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Zombiehood News

Demo Extended – Now Playable Until 30 August!

[p]Hey Survivors![/p][p][/p][p]When we first launched the Zombiehood demo for Steam Next Fest we said it would shamble back into the grave on 30 June. But the hordes have spoken, and your feedback has been too good to cut short. 🙌[/p][p]So we’re keeping the demo alive until 30 August 2025. That’s 2 extra months to:[/p]
  • [p]Test new load-outs, find more unique weapons and complete the demo.[/p]
  • [p]Send us bug reports and balance notes, as well as feedback (we read all of it!).[/p]
  • [p]Tell your friends, family and your therapist.
    [/p]
[p]Download the demo, Wishlist Zombiehood and let us know what you think in the Community Hub.[/p][p]
[/p][p]Thank you for your support![/p][p][/p]

Demo Update

[p]Steam Next Fest has concluded, and we’ve been closely monitoring your amazing feedback! This update addresses some key frustrations and improves the overall demo experience.[/p][p][/p][h2]🛠️ What’s New?[/h2][p][/p][h3]🎮 Gameplay[/h3]
  • [p]Greatly increased the maximum aim angle. You can now shoot directly up and down ladders to deal with lingering zombies.[/p]
  • [p]Explosions now correctly display enemy state changes (gib, headshot, break helmet, cripple).[/p]
[p][/p][h3]💀 AI[/h3]
  • [p]Zombies now stop lingering around hatches more quickly after the player drops down.[/p]
  • [p]Slightly reduced the speed of little Demons and the more dangerous Leapers. Players were struggling more than intended.[/p]
  • [p]Walking Zombies who were crippled now retain all damage on their respective hit-boxes and keep their original level.[/p]
[p][/p][h3]🔧 Armory & Training[/h3]
  • [p]Reduced upgrade prices for armory and training.[/p]
  • [p]XP required to earn a Skill Point lowered from 1000 XP → 500 XP.[/p][p]"These changes should make meta progression smoother and more enjoyable."[/p]
[p][/p][h3]⚔️ Mini-Boss Defense Trial[/h3]
  • [p]Renamed from "Boss Fight" to "Defense Trial".[/p]
  • [p]Increased the delay before new enemies spawn in a wave, giving you more breathing room.[/p]
  • [p]Reduced zombie counts in some waves.

    "Together with the reduced enemy speed, these changes should improve your chances of survival and make finishing the demo more achievable. While retaining the challenge."[/p]
[p][/p][h3]🔊 Sounds[/h3]
  • [p]Improved bullet casing sounds.[/p]
  • [p]Added a sound effect to hole hazards when floors break.[/p]
  • [p]Bricks now make a proper "bonk" sound on enemy impact, as promised in the item description.[/p]
[p][/p][h3]🏚️ Safe Zone[/h3]
  • [p]The "Shop" is now called "Safe Zone."[/p]
  • [p]The medic no longer heals just once per run. Healing is now always available - if you can afford it.[/p]
[p][/p][h3]🎛️ UI/UX[/h3]
  • [p]Added "Slide" text to the key-remapping menu and gamepad controls. (Note: sliding is only possible on stairs.)[/p]
  • [p]Selected levels on the overworld map now display a highlight outline.[/p]
  • [p]Ammo visuals updated to reduce confusion, both in the HUD and on ammo boxes in the world for more consistency.[/p]
[p][/p][h3]🏙️ Levels[/h3]
  • [p]Updated cabin visuals for the defense trial.[/p]
  • [p]Fixed a crate that was clipping through the floor.[/p]
  • [p]Replaced an archway with a door to prevent players from running into darkness and getting ambushed.[/p]
  • [p]Added a signboard to the shop level entrance with useful tips when interacted with.[/p][p]"Since there’s no tutorial, many players missed key features like scrapping items for money - this sign should hopefully help reduce confusion and answer common questions."[/p]
[p][/p][h3]🐞 Bug Fixes[/h3]
  • [p]Fixed zombies flickering around hatches after the player drops down.[/p]
  • [p]Fixed a rare bug where zombies lost connection to their hitboxes after dying to explosions.[/p]
  • [p]Fixed rare logic issues where zombies weren’t properly being marked as dead, which could cause animation and gameplay bugs.[/p]
  • [p]Fixed the Ejector Seat artifact not triggering correctly.[/p]
[p][/p][h3]⚙️ Other[/h3]
  • [p]Fixed a rare issue on dual-GPU systems (e.g., laptops) where the game would incorrectly use the integrated GPU instead of the dedicated one, resulting in significantly lower FPS.[/p]
  • [p]General performance improvements.[/p]
[p][/p][p]We're still collecting player feedback via our ✏️feedback form, on Discord, and in our Steam forum. If you have any suggestions or feedback, please let us know![/p][p][/p][p]Thank you for all the support![/p][p][/p]

Demo Update - Steam Next Fest is here!

[p]Steam Next Fest just kicked off, and our Zombiehood Demo got some last-minute updates! If you haven’t tried it yet, now’s the perfect time to dive in and experience the latest bits and bytes we’ve added to the demo.[/p][p][/p][h2]🛠️ What’s New?[/h2][p][/p][h3]🎮 Steam Deck Support[/h3][p]We’ve put in the work to make sure the Zombiehood Demo runs on the Deck. Perfect for those high-stakes gaming sessions on your couch. We hope you like it![/p][p][/p][h3]🔊 Sounds[/h3]
  • [p]Added individual pickup sounds for artifacts, equipment and weapons.[/p]
  • [p]Added sound effect for dropping a weapon.[/p]
  • [p]Added individual interaction sounds for each container type and hatch.[/p]
  • [p]Added item scrap and glass shatter sound effects.[/p]
  • [p]Added laser and flashlight sounds when enabling or disabling them.[/p]
  • [p]Added bear trap snap sound, when it's time to squish some legs.[/p]
[p][/p][h3]🔪 Equipment[/h3]
  • [p]Equipment cooldowns now run on the items themselves. So if you drop an item and pick it back up later, its cooldown will have progressed as if you never let it go.[/p]
  • [p]Newly looted equipment are always ready to use. No cooldown on pickup.[/p]
  • [p]Fixed issues with the Equipment Cooldown HUD; it now properly reflects cooldowns at all times.[/p]
[p][/p][h3]🔮 Artifacts[/h3][p]
  • [p]Loot menu descriptions now also trigger when picking up duplicate artifacts.[/p]
  • [p]Increased Invisible Ink Pen's invincibility effect duration from 3 to 8 seconds.[/p]
[/p][h3]🎛️ UI/HUD[/h3][p]
  • [p]Fixed the game not unpausing when exiting the gamepad menu with the B button.[/p]
  • [p]Added keyprompt hints to item pickups.[/p]
  • [p]Fixed LT/LB button mismatch in keyprompts for gamepads.[/p]
  • [p]Replaced radio buttons in settings with On/Off sliders to improve clarity.[/p]
  • [p]Updated main menu button font for better compatibility and a more consistent look.[/p]
  • [p]Fixed a “Melee” typo on the gamepad menu.[/p]
[/p][h3]🏙️ Levels[/h3][p]
  • [p]Added dust particles to most event levels.[/p]
  • [p]Added or replaced random containers with fixed ones to reduce unlucky runs with little or no gear.[/p]
  • [p]Fixed the sacrifice event not checking HP correctly, which could unintentionally kill the player.[/p]
  • [p]Polished a handful of assets.[/p]
[/p][p]While our Next Fest demo is live, we'll continue collecting player feedback via our ✏️feedback form, on Discord, and in our Steam forum. If you have any suggestions or feedback, please let us know![/p][p][/p][p]Thanks for your support, don't forget to tell your grandma, neighbours and your ex to wishlist Zombiehood.[/p][p][/p][p][/p]

We're Part of Steam Next Fest - And Our Demo Is Live Early!

We're excited to announce that we're officially part of Steam Next Fest!



To celebrate, we're launching our brand-new demo early — starting today! You can jump in right now, well ahead of Next Fest's official start on June 9th, and enjoy the experience throughout the event. The demo will remain available until June 30th, giving everyone plenty of time to dive in.

[h2]What’s New in the Demo?[/h2]
We’ve overhauled nearly every aspect of the game based on your feedback. Here are just a few of the major updates:

🎨 Visual Overhaul: New art for environments, interiors, items, and more

🧱 All-New Level Design: Every level rebuilt from scratch with improved depth and detail

🌗 Lighting & Atmosphere: Full day/night cycle, environmental lights, and a personal flashlight

🔊 Enhanced Audio: Positional sound for added immersion and spatial awareness

🔫 Updated Content: New and refined weapons, gear and artifacts — with improved visuals, effects, and balance

🧭 UI/UX Upgrades: Access key remapping and gamepad controls mid-run

⚙️ Refined Mechanics: Improved shooting and overall gameplay feel


While our Next Fest demo is live, we'll be collecting more player feedback via our feedback form which can be accessed in-game, on Discord, and in our Steam forum. If you have any suggestions or feedback, please let us know!

Thanks for your support — and if the demo made you smile (or scream), drop us a wishlist. It feeds the horde in our tiny outbreak.

Demo - Minor Update

Following the release of our new demo, we’re happy to bring you the first round of bug fixes! We’ve also added an in-game Feedback button, accessible from the pause menu, to gather your thoughts on the demo experience with a short survey. Your feedback is essential in helping us shape the future of Zombiehood, and we're listening closely to every suggestion.

[h3]General:[/h3]
  • Added Feedback and Discord buttons to the pause and demo ending screens.
  • Refreshed visuals for the Steam and Discord buttons on the main menu for a cleaner look.


[h3]Game Balance:[/h3]
  • Reduced the shop prices of Big Iron, Dual Big Iron, Shotgun, Single Shotgun, SMG, Dual SMG, Burst Pistol, Dual Burst Pistol, and Assault Rifle to make them more accessible.


[h3]Bug Fixes:[/h3]
  • Resolved rare cases where waves could get stuck if zombies were defeated too quickly during the boss event.
  • Dual Big Irons: PIcking up a second Big Iron while having one equipped, now correctly grants Dual Big Irons, consistent with other dual-wielded weapons.
  • Fixed an issue where zombie waves would continue spawning after completing the demo, potentially affecting performance on the event end screen.
  • Scrapping weapons and equipment now correctly reflects your money modifier skill in the salvage price indicator, giving an accurate preview of returns.
  • Corrected turret behavior to shoot standard projectiles as intended, rather than explosive rounds which didn't collide with zombies.
  • Fixed loot crates occasionally dropping incorrect ammo types.
  • Resolved cases where the second arm in dual-wielded weapons could appear in front of the character’s head.
  • Fixed the final quest not marking as completed upon finishing the demo.