Four-player co-op zombies with roguelite upgrades. Draft cards between waves, survive ice, fire, lightning or rock hordes and hold out through Zero Hour: every five rounds the lights go out and the boss comes. No Pack-a-Punch. Everything is earned by playing.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Zero Hour: Deadfront is a co-op survival shooter, and the only honest way to tune one is with a full squad of four strangers playing it. We can build waves, weapons and upgrade cards on our own — but pacing, difficulty and how a run feels when it falls apart is something we can only get right with players in the game. Early Access is how we get that, and how the people who care about this kind of game get a say in what it becomes.”

Approximately how long will this game be in Early Access?

“We're planning on six months to a year. The game is already complete as a loop — you can play full runs, with friends, from the first day — so Early Access is about depth and polish rather than finishing something unfinished. If the community pushes us somewhere that takes longer, we'd rather take the extra months than ship 1.0 half-done, and we'll say so here if that happens.”

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

“The big one is competitive play. There's a COMPETITIVE slot on the main menu right now, locked, and opening it is the headline of 1.0: ranked runs, proper matchmaking and leaderboards that mean something. Alongside it we want more game modes — the three we have are variations on how you get your upgrades, and there's a lot of room left in that idea. Everything else — more maps, more weapons, more zombie types — will keep arriving throughout Early Access rather than waiting for 1.0.”

What is the current state of the Early Access version?

“It's fully playable, not a demo. Four-player online co-op through Steam, three game modes (Normal, with an upgrade card draft between rounds; Marea, unbroken waves where kills earn your upgrades; and Ruleta, where each round hands you a new weapon instead of a card), three maps, twelve weapons across two slots with rarity tiers, melee, upgrade cards, downs and revives, dismemberment, special zombie types, a between-matches currency with cosmetics and saved loadouts, per-mode leaderboards, and full text in five languages. What's missing is listed above, and there are rough edges — that's the point of being here.”

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

“Yes. We plan to gradually raise the price as new content and features go in — if it moves, it moves up, never down. Anyone who buys during Early Access owns the finished game at no extra cost, and we'll announce any change here and on the store page well before it happens.”

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

“Through the Steam forums and our Discord, and by playing with people. The things we most need to hear are the ones we can't see from here: which weapon nobody ever picks, which round is where runs die, whether a map is fun on the tenth run. We read the discussion boards, we post what we're working on before it ships, and when something comes up often enough it goes to the front of the list.”
Read more
This game is not yet available on Steam

Coming soon

Interested?
Add to your wishlist and get notified when it becomes available.
 

Report bugs and leave feedback for this game on the discussion boards

See all discussions

About This Game

EVERY X ROUNDS THE LIGHTS GO OUT

Zero Hour: Deadfront is a four-player co-op zombie shooter with roguelite progression. Waves that keep growing, upgrade cards between rounds, and a clock that doesn't forgive: when Zero Hour hits, the map goes dark, all you have is your flashlights, and Big Mike comes looking for you.

No Pack-a-Punch, no vending machines, no endless corridors. You pick every upgrade, you find every weapon by playing, and if the whole squad goes down, a coin flip decides whether you get back up.

Squad of four

  • 4-player online co-op through Steam, with built-in voice chat.
  • Going down isn't dying: your squad can revive you. If everyone's down, each player gets ONE last-breath coin per match.
  • Friendly fire off by default… with a switch, if you hate each other.

Zero Hour

Every X rounds the lights go out. The horde doesn't stop, visibility shrinks to your flashlight beam, and Big Mike shows up: a boss that scales with every appearance and carries the match's element. Surviving it is what turns a good run into a good story.

Roguelite upgrades

  • Between waves, pick an upgrade card: Common, Rare, Epic or Legendary.
  • 50+ cards in families that synergize: thorns, embers, ammo, movement, luck…
  • Perks that change how you play: grab a zombie and hurl it, the flip-flop, slides, big heads.
  • Timed power-ups on the ground, and the TUTTI FRUTTI: all of them at once, in rainbow.

The horde has an element

Every match rolls a horde: ice, fire, lightning or rock, and it changes how you play. On top of the regulars: tanks that soak absurd damage, poppers that explode when they get close, spitters at range and zombies with personalities of their own. Dismemberment, ragdolls and bodies that stay where they fall.

A shifting arsenal

  • Twelve weapons with rarity, two slots and a knife always at hand (plus a katana).
  • Weapons come from bags dropped by zombies and from the map's upgrade machine.
  • Limited ammo: counted magazines, supply cards, and whoever manages well, survives.
  • First or third person, your call.

Four modes

  • NORMAL: rounds with a card draft in between. The classic run.
  • TIDE: chained waves with no breaks; upgrades are earned by killing. Scored by time survived.
  • ROULETTE: a new random weapon every round. No reloads, just reflexes.
  • LADDER: free-for-all gun game, every kill moves you up a weapon. Win with the dagger.

Seven maps

Suburbia, Warehouse, Construction Site, Station, Jungle, Base Delta and Night City. Maps open up zone by zone as rounds go on: you start holding a corner; by the end it's the whole map against you.

Your Twitch chat, inside the match

If you stream, your chat's names appear above the zombies. Your viewers are coming for you.

Make it yours

  • Ticketz: the currency you can only earn by playing. Spend it at the black market.
  • Character and weapon skins, a colour palette, and a graffiti wheel to leave your mark.
  • Steam leaderboards per mode and achievements.
  • Text in English, Spanish, French, German and Portuguese.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

The music, a few sound effects. And very few of the menus have been created using AI. I know that many communities hate games with AI. And yes, lads, I’ve used it. But I can assure you that 90 per cent of the game has been lovingly crafted by a developer.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4460 / AMD FX-6300 or equivalent
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 960 / AMD Radeon R9 280 (2 GB VRAM)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i7-8700 / AMD Ryzen 5 3600 or equivalent
    • Memory: 12 GB RAM
    • Graphics: NVIDIA GTX 1660 / AMD RX 5600 XT (6 GB VRAM)
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: DirectX compatible
Review Filters