Caution: Demos are based on unfinished engine and 1-2 years old, so be patient to bugs.It's more technology demonstration than game. It can have bugs on modern ATI cards.

Little Zombie Susie (2010)

Little Zombie Susie Game is about family of zombies trying to survive in our human world. You play little zombie-girl Susie, helping her parents and little brother find a medicine against their disease, fighting with humans, solving puzzles.


Game Mechanics: The player begins in a graveyard. Player should rule family members to avoid traps and defend him self against humans. Also player should feed his family members, when they are hungry, they became slow and weak.

End Game The game ends when player finds cure to be normal human.

Download demo (Windows, ~160mb) here



Deadly light (2008) Intel Level Up 2008, 1st special place


Deadly light Game is more tech demo, then actual game. Try to reach end of level and avoid angry zombie attacks.

Game Mechanics: The player begins in industrial undeground. Player should find exit from the level and avoid automatic turrels.

End Game The game ends when the player finds exit from level.

Download demo (Windows, ~100mb) here

I know your Deeds (2009) Intel Level Up 2009 Winner

I know your deeds challenges players to survive over the course of months and years, trapped in a city dominated by nightmarish zombies. While of course concerned with the ever-present threat these creatures represent, the player will face long-term concerns like obtaining sources of food and water, building shelter from attack, and the overall survival of the human race.

Download demo (Windows, ~63mb) here

Game Mechanics: The player begins in a village environment. A full day and night will take place over the course of 20 minutes, the proportions of which will depend on the time of year (i.e. More of that twenty minutes is day in the summer, less in the winter). During the day, the player enjoys relative safety from zombie attacks (at least outdoors), and those encountered tend to be lethargic and confused. Days are typically spent scavenging for supplies and building materials, constructing barricades and traps, and investigating scripted plot points.

Crafting A crafting system exists in the game, in which players need to collect tools and materials to build and reinforce whatever position they've chosen as their base of operations. Stress is induced in the player as collecting these materials, building, and setting up the barricades and traps will take up more time than they have allocated in a given day, and the attacks that will occur all night wears down these defenses, requiring repairs the next day.

Sleep Sleep also takes a major position in the game. If the player refuses to sleep, they will begin falling asleep while performing tasks, and generally perform miserably. Sleeping during the day is safer, but sacrifices critical time that could be spent building and scavenging. Sleeping at night means you may be rudely (and suddenly) awakened by a zombie chewing on your throat. Additionally, nighttime sleep is less restful, due to the loud noises going on outside. Going to sleep on a daily basis thus becomes a thing of terror, rather than relaxation.

Freeform Unlike most survival horror games, there are very few scripted events in I know your deeds, beyond the seeding of background story information and certain key events which are linked to game timeline. The plot is developed by finding items which piece together a patchwork background story, eventually resulting in a method of destroying the zombies en masse. The player can ‘hole up' in any building they choose, and reinforce it as they can. Items and buildings are pseudo-randomly generated in a manner that makes each game unique, but also consistently playable and interesting.

Difficulty curve As time goes on, more and more of the framework of society begins to fail (for example, initially the electrical grid may still be working, but will eventually collapse), creating an increasingly difficult environment in which to survive, and forcing the player to continually be allocating time to deal with these situations, instead of ‘base building'. Additionally, as time goes on, the zombie threat becomes continually more intense and ferocious.

End Game The game ends when either the player can no longer handle the zombie threat and is overcome, or the player gathers the information and materials necessary to build a device which will end the zombie threat.

Author of concept - Angus McQuarrie, concept used with permission.