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10-12-2011, 12:24 AM
Joined: Oct 2011
Posts: 93

Click here for the latest post (updated July 7, 2012)

Hey guys,

I'm making a game called Zombox for iOS and web.

It's an open-world, fully-destructible-environment, zombie-apocalypse sandbox game.

It's still pre-alpha, but you can see some of the recent additions, improvements and updates made to it in the following youtube videos:

(latest video/latest build)

Youtube link | Pop Up
Combat updates

Weapon updates (older build)

Youtube link | Pop Up

Environment destruction (older build)

Youtube link | Pop Up

I'm using Unity as the engine. I'll post my progress on the game here on a regular basis, and answer any questions about it that you may have. Eventually I'll be releasing a web version with Unity's web player but the ultimate goal is an iPhone/iPad release.

Last edited by zombox; 07-07-2012 at 03:07 AM.
10-12-2011, 12:52 AM
Joined: Aug 2011
Posts: 641
awesome you can drive a car cool any online multiplayer??

Game Center & OpenFeint : tatumbeltran
Gameloft Live! & Origin : r2ks8x
Follow me on Twitter : @EjaykewL

10-12-2011, 02:01 AM
Joined: Oct 2011
Posts: 93
No multiplayer is currently planned....the game is a "lone survivor" type of game, although you might come across NPCs within the city who can offer you goods for money/food.
10-12-2011, 02:29 AM
Joined: Nov 2010
Location: Australia
Posts: 70
Wow. This looks really, really good. Congrats on your hard work. Are you shooting for a 2011 release for IOS?
10-12-2011, 02:35 AM
Welcome to toucharcade

All that physics based mayhem looks awesome!

I know you're one heck of an animator so I'm interested to know how you set up the animations. For example when the zombies fall down and then jump back up, is it keyframes or some kind of uber-setup based on physics?

KingHunt - The Next Generation Slicing Game Lead designer
Bike Baron artist & co-creator
Minigore artist & co-creator
Ice Rage artist & co-creator
Death Rally game designer
10-12-2011, 02:43 AM
Joined: Oct 2011
Posts: 93

If absolutely everything goes according to plan, I want to get version 1.0 for iOS out by Christmas.


It's a bit of a combination. A small shove just plays some keyframes of the zombie falling/getting up. A big shove will switch the zombie to a rigidbody physics object and allow him to bounce around the environment (this is visible in the latest video, Preview 07). Then, when his body settles, a "stand up" animation will kick in and get him back to normal. Certain weapons trigger different types of shoves. Small handheld weapons won't propel zombies backwards, but a hit from a sledgehammer is usually enough to send them flying

PS: Bike Baron looks amazing. Reminds me of the old game Elastomania, which is definitely a good thing!
10-12-2011, 02:50 AM
Wow, this looks great. Open-world, sandbox, destructible environments, and zombies! Everything I like in game. I also really like the pixel art style. Can't wait for more updates!
10-14-2011, 07:58 PM
Joined: Oct 2011
Posts: 93
Character customizations have been added to Zombox. The main character can now be dressed in various clothes, including over 60 hats, shirts and pants. Each clothing item provides a unique bonus to the character's stats. Some items provide extra armor, some provide extra hit points, some increase speed, some increase the chances to land a critical hit, some increase attack and others regenerate health.

The clothing items, like all items in the game, can be found throughout the world.

Click here to watch a video of the clothing system in action!

10-25-2011, 04:16 AM
Joined: Oct 2011
Posts: 4
The character designs look great. i foresee alot of different possibilities of "personalities" that can appear in the game as zombies.
10-29-2011, 03:29 AM
Joined: Oct 2011
Posts: 93
Did some more work on Zombox this week.

-Worked further on modeling building interiors.

-Got an object interaction system prototype working. When the player touches an object he/she can interact with, it begins to glow and a context-sensitive icon appears in the top right of the screen which can be pressed.