Damn, Zombies — solo / 1–4-player co-op zombie FPS beta (Windows, macOS, Linux)

Hi! I’m Thomas, and I’m building Damn, Zombies: The Corporate Undead in Godot. It’s a solo or 1–4-player online co-op zombie FPS set in an office compound, with a playable beta for Windows, macOS and Linux.

You survive escalating rounds, repair barricades, buy weapons and open more of the compound. Different enemies change your priorities: managers strengthen nearby zombies, HR spawns more enemies, and co-op squads can split up to defend separate entrances.

Here’s 64 seconds of actual solo gameplay:

Watch the 64-second gameplay clip

Play the beta: Download on itch.io

Free access lasts seven days from first key use and is extendable on request. Public beta access requires a free website account and activation key; the download page links to the key guide. Internet is required, including solo play. Extensions can be requested from the account page.

I’d especially welcome first-session feedback on whether incoming barricade pressure is readable, which enemy roles are clear without an explanation, and whether joining a friend is straightforward. Please include your OS and build version with any bug report, without sharing your access key.

The planned release window is late October 2026; the exact day is unannounced and there is no live Steam page yet. For transparency, the game uses AI-generated models, some audio/animation and development assistance.

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Development update: hearing the office around you

The latest sound work is about making the compound easier to read while a horde is moving through it. The footstep changes shipped in Beta 37, world-sound obstruction followed in Beta 38, and both are included in the current Beta 39 builds.

One Godot detail that might be useful to other developers: the office has carpet and tile sharing a collision body, so checking the collider could not reliably choose the footstep sound. The game now caches the rendered floor triangles into XZ cells at scene startup, then checks the floor beneath the player at each step. Moving crane decks and stair ramps use explicit surface metadata instead. This lets the sound follow what you actually walk on without splitting the whole building into separate physics bodies.

There are seven surface banks: carpet, tile, concrete, asphalt, metal, gravel and grass/soft ground. Steps follow grounded distance travelled, with sample variation, so holding movement against a wall or being airborne does not keep producing footsteps.

Positional world sounds now become quieter and muffled behind walls, floors, closed doors and cover. Nearby clear routes soften that obstruction; local first-person and UI sounds keep their previous behavior.

If you try it, I would particularly like to know: can you distinguish a threat in your room from one behind a wall, and are your own footsteps quiet enough to hear it? Headphones versus speakers, the room and your build number would be useful context.

Current Windows, macOS and Linux builds on itch.io · Website and beta access

Access is free for seven days from first key use, extendable on request; a free account, activation key and internet connection are required, including solo. The website also links the optional Discord for finding squadmates and sharing feedback.