literally stops at one point to say, "Watch out, this ladder will kill you." I knew how Source ladders worked and carefully navigated down the shaft. My other inexperienced teammate did not and was instakilled by fall damage. The experienced player obviously knew about the trouble from that stupidly unnecessary ladder. I'm not sure how the developers could have so much experience with Source dating back to ZPS in 2007 and still not know that ladders are terrible level design.

    • There are also situations where the macro-scale level design pathing is so bad on certain maps that new players will just quit out of frustration. Maps like Barlow Square on Escape prematurely appear like easy-to-navigate "sandbox" urban "city" maps (awesome! right?). So at first you might go, "oh cool, that gun shop is a couple blocks west of our position. Let's make our way in that direction!" However, you have ZERO navigational liberty and you are FORCED onto a 100% LINEAR path due to miles of chainlink fence that procedurally block every path except ONE. This might only be "bad", but it moves to "terrible" when you find out that the dynamic path is often obscurred and basically hidden. If you are a new player that isn't aware that there's exactly one path to move through the map, then you will quickly get confused, then frustrated, then you'll quit. This happens on a painfully regular basis. The zombies don't end their fun - it's the map's level design that does that.

    • Furthermore, there are micro-scale level design issues. The latest example is one that I just experienced this morning.
      I was trying to beat Montclair with some equally inexperienced players and we got to a military medical base in a park. After easily clearing it of boring NPC zombies, we walked past a locked gate and we were told to go find the key in the park. We didn't know what this "key" looked like, but we combed the park nevertheless. We came up with nothing, yet we kept looking for what felt like hours. It got so desparate that the player-controlled zombie started trying to help us find it. Eventually my only living partner turned into a zombie as a result of a random bite and I just quit to end that pitiful match. This is one example of how needlessly frustrating this game is. Stuff like this is simply unfun.

  • But if you manage to get through all of those inherent level design flaws, then you'll notice that player-controlled zombies are frighteningly unbalanced. It gets so bad, that some experienced players intentionally die at the beginning of the match just so they can single-handedly destroy their former teammates before they can even get through the first couple objectives. How in the world can it be so unbalanced?

    • It's almost impossible to hit a player zombie as compared to an identical NPC zombie. I've heard players claim that player zombies have unique hitboxes. My hunch is that the game has poor networking and it's normally masked by allowing NPC zombie hits to be credited only clientside (versus player zombie hits that must be validated serverside). Either way, this is a very very very noticeable phenomena and it makes player zombies very difficult to deal with.

    • Oh and player zombies can "dodge" as well. The experienced ones know that if their head stays unscathed, then they can tear through a group of players, so they spin, duck, jump and do all sorts of stupid moves to turn themselves into a walking killing machine. That's not fun. This is not a featured capability. There's no tooltips or tutorials that explain all of the intricacies of this maneuvering. That tells me that it isn't a designed feature. And since it ruins entire Escape servers, I say it's an exploit that is unpatched two years after release.

I really drive home hard enough that this is a frustrating game to play. If I hadn't dropped a thousand hours in ZPS, I would've abandoned it long ago. This game does not play like ZPS. It's something much much worse and that breaks my heart.
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33 of 43 people (77%) found this review helpful
2 people found this review funny
3.1 hrs on record
Posted: January 12
The lack of connectivity between players is really just the tip of the iceburg for this game. In this day and age it should be easy to connect two players together for an online session but this is a game that falls very short on being able to offer a reliable way to play with your friends. Yeah we figured it out after three hours! It still says that the developers did not take proper steps to offer reliable connectivity.

Overall the game feels like a low quality mix of L4D and [enter generic shooter here]. The co-op is tedious, we were constantly feeling like the game was work and not a game at all. Made us wish L4D had scoping because that is all this game offers over that game.
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19 of 22 people (86%) found this review helpful
2 people found this review funny
191.0 hrs on record
Posted: February 29
Official group is just a cover up for twitch channel promotion. Heavily abused to the point of frustrating weekly announcement spam.

Game mechanics that holds on "trust" on Hard+ difficulties making game totally uncompetitive and unplayable with clever players.

Shift of balance towards zombie-player side making them uncounterable for survivors with even slightly higher ping.

Developers that closing eyes on last two problems pretending that they are not exist while keep j!@#$%^ing off each other on their twitch streams.

Play Zombie Panic and stay away from this one.
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27 of 38 people (71%) found this review helpful
1 person found this review funny
4.4 hrs on record
Posted: December 10, 2015
To be honest current game build should be displayed in early access section;
"Flatline" upcoming patch may perhaps change my mind about it.
Meanwhile I recommend playing Zombie Panic: Source, No more Room in Hell instead for free.

As far as I'm concerned maps layout & soundtracks remain only assets of the game: more polished than the game itself.

I wish change my review with a thumb up, i bought OST DLC to support them hoping they will give us a more proper patchfinding and especially gunfight /melee combat overhaul as well.
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