Take one leg off a zombie and it limps. Take both and it crawls after you, following the blood you left behind. Third-person co-op survival for 1 to 4 players in one dense, furnished city. How many days can you hold your block?

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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?

“The game is playable end to end today: one continuous city, 62 furnished buildings, 687 lootable containers, 5 zombie types, 12 firearms and 9 melee weapons, a day/night cycle and co-op for up to 4 players. What I can't do on my own is the part that decides everything: real sessions with real people. I build this as a one-person team with AI assistance. The systems are deep, but their real test isn't my single machine — it's your four-player sessions, on your connections, with your habits. That is exactly what I want Early Access for: to measure balance, network behaviour and the rhythm of the city with real players, and to keep building from what that shows.”

Approximately how long will this game be in Early Access?

“My estimate is 6 to 12 months. That's an estimate, not a promise: I won't call it 1.0 before the items listed below are done. If it needs longer, it takes longer and I'll post why — I'd rather be late than silent. I've watched what a rushed 1.0 does to games in this genre, and I don't intend to repeat it.”

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

“Four headings — all intentions, not guarantees:
  • Dedicated servers, so a session doesn't end the moment the host closes the game.
  • Base depth: personal locker, shared storage and respawning at your base.
  • More variety inside the buildings, and more of the city worth walking into.
  • More weapons, more attachments and more zombie behaviour, built on the systems that are already in.
This list is deliberately short. I'd rather promise nothing than cut something later.”

What is the current state of the Early Access version?

“In the game today:
  • One 385 × 430 metre map: 62 furnished buildings, 687 lootable containers (463 of them indoors), 65 vehicle trunks, 55 openable/breakable doors, 67 breakable windows, 6 entry points.
  • 5 zombie types (shambler, runner, crawler, screamer, watcher) plus an armoured variant; door breaching, climbing, crawling through low gaps, and hordes that gather on noise.
  • Broken and severed limbs, a limp-then-crawl progression, knockdowns, ragdoll deaths, and zombies that track your blood trail.
  • 12 firearms, 9 melee weapons, frag grenades, a 5-slot attachment system (suppressor, 4x scope, red dot, laser, extended mag and more), and a flashlight.
  • Hunger, infection, stamina, bleeding and armour durability; a 13-minute day / 7-minute night cycle, and rain.
  • Co-op for 1-4 players: Steam lobbies and friend invites, push-to-talk voice chat, text chat, revive/drag/bandage/boost/hand-over, and shared map pings.
  • A full-screen city map that uncovers as you explore, inventory and looting screens, the barricade system, keyboard+mouse and gamepad support with 27 rebindable actions.
  • Saving: the host writes the world to disk — the day you're on, which containers you have already emptied, your inventory, your base, and the map you have uncovered.
Not in yet: dedicated servers. One player hosts the session, and it ends when they close the game.

By design — these are not missing features, they are decisions:
  • No drivable vehicles. Vehicles are cover, climbable surfaces and loot.
  • No quests, no story, no win condition. This is a sandbox and it stays one.
  • No crafting system. Planks are spent on barricades, and that's the whole economy.
I'll rewrite this section with every major update.”

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

“Yes. The Early Access price reflects what the game is today. As the roadmap items land I plan to raise it in steps, so the earliest players pay the least and the 1.0 price will be higher than today's. I won't run a permanent discount during Early Access.”

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

“I collect feedback through the Steam discussion boards and the Discord server (links are in the right-hand column of this page). Every patch ships with an update post explaining what changed, with shorter dev notes in between. Balance numbers in particular — hunger timing, infection rates, zombie density, night length, weapon tuning — will be tuned from player sessions and polls. Connection and latency problems in co-op are my first priority: when you report a bug, even telling me how many players were in the session and who was hosting helps enormously. I'm one person, so I can't do everything that gets asked; but I will tell you what I'm not doing and why.”
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This game is not yet available on Steam

Planned Release Date: Oct 28, 2026

This game plans to unlock in approximately 5 weeks

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About This Game

The city is still standing. Nobody is left in it. You break a window, empty the cupboards and make one block your own — until the light goes. Zombie Apocalypse Together is a third-person open-world zombie survival sandbox for 1 to 4 players. No quests, no story, no win screen. Only the next night.

A CITY, NOT A MAP

One city in one piece: houses, shops, a diner, a motel, a church, an abandoned quarantine camp. The doors that open lead somewhere real — rooms with furniture, cupboards, shelves and whatever people left behind when they ran. What's worth taking is almost always indoors, so your first decision is always how to get in. Head for the centre and the buildings get taller, the loot gets better and the streets stop being empty. Six ways into the city. Pick the one you can pay for.

THEY BREAK, THEY LIMP, THEY CRAWL

A zombie is not one health bar. Break a leg and it limps at less than half speed. Take both and the rest of it crawls after you. Tear an arm off and it can't hold you; ruin its jaw and it can't bite, but pain makes it faster. Blades cut and blunt weapons break — what you carry decides how the thing in front of you falls apart.

FOUR SURVIVORS, ONE BLOCK

Co-op for up to 4 players over Steam: invite from your friends list or join straight from Steam. Pick a downed friend up, or drag them behind a door when the street is too crowded to stand still; bandage them, boost them through a high window, hand over what's in your bag. Push-to-talk voice chat, text chat and shared map pings are built in.

THE NIGHT IS NOT THE DAY

Thirteen minutes of daylight, seven minutes of dark. At night the fog closes in, the light drops to a cold blue and a zombie's sight range falls from 18 metres to 13.5 — but its speed goes up: a shambler that shuffled all afternoon chases three times faster after dark, and runners are quicker than your sprint. Running home is not a plan. You have a flashlight. It also has a battery.

BLOOD IS A TRAIL, NOISE IS A BROADCAST

Wounded, you leave blood behind you, and zombies follow the freshest part of that trail. A bandage doesn't just refill your health, it erases the trail. Noise works the same way: an unsuppressed pistol carries 42 metres, a suppressed one 12, and a thin line on your HUD tells you exactly how loud you are right now.

HUNGER IS A TIMER, INFECTION IS A CLOCK

Hunger doesn't take your health, it takes your breath: a fed survivor sprints for 7.7 seconds, a starving one for 2.7. Every zombie hit can infect you, and being revived off the floor always does. Infection eats into your maximum health and kills you if you ignore it. There is exactly one cure, and it is somewhere out there in the city.

TWELVE GUNS, NINE BLADES, FIVE SLOTS

Twelve firearms from pistol to shotgun to crossbow, nine melee weapons from machete to crowbar, plus frag grenades. Five attachment slots — muzzle, sight, stock, grip, magazine — take suppressors, a 4x scope, a red dot, a laser and extended mags. Every hit pulls the camera into the impact for a moment, and taking a head off opens a short cinematic. Come from behind and none of it makes a sound.

BREAK IN. BOARD UP.

Smash the glass and climb through, or open the door like a person. Those doors break both ways: noise spreads, the horde arrives, leans on the door, and the hole they make is real — they walk through it. Your answer is planks and a hammer; a barricade makes the door itself tougher, and prying it back off is as quick as putting it up. They also climb, and they crawl through low gaps you thought you had closed.

This city has no win screen. It only has the next night. How many days can you hold your block?

System Requirements

    Minimum:
    • OS: Windows 10 64-Bit
    • Processor: 2 Ghz or faster processor
    • Memory: 4096 MB RAM
    • Graphics: 1024 MB or higher
    • Storage: 1024 MB available space
    Recommended:
    • OS: Windows 11 64-Bit
    • Processor: 2.4 Ghz or faster processor
    • Memory: 8192 MB RAM
    • Graphics: 2048 mb or higher
    • Storage: 2048 MB available space
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