LatestFrontier ReviewsHomebrewIndiana PonesMashupsSprite ClubSurvival Horror 101About

Zafehouse Infection: The Fan Mod

Thursday, 17 December, 2009

Zafehouse has its second user-made modification, thanks to flap on the game’s official forums.

Based on the v1.82 source code released recently, Zafehouse Infection amps up a number of features of the game, while adding a few new things for you (and I suppose, the undead) to sink your teeth into.

Version 1.0 is already up and available for play, and includes the following changes:

- Infection is now contagious, but there is a small chance to heal it.

- Weapons can be loaded automatically, and when giving a range weapon to someone, is it automatically loaded with one box.

- Barricades higher than heavy block survivors movement

- It is possible to weaken barricades to recover some supplies

- Survivors fighting alongside family members [survivors with the same surname] get an attack and defense bonus

- A survivor can only be cured once per hour.

If you’d like to help flap out, or just give his version a whirl, head over to the progress log on the forums, or check out the list of planned changes and ideas.

Zafehouse Infection V1.00 – Fan edition – Progress Log [Zafehouse forums]

Six new Zafehouse 2 screenshots

Wednesday, 16 December, 2009

If you take a gander at Zafehouse 2’s media section at the official Zafehouse website, you’ll notice a bunch of fresh screens from the latest build of the game. Combined, the shots demonstrate combat, the day/night cycle, trade window, furniture destruction and a heap of UI updates over the first gameplay video.

All the thumbnails can be clicked for larger versions, if squinting isn’t your thing, and I can assure you they want to be clicked. By you. Right now.

Zafehouse 2 – Media [Zafehouse]

Zafehouse 2, now with pathfinding!

Sunday, 8 November, 2009

I don’t have anything super huge to divulge this update, but I can say that, after many requests, I’ve added outside movement to Zafehouse 2. This means instead of taking a turn to move from one edge of the map to the other, it’s looking closer to five or six turns, as you dodge between buildings and the inevitable (and darn hungry) undead.

Currently, you can only move to entrances and zombie “hotspots”, as I didn’t really see the need to position survivors outside in the middle of nowhere. If someone can give me a really (really) good reason why it should be any different, I’ll think about it.

Implementing outside movement required me to confront my fear of A* pathfinding and, while it was a tortuous and many times frustrating endeavour, my work paid off.

Read the rest of this entry »

Zafehouse 2: Gameplay video #1

Friday, 16 October, 2009


Music credits: “What You Want” and “Decay” – Kevin MacLeod (incompetech.com)

Zafehouse 2: A taste of tactical survival horror

Tuesday, 13 October, 2009

This isn’t a video. But there will be something video-like in this spot (or close to it) this Friday.

I’ve been working on a pet project, Zafehouse 2. It’s the sequel to Zafehouse, a free zombie survival simulator I coded in seven days during my stint at Kotaku AU. It was moderately successfully, and then indie games site Rock, Paper, Shotgun got a hold of it and an even larger audience got a taste of Zafehouse’s flavour of lo-fi, undead fun.

The popularity was great enough to prompt development of a sequel. After a false start, Zafehouse 2 became properly tangible, and even playable. There are screenshots, even, and like, news!

The goal this week is to post a video of combat on Playwrite, my other blog, and here. Hopefully I can introduce a couple new people to the awesomeness that is Zafehouse. :)