Evolution of “The City of Zombies”

In May we had the chance to talk about the game with several distributors at Bologna Play, based on their feedback we ventured in a “small overhaul” of the game board. While some game mechanics like movements and combat remain the same, we tried to increase the feeling of exploration that the players shall feel while venturing into The City of Zombies. We also wanted to increase replayability with both exploration and rewards based mechanics that we have introduced. So, what are the mail changes we have worked on in this new version of the game? No more one board with portals and wall tokens to place in order to form a scenario, but 5 main boards and 4 starting boards New game mechanic: exploration. Each main board is covered at the beginning of the game, and as the turns progress different items are associated to the board, but revealead only when a player enters the board itself. New game mechanic: mission goals. Mission cards are associated to each main board that offer specific rewards for quest completion. Quest difficulty varies based on how the game progresses. Rewards can offer players new abilities, items or even modify the board itself. Currently we have been working on the prototype artwork for this new version, which keeps the “low poly render” look that we liked for the whole game. Hereafter you can see a preview of the environments and objects that were created for one of the main boards, the Public Garden. Each board shows a series of numbers and letters (the pink ones) that allow players to position the different items / zombies assigned to the board when entering it, and a number in each cardinal direction, to allow zombies to move around the board. An interesting element that boosts the replayability of the game is that there is no exact order or orientation to position the different boards, so players really do not know what they may step into when entering a zone. Since we talked about mission cards, here is an example of the mission card for the Public Garden board. Main boards currently have a size of 5×5, which may offer a more challenging gameplay, especially when players may find themselves outnumbered. Starting areas boards instead have a smaller size, 3×3, players can move inside them for as long as they like, “taking time” before venturing into the city. This has some pros and some cons. Waiting too long in a starting area may result in an adjacent board becoming too crowded (with zombies), whereas rushing in immediately may not allow players to find a weapon to use as the enter the board from their safe refuge. These new mechanics require testing. Once the first prototype including these new game assets will be printed, we will begin shipping it to several game testers we have worked with so far. Do you like these new game mechanics for The City of Zombies? Let us know! You can subscribe on our website to be always up to date on our games, you an also follow us on our instagram account dedicated to “The City of Zombies”

The City of Zombies WIP – Design and Style

Hi! Here’s a new update on the development of The City of Zombies! As you may know, this is a zombie survival board game designed for kids aged 7 and up. That’s why the visual design is so important — it needs to be engaging, fun, and just the right amount of spooky. Finding the Right Style When imagining how the game should look and feel, we had two main sources of inspiration in mind: Rayman Legends and Low Poly 3D models. Both styles are colorful, playful, and anything but scary — making them perfect for a spooky-but-fun experience that younger players can enjoy without being intimidated. Let’s take a closer look at the design process! Sketching the Undead We started with some quick paper-and-pencil sketches to explore different zombie concepts. The goal? Create a fun and memorable design that still gives a sense of increasing danger as players progress through the game. There are three zombie tiers: the Basic Zombie, the Super Zombie, and finally the Zombie Boss. Below you can see a few early sketches of the Basic Zombie — complete with notes and ideas scribbled in the margins. For example, we originally considered giving zombies only four fingers, but eventually decided on a more traditional five-fingered hand. From Sketch to Model Sheet Once we had a direction we liked, we created model sheets for each zombie type. These help define proportions, poses, and details that are useful during the 3D modeling phase. They also guide the creation of a consistent color palette. For the Basic Zombie — who’s meant to feel aimless and a little confused — we went with classic green skin, a yellowish shirt, and some ripped jeans and shoes. The Super Zombie is the next level up: bulkier, stronger, and clearly more dangerous. It’s taller, smarter, and should instantly communicate a greater threat to players through its design. And then there’s the Zombie Boss — a huge, powerful creature that looks worn down but absolutely determined to chase down players and take over the city. This zombie means business. Why 3D Models? Once the model sheets were ready, we moved on to building 3D models — starting with the Basic Zombie. You might be wondering: Why create 3D models for a board game? Our answer: Why not? 😄 There are a few good reasons: Familiarity: Today’s kids are used to 3D characters. This style feels friendly and accessible to them. Flexibility: Need to tweak a color or a detail later on? With a 3D model, it’s quick and easy — no need to redo a full illustration from scratch. Speed: Since the game is still in the prototype phase, being able to iterate quickly is crucial. Aesthetics: Simply put… we love how it looks! Say Hello to Our Basic Zombie Here’s our “friendly” Basic Zombie, all modeled and ready to be rigged for posing. Next up is the “photo shoot” — aka the rendering phase! Of course, we couldn’t resist having a little fun with it… so here are a few renders of our mindless buddy dancing around the studio. 🧟‍♂️💃 If you’re curious to see how the rest of the zombie crew turns out — or want to be the first to know when the game launches — follow us on social media or sign up for our newsletter!