
Team up with up to 8 players and take on endless waves of Nasty Zombies in a high-intensity, movement-focused boomer shooter. Use agility and smart positioning to survive semi-procedural maps and unlock permanent upgrades like Blessings, Miracles, Invocations, and cosmetics.
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About
The dead have arisen in endless waves. Step into the robes of a Hollow Monk, an ethereal warrior of unknown origin, driven by a singular, relentless purpose: to eradicate the Nasty Zombies.
Fight solo or with up to 8 players, uncover hidden secrets, and unlock over 100 achievements. Master intuitive melee combat and a diverse arsenal of firearms, and enhance your abilities by unlocking Blessings, Miracles, & Invocations between runs.
After unlocking everything, Prestige to prove your mastery, each Prestige level increases the number of Blessings you can equip at once, letting you build even deadlier loadouts. Climb the Leaderboards, competing for Highest Wave, Fastest Speedruns, and Top Prestige ranks.

The classic wave-based zombie survival formula you know and love, amped up with high-speed movement and a retro twist.

Master a fast-paced movement system where agility is your greatest weapon! Harness the Kinetic Energy system, gaining increased firepower and melee speed as you stay on the move. Leap over obstacles, slide under walls, and air dash to outmaneuver the undead!


Experience endless replayability with dynamically generated map layouts that change every match. No two runs are ever the same—adapt to shifting environments, discover new pathways, and strategise on the fly as you fight to survive the undead horde.

Earn money by killing zombies, then spend it on Blessings and Miracles.
There are 13 Blessings and 10 Miracles to choose from.
Bandolier: Increased Ammo Storage
Carpenter: Repair Barricades Faster & More Securely
Gunslinger: Weapons Have Reduced Recoil, Switch Faster & Reload Whilst Holstered
Hardened Flesh: Increased Health
Kinetic Recovery: Kinetic Energy Reduces Health Regeneration Delay
Miracull: Miracles Are Twice as Frequent, but Their Duration Is Reduced
Monotome: Increase Firearm Damage and Penetration Instead of Equipping Two Firearms
Rapid Reload: Reload Faster
Retribution: Explosive Second Chance
Ruction: Starter Weapons are Stronger
Scavenger: Scavenge Ammo from Dead Zombies
Vengeance: Explode Attacking Zombie's Head
Z-Ray Vision: See Zombies, Miracles & Scavenger Packs Through Walls
Nuke: Kill All Zombies
Max Ammo: Refill All Ammo & Kinetic Energy
Insta-Kill: Zombies Die in One Hit
Infinity: Unlimited Ammo & Kinetic Energy
Overdrive: Double Weapon Speed
Necrovore: Inflicted Damage Heals You
Zillionaire: Receive a Burst of Money & Double Money
Vitality Surge: Boost Your Health & Speed Above Max & Continuously Regenerate Health
Fortify: Repairs & Electrifies All Barricades
Chronopulse: Time Slows in Proximity to Zombies


Track your stats and compete for your place on the global leaderboards.
Leaderboards:
Prestige Leaderboard
Highest Wave Leaderboards
Speedrun Leaderboards
Map & Game Mode Specific Leaderboards
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Nasty Zombies is quickly becoming one of my favorite indie games inspired by CoD Zombies. It only has 3 maps with a 4th supposedly still on the way (still hope that's happening), but what it lacks in maps, it makes up for in movement tech, gameplay modifiers, and progression. There's weapon progression too but I'm not 100% sure what that entails, along with some minor bits of map randomization. It's a great twist on the formula overall.
I wanna start with that I love WaW and BO1 Zombies the most out of all the zombies games. This scratches that itch and breaths new life into that classic concept. I will definitely be getting the boys on here to see how far we can go. UPDATE - It's a freaking blast with the boys, highly recommend.
Dev deserves head for this game nuff said.
After a few initial plays and mucking about, I gotta say, this game is great. Good: 1. Atmosphere is incredible, from the paintings getting all spooky to the sound design of the zombies screeching, I was immersed from the get go. 2. Movement is actually incredible. So many games I've played fail on making basic movement feel good. This game gets the highest honour I can bestow in saying that its Warframe-like in Movement. You are *FAST* you *KICKASS*. 3. Although there's only two really large maps so far, both of them are fantastic to run around in. I haven't fully solved the church yet, but I already want to go back in. However, the Backrooms *REALLY* makes this game shine. Like, its actually incredible how much fun that map is. The nature of making it procedurally generated and time-based while also not forcing you to speed run each floor is actually perfection. I cannot stress enough how cool this level is to me. I would buy the game *JUST* for this level. 4. Weapons skins are a fantastic idea, and make using one gun over another or streaking kills with certain guns feel rewarding. Could use improvement: 1. Weapon Variety. The Shotguns feel great, and so do the pistols and minigun. However, I felt like the full auto guns felt a little bland. Could be because I havent experimented enough, so take that with a grain of salt. 2. I didnt like the "Play Game" button above the "Map Generation" button. I accidentally loaded into a map before checking settings more than once. I would move that off to the side, or make a "Start Game" button in the Map Generation screen if possible. All in all I'd rate this easily a solid 8.5/10. Gonna recommend this one to friends.
Worth every penny! The dev just made a huge update and the game is tons of fun for fans of old school zombies.
Now this is a fun experience! It has a surprising amount of variety along with an awesome gameplay loop. What I would recommend to the developers: 1. Update the main enemy model to something more visually pleasing 2. Add arms to the weapon animations 3. more enemy and weapon variety Other than that this is a solid boomer/horde shooter, very much a hidden gem.
Nasty Zombies, developed and published by Con No 1, is a high-energy survival shooter that leans fully into arcade sensibilities, favoring speed, repetition, and escalating chaos over narrative or structural complexity. It takes a straightforward concept—fending off waves of zombies—and builds its appeal around how quickly and relentlessly it pushes players into motion, creating an experience that is easy to understand but demanding to master. The gameplay loop is built around surviving increasingly intense waves of enemies in contained environments that encourage constant movement. Unlike slower-paced survival shooters that reward careful positioning, Nasty Zombies pushes players to stay mobile at all times. Dodging, circling, and weaving through enemies become essential skills, as standing still is rarely a viable option. This emphasis on mobility gives the game a kinetic feel, where survival is tied as much to movement as it is to aiming and shooting. The controls are responsive and tuned for this style of play, making it easy to jump into the action even as the difficulty ramps up. Combat itself is direct and satisfying, offering a selection of weapons that feel impactful without becoming overly complex. Gunplay is complemented by melee options, giving players flexibility in how they approach different situations. The simplicity of the combat system works in the game’s favor, allowing players to focus on positioning and timing rather than managing intricate mechanics. Over time, however, the real depth comes from the progression systems layered on top of this foundation. Unlockable perks, upgrades, and modifiers gradually expand the range of possible strategies, encouraging experimentation and giving each run a slightly different flavor. Replayability is a central pillar of the experience. Procedural elements in map layouts and enemy spawns ensure that no two sessions play out exactly the same, while escalating difficulty keeps the pressure consistent. The inclusion of long-term progression systems, such as unlockables and reset-based bonuses, provides an incentive to keep playing beyond the initial hours. Players are encouraged to refine their approach, chase higher wave counts, and improve efficiency with each run, creating a loop that can be highly addictive for those who enjoy incremental mastery. Cooperative play enhances this loop significantly. Playing with others introduces a layer of coordination that changes how encounters unfold, allowing for shared strategies and mutual support. Reviving teammates, covering different angles, and managing the flow of enemies together adds a dynamic quality that is less pronounced in solo play. While the game remains fully playable alone, the cooperative experience brings out its strengths more clearly, making the chaos feel more manageable and the victories more rewarding. Visually, the game adopts a retro-inspired aesthetic that prioritizes clarity and performance over detail. The environments are functional and readable, which is crucial given the speed and density of enemy encounters. While the style is consistent with the game’s design goals, it does little to distinguish itself within the broader landscape of similar shooters. Audio design follows a similar pattern, providing the necessary feedback and energy to support gameplay without becoming a standout feature. Despite its strengths, the game’s simplicity also defines its limitations. The core loop, while engaging, does not evolve significantly over time. Players will encounter most of the mechanics early on, with later sessions relying on increased difficulty and optimization rather than new ideas. This can lead to a sense of repetition, particularly during extended play sessions. Additionally, the pacing of difficulty can feel uneven, with early stages building slowly and later waves escalating rapidly, sometimes creating a sharp contrast between manageable and overwhelming moments. Ultimately, Nasty Zombies succeeds as a focused and energetic arcade shooter that delivers exactly what it promises: fast, chaotic survival against endless waves of enemies. It doesn’t aim to innovate or expand beyond its core concept, instead refining it into a tight and replayable experience. For players who enjoy reflex-driven gameplay, cooperative action, and the pursuit of incremental improvement, it offers a satisfying loop that can be revisited time and again. While its lack of variety may limit its long-term appeal for some, its immediacy and intensity make it an enjoyable and accessible entry in the genre. Rating: 8/10
perfect friendslop hi if youre my friend reading this buy this game and play it with me thanks
idk its just fun
How dare the dev not personally come to my house and let me know they made the exact game I've been looking for, making me spend 2 years being unaware of its existence before buying it. 10/10 it feels like what I remember the original CoD zombies feeling like, but with the kind of movement you'd expect from a boomer shooter and with a general game flow that just tickles your brain right
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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