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Rebuild civilization after a zombie apocalypse by running in the real world, with story and gameplay coming through your headphones
3,464 backers pledged $72,627 to help bring this project to life.

Android Launch: 28 Days Later (June 14th)

Yes - it's not May, and it's not Spring, either. But come Thursday June 14th, Zombies, Run! will be on Android! We're really sorry that we aren't able to release it any sooner - we want it to be out just as much as you do, so we've thrown all of our mobile development resources into Android to make that happen.

In order to make this release date, there are a few things that will need to wait until version 1.1 or later, including:

  • Supply missions (arrived on iOS v1.2)
  • Accelerometer support (ditto)
  • The Codex (despite what the screenshot below shows)

We don't want the Android version to be lagging behind iOS indefinitely though, so we are hiring more people to help accelerate development on all fronts.

The good news is that on June 14th, all Zombies, Run! players - Android and iOS - will gain access to ZombieLink, our web-based syncing service. It'll do everything you'd expect, like show your run logs and stats, and plenty of things that we're sure you'll be delighted by. But more on that in another update.

There's more good news: we're targeting Android 2.2+! This means that even fairly old Android phones should be able to play Zombies, Run! although obviously the actual performance may vary if you have a really old/slow phone.

Closer to launch, we'll be emailing all backers and people who've pre-ordered Zombies, Run! with instructions on how to download and play the game. But for now... well, it's only 28 days from now! And if you want more updates, be sure to check out our blog!

Stay safe out there,

The Zombies, Run! Team

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