
Open world, up to 8 player coop multiplayer, third person, zombie shooter, procedural generation, multiple locations, drivable cars, and oh yeah, flyable helicopters with mini guns. Escape the infested Opossum City streets and uncover dark secrets within Alex Manor in this nostalgic zombie shooter.
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About
Description: Not only open world, it’s “open season” on zombies. Welcome to Opossum City, it’s nice to eat you. Here you are trapped in a gothic urban landscape, surrounded by the undead, and low on gas. Your mission: escape the zombified streets, uncover the ghastly secrets of Alex Manor, and try to keep your head—literally.
Key Features:
Open World Exploration: Roam freely through a procedurally generated city. Until you hit a dead end street.
8-Player Co-op Multiplayer: Why face certain doom alone? Easily connect with your Steam friends. Just click "host" and invite your steam friends to your game. Just like parallel lines, you and your Steam friends have a lot in common but will never meet.
Multiple Locations: A stereotypical creepy gothic city, an abandoned mall (is there another kind now?), a creepy cemetery, a farmhouse with boarded windows, and a gothic mansion loaded with puzzles. Before you step out, be sure you are dressed to kill.
Challenging Puzzles: So many big brain puzzles it has the zombies salivating.
Drivable Cars and Flyable Helicopters (with mini guns!): Navigate Opossum City with a variety of vehicles. Because what’s an escape plan without a joyride in a zombie apocalypse?
High-End Graphics: Unreal Engine 5 nanite and lumen yield stunning visuals that make the apocalypse look scarily real. You might just think you are running Crysis.
Engaging NPCs: Meet a cast of quirky characters offering side quests. Including a bowling ball who will send the undead fools flying! You’ll get more strikes than an Amazon fulfillment center.
Nostalgic and Light-Hearted: Enjoy a light-hearted and nostalgic nod to classic zombie horror games and films, blending humor and horror. Go out and paint the town dead!
Objective: Survive endless zombie ambushes, solve the mystery of Alex Manor, and make it out of Opossum City alive. It's just another day in the life, right?
Target Audience: Ideal for fans of zombie shooters, open-world adventures, and cooperative multiplayer chaos. Whether you're a seasoned gamer or new to the genre, Run and Gun 2: Opossum City offers a mix of thrills, chills, and laughs for everyone.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
I’m giving this game a thumbs up since it’s still in early access, but it does have some issues. The concept could be cool if the game gets more polish in the areas listed below. A game set in a procedural city where you shoot zombie hordes could be a lot of fun, but in its current launch version, it feels very basic. As far as I can tell, zombies spawn sporadically, you have a single gun (a pistol), and the gameplay revolves around shooting them and picking up ammo and health scattered on the ground. In its current state, I think the price should be around $3–$5, but I understand charging a bit more due to Steam taking 30–50% of the revenue. Things That Need Updates the Most: Sound Design This needs a complete revamp. Please add city sounds, improved zombie sounds, and more detailed shooting effects—for example, shooting glass should sound like shattering glass. Add footsteps and other environmental effects for better immersion. Gunplay/Combat Add more guns and make pickups easier to spot by highlighting them, similar to what Apex Legends does. Implement "physical materials" (the technical term) to enable different effects and sounds when shooting various surfaces. Please include a melee option—I ran out of ammo at one point and died. Additionally, the player falls through the floor when they die, which needs fixing. Quests I found one NPC, but she didn’t give me a quest. Please add objective text and markers, along with a tutorial and more guidance on how to progress in the game. All I could figure out intuitively was shooting zombies and running around the procedural map. Performance Performance is actually really good. Usually, games like this are unoptimized since they’re often a developer’s first attempt. If you add more content, please try to maintain the current frame rates. Graphics The visuals are fine overall, but the bloom effect is way too high and should be toned down. Menus The menus feel very unfinished. Please replace the stock Unreal Engine button boxes with proper icons and more polished UI elements. Physics I didn’t get to experience the rolling ball or vehicles shown in the trailer, as I couldn’t figure out where they were due to the lack of a tutorial or clear direction. However, I did notice issues with the ragdoll physics. Zombie ragdolls collide with the player capsule, causing glitches like being flung around. Animations Please consider buying animation packs. The current animations are very basic; there aren’t even falling or jumping animations. Epic’s Fab marketplace offers affordable movement animation packs that you could use. Overall This is a very early access (0.1) build with limited content. There’s no clear direction for missions or gameplay, and the polish is minimal. I’m hopeful the game will improve over time. If it does, dev, feel free to leave a response—I’ll be happy to try the game again if the issues mentioned in this review are addressed through updates.
I wish the girls would chase me as hard as the zombies do. Also, I think I have a better chance operating a helicopter in real life then I do in this game
The game is great arcade zombie shooter fun, but in an open world. I can't wait to see what the developers do with it! I'll be playing every patch!
A blind deaf baby in real life would be better at flying a helicopter than I would in this game.
How could I live without this game? All triple A's are now going to be so insipid... Don't hesitate. Buy it. Special kudos for the bowling ball. Why didn't anyone think of this before? Pure genius.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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