cross-posted from: https://lemmings.world/post/37241738

Not specific, just want to know if this even exists: a city clearing zombie game

Has anyone made a zombie game where you actually clear/retake an infested city? Lots of games have you raid a city to build a base somewhere else, (7D2D, unturned, now Vein, etc.) or just do things in an infested city (Dying Light, RE, etc.) sometimes culminating in some sort of big climax that results in or implies the end of the zombie times, or maybe you just leave, but are there any that have that element of progression where you slowly take more of the map and the zombies aren’t just randomly spawned in a radius around the player regardless of how many you knock down? The closest I have ever found was an old flash game from when those were a thing, based around worker placement and resource management.

  • Rentlar@lemmy.ca
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    27 days ago

    Project zomboid more or less… set the settings to avoid zombie respawning.

    • TachyonTele@piefed.social
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      27 days ago

      State of Decay has respawning. That’s not what OP wants.

      Are the zombies in Zomboid a set number? I find that hard to believe.

      • Zahille7@lemmy.world
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        27 days ago

        I didn’t know that about SoD, I just thought that’s why you move on to a new location when you eventually clear a zone.

        In PZ, there are game settings you can tweak, all the way down to which events will happen and how often. There’s a couple pages worth of settings just for zombies, including turning respawning off. I don’t know the exact number of zombies that usually spawn (as there’s a “population” setting too), but it’s a lot.

  • generic_rock@lemmy.world
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    27 days ago

    The Rebuild series by Northway Games has this exact premise. Rebuild 1 and 2 are made using flash, while Rebuild 3 is available on steam.

  • i_stole_ur_taco@lemmy.ca
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    27 days ago

    There’s a fun indie game called Atom Zombie Smasher where you kind of do the opposite. Each stage has humans wandering around an urban area and zombies start streaming in and converting people. Your job is to move rescue assets around to evacuate as many people as possible before everything is overrun. Fun game, fun sound effects, graphics are like MS Paint.

    I see there’s a sequel now, too.

    • Quetzalcutlass@lemmy.world
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      27 days ago

      Although you’ll probably also want to disable loot respawning alongside zombies if you do this, as otherwise it’s way too easy to clear out a large area and be safe and bored there forever.

    • Quetzalcutlass@lemmy.world
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      27 days ago

      I’d say the main problem with that playstyle in CDDA is it’s almost a requirement to clear cities early, as leaving them be for too long will have enemies mutate into their higher tier forms. Past a few months you won’t be able to make significant headway into a new city until you’re nearly geared for endgame due to nearly every basic zombie having transformed into a special monster of some sort.

      • generic_rock@lemmy.world
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        26 days ago

        In settings for CDDA and bright nights: you can configure the time frame for zombie evolution, so you can fix the pacing pretty easily.

  • blarghly@lemmy.world
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    27 days ago

    I feel like this game would end up being pretty grindy towards the end. Like -

    First 10% - you battle your way into the city and set up a base of operations. You must ferociously hack your way through the hoard, making runs for food and ammo. 90% of the time you end up getting pinned down somewhere, and die. Sometimes, with the right skill, planning, and luck, you break out.

    Next 10% - you found the military base, fuck yeeeeeeaaaaahhhhh!!! Drive a tank around the city and light em up with the mini gun, wooooo!!!

    Next 30% - Go building by building, clearing each floor, room, etc.

    Final 50% - “God fucking dammit, there’s only 15 zombies left, uuuugh… have I checked this broom closet before? Yep…”

    • Sunsofold@lemmings.worldOP
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      27 days ago

      Middle of the 30% section - What do you mean Soandso disappeared after coming back from the mission with a possible bite? Why is there an alarm going off?

      During the ‘final 50%’ - What do you mean there was an unchecked root cellar in the area where we just set up the orphanage? How many child zombies? So, how many sections are now possibly infected on the wrong side of the wall?

        • Sunsofold@lemmings.worldOP
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          27 days ago

          It could make for a real emotional rollercoaster. Yay, we cleared the first full neighborhood! Shit, we started a fire and it took out three blocks of possible stuff and a mile long section of our wall! Yay, we found an enclave of survivors. Shit, they’re cannibals! Yay, we finally captured all but one burrough. Shit, the first neighborhood we captured let in what they thought were more reinforcements from HQ, but they were hit on the way and have no equipment, food, or supplies, just a lot of worrying wounds.