A downloadable game for Windows

This game is a zombie survival rogue-lite, with heavy inspiration from Call of Duty's own zombie mode. It contains many elements taken from rogue lite games, including meta progression and procedurally generated content. 

Rogue Zombies is built on the skeleton of a much older project, Realm of the Dead, which can be found here: https://tylerdelange.itch.io/realm-of-the-dead.  Over the last few months, I and a few others have worked to refine this gameplay loop into something actually worth presenting, which is where it is now.

To play, download the attatched file, unzip it, and run Rogue Zombies.exe.


Patch Notes:

- Added new unlockable weapon, the Groza Piercer

- Added basic keybind customization

- Added new sounds for all weapons

- Improved UI and Fonts

- Added a vignette effect when aiming

- Added an FOV shift when sprinting

- Improved performance of enemy spawn system

- Fixed issues related to certain upgrade unlocks only counting non-headshot kills

- Fixed some typos and misleading info entries

- Fixed some effect UI elements showing up when they shouldn't

- Fixed enemy spawn rate increase at higher rounds


Credits:

Tyler DeLange: Team Lead, Game Designer, Programmer, Viewmodel Artist/Animator, Level Designer

Gage Gayler: Programmer, Game Designer

Tristen Christiano: Game Designer

Jerrid Santiago: Game Designer

Resources:

Call of Duty Zombies: Sound Effects

Synty Studios: Many assets

DJMaeson: Arms viewmodel (https://sketchfab.com/3d-models/first-person-arms-e3c42c05b22944e5839deb8e003f09...)

Weapon Sound Effects: SnakeFB

Download

Download
Rogue Zombies.zip 128 MB

Comments

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(+1)

It's a polygonal COD Zombie clone. The game is not bad and has great potential, but there is so much annoying stuff that needs to be fixed.

First, there are so many missing sound effects. Zombies don't make any sound when they move, attack, or die. Fixing barricade, doesn't make any sound and no sound when they attack the barricade, so explode sound of the grenade, so sound of purchase perk. Note that you can purchase max 6 perks and you can buy same stuff so watch out to don't press the buy button rapidly otherwise you'll get multiple same perks in a second and lost all the points you've earned.

Second, you can't change the options and check key bindings on the menu screen. You can only open the settings when you load the map.

Third, the most annoying stuff is that you can easily get stuck on the props. There are some props that don't make any sense you can just jump and pass through like very low height tables. You are stuck there, you can't push the zombies, then you just die. This is a really bullshit and makes me dead in the very early wave.

Fourth, zombie spawns are just pure random makes game very tedious and fucking boring at the early waves. If you want to intense fight, DO NOT OPEN the other areas until reaches at least wave 8 or all the zombies scatters whole entire map and you have to find and kill them one by one. This can be easily fixed by spawn zombies near by current player's position, not the one of the spawn points on the map pure random.

Fifth, there's only one map.


Overall 3/5, not bad but kind a annoying and really boring at the first time, but have great potential. Weapon upgrades and unlocking system is really good. Animations good. Hope to dev see this and fix all those problems.

Hey thanks for the response and proper feedback! I haven't been looking at this project in awhile but you definitely pointed out some stuff that needs fixing. I think I will come back to this project and rectify that stuff along with adding a small bit of new content.

Sound effects missing is definitely something the game needs. Even if I don't make any other major updates, I'll definitely put that in.

The biggest issue I noted in working on is the collision stuff on props as well as when a bunch of zombies get close to the player at once and sometimes pushes them through wall geometry. Hopefully I'll find a decent fix for this.

I do have a system that makes the zombie spawns favor spots closer to the player, but I think you're right, I need to increase the strength of it to prevent the boring early game, especially with the slower zombies.

As far as additional content, I'm considering making a procedural map system or just hand designing a new one. This entire project is very much a design/programming practice project for me and I think designing procedural levels would be a good exercise.

I'm glad you like the weapon upgrades and unlocks. I'm hoping to insert some moderate build-crafting with the weapons, and that upgrade system is the primary method for that.

Thank you again for the feedback, I greatly appreciate it and hope you'll give the game another look after an update.

Hi Tyler how are doing with everything hope to talk to you soon

Very fun game I got 159 kills on my first go I like the marksmen rifle the best in my opinion or the pistol in the server room could not figure out how to switch weapons at first but it didn't really effect the experience still really fun. Doesn't feel like a beta game play really smooth and all the movement was very solid. 10/10 Its a must try! 

Thanks for the kind comments, I'm glad to hear the movement was satisfying.

this was really fun i didnt have any issue with the gameplay the survival made felt just like cod zombies, but with more modern guns and the gun game mode was almost a breath of fresh air. when it came to zombies i hope you continue to work on it because i had so much fun with it.

Thanks for playing! I’m glad you enjoyed it. I’m hoping to have another map and some more weapons/perks in another update relatively soon.

I played this for about an hour. Surprisingly fun though I didn't manage to find the upgrade bench yet

Thanks so much for playing! Sorry you didn't find the bench, we might make the puzzle for it a bit more intuitive. As a hint, the puzzle starts in the server room, then goes to the underground area, then in the sci fi lab area, and finally at the vault in the last room.