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[h1]ZKW-Aftermath will be the fourth installment in the ZKW game series. Yes. There will be another ZKW.[/h1]
There isn't much I can tell you about this project just yet, but I'll tell you a story.
When we started working on The Walking Vegetables, we knew we'd at one point make another sequel for ZKW. We wanted to keep this as a secret, and tell you guys about it after TWV was done, and we were happy with the game.
Unfortunately, TWV wasn't as successful as we'd hope for. We can't work on games for full time anymore, which means that there will have to be compromises made.
We will still be finishing The Walking Vegetables, as we have tons and tons of cool ideas on what to do with that game. Yes, there will be a mobile version of the game within the next few months, so that more of you could give the game a chance, and maybe support us by purchasing the full version. There will be online multiplayer as well, and much more.
After all this, we'll start working on ZKW-Aftermath. With that said, we're basically already working on that game, as we're already planning on where to go with the new ZKW installment.
[h1]What will be different on Aftermath VS Reborn?[/h1]
Everything you know and love in ZKW-Reborn will make a return. And there will be a ton of new features (a campaign mode, just to name one) and improvements. But there will be one HUGE difference with the new game:
This time around, I won't be making the game within the old ZKW engine, that I used with every other ZKW installment. Why? Because it sucks. Hard.
Instead, I'll be using the engine that was made for TWV. Because of this, the way the game is displayed will change from side scrolling game, to a "2.5D top-down view" such as in TWV. With this change however, we're able to make MUCH more complicated levels, with MUCH more detail in them AND! Get this! AND! I can actually make an AI, that WILL find the player! Wether it'll be the dumb bots who try to revive dead player, or dumber zombies, they. will. find. you.
There are some huge reasons why we're doing this. First of all, I used over six months building the engine alone. I made everything very flexible, and easy to add new stuff in mind. In ZKW-Reborn, it took me four hours to add a new weapon. In TWV however, it only takes a couple of minutes.
So basically, with this we're able to cut down some serious development time, and just concentrate on making the actual game, instead of working six months on the engine.
We would also had been changing the perspective of the game anyways, so it just makes sense.
Plus, since we'll start working on the actual game after TWV is done, it'll mean that we'll basically have a working online multiplayer on launch.
[h1]Random blabbering about stuff[/h1]
I'm very proud of the engine I made for TWV, and I do not want to throw it all away for nothing. Do not worry though. Recycling the engine does NOT mean that the game will feel like just a re-skinned TWV. It won't. The gameplay will be the same as on every other installment of ZKW, just turned up to 11.
Anyway, we already have tons of very cool and interesting ideas for ZKW-Aftermath, and since we now actually have a whole team working on a ZKW game (instead of just me) I'm sure we can be able to make something incredible.
Right, I think that's all for now.
I'm glad to see so many of you old ZKW fans still around here, and I hope we can bring you the sequel you all deserve. Actually, I know we can. ZKW-Aftermath will be an amazing game.
Thank you for sticking around all these years. Now I feel like I can get back to working with ZKW again. I feel like I have something more to give. I'm very excited about ZKW-Aftermath, and I hope you guys are too. (but seriously. In case you haven't, CHECK OUT TWV! Seriously! Give it a chance. You won't be disappointed)
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