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Zombie Cure Lab News

Join our Zombie Cure Lab Discord Server!



🧪 Zombie Cure Lab is coming to PS5 & Xbox on 27 May - and there's a big update for PC players.

If you want to be part of the community, talk to other players or communicate directly with the devs, check out our official Discord server.

👉 https://discord.gg/WRT3SCyW

We look forward to seeing you!

🎙️ Dev Interview: Zombie Cure Lab Release – What’s New? 🧟

🧪 Zombie Cure Lab is coming to console! 🧟‍♀️
Launching May 27 on PS5 and Xbox Series X|S! 🎮

But that’s not all – PC players are getting a major content update on the same day, packed with new features, deeper gameplay, and tons of improvements.

🎙️ To celebrate, we sat down with the devs for an exclusive interview – diving into the game’s origins, new mechanics, community feedback, and what’s next. Stay tuned!

📹Watch the full interview now on Youtube:

[previewyoutube]https://www.youtube.com/watch?v=2FP1_iMZZj4[/previewyoutube]

Zombie Cure Lab | Major content update dropping on May 27

🧪 Zombie Cure Lab launches on May 27 for PS5 and Xbox Series X|S!
But that’s not all: PC players can also look forward to a major content update dropping at the same time, packed with new features that make the gameplay even deeper and more exciting.

[previewyoutube][/previewyoutube]

Brain munching zombies rule the world. After years of research brave scientists have finally found an antidote that reverses the zombification progress, creating zombie-human hybrids. Find the final cure for humanity and build the perfect zombie curing facility.🧟‍♂️

Join the mission to save humanity – soon also on console!
🔗https://zombiecurelab.aerosoft.com/

Regular Update 0.21.5 [Experimental]

Hey zombie curing scientists, we are back with another update for the experimental branch, continuing our efforts to get Zombie Cure Lab into release shape.

This time we also have some smaller features and a bit of content to spice up some things.

[h2]Worker and Building Type Cycler[/h2]

You can now cycle through existing workers or buildings of the same type at the top of the open info box.
This gets introduced mainly to improve gamepad usability, but is also helpful for keyboard and mouse controls.


It also shows the total amount of the building type, which can be quite useful to get an idea how many resource camps you have scattered across the map.

[h2]Inactive Tabs Shortcuts[/h2]

To make the tabs UI system a bit better to handle with keyboard and mouse controls, you can now trigger the shorcuts of inactive tabs. This is mainly useful to click a building and hit DEL or 7, 8, 9 and 0 for the respective actions of deleting the building, changing their priorities or disabling/ enabling it. Before, you had to switch the tab for the shortcuts to work.

[h2]Alternate Ice Pack and Grilled Meat Production[/h2]

In the tech tree are two new buildings available.

Grilled Meat Printer - Food
An indoor meat printer that can only be operated by Humbie Level 2 and only requires chemicals to directly print grilled meat. As Humbie Level 2 requires a sustain grilled meat production, this essentially skips some production chains and can allow you to to go for a different economy strategy.

Berry Freezer - Production
An outdoor ice pack producer that requires Humbie Level 3. It only requires glowberries and a higher energy consumption to output a steadiy supply of ice packs, which can be interesting to reduce the chemical needs of your lab which would be necessary with the classical ice packer building.

Those two buildings might require further balancing adjustments, but we are curious for you to try them out.

[h2]Repair Cost Info[/h2]

The info box now has a new segment that displays the repair cost of damaged buildings.

[h2]General Changelog:[/h2]

  • Tutorial fixes (objectives, loca)
  • Repair cost info of damaged buildings in info box
  • In general a more final proof read english localization (Other languages might be quite outdated, this will change soon)
  • Fixed the Frozen Zombies that missed their flight are ice sculptures for eternity bug
  • Worker and build type cycler/ object swapping - Also works for missions on the worldmap
  • You can now trigger "Send Helicopter" in Trade Screen by pressing (Y) on the gamepad
  • "Layout" tab was removed from build menu - This only means the jump to icons at the top, the separate layout menu still exists.
  • Hotkeys for controls hidden in non-active tabs are working now
  • The Tutorial Popup can now be accessed using the (Y) gamepad button while in the upper hud
  • "There was a problem with your savegame" popup will never appear anymore now
  • Some minor visual issues with gamepad vs. mouse highlighting fixed
  • Added grilled meat printer for T2
  • Added berry freezer for T3
  • Improved employment screen for gamepad
  • Improved character overview window for gamepad
  • General structural improvements for the three tutorial missions


[h2]Known Issues:[/h2]
There seems to be a newly introduced problem with scrollbars and mouse wheel input. We will fix that soon, but did not want to withhold the new stuff for experimental.

Unsure how the new tech tree buildings grilled meat printer and berry freezer will affect savegames.

Hotfix 0.21.4 [Experimental]

Hi, thanks to your feedback and reports we could continue to fix some stuff on the experimental branch and continue to push forward towards the 1.0 release.

0.21.4 Changes
  • Tutorials split in three for better pacing and learning the concepts
  • Tutorial changes to improve onboarding experience
  • Wiki fully available with proof read english language (You currently have to play through the tutorials to unlock all entries)
  • Western mission correctly playable now
  • Minor balancing changes, tech tier main storage research - Some costs reduced
  • UX quick fade in when infobox appears
  • Better worker selection for shifts - Changing shifts should now better pick available workers with the specific shift missing
  • Fixed a specific save game related multi threading issue
  • Fixed Disabled waves being shown in timeline (Elite and boss waves were shown, but did not spawn when disabled)
  • Fixed objectives not shown after loading a savegame
  • Fixed ui issues, overlapping elements
  • Further minor bug fixes