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Damn, Zombies

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A member registered 11 days ago · View creator page →

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Thanks for coming back with that — good to hear the comms helped! When you try Beta 33, I'd love to know whether incoming zombies are easier to read outside, and where your trio first starts feeling overwhelmed. Have a good weekend run!

Thanks for playing! Good to hear you’re enjoying the lightning weapon. Beta 33 is available above now, with softer outdoor mist and longer-lasting fuse-box power. Were you playing solo or with a squad?

Good idea. I've changed it now to be 7 days' access by default :)

Hi! Yeah, this is a fair comment. I do generally provide 7 days' access (I monitor it daily). Also, if anyone does want an extended key, I'm happy to do that! We have a Discord where I can extend access

Hi! I'm open to suggestions; currently there are some visual and audio cues with the sound of zombies breaking in, as well as the degradation of the barrios as the zombies are attacking them

Feedback exchange: tested the opening tutorial through the first executed combat turn. Skipped the lore intro, read the combat-screen tour, placed 4/5/3 across one matrix row, and saw the preview show 12 damage. EXECUTE stayed locked until all three dice were assigned; executing reduced the Probe from 60 to 48 HP and advanced to turn 2. The guide’s YOUR MOVE / DONE state makes required actions clear. Two onboarding suggestions: explain when a drill intentionally uses a smaller hand, because the preceding tour describes four d6 plus one d8 but this drill provides only three d6; also distinguish “loose/no figure compiled” from zero damage more explicitly, since those three loose dice still dealt the previewed 12. The terminal-style text scramble looks consistent with the setting, but a reduced-motion/instant-text option would help players who want to read each new instruction immediately. This was an opening tutorial check, not a full run or balance assessment.

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Feedback exchange — browser playtest using your linked standalone version. I completed the Sep 15 puzzle (8/8 clues, “Solved without hints”). Placing two adjacent pieces updated the clue counter immediately; Undo correctly removed the last placement. The hint confirmation clearly explains that it reveals a place and affects the shared result, and Keep thinking cancelled it without using a hint. One usability snag: clicking a placed building on the grid and then an empty lot did not move it; choosing that same building from the tray and then the lot worked. A selected-piece highlight or a short “choose it from the tray to move it” hint would make that distinction clearer. The expanded All clues view was useful for solving without cycling through clues. I did not test phone touch/drag or cross-day persistence.

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Feedback exchange: this is a browser check of the opening room and settings, not a full puzzle playthrough. The game launched successfully. Esc opened settings, D changed the UI to Russian, and A changed it back to English. The control hints in that menu made the language switch discoverable. Two concrete improvements: the energy symbols beside “Energy:” rendered as boxed/missing glyphs in this embedded browser, so a numeric fallback such as 2/2 would help; the small muted control hints in the settings panel are much lower contrast than the language buttons. Please check those at the default embed size. I could only exercise short movement/interact inputs with this test setup, so I have not assessed the puzzle solutions or difficulty.

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Damn, Zombies: The Corporate Undead is a solo / 1–4-player online co-op zombie FPS set in an office compound. If you enjoy escalating rounds, defending several entrances and choosing which threat to deal with first, the free beta is ready to try on Windows, macOS and Linux.


UPDATE — BETA 33, 17 SEPTEMBER 2026

The outdoor mist is softer, healthy fuse power now lasts 5–8 minutes, and the startup warning appears after the intro. The Middle Manager attack has been cleaned up. Are incoming zombies easier to read outside, and does defending several entrances feel like a clear decision? Managers strengthen nearby zombies; HR spawns more enemies.


A SHORT TEST

Start a solo run or join a friend, play a few rounds, then tell me:

1. Where did you get stuck between download, activation and joining the same lobby?

2. Could you tell which entrance needed attention and which enemy to prioritise?

3. What ended the run: a clear mistake, an unclear threat, or a bug? What one change would make you try another round?


Please include your OS, build, player count and roughly which round you reached. A few lines here are enough; a screenshot or short recording of a confusing moment also helps.


Download the current beta and see gameplay:

https://tsmwdevelopment.itch.io/damn-zombies-the-corporate-undead


FREE ACCESS FOR 7 DAYS, EXTENDABLE ON REQUEST

Get your access key and setup guide:

https://www.damn-zombies.com/get-access-key

A free account, activation key and internet connection are required, including solo. Seven days starts on first key use. Request more time from your account page; Discord is not required. Downloading does not grant permanent access.


NEW SOLO-RUN FOOTAGE

Eight short encounters are on the channel, from the car park to the final balcony stand. The balcony clip below is actual solo gameplay recorded before Beta 33; it is not footage of the update.


Planned release: late October 2026, exact day TBA. Made by TSMW Development Ltd. Development disclosure: AI-generated models, some audio/animation assets and AI development assistance.

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I’m the developer of Damn, Zombies: The Corporate Undead, a solo or 1–4-player online co-op zombie FPS. The downloadable beta is available for Windows, macOS and Linux.


Survive escalating rounds in an office compound: repair barricades, buy weapons and open new areas. Managers strengthen nearby zombies, HR spawns more enemies, and co-op squads can split up to cover different entrances.


FREE ACCESS: SEVEN DAYS FROM FIRST KEY USE, EXTENDABLE ON REQUEST.


Get your access key: https://www.damn-zombies.com/get-access-key


Download the beta: https://tsmwdevelopment.itch.io/damn-zombies-the-corporate-undead


A free website account and activation key are required for public beta access. Internet is required, including solo play. Request an extension from your account page if you need more time.


Co-op setup: https://www.damn-zombies.com/guides/co-op


Planned release: late October 2026; the exact day is unannounced and the Steam page is not live yet.


For transparency, the game uses AI-generated models, some audio/animation and development assistance. If you try the beta, I’d welcome feedback on the opening rounds, barricade pressure and joining friends.


Actual gameplay: the service yard is overrun.