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#7
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Feature
The infected · Built

#72026-10-27Zombies

The infected

The test terrain is no longer empty. The first infected shamble through the meadow, listen for you, and run the moment they see you.

Seen from behind, the survivor stands in a meadow with poppies while three pale, blood-stained infected run at him across the grass; pines and a rocky hill behind.
Spotted by the infectedIn-engine · WIP · Greybox

Until now the only threats on the test terrain were hunger, thirst and the weather. That changed today.

Seen from behind, the survivor stands in a meadow with poppies while three pale, blood-stained infected run at him across the grass; pines and a rocky hill behind.
Spotted by the infected2026-10-27In-engine · WIP · GreyboxThe infected have spotted the survivor on the test terrain and break into a run. On their own they only shamble; once they see you, they sprint.

Slow until they see you

Left alone, the infected drift through the land in a slow, dragging shamble. Each one walks its own way: some limp, some creep, some just stagger along. Once one of them spots you, it changes completely. Some stop and roar first, then they all run, and they run faster than you walk. Walking away does not work. Sprinting does, for as long as your stamina lasts.

Up close they swing at you. A blow takes a moment to land, so stepping back at the right time makes it miss.

They see, and they listen

How far they see depends on the world around them. In daylight they spot you from far across a meadow; at night, in fog or in heavy rain, you can get much closer before they notice.

They also listen. Every step you take makes noise, and the faster you move, the farther it carries: a careful walk barely reaches them, a sprint carries a long way, and so does a hard landing, a clattering can or a crate lid. Rain and wind cover your noise, so a storm is a good time to move. When they hear something, they go and look. When they lose you, they search where they last saw or heard you, and after a while they give up.

You hear them too: moaning while they wander, a shriek when they spot you, growling while they hunt.

They cannot swim

Deep water stops them. Swim out into the lake and they pace along the shore, following you as close as they can get and looking for a way to reach you. Stay out long enough and they lose interest and wander off. Come back to land too early and they are still there.

The survivor swims in a greenish lake, head and shoulders above the water; on the grassy bank behind him a pale infected stands at the water's edge, another at the right edge of the picture.
Safe in the water2026-10-27In-engine · WIPThe infected cannot swim. Out in the lake the survivor is safe; on the bank, an infected paces back and forth until it gives up.

It is built for multiplayer from the start: the server decides what every infected sees, hears and does, and everyone sees the same infected doing the same thing.

Not yet

You cannot fight back yet: there are no weapons. There is one kind of infected so far, and they cannot break through barricades, since there are no barricades to build yet. Their look is a placeholder, and the animations will get better over time.