Raw, aggressive hunger - there's nothing like being a Zombie when you want to do some damage! Now you can control your own horde of zombies! Mayhem has never tasted so good . . .
User reviews: Positive (47 reviews)
Release Date: Jul 18, 2014
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

Gnnarrrghh! K-Krra-reck-k-chack-k . . . Welcome, human meat-sacks!
The Undead Overlord welcomes you to Early Access! You are amongst the proud meat-sacks who will help the Overlord grow through the offering of your brains. Yes, those juicy tasty brains of yours are just what we need to feed ourselves, er, that is, to feed our . . . um . . . to help us finish our game! Yes - that’s it! To help us with feedback and testing and most of all inspiration. Become a part of our horde and help us bring you a better game - we can't do it without you and your tender, succulent, delicious, oozing brains!”

How long will this game be in Early Access?

“The game may be in Early Access for quite some time. That will mostly depend on whether the game’s player community grows large enough to justify the addition of stretch goals, but also on the lives and fortunes of the game’s team of developers. Our goal is to reach a final release state for the game no later than one year after its release on Early Access.

In the end, though, it will be done when it’s done. We want to bring the game to you as quickly as we can, but we are still only human (not yet having achieved interdimensional transcendence ourselves).”

How is the full version planned to differ from the Early Access version?

“Again, this will depend on which additional features are added along the way. In general, though, we intend that the Early Access version will steadily receive additional features and content as we work on it, so that the later stages of Early Access, immediately prior to the game’s transition to Released, will strongly resemble the final product. See the Planned Features list in the Game Description for more info.”

What is the current state of the Early Access version?

“We are at Alpha1 for the start of our Early Access. Moment-to-moment game play is at ~80% feature complete, though still in need of a lot of tuning. Most major features are at a second pass stage, but there is still plenty to be done before they are fully polished. See the Current Features list under the Game Description for more info.”

Will the game be priced differently during and after Early Access?

“Yes, the Early Access price of $14.99US is a 25% reduction from the intended full price of $19.99US.”

How are you planning on involving the Community in your development process?

“We’ll monitor the community on Steam and elsewhere . . . and we’ll read every single message we get. We can’t guarantee a response to every comment, but we’ll do our very best to answer any and all questions, and we’ll take all suggestions and ideas into serious consideration. And, of course, we’ll be very thankful for any bug reports that we get from the community!”
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Recent updates View all (4)

August 31

Alpha1.13

“Remember, no matter where you go - there you are.”
- Buckaroo Bonzai

After having survived visits to the ER (don’t ask), and travelled to distant Seattle to grow our brains by attending Unite 2014 (and PAX!), the Undead Overlord team is excited to bring you our third update since launching the game on Early Access. We’ve listened to what you, the community, have had to say - and we’ve responded with some key additions. We’re also continuing to explore the world of zombie chaos, of course, with ongoing iterative and experimental tuning.

The big addition is a brand spanking new minimap to help you keep track of where you are in the map, and to help you hunt down those pesky hidden humans with the tingling of your “zombie spider sense”. Just seeing all those tasty human units light up on the minimap would make our mouths water - if we had any saliva left in our shriveled, desiccated maws . . .


“first step for the beginning of the Zombie age” - by Overlord Nekator

Humans will now lose stamina over time when running, and will regain it otherwise. They’ll even start limping away in desperation after enough abuse - making them much easier to catch and kill, especially the civilians. Zombies are also more resistant to gunfire, and only high caliber rounds will be able to stop your Grunt Zombie units in their tracks.

Another addition, and a direct request from the forums - you are now a more powerful Undead Overlord. That is - you can now exert more control over your zombie minions. Want them to stay put, no matter what? Use the new Hold command by pressing the hotkey “H”. Want your zombies to attack anyone that they might encounter on the way to where they’re headed? Just use the new Attack-Move command by holding down the left-ALT key when issuing your regular move command with the right mouse button. Your horde, assuming they survive, will still go where you direct them - but they just might diverge from the path for a tasty snack (or to make some new friends!) along the way.

Last major change - the map for Mission02 has been doubled in size, filled up with a bunch more tasty meat sacks, and that whole mission design has been retuned appropriately.

And, of course, there are some smaller additions, and some additional tuning - and a whole batch of bugs got squashed, too. Check out the forums for the complete release notes.

Thanks for playing!

- The Undead Overlord Team

10 comments Read more

July 26

Alpha1.12

One week into Early Access and we’ve got a second update for you. This one is mostly filled with bug fixes (tons!) and tuning - highlights include a kinder, gentler Mission 02 (slightly), and more responsive zombies (less affected by gunfire). We’ve also cooked up some gooey new art for the the Speed Zombie’s special attack, installed a vortex to Dimension Z, totally reworked the way special attacks work with more than one unit selected, and added new audio to the stats screen and a few other spots.

Check out the forums for the complete release notes.

Thanks for playing! More on its way soon . . .

- The Undead Overlord Team

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About This Game

"Danger, Will Robinson!"
Filled with bugs, shorter than you want it to be, lacking features you crave, and just *not* fully tuned yet - this alpha release may infect your brain and leave you curled, twitching in a corner, while you jones for more zombie goodness. Play at your own risk!

That having been said . . .


Raw, aggressive hunger - there's nothing like being a Zombie when you want to do some damage! Now you can control your own horde of zombies and lay waste to the tidy world that humans have created for themselves. Feast on their brains, grow, mutate, and gain incredible powers. Take over a small town (deputies are delicious!). Overwhelm the arriving SWAT units, gather civilian bodies, and reduce a mighty city to rubble. Feast on the remains of generals as their weapons lie smoldering and scattered.

Undead Overlord is the world's most succulent Zombie Dominion RTS. Zoom into a world where destruction is the goal. Mindless zombies? Not when you are the controlling Mind!

We’re proud to make our Alpha1 build available on Steam Early Access. The game was approved for distribution on Steam through the Greenlight program last fall, after just over a month’s worth of voting, but the game still needed more work at that point. The fact of the matter is - it *still* needs more work!

You all know about Beta software. Well . . . Alpha comes before Beta, so it's full of crawling bugs and creeping inconsistencies that we haven't had time to stomp out just yet - but you can help us do the stomping, and have some fun in the process!



Alpha1 lets you experience the beginnings of the reign of the Undead Overlord with the first three story missions, a skirmish map, and a special alphaTest map available to those who take part in the game’s Early Access program. Play the game like you're riding a bucking bronco - ride that sucker into submission. Then participate in forum discussions on the current state of the game, have your say, and join us as we add more missions, more maps, new features, and work towards a full release.



Alpha1.13b 8/30/14 (Current Version)

New
  • Mini-map (yay!)
  • Human stamina - drains over time when running, affects speed
  • Human wounded/limping behavior
  • Human wander behavior (v1.0 - humans don’t just stand around)
  • Attack-Move command (hold left ALT + right mouse click); can also be used to attack friendly units
  • Hold command (hotkey = h)
  • Sound effect for gaining new zombies, even when off screen
  • New sound effects for the Chaos bar build-up, and for Chaos Rage burn down
  • Sound FX volume control + updates to controls instructions in Options screen
Tuning
  • Expanded “Small Town” map and re-tuned mission02
  • Zombie bosses require 5x Chaos to create, zombie deaths do not generate chaos
  • Civilian deaths generate 20% less chaos, grenadier death generates 50% more
  • Reduced health for some civilians that had way too much
  • Pistols and rifles no longer stun zombies
  • Max damage for landmines +50% (can now take down a Speed Zombie at close range)
  • Human base in skirmish map spawns 3x more humans after armored car outposts are destroyed, with a 1 in 3 chance of spawning a grenadier
  • Humans generally don’t flee as far before they decide to start attacking again
  • Semi-random initial speed setting for humans
  • alphaTest map props have been spaced out for fewer stuck units
Fixes
  • Merging your last zombies for a boss zombie mutation no longer causes defeat
  • Fixed error on end of MindControl when the mind controlled human was the player's last remaining unit and the controlling brain is dead
  • Chaos Bar fully disabled in mission01
  • Workaround for units with off-mesh destinations (zombies shouldn’t be left behind when setting group destinations near obstacles)
  • Fixed navmesh issues with some of the static destructible vehicles (zombies can attack them more consistently, and are also less likely to get stuck on them)
  • “To Be Continued” graphic now appears only after Mission 03 is complete
  • Ambient occlusion map tweaks for mission01-03 and skirmish01 lightmaps
  • Unit icons scale according to aspect ratio, so they don't obscure the minimap

Alpha1.12 7/26/14

New
  • Art for Speed Zombie spit attack
  • Special attacks now work as group attacks - all selected units (of the most powerful type of unit selected) will attempt their special attack
  • Chaos Rage introduction and alert graphics
  • Vortex from Dimension Z
  • New stats screen audio
  • Chase audio for the gas station crew
  • Probably some new bugs
Tuning
  • Tank Zombie power attack
    > Quicker to use and complete
    > Increased cooldown time to 12 seconds
  • Reduced stun duration by 50% for zombies and 25% for humans
  • Brain Zombie
    > Reduced eyeball attack range by 20%
    > Mind Control special attack now has limited range
    > Mind Control now has a 30 second cooldown
  • Removed Grunt Zombie kick attack
  • Police don’t show up quite so quickly in Mission02
  • Speed Zombie - spit attack tuning to go with new art
Fixes
  • Fixes for mind-controlled humans
  • Fixed lighting on grenade (you can see it now!)
  • Lots of merging fixes and improvements
    > Spawning or stunned zombies commanded to merge will begin merging when ready, instead of messing up their merge group.
    > Merging grunts’ icons are removed as soon as they begin morphing, and will be invulnerable to attack
    > When forming a speed zombie, both grunts will move toward each other
    > Zombies waiting to merge will play their distress animation instead of walking in place
  • Fixed bug when a unit is killed or merged while in target selection mode (e.g. grunt zombie waiting to use cannibalize)
  • Show targeted effect on units targeted with a special ability
  • Only allow cannibalize meat (bad zombies - no eating the fire hydrants!)
  • Fixed errors with Brain Zombie attack effect when its victim died early
  • Fixed Brain Zombie colliders blocking bullets
  • Temporarily removed LOD-swapping for Brain Zombie, which is causing animation event issues
  • Fixed failure to target for cannibalize (if a previous cannibalize attempt on that same target had already failed)
  • Speed Zombie LOD changes to fix animation glitches
  • Improved pathfinding around vehicles in Mission02
  • Fixed bad rotations on several props (no more floating books!)
  • Misc. minor fixes (and some critical ones)

Check out the forums for the complete release notes.

Current Features List

> 3 Missions + 1 Skirmish Map
> Mutations: 3 Boss Zombies, each with its own Special Ability
> 8 Destructible Vehicles
> 10+ Human Types
> 15+ Destructible Object Types
> 6 Human Weapon Types - Baseball Bat, Pistol, Assault Rifle, Shotgun, Grenade, Land Mines
> Bonus: alphaTest map

Planned Features List

+ 6 more Missions
+ 2 more Skirmish Maps
+ new Human Weapons (Machine Gun Emplacement, Molotov Cocktail, Rocket Launcher)
+ more Human Types
+ Zombie Upgrades
+ Boss Human
+ A whole bunch of bug fixes, game tuning, and graphical improvements . . .

Note: We have lots of cool ideas for stretch goals (multiplayer, human campaign, map editor, etc.) - and if the game’s sales justify the resources to pull them off, they could wind up getting added to the Planned Features List. That means it’s up to you, the players - how big a community we can build around the game, that’s how big the game will get.

System Requirements

PC
Mac
Linux
    Minimum:
    • OS: WinXP or later
    • Processor: Dual Core CPU @ 2.0GHz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GT400 series with 512MB RAM or better, ATI 4870HD with 512MB RAM or better
    • DirectX: Version 9.0c
    • Hard Drive: 1 GB available space
    Minimum:
    • OS: OSX 10.6
    • Processor: Dual Core CPU @ 2.0GHz
    • Memory: 4 GB RAM
    • Hard Drive: 1 GB available space
    Minimum:
    • OS: Ubuntu 12.04
    • Processor: Dual Core CPU @ 2.0GHz
    • Memory: 4 GB RAM
    • Hard Drive: 1 GB available space
Helpful customer reviews
41 of 62 people (66%) found this review helpful
1.0 hrs on record
Early Access Review
*Early Access impressions, Subject to changes

Very fresh and innovative ideas of being the ruler of an army of zombies.

The game does not have a story as of yet because its mindless atm, but there are 3 missions+ one rogue-like skirmish level where the layout is the same but the units arent. that you can play, at first glance the game seems like a simple drag a box around your army and click them to kill other humans but then strategy comes in when those humans starts wielding weapons and thats when you'll have to start thinking and using power kills.

The gameplay is an rts style game with very easy and basic commands to use. There aren't many hotkeys implemented yet but you can group up an army of zombies and strategically send them after humans, then the humans starts calling in cops, rednecks with guns, and the military. The early release is just a taste of things to come. Later on in the game as you killl more people the brain/blood meter left goes up and you'll be able to combine zombies into speed zombies, tank zombies and the brain zombie, THE BRAIN. While you are wrecking havoc the game also offers destructable environment which is really nice. Hopefully we'll see more of that in the game and a multiplayer!


+ Overlord of zombies rts style game, control army of zombies to destroy humans, haven't seen anything similar since stubbs
+ Simple interface easy to use
+ Upgradeable zombie units
+ The radio in the menu gives you an insight of what is going on in the town while you wreck havoc, gives the feeling of immersion


* What would be nice to see or what isn't available yet*
- Not much hotkeys yet
- Only the skirmish is randomized and rogue-like, Hopefully we'll see everything else the same
- Graphics is decent but if you play RTS for graphics you are playing this game for the wrong reasons
- Zombie ai pathing can glitch out sometimes
- Multiplayer hopefully with your supports!
- more destructables
- voice overs are nice hopefully more radio work
- The rest of the maps! hopefully set in good location and procedurally generated content would be nice.
Posted: July 18
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158 of 285 people (55%) found this review helpful
2.3 hrs on record
Early Access Review
I'm going to preface this review with what I think Early Access should mean. Then I'm going to tell you what "Undead Overlord" is. Early Access should be a title that, while unpolished and lacking features, is a fun experience that feels... nearly complete. Like a game that can stand on its own with maybe a little asterisk. And throughout its developmental process it should only improve, getting polished and expanded. Good examples of this are "Kerbal Space Program," "Sunless Sea," "Prison Architect..." the list goes on. Then they're released into the full-release wild, like "Betrayer" and "Sir, You are Being Hunted."

That is the expected and desired life cycle of all things Early Access. And let me add this: I think Early Access is not above criticism - even downright damnation. If a game is bad, it's bad. I'm not giving it leeway because "it isn't done yet." If you're selling a product, finished or not, I'm going to criticize it. People think criticizing Early Access is tantamount to punching a baby. I don't agree with that. Especially when the game is 30 minutes of content with an intended additional 60 minutes of content.

This game is bad. Objectively. It is a fact, like how old the universe is, how its heat death is inevitable, and how St. Paul, Minnesota is the happiest place on Earth (full disclosure: I've never been to St. Paul, Minnesota). Firstly let's address the graphics, arguably the least important feature (especially for an RTS). I feel that you have three options when developing a game: you can go the technically impressive route, the artistic route, or a wonderful fusion of both. "Undead Overlord" decided on the fourth, controversial option of terrible. This is pretty ugly. There is no artistic merit here. This is not fun to look at. This is like staring at the sun; it will cause inevitable blindness, madness, and is wholly inadvisable. It is jagged, blocky, muted, and utterly painful to look at. The levels are barren (particularly the one skirmish level). The character models look like the tourists in a "RollerCoaster Tycoon" game. I know graphics aren't that important at the end of the day, but you still have to stare at this for hours on end.

Gameplay is the real meat of any good game sandwich. Unfortunately for you, "Undead Overlord" features a single, suspicious slice of green bologna. You select your zombie, click on a target, and he runs over to jankily smack him or her around until they collapse into a pool of blood, resurrecting to join your dead ensemble or providing a snack for health and strength. Interesting concept, yes. But it's shallow and not fun. You're just clicking your increasingly unruly horde at dwindling townspeople and first responders until there's nothing left. Then you're on to the next of three levels. You'll blast through these in... five, ten minutes (the levels are small and same-y)? But don't worry, the developers plan on adding six more! That's roughly an hour and a half of entertainment potentially! And if they meet some unspecified monetary goal they're going to add such exciting features as MULTIPLAYER, HUMAN CAMPAIGN, and MAP EDITOR.

The AI is nonexistent. They react to your presence (sometimes) but don't expect them to seek you out or patrol of their own volition. This is a very one-sided RTS. The aforementioned skirmish level really shines a light on this. The level design on the single skirmish level is also pretty bland, featuring nothing but room after room stuffed with an assortment of humans and/or dog corpses.

So that's it. That's "Undead Overlord." It feels and plays like an iOS game. The trailer is admittedly cool looking, as is the concept. But I didn't see that game when I played. I'm not picking on this game or the developers. I just don't want you to be burned. This is not worth your hard-earned cash or time. When you can buy complete games for less than this, and when you can purchase Early Access titles more polished than this, what's the incentive? Do you like to gamble? To live dangerously? "Undead Overlord" is about as fun as staring into the sun. Some might disagree, shouting in disbelief while staring till their eyes melt out of their skulls. But you and me? We'll just keep walking, sunglasses on and eyes fixed squarely ahead.
Posted: July 18
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25 of 40 people (63%) found this review helpful
6.5 hrs on record
Early Access Review
It's got potential. If only we could do something about the shotguns one-shotting Zombies, it would be a wonderful game.

I like the fact that clearly, the missions are meant to have some challenge to them; sacrificing individuals to kill stronger enemies, luring enemies out, using the arch-types effectively is a MUST.
I also like the fact that the arch-types reanimate their foes, it's nice to know that when my Speed Zombie is cutting a swath of death through SWAT soldiers, it's fallen prey will revive and help continue the fight.
I /LOVE/ the fact that the Humans retain their appearance they had when alive, as Zombies, rather than relying on a single model.




However, I have a few problems with the game:

AI: I dislike how the Zombies act like foolhardy lemmings and just all charge a nearby enemy without me saying so, it's a pain in the ♥♥♥ to try and keep them from rushing out of cover and being mowed down accordingly, it's also a pain to get a large group through a door in a timely manner.

Weapon Balancing: Shotguns are more powerful at range than Assault Rifles. WAT. I'd understand if it's like, a one-hit up close, but the range of shotguns is just annoying as all hell.




But, overall, it is a game with potential, and while it has problems, it's considerabley better than most other Indy strategy games, and I look foward to tracking this as it updates accordingly.
Posted: July 20
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31 of 55 people (56%) found this review helpful
0.8 hrs on record
Early Access Review
There are hundreds upon thousands of zombie survival simulators out there, but this one let's the user assume the role of the other side for once. No longer must you cower in fear in some corner, starving to death because you're afraid to go outside. As the "undead overlord", you'll control swarms of zombie units with intent on creating mass destruction. It's currently a single player game with limited functionality and bugs (as one would expect from an Alpha build), though the developer did mention multiplayer, a human campaign, and map editor as "stretch goals"...meaning these features will be added IF they receive enough support.

I'll be interested to see what direction this particular game takes during the Early Access stage.

https://www.youtube.com/watch?v=wqM4dIilF_Q

https://www.youtube.com/watch?v=k_tVCIk6VOs
Posted: July 15
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4 of 6 people (67%) found this review helpful
0.6 hrs on record
Early Access Review
This game is amazing. Can't wait for the bugs, glitches etc to be fixed, and if possible, it would be great if this game was to made in a vs, with friends
Posted: July 24
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