Grab a weapon, demolish your enemies, level up, become more powerful, let the gore flow, let the limbs fly. BrainBread 2 introduces a zombie fps mixed with RPG / Arcade elements, the game is very action-packed and generally fast-paced.
Recent Reviews:
Very Positive (32) - 81% of the 32 user reviews in the last 30 days are positive.
All Reviews:
Mixed (3,336) - 68% of the 3,336 user reviews for this game are positive.
Release Date:
Jul 20, 2016

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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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“BrainBread 2 has been under development for quite some time, the game still has some placeholders, we're a small team which means that some things will take more time than others. So far the game is playable and we want to share our current content with the public in order to develop a stronger community and gain good feedback so we can polish the game as much as possible before full release.”

Approximately how long will this game be in Early Access?

“It's currently difficult to say how long BrainBread 2 will stay in Early Access.”

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

“Additional game mode(s), more weapons, new npcs, more levels for each game mode, a complete story line and more survivors to choose from.”

What is the current state of the Early Access version?

“The game is very stable, we have 5 unique game modes available, lots of different npcs and playable characters, over one hour long soundtrack, leaderboards and a unique skill system which is saved via Steam Stats.”

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

“BrainBread 2 will still be Free To Play after Early Access.”

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

“As improvements are implemented occasionally, an opt in beta branch (Windows only) will be used for bug reporting / feedback from the community, this will help us fix any issues / problems before new updates goes into the public branch.”
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Recent updates View all (95)

August 12

A gluton-free gibtastic hotfix - Patch

Server owners please update your servers!

  • Gave George Wayne and Rastamon custom NPCs some more health, but disabled health scaling, health scaling for npc_custom_actor is broken atm.
  • Minor optimization improvements in the gunshop area.
  • Added a bunch of playerclips here and there to prevent excessive camping.
  • Added more AI nodes for fallback purposes.
  • Fred can no longer get into the gunshop.
  • Zombie Players will spawn closer to the survivors during the last objectives, after the survivors
    have brought fuel to the extraction vehicle.
  • Capture zones now require 25% of the human team to help capture rather than 40%.
  • Capture zone time has been changed from 35 to 30 sec.
  • Increased respawn time by 10 sec for the bandits in the police station.
  • Increased respawn time by 5 sec for the bandits in the gas station.
  • One of the Military guards will use a Famas instead of an AK-74.
  • Nerfed multiple zombie spawners, especially the ones in the alley, when you've to use the boltcutters
    to get to the gas station.
  • Fixed buggy pink reflections @ textures.
  • Added some more randomized item spawners outside the police department. @start area.
  • Reduced the timelimit for the bandit wave.
  • Reduced max time for the last wave to 8 min rather than 8.5 min.
  • Increased kill count needed slightly for the bandit wave.
  • Bushmasta mini-boss will no longer have any HP scaling. (HP scaling is broken for npc_custom_actor atm)

  • Remington 870 fire rate has been fixed for Bandits & Military NPCs.
  • Benelli M4 fire rate has been fixed for Bandits & Military NPCs.
  • Benelli M4 reload start & reload start empty is slightly faster now.
  • Reduced the base damage for the Flamethrower down to 20 from 25.
  • Increased fuel depletion slightly for the Flamethrower.
  • Reduced Flamethrower damage against zombie and human players, the base dmg should be reduced by 75% in every gamemode.
  • Reduced Flamethrower damage against human & zombie bosses by 60%.

Gamemodes (Updated damages for some weapons against zombie NPCs!)
  • Increased damage with the fists by 20%.
  • Increased damage with the Fireaxe by 25%.
  • Increased damage with the Baseballbat by 15%.
  • Increased damage with the M9 Phrobis by 20%.
  • Increased damage with the Machete by 30%.
  • Increased damage with the Sledgehammer by 40%.
  • Increased damage with the Hatchet by 20%.
  • Increased damage with the Brick by 25%.
  • Increased damage with the zombie hands by 5%.
  • Increased damage with the AK-74 by 12%.
  • Increased damage with the fists by 20%.
  • Increased damage with the Fireaxe by 14%.
  • Increased damage with the Baseballbat by 27%.
  • Increased damage with the M9 Phrobis by 15%.
  • Increased damage with the Machete by 25%.
  • Increased damage with the Sledgehammer by 30%.
  • Increased damage with the Hatchet by 13%.
  • Increased damage with the Brick by 24%.
  • Increased damage with the AK-74 by 15%.
  • Increased damage with the fists by 20%.
  • Increased damage with the Fireaxe by 23%.
  • Increased damage with the Baseballbat by 20%.
  • Increased damage with the M9 Phrobis by 20%.
  • Increased damage with the Machete by 27%.
  • Increased damage with the Sledgehammer by 45%.
  • Increased damage with the Hatchet by 20%.
  • Increased damage with the Brick by 15%.
  • Increased damage with zombie hands by 5%.
  • Increased damage with the AK-74 by 15%.

  • Added missing activities/sequences for Military & Bandits... Bandits may still T-pose due to faulty transitioning/anims in their .QC's... Blame Fuse!!!
  • Fixed countless broken .vmt's, having faulty reflections and such.
  • Updated localization for skill descriptions.

Check this guide if you wish to create/import playermodels to BrainBread 2
6 comments Read more

August 10

A Giblicious Summer Patch -!

Server owners please update your servers!
Due to major changes to the .cfg files be sure to update them to your needs, such as setting server name, global/local stats, etc...
Plus more convars have been listed in server_core.cfg.
If you want to enable arena hardmode or hard scaling for Objective/Story/Arena, be sure to set this as well @ server_core.cfg!

We've also updated the default mapcycle for dedicated servers, it no longer contains any Deathmatch or Elimination maps by default, if you still want to host DM or Elimination, add the respective maps to the mapcycle!

  • Major optimization for client & server, went through roughly all the code, cleaned up messy code, fixed null pointer bugs, fixed overly expensive code, etc...
  • Added full client-side playermodel support similar to Sven Co-Op and GoldSrc in general, meaning you can play as any survivor model, anyone who also has that survivor model will be able to see you, otherwise it uses a default. (survivor models are defined in the character scripts)
  • Improved lag compensation and hit detection, especially for melee weapons.
  • Dev, Donator, Tester and other data tags should work properly again.
  • Reduced memory usage and removed some unnecessary hl2 content files.
  • Fixed a major bug in the local stats, when I implemented Zombie skills saving I forgot to increase the buffer for saving the local stats to a file, so basically it wouldn't save everything!
  • Local Stats will no longer be disabled if sv_cheats is 1.
  • Default tickrate for dedicated servers has been lowered from 66 to 33, you can still use a higher tickrate by simply passing the -tickrate XX param to the srcds application.
  • Reloading server data or client data will now dispatch an event so that we can update accordingly, for instance the NPCs will now properly fixup the data pointers when reloading data, otherwise you'd risk invalid pointers!
  • Increased bb2_high_ping_limit to 350 from 250.
  • Updated server_core.cfg to include a bunch of new useful convars, take a look!
  • Updated the game icon for hl2.exe @ Windows only.
  • Updated the game's music folder, there might be some missing music in some of the maps, if you get any FMOD errors please let us know!
  • It is no longer possible to evade bans or kicks, plus if you get kicked you'll be banned for roughly 5 minutes to prevent people from simply rejoining and repeating. The ban on kick can be administered with the bb2_vote_kick_ban_time command.
  • Removed Elimination & Deathmatch maps from the standard dedicated server mapcycle file, if you still want to host Elimination or Deathmatch maps feel free to re-add them to your mapcycle!
  • Soundscapes should work properly for dedicated servers running under Linux.
  • Updated to the latest SDK2013 binaries.

Gore & Gibbing
  • Increased gib limit from 128 to 256!
  • When new gibs spawn and you reach the gib limit, old gibs will fade out instead of fading the new gibs out quickly.
  • Fixed a terribly sad bug which prevented the fantastic blood cloud from appearing properly when smashing zombies to bits.
  • Players should now emit the right blood decals depending on your bb2_extreme_gore value.
  • Blood particles & decals will no longer spawn when attacking friendly npcs when the round hadn't started, when zombies fade-in or when a player has spawn protection active.
  • Buckshot damage should now properly spawn blood decals & particles.

  • XP received when completing quests & objectives have been reduced to 4% for quests and 2% for objectives. Previously you'd receive 10% for quests and 5% for objectives which was far TOO much.
  • XP received when finishing a round in Arena, an entire game in Arena or an entire game in Objective will now give you percentage based XP increase instead of a small fixed number!
  • Added bb2_story_dynamic_respawn for Story mode, which allows players to respawn where the action's at rather than at the same checkpoints all the time.
  • When a new round has begun you'll not be able to create a vote for roughly 60 sec. The delay can be administered with bb2_vote_roundstart_delay.
  • Added bb2_arena_hard_mode which will disable reinforcements in Arena mode, you'll however receive more XP. In order to activate this you have to set bb2_arena_hard_mode to 1 then change map to any Arena map. You cannot disable/enable this while in the map due to exploiting.
  • Added bb2_hard_scaling which enables a new scaling technique for Arena, Objective & Story mode, it relies on the average level of the players which is a good way to make the game more challenging depending on the average level in the game. Set bb2_hard_scaling to 1 and change map to enable it properly.

  • Optimized NPC netcode, reduced bitstream by 80 bits for all NPCs and 323 bits for all zombie NPCs!
  • Fixed a bug which would force NPC ragdolls to always fade out after roughly 4 seconds regardless of your bb2_gibs_fadeout_time value. (NPC gibs were not affected)
  • Fixed a potential bug that could break any objective or arena map if you were using entity counting via logic_entity_counter or logic_objective/logic_quest, if an NPC killed a boss and bb2_allow_npc_to_score was set to 0, the kill would not be registered!
  • Frag grenades should now properly notify all NPCs of danger.
  • NPCs can now be given random health, random damage values, random kick values and random speed values!
  • Removed glow logic from npcs, meaning you can no longer make npcs use the glow outline effect.
  • Reduced zombie lifespan to 18-36 sec, previously it was 30-90. Plus reduced boundaries on the convar min and max values.
  • Zombie Walkers & Runners will have their lifespan refreshed whenever they take damage from human players.
  • Fixed a random bug which could make a zombie gib itself when dying due to the lifespan feature, if the zombie was previously hit in a hitgroup which allowed gibbing.
  • Bandit NPCs should no longer T-pose randomly. (hopefully...)
  • Health and Damage scaling for the npc_custom_actor will now update properly on spawn and when players connect/disconnect.
  • Fixed Fred's bounding box so that he can get through tinier doorways.
  • Fred will now do an inverse-shockwave special attack targeting players that are camping, a random player which is at least 100 units above Fred will be selected, that player and nearby players will be pulled towards Fred with zero-G force!
  • Improved door breaking for all zombie NPCs.
  • Improved AI responsiveness and efficiency.
  • npc_m1a1 now supports disabling collision.
  • Simplified Walker & Runner spawning, Runners would sometimes bug when trying to play the 'rise' schedule.
  • Zombies will no longer try to break obstructions that are either above or underneath them...

  • smart_trigger will now check for default filters and such before checking the new built-in filtering, plus the other outputs will be fired properly. Previously this trigger only fired OnTouching.
  • Removed constraint flag for items and weapons, items and weapons in BB2 don't use physics unless dropped anyway.
  • You can now set the interruptibility choice for the npc_auto_spawner and zombie_volume auto-schedule on spawn feature.
  • zombie_volume now allows you to set how near a player has to be before it starts spawning, you can also set the spawn frequency, you can choose to skip visibility checks, set the desired max Z-difference between the trigger and player.
  • zombie_volume will now check if any player is inside its volume before making other complex checks, if true it'll spawn right away.
  • Added a new handy texture proxy 'TeamLinkTexture' which can be used to only allow a certain team to see a certain texture.
  • Player and Zombie spawn points now have a 'Master' option, enabling this will make the spawn act as a last resort, meaning you can spawn in it even if it is disabled, if no other checkpoint was found.
  • Tweaked the inventory system, you can now set the spawn angle for items, change their scale and set the entity link through the item/map script.
  • Teleporting an inventory item will properly update the origin of its objective icon, if any.
  • Fixed a bug which prevented you from changing the glow mode of an entity if it was set to radius glow on spawn.
  • Human & Zombie spawn points will be properly reset on game restart.
  • zombie_volume will use a smaller hull for zombies that are fading in. Allowing more zombies to spawn in the volume.

  • Steam Avatars should load more effectively.
  • The leaderboard panel will now display how many entries were found.
  • Fixed a bug which would break parts of the Graphics Options on OSX & Linux, most of the options would only be rendered as (*).
  • Fixed minor bugs in the page handling in the leaderboard panel and map selection panel.
  • Leaderboards will no longer update continuously as long as you're in-game, this would sometimes create unexpected lag and stuttering due to the high upload rate, from now on you only update your leaderboard entry when you disconnect from a game.
  • Addon downloader, loading screen and map selector should now display the raw BSP name if no other name is present for the map in question.
  • When VGUI input mode is active you'll no longer render objective icons, material overlays, glow effects and HUD Healthbars.
  • Glow outline effect will no longer render for observers.
  • Added a viewmodel fov slider @ Options -> Other.
  • Healthbars will not render for NPCs fading in or out.
  • Invalid/Missing inventory HUD icons will now be rendered as question marks instead of the regular pink checker board texture.

Players & Skills
  • Blood on the viewmodel should now reset properly on respawn or round restart.
  • Admin ban should now properly register the ban and kick the target player.
  • Removed unnecessary client commands + enforced sv_cheats on some other less known client commands.
  • Powerups will now be dropped on disconnect, previously if you carried a powerup and disconnected the powerup would be deleted rather than dropped, which is what happens when you die!
  • Fixed some minor bugs which allowed players to rejoin as a zombie or as a player during game end or round end.
  • You can no longer activate zombie rage or other human perks when the end scores are visible / voting screen.
  • Removed broken duck toggle command.
  • Added a tiny viewroll when you strafe left or right.
  • You can finally freeroam in spectator mode.
  • Fixed sv_turbophysics crash, servers can now enable sv_turbophysics for simpler player physics.
  • You can now reset your local stats on a server running local stats by typing bb2_reset_local_stats in the console.
  • Zombie players can no longer open breakable doors.
  • Admins can now use admin_kick_bots to kick all bots from the server, useful for testing purposes.
  • Zombie players will lose 50% of their unspent credits on death, only if ragemode is not active!
  • Fixed some issues related to thirdperson animations not playing for melee attacks.
  • Material overlays on players and npcs will no longer render if you're too far away from those entities.
  • You can no longer choose to disable lag compensation.
  • You should no longer be able to become infected when the game or round is over.
  • You can no longer drop ammo for special weapons.
  • You can no longer drop any ammo during round/game over/end.
  • DLights will be rendered when spectating someone in-eye whenever the target is firing a weapon.
  • Zombie players can now see NPC healthbars.
  • Changed default viewmodel_fov from 54 to 60.

Sound & Music
  • Fixed FMOD not muting sounds properly, sometimes a new sound would play and it would unmute the channel in the process.

  • Fixed prediction and networking issues, a lot of unnecessary networking was going on.
  • You can no longer toss propane or bricks through walls or props.
  • Increased propane velocity on throw by 200 units.
  • Reverted to the old Sawed-Off where you have to press LMB for barrel 1 and RMB for barrel 2.
  • Reworked accuracy some more, some weapons can have more dramatic accuracy than others, the longer you spray, the faster the fire rate, the more inaccurate it will be.
  • You will no longer spam spawn DLIGHTS when firing with guns, there is now a 100 msec delay!
  • Added the Flamethrower and Benelli M4!

  • Added an achievement for finishing the arena version of Coltec with 4 or more players.
  • Added an achievement for finishing Mecklenburg with 4 or more players.
  • Added an achievement for getting 35 kills with the kick attack.
  • Added an achievement for getting 99 kills with the Brick.
  • Added an achievement for getting 340 kills with the Flamethrower.
  • Added an achievement for getting 275 kills with the Benelli M4.
  • The Schienzel achievement is now obtainable! (easter egg)

  • Added bba_coltec.
  • Added bbc_mecklenburg.

  • Optimized the map some more.
  • Added the new weapons.
  • Removed the old bandit schedules, added some patrol schedules for some bandits instead, the rest of them will wander around in the buildings.
  • Fixed broken evac VO sound.

  • Minor optimization improvements.
  • Added the new weapons.

  • Improved lighting a little.
  • Added more bandits during the bandit objective, also increased the kill count needed.
  • Disabled collision for the M1A1.
  • Improved zombie spawns.
  • You now have to kill the remaining enemies before completing a round, like in other arena maps.

  • Bandits will do more damage with G36C, Minigun and Sawed-Off.
  • Military will do more damage with G36C and Sawed-Off.
  • Walkers & Runners will now have randomized health, do random damage and have random movement speeds!
  • Bandits & Military will also have randomized health and kick damage.

Check this guide if you wish to create/import playermodels to BrainBread 2
12 comments Read more
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About This Game

CyberCon, the notorious global corporation, aspired to deliver to the world something that would change the fate of humanity. What the world wasn't ready for however... Was CyberCon's true intentions. Their schemes had been controversial to most before, but their newest idea seemed almost too perfect.
A much sinister secret was about to be exposed. CyberCon's project involved the development of neuro-hub chips. They succeeded and became a phenomenon, later becoming a mandatory law to have them implanted at birth using state of the art surgery and cutting edge technology.

CyberCon were granted this permission from the government. The controversy was covered up and very little was known how it was done.
The technology was seen by many around the world as a major breakthrough that could cure blindness, deafness, disease, and a huge boost in performance for modern day life.

It was further aiding as a gateway to easier communication and enhanced capabilities. This was the next milestone in human history.
However, good things must always come to an end.

And CyberCon's true colors are yet to be revealed.


  • 5 Unique gamemodes.
  • Over 20 unique weapons, including akimbo weapons!
  • Extreme amounts of gore & gibbing, this is your lovely grindhouse-gore movie!
  • Over 100 unique skill combinations.
  • A global profile system/leveling system.
  • Play as a zombie, evolve as a zombie using your special zombie skill tree to your advantage!
  • Modding friendly, customize your own soundsets for any of the npcs, make your own player survivor models, make custom maps, share your creations via Workshop!
  • Character customization.
  • No pay to win!
  • Simple UI and HUD.
  • AI Soldiers, Tanks and Bandits/Mercenaries.
  • A powerful quest, objective & inventory system.
  • Playable on PC, Mac OSX, and Linux with multiplayer cross-compatibility.
  • Dedicated Server Support for PC and Linux.


  • Story
    Focuses on story based gameplay, progress by doing specific quests or side-quests to increase your chance of survival!

  • Objective
    Focuses on small & simple objectives, this is a casual/chill gamemode based on the original BrainBread, if you want a pure BrainBread experience you can enable a server command to force it to vanilla BrainBread mode. In this mode you can also play as a zombie and as a human you can get infected. The zombie's objective is to prevent the humans from progressing, when you get a certain amount of kills you will be able to respawn as a human again, or if you die too many times. All of this can be regulated by the server owner.

  • Arena
    This is a wave based gamemode, similar to 'Survival'. You have limited respawns and when you die you'll respawn after X amount of seconds. Everyone respawns at the same time, certain maps may allow certain amount of retries for a wave, if you fail too many times you have to do everything over again. This mode is very action-packed, you better be flexible.

  • Elimination
    A Humans VS Zombies gamemode, first team to reach the fraglimit wins! In this mode you respawn individually, however if everyone on your team is dead your team will be 'Exterminated', which means the round is over. The opposite team gains a certain amount of points by exterminating the other team, this is an effective way to gain points but it is hard to achieve if there's many players. In this mode you'll also trigger a team perk if your team gets a certain amount of kills, your team will be blessed with some helpful skill for a certain amount of seconds.

  • Deathmatch
    A PvP gamemode, solely for humans. Featuring classic old-school powerups, increased speed and flexibility! As well as an announcer which will try to salute you or make fun of you if you fail too much!

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP/Vista/7/8/10
    • Processor: 1.7 GHz processor or equivalent
    • Memory: 1 GB RAM
    • Graphics: ATI Radeon 9600 or Nvidia GeForce 500 series
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Sound Card: DirectX 9.0c compatible sound
    • OS: Windows XP/Vista/7/8/10
    • Processor: Pentium 4 3.0 GHz or equivalent
    • Memory: 2 GB RAM
    • Graphics: ATI X1600, Nvidia GeForce 600 series or higher
    • DirectX: Version 9.0c
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Sound Card: DirectX 9.0c compatible sound
    • OS: Mac OS X Leopard 10.5.8, Snow Leopard 10.6.3
    • Processor: 1.7 GHz processor or equivalent
    • Memory: 1 GB RAM
    • Graphics: ATI Radeon 9600 or Nvidia GeForce 9400M
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • OS: Mac OS X Lion 10.7 or higher
    • Processor: Pentium 4 3.0 GHz or equivalent
    • Memory: 2 GB RAM
    • Graphics: ATI X1600, Nvidia GeForce 9 or higher
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • OS: Ubuntu 14.x, CentOS 7.x
    • Processor: 1.7 GHz processor or equivalent
    • Memory: 1 GB RAM
    • Graphics: ATI Radeon 9600 or Nvidia GeForce 500 series
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • OS: Ubuntu 14.x, CentOS 7.x
    • Processor: Pentium 4 3.0 GHz or equivalent
    • Memory: 2 GB RAM
    • Graphics: AMD, Nvidia Geforce 600 series or higher
    • Network: Broadband Internet connection
    • Storage: 6 GB available space

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