
Quirky yet brutal run-and-gun roguelite: scavenge weapons, equipment, and artifacts, unlock powerful upgrades, and blast through procedurally generated biomes with witty dialogue and explosively satisfying combat.
Modeled estimate, not a reported figure. How we estimate →
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About
Explore, fight, loot, adapt, survive. Zombiehood is a quirky yet brutal roguelite where every run throws new weapons, gear, artifacts, and rising threats at you. Ammo is scarce, the dead keep evolving, and one smart build can turn a desperate run into total domination.
Combat is deceptively deep. Cripple enemies by blasting off a leg, punch through armor, exploit weak points, and adapt to different types of enemies with the right weapons and gear. Tight movement keep you alive when the horde closes in, while a constantly changing arsenal keeps every fight fresh.
Find powerful artifacts, stack game-changing modifiers, and shape each run around new combinations. Death resets the world, but not your progress. Earn skill points, weapon parts, and blueprints to unlock skills, grow stronger, and push deeper on every attempt.
Explore diverse biomes built from handcrafted level pools that generate procedurally each run, making no two playthroughs alike. Discover shops to restock, heal, and gear up, as well as facing random events that can either aid or hinder your path.
KEY FEATURES
Escalating Global Difficulty
The longer you survive, the dead grow stronger, smarter, and more varied. Greater danger also means greater rewards.
Procedurally Generated Levels
A shifting overworld, randomized level pools, and changing loot keep every run unpredictable.
Vast Arsenal
Experiment with a wide range of weapons, equipment, and artifacts to create distinct playstyles.
Meaningful Meta Progression
Earn permanent upgrades through skill points, blueprints, and weapon parts between runs.
Shops & Random Events
Restock supplies, buy new gear, and face unpredictable events that can help or challenge your survival.
Day & Night Cycle
Night changes the pace and pressure, forcing you to adapt as visibility shifts.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French*, Italian*, Spanish - Spain*, Portuguese - Brazil*, Portuguese - Portugal*, Polish*, Russian**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Really solid little zombie blaster. Right amount of challenge, fun weapons, easy to grasp, and runs take about 30-45min. No complaints.
It's such a "meh" game to be honest there's nothing much to say about it in terms of anything interesting, just complaining. Most of the artifacts suck and feel like bloat, the weapons equipment and structures in each level have so little variety and for the structures get uninteresting and boring to waddle through quickly, the meta game aspect of getting upgrades is really boring, weapons that used heavy ammo were so ridiculously rare for me and can even break making them even more rare, etc. The game is really bad at tutorialization as it just drops you into the game where for example I was confused why my weapons mysteriously had a laser sight when they didn't and it was because I accidentally pressed control which I only found out because I checked it in the settings hours later. The game is a death by a thousand papercuts and boredom. And there's a poorly-implemented ammo system where by early game you have so little that you only use the infinite ammo starter pistol while by the end you'll actively be trying to run out of it which could easily be solved by giving each weapon, starter pistol included, it's own durability/ammo count. MOST IMPORTANTLY, THE UI IS ♥♥♥♥♥♥♥ ♥♥♥♥♥♥♥. So bad I shot myself writing this and my complaining was so bad that they revived me so they wouldn't hear me complain about the UI. I'm obviously exaggerating, however you have 4 weapon slots (more like 3 because you can't get rid of the starter pistol) put into four big squares that are situated slightly below the CENTER MIDDLE OF THE SCREEN. Sure, on flat land it's no issue but if you want to look/go downwards like going down a ladder or down stairs then it's a problem BECAUSE YOU CAN'T SEE ANYTHING. Why did they make it this way? Because below the weapon squares is where the artifacts are displayed, so instead of giving the artifacts slightly transparent backgrounds and putting them somewhere at the top of the screen (which any good, self-respecting game would do) they are instead place at the bottom, forcing the UI elements already at the bottom of the screen upwards which then leads to the aforementioned issue of not being able to see anything below the player character.
This game is fantastic! MY ONLY WISH IS THAT THEY ADD CO-OP!!
This project needs a lot of help. Exploding zombies are awful. UI quality of life improvements, PLEASE
very fun little game the music is very soothing, as well as most part of the game. killing zombie while relaxing is so good
This is a fun little title with a few rough edges. But i'm particularly struck by how well its systems work together and how much content it features. The number of buffs available, guns, melee weapons, deployables, and enemies is all very impressive. Just a simple example like the difference in melee weapons: using a shiv is a quick, simple stab, but that huge hammer thingy I just found has a much bigger wind-up and commensurate payoff. The only real rough edges that annoy me are the cheap deaths. There are so many places with ladders going up or down and the loot is almost [i]never[/i] worth the risk because it's so easy to find yourself surrounded and killed immediately. There are some tiny, fast-moving enemies (some of which explode and do big damage), so finding yourself in the middle of a couple of them is an instant cheap death. And then when you get far enough into the difficulty level, which seems to escalate with the various missions you take, you'll eventually get to a point at which you'll spawn onto a map surrounded by enemies. And if you manage to survive that (as I barely did the first time it happened), don't be surprised if the game simply respawns them all a few seconds later right behind you as you try to move forward. So on the whole I absolutely recommend this. I've easily got my money's worth already. But be advised you're going to end a lot of runs in ways that aren't going to seem like you made a mistake or really had any hope. For the money I paid for this, it's an absolute steal. I don't play a lot of games like this, but I'd call this one a winner for sure.
Great game. Hours of fun content. Also, I found a bug concerning games not saving, mentioned it once in the forum and the devs took care of it within literally a couple hours. Thats how you win at making video games ppl. Hats off to you for making a terrific game
PEST CONTROL: After 1000 zombies slain... The exploding baby zombies are such a stupid lazy mechanic. Every run I have done has ended with one of these little explosions. Hidden in the mob, or within the environment, oops, runs all end the same way. Not very fun.
Needs more content and variety
Simple but fun. Reminiscent of Risk of Rain but much more casual. A decent amount of variety in content and satisfying gunplay. Perfect for remote workers looking for a good break-time game. Refreshing to see small dev teams handcrafting passion projects in a world of multination corporations and AI slop.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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