New Outbreak is a 2D top-down zombie survival game. It allows you to survive how you want, build the things you want and take care of your companion.
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Release Date:
Aug 22, 2016

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Early Access Game

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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?

“We are both 17-18 and we've worked on New Outbreak for about a year on and off and are now currently unable to properly work on the game full time due to now needing to get into proper education etc so we feel bringing it to Early Access will help either slightly or massively depending on the response but either way it will help us afford to keep working on the game either with extra spare time or put all our effort into it.”

Approximately how long will this game be in Early Access?

“We want the game to be in Early Access as long as necessary to ensure the game reaches its full potential, we're not sure how much longer the game will be in Early Access. We want to finish the Sandbox and definitely Episode 1 for the Story.”

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

“We plan to have the following features :
-Bandits in Sandbox that will roam the map, you will be able to interact with them, perhaps they join you or perhaps they want your blood.
-Story Mode, Currently set to take part in Episodes that will follow a (Male or Female) as they attempt to survive in the appocalypse.

Also including more things for the sandbox experience ranging from Clothing to weapons to even possibly more maps.

Also technical changes such as better optimisation and more options overall on how the game runs and plays.

We may add more modes and features depending on Community feedback because that is a huge part of development.”

What is the current state of the Early Access version?

“Currently the entire sandbox mode except saving(Because it was a hit and miss system so we want to re-work the entire system to make it work better, so we disabled it for now) is working with the inclusion of a massive map compared to the demo.There is also a couple small tutorial pages that highlights key parts of how to play the game.

-Current Features
-Dog Companion
-Huge Open Map
-Build your own base

-Coming Soon
-Story Episode 1
-More filled out map
-More Items, Weapons etc”

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

“There is a chance the price will increase but most likely it will remain the same, it depends on how the game does.”

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

“In every single way, we want people to express their opinions and give feedback no matter how harsh it could be, the only way to improve is to find the flaws and fix them and fill in content that should be there and also add more to it and the best way to do that is to listen to what everyone says. We want to make this more than just another Generic Zombie survival game, we feel we can make something more than that.”
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Recent updates View all (21)

May 15

Progress Update #2


This update took a bit longer due to crunching time constraints with our Educational work but things are still moving ahead and the game is taking shape. Some of the work done there is possibly planned to be moved over and modified to work here for New Outbreak. We will keep the details hushed until we know how we might approach it and if we even will.

Things have been progressing since our last update with some new developments and implementations. We hope to have more frequent Progress updates like this as we get things set up and keep everyone informed on where we are.

We'll be talking about the main things that are core to the game and will be implemented and then at the end we'll discuss more experimental features that we are figuring out how to implement properly.


I feel this is a somewhat important change in how we approach the Generators, previously they would constantly consume fuel upon insertion and just power everything nearby, this is completely gone.

From now on Generators will require being connected to electronics to then power them, generators now will automatically hook themselves up upon start of a new game to their appropriate electronics and can be wired and disconnected at your will.

The more you connect the more power that will be consumed every cycle, of course only electronics turned on will also use power, so even if an entire house is wired up it will only power the things turned on therefore consuming less power.

Generators now should last 100x longer.

The UI is still very much being worked on, we need something flexible and expandable as we would like to offer different types of generators in the future, these could then vary depending on what types of building it is used for.

Hopefully this will be ready by next update and can be shown off.


Inventory is now mostly finished, as seen in the last screenshots it was functioning however now it has every single item previously in New Outbreak with a custom randomiser which will be used in objects to create random loot.

Work is now being done on how to address equipment, such as clothing slots, in a presentable way, we want to make something that is similar to the direction of everything else which is simplistic and out of the way, leaving as much screen space as possible.

It's likely it will expand out of the already existing Inventory so it's all kept in that tab.



(There's a lot of technical stuff so TL:DR Lighting will be 100% better however the different forms of lighting may vary depending on how well we get everything working together)

So Lighting in the GMS version was very poor, we had tried various versions of different lighting to get a better look but it either ended up too performance taxing or just didn't work.

Thankfully in Unity we are able to work with a real lighting system however there is a catch which is 2D Lighting currently isn't fully there, meaning you can't just place a sprite and a light down and expect a shadow, this is even more problematic with our Tilemap approach as we initially approached them by using diffused sprite materials which don't actually recieve shadows.

To get around all of this we use a normal material on our tilemaps that we want to recieve shadows, this alters them a bit however we are able to use a custom material to alter the coloring, this results in slight loss in quality however fully reciveable shadows.

This approach does work for our non tiled sprites...However sprites aren't designed for this and therefore sprites that aren't full squares like our tiles currently have graphical issues but we are working on it.

Below is the current Result of what the lighting looks like. We're still tweaking and adjusting it alongside Day and Night to get a nice look and feel to it.

That's all for this update, next update I hope to have the combat in a presentable way so it can be shown off.

Once we have all the nessesary gameplay features in we hope to also release a tab in the Beta section which will finally allow access to this version of the game, likely the map will still be in progress so it will just be a small taste of what is to come but we will allow you to try out all of the new features and mechanics.

We will also hopefully have a new questionaire setup by then so you guys can help us make the game better and give us feedback on the current state of the game and what you want out of it.

Thank You!
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February 21

Progress Update


It's been way too long since our last update, we'd like to Heavily Applogise for this. We realised soon after launching in Early Access that we had been very Pre-Mature but it was too late at that point to go back so we tried pushing on with what we had, putting more and more on top of a poor framework which just lead to more and more issues.

We thought we could make some massive progress when switching to Gamemaker Studio 2 however the change caused more issues than fixed, such as having a working Level Editor in Gamemaker 1.4 however it was completely unusable in Gamemaker 2 due to how the tiles were used which meant making more changes. We then had Animation issues with them not displaying correctly, we were able to optimise a lot but unfortunately it didn't have much of an effect. These were just a fraction of issues we encountered.

Ultimately it became clear that no matter what we did what we currently had was not viable and so months of work ended up being useless.

At this point we knew we had to re-do the entire game from scratch, we decided however that Gamemaker could not be the engine we used so we have Switched to Unity and it has been a massive improvement.

Unity Progress

So when re-making the Game in Unity we wanted to Stay true to New Outbreak's Original Design, But, a lot of things needed to be re-tuned to work better such as the Combat and the AI. Zombies needed to feel like Zombies, your Dog needed to Act like a Dog and the Player needed to be fluid and fun to control.

We were given a lot of Freedom in Unity to create this.

The first thing we did was Re-Design the Main Menu.

The video still needs to be updated but will be according to the new gameplay, Unity also supports Video Playback meaning it is no longer a Gif and instead a video that plays much smoother and is a lot nicer to look at.

Options menu is currently placeholder with placeholder settings but will be fully present and working in the Unity version.

The Map

The Map is being almost completely Re-Done from Scratch, leaving only a 1:1 recreation of the Starting Town however we are adding onto it and improving it, the town is now it's own separate Island, being separated via a bridge and surrounded by an ocean, work is done on the Starting Town and now we are getting the surrounding area sorted, we have someone on board now to help design parts of the map to help things progress.

The rest of the map is being completely overhauled as well and by that I mean it's gone and not coming back, we want to take our time and make it right, we are planning on releasing the map in stages. We're unsure how we will enforce this however the Starting Island will just have the Bridge connecting the island blocked off making exiting it impossible.

How Will This Be Rolled Out

We are going to be releasing the Unity version in an early form to get it out as soon as possible featuring the remastered Starting town, this will allow us to fully focus on building the rest of the map and taking our time to create something much fuller with more to explore, Quality over Quantity this time around.

More To Show?

We'd like to get things in a more solid state before showcasing it all, however we will show the new Animation system with our Weaponry and an in game screenshot (Hud Removed while working on it)

Also the zombie used in this Video has since been removed (As Seen Below), Performance did not like many of these being on screen so the normal sprite based ones are now in, we would like to re-introduce them however they need work first

And here are 2 early screenshots of in game with our New UI, some parts are hidden while we work on them.

We are also going to work on sorting out the Forums so announcements have their open seperate forum with only very important information being Pinned in general, and work on a much easier way to provide feedback.

We would like to Apologise again heavily to those who have been awaiting an update and hope that once we can start rolling things out more regularly it will be worth it. We wanted to push this announcement out a lot earlier however the move to Bone Animations made us re-think a lot of what we had done and we wanted to ensure it was ready and possible before showing it.

If anyone has any questions we will be checking comments here and of course will respond to any questions on the forums.

If anyone also has any Feedback on what we have shown we would also Love to hear it!

Thank You
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Steam Greenlight

Thank You to everyone who voted for us and gave feedback! We are improving New Outbreak every day and we hope you will be satisfied with the final product when we release!

Feature List

A Dog that is willing to fight and live by your side, command it, feed it and survive with it but make sure you're willing to do the hard thing if something were to infect your companion before it's too late.

Day and Night cycle with Dynamic weather, Currently Rain, Thunder and different strengths of Wind will be present.

Dismember Limbs of Foes

Vehicles, Currently confirmed are Bicycles and Ordinary Cars. We may add in Motorbikes, SUV's etc in the future.

Steam Trading Cards (Either during or after EA)

About This Game

New Outbreak is a 2D top-down zombie survival game. It is currently being released on PC(Steam) and the Xbox One. It allows you to survive how you want to, build the things you want, make friends or enemies, take care of your dog and most importantly, survive. You can craft your own shelters or barricade yourself into a building. To give the game more reason and extend the sandbox experience we are working on a research system that will allow you to gain blueprints that will give you access to advanced equipment.

-Current Features
-Dog Companion
-Huge Open Map
-Build your own base

-Coming Soon
-Story Episode 1
-More filled out map
-More Items, Weapons etc
-Level Editor

We are focusing hard on the SinglePlayer experience to make it not only unique but very fun, this is for both Story and Sandbox.

Planned Modes

Story is now going to be split up into episodes that we will release over time when they are ready. It will follow your character (Male or Female) as they try to survive the apocalypse with their Dog.

Sandbox(Is in the game)
The part most people will care about, Sandbox puts you in the midst of an apocalypse, survive any way you can ranging from barricading yourself into buildings to creating your own shelter. And don't forget your faithful companion, your dog! Who needs looking after as much as anyone else so don't neglect him/her and they will protect you when you need it most.

Bandits are an optional feature and will add some variety as they roam the map trying to survive, some will want to join, some won't and some will be out for blood.

Local Is Confirmed(Post Launch), Online is currently not being thought up of currently, it may in the future if we get enough support and are able to get someone more knowledgable of online on the team.

And thank you for checking out our game, we are spending a lot of time to make it great and with your support helps us to continue development!

System Requirements

    • OS: Windows 10 Home
    • Processor: Intel Core i5-2500 CPU @ 3.30GHz
    • Memory: 6 GB RAM
    • Graphics: AMD Radeon HD 7600G
    • Storage: 300 MB available space
    • Sound Card: Realtech High Definition Audio
    • Additional Notes: These are early Specs that run the game well, these are subject to change

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