1948, post‑war England. On Holy Island, a buried alien artifact known as The Eye corrupts prisoners, monks, and guards into flesh‑hungry ghouls. Technology fails, chaos reigns. You crash‑land among the wreckage—supplies scattered, hordes closing in. Survive or be consumed.

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Prochainement en accès anticipé

L'équipe de développement a l'intention de sortir ce jeu tout en continuant à travailler dessus, afin d'incorporer les retours de la communauté dans son développement.

Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« Headful of Zombi is built by one developer, and the part that most needs real players is the part I cannot test by myself: how the game feels to somebody who has not been staring at it for a year.

I know the systems work. What I do not know is whether the difficulty curve lands, whether the horde sizes are exciting or exhausting, which weapons people actually reach for, and how the thousands-of-zombies scenes perform on hardware that is not mine. Those questions only get answered by putting the game in front of people and watching what they do.

Early Access lets me build the remaining levels with that feedback arriving as I go, rather
than finding out after launch that level six is where everybody gives up.

I am committed to finishing this. The scope is fixed and deliberately modest: ten levels,
five to seven hours, single player, with no multiplayer or live-service component to
maintain. The engine work — dismemberment, the horde, the enemy types, the weapons — is done and proven in the demo. What remains is content production, which is predictable and schedulable rather than open-ended.

I have shipped more than a hundred products across thirty years in games and apps. This is my latest challenge and I am going to have fun delivering an amazing game for zombie fans. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« about 8 months. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« Some of the level ideas will be based on the community. Some of the way zombies react will also be based on what the community thinks, and things such as new weapons etc. For example maybe they think there should be a level set in the sewers, or maybe they think there should be a bow and arrow as a weapon. »

Quel est l'état actuel de la version en accès anticipé ?

« Early Access launches with the smallest of the planned 10 levels playable end to end:
Lighthouse (in demo 1), snowy forest, mansion, cathedral, prison, sewers, castle, and more.. This small introduction level is roughly 15 to 20 minutes of play, and in the next demo will lead into the forest.

All of the core systems described in the About This Game section above are implemented and in the build now:

- Every enemy type listed: boomers, armoured zombies, crawlers, sleepers, eaters, bat carriers, gunners and barrel throwers
- Full dismemberment across twelve points, decapitation, burning and explosive destruction
- The large-scale horde, with thousands of zombies on screen at once
- 7 of the planned firearms, plus grenades, claymores and explosive barrels
- The scavenging, healing and key-holder progression loop
- A soundtrack (new one is being worked on as we speak)
- Graphics presets from Low to Ultra, resolution scaling and FSR

Not yet in the build:

- The remaining 9 levels
- Melee weapons (chainsaw, boat hooks, bell clappers)
- Additional non-zombie enemy types, currently in development
- Controller support and Steam Deck verification
- Localisation beyond English

The game is stable and complete within the content that exists. It is not a prototype — it is a finished front section of a longer game. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« Yes, it will be be cheaper during early access, probably about 20% cheaper. »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« I will have a discord channel where people can discuss what could be improved.
https://discord.gg/4tf5GXjZxK »
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Date de sortie prévue : 29 juin 2027

Ce jeu prévoit d'être disponible dans 9 mois

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À propos de ce jeu

1948. Post-war England. Something is buried under Holy Island.

They call it The Eye. It turns prisoners, monks and guards into flesh-eating ghouls.

Technology fails. The island goes dark.

Your helicopter comes down on the lighthouse. Your supplies are scattered across the island. The hordes are already climbing.

Survive or be consumed.

Thirty seconds from icon to first kill

A ten-second intro, skippable. Then you are on top of the lighthouse with the dead coming up the stairs. No menus to wade through, no tutorial, no long walk to the action. Every level drops you straight into a fight.

The loop

You arrive in an area and the horde is already moving toward you.

  • Fight with what the level gives you — exploding barrels, claymores, grenades,choke points, high ground. Position matters as much as aim.

  • Scavenge as you go — ammo, weapons and food are scattered through the level, never handed to you. Eat to heal, and keep eating to push your maximum health higher.

  • Find the key — somewhere near the end of the wave, one zombie is carrying it. Kill it, open the gate, move on.

  • Die and the level restarts — no checkpoint trickle, no attrition. You take the level again, and you take it better.

Ten levels, escalating. Lighthouse, snowy forest, mansion, cathedral, prison, sewers, castle, and more.

The horde

  • Boomers — charge ahead of the pack and detonate.

  • Armoured — pots, birdcages, gramophones and pig masks strapped to their heads. Shots to the skull ring off them. Go for the body, or take the helmet off first.

  • Crawlers — legless, low, sometimes gushing blood, easy to miss in a crowd.

  • Sleepers — lying among the dead until you walk past.

  • Eaters — feeding on corpses. Some notice you. Some don't.

  • Bat carriers — pick up weapons off the level and swing them at you.

  • Gunners — pick up firearms and shoot back.

  • Barrel throwers — pick up explosive barrels and throw them.

  • The horde itself — thousands on screen at once, flocking mindlessly.

Every zombie can be dismembered in twelve places, decapitated, burned or blown apart. Bodies, heads and props combine into more than 70,000 distinct zombies in the first level alone. You will not see the same corpse twice.

The arsenal

Seven firearms, grenades, claymores, and every explosive barrel the level happens to be

storing. Melee weapons are in development — chainsaw, boat hooks, bell clappers.

A real island

Levels are built on the actual geography of Lindisfarne: the ruined priory, the castle on its volcanic crag, the Victorian lime kilns, the upturned herring-boat sheds, and the tidal causeway that floods twice a day.

The Eye is sealed beneath Emmanuel Head — the White Pyramid, one of the earliest daymarks in Britain, standing on that headland since 1810. It was never really built for ships. It was built to contain The Eye.

Soundtrack

An original giallo score in the Goblin tradition, written for the game by Lars Berry of Colourdomes and Future Proof Records. Analogue, nasty, and entirely period.

What this is not

No puzzles. No co-op. No base building. No crafting trees. No waiting around.

Doom's pacing with Dead Rising's density, made by someone who has been building zombie games since the Amiga.

At a glance

  • Genre — single-player first-person shooter, horror

  • Length — 5 to 7 hours across 10 levels

  • Difficulty — hard, and honest about it. Death restarts the level.

  • Players — single player only

  • Platform — PC, with Steam Deck support planned

Description du contenu pour adultes

Voici la description de l'équipe de développement à propos du contenu du produit :

Zombies can be dismembered and decapitated and will explode in a shower of blood.

Configuration requise

    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10 64-bit
    • Processeur : Intel Core i5 (4-core, 4th gen or later) / Ryzen 3
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : GTX 1050 Ti or RX 560, 4 GB VRAM
    • DirectX : Version 11
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 10/11 64-bit
    • Processeur : Intel Core i5-9600K / Ryzen 5 3600 (6-core)
    • Mémoire vive : 16 GB de mémoire
    • Graphiques : GTX 1660 / RTX 2060 / RX 5600 XT, 6 GB VRAM
    • DirectX : Version 11
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