Compare Axizon Labs: Zombies prices across 50+ stores and find the best deal. Developed by Anamik Majumdar. Published by Anamik Majumdar. Released on 5/8/2020. Available on PC, Linux. Genres: Action, Casual, Indie.

A one-person GameMaker project with a sci-fi zombie premise, three weapon modes, and enough handcrafted charm to earn a curious hour from anyone who roots for small Steam pages nobody covers.

I have a soft spot for the games that arrive without fanfare, built entirely by one person over roughly two months, and Axizon Labs: Zombies is exactly that kind of artifact. Anamik Majumdar did everything here himself: the graphics, the artwork, the animation, the programming, the character design. Music was the one outside element. That level of solo authorship is worth acknowledging before anything else, because it reframes how you approach what is, on its surface, a modest 2D side-scrolling shooter. The setup sends you into a sci-fi-styled outbreak scenario as Steve, a UR Task Force operative ordered to infiltrate the Axizon secret laboratory, recover a hidden antidote, destroy turrets and zombie hordes, and shut down the facility responsible for the whole mess. It is not a story that asks much of you emotionally, but it has a clean internal logic and a sense of place. The sci-fi lab setting gives the pixel art a clinical coldness that works in its favor, the kind of sterile corridor lighting that makes zombie shambling feel vaguely sinister rather than cartoonish. Gameplay pivots around three weapon firing modes: a primary machine gun for sustained crowd pressure, a secondary laser for precise mid-range work, and a tertiary missile launcher when things cluster badly. Switching between them during encounters is the closest the game gets to a moment-to-moment decision system. You will also interact with switches, computers, and terminals to progress, dodge environmental traps including rotating saw blades and red laser beams, and collect health and ammo pickups scattered through the levels. Giant Bots round out the enemy roster alongside standard zombies and stationary turrets, giving the combat at least some variation in threat type. None of it is deep, but it is competently assembled and the controls read as deliberate rather than accidental. Where honesty is owed: this is a short, low-complexity experience with two total Steam reviews and no critical coverage whatsoever. The achievement list offers a reason to complete it cleanly, and Linux support is a genuine practical plus for that audience. But there is no multiplayer, no procedural element, no branching path. If you arrive expecting systemic depth or replayability, you will exhaust what the game offers quickly. The pixel art leans cartoony in places where the sci-fi tone might have asked for something grittier, and the overall runtime feels calibrated for a single sitting rather than a library staple. What Axizon Labs: Zombies actually is, though, is a visible first step from a developer who has since released a steady catalogue of small 2D titles. Viewed as handcraft, as a solo person proving they could ship something, it carries a quiet dignity. If you find yourself in the mood for a compact retro side-scroller with a sci-fi skin, zero pretension, and Steam achievements to tick off in an afternoon, it delivers exactly that and nothing more. Approach it at the right price point, with the right expectations, and it does not disappoint on those terms. Kai, Scout Team

Axizon Labs: Zombies
ActionCasualIndie

Axizon Labs: Zombies

May 8, 2020Anamik Majumdar
GamerScout Says

A one-person GameMaker project with a sci-fi zombie premise, three weapon modes, and enough handcrafted charm to earn a curious hour from anyone who roots for small Steam pages nobody covers.

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About Axizon Labs: Zombies

I have a soft spot for the games that arrive without fanfare, built entirely by one person over roughly two months, and Axizon Labs: Zombies is exactly that kind of artifact. Anamik Majumdar did everything here himself: the graphics, the artwork, the animation, the programming, the character design. Music was the one outside element. That level of solo authorship is worth acknowledging before anything else, because it reframes how you approach what is, on its surface, a modest 2D side-scrolling shooter. The setup sends you into a sci-fi-styled outbreak scenario as Steve, a UR Task Force operative ordered to infiltrate the Axizon secret laboratory, recover a hidden antidote, destroy turrets and zombie hordes, and shut down the facility responsible for the whole mess. It is not a story that asks much of you emotionally, but it has a clean internal logic and a sense of place. The sci-fi lab setting gives the pixel art a clinical coldness that works in its favor, the kind of sterile corridor lighting that makes zombie shambling feel vaguely sinister rather than cartoonish. Gameplay pivots around three weapon firing modes: a primary machine gun for sustained crowd pressure, a secondary laser for precise mid-range work, and a tertiary missile launcher when things cluster badly. Switching between them during encounters is the closest the game gets to a moment-to-moment decision system. You will also interact with switches, computers, and terminals to progress, dodge environmental traps including rotating saw blades and red laser beams, and collect health and ammo pickups scattered through the levels. Giant Bots round out the enemy roster alongside standard zombies and stationary turrets, giving the combat at least some variation in threat type. None of it is deep, but it is competently assembled and the controls read as deliberate rather than accidental. Where honesty is owed: this is a short, low-complexity experience with two total Steam reviews and no critical coverage whatsoever. The achievement list offers a reason to complete it cleanly, and Linux support is a genuine practical plus for that audience. But there is no multiplayer, no procedural element, no branching path. If you arrive expecting systemic depth or replayability, you will exhaust what the game offers quickly. The pixel art leans cartoony in places where the sci-fi tone might have asked for something grittier, and the overall runtime feels calibrated for a single sitting rather than a library staple. What Axizon Labs: Zombies actually is, though, is a visible first step from a developer who has since released a steady catalogue of small 2D titles. Viewed as handcraft, as a solo person proving they could ship something, it carries a quiet dignity. If you find yourself in the mood for a compact retro side-scroller with a sci-fi skin, zero pretension, and Steam achievements to tick off in an afternoon, it delivers exactly that and nothing more. Approach it at the right price point, with the right expectations, and it does not disappoint on those terms. Kai, Scout Team

Tags

singleplayerachievementstier:sub-5Solo DevGameMaker StudioThree-Weapon SystemEnvironmental TrapsShort PlaythroughSci-Fi HorrorOld School PlatformerAchievement Hunting

System Requirements

Minimum

OS
Windows XP, Vista, 7, 8/8.1, 10
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
50 MB available space
Graphics
1GB of Video Memory, Capable of Shader Model 2.0+
Processor
Dual Core 1 Ghz+, AMD Equivalent
Sound Card
Any Compatible Sound Card

Recommended

OS
Windows 7, 8/8.1, 10
Memory
8 GB RAM
DirectX
Version 9.0c
Storage
50 MB available space
Graphics
1GB of Video Memory, Capable of Shader Model 2.0+
Processor
Dual Core 2Ghz+, AMD Equivalent
Sound Card
Any Compatible Sound Card

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Game Info

Developer
Anamik Majumdar
Publisher
Anamik Majumdar
Release Date
May 8, 2020

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What platforms is Axizon Labs: Zombies available on?

Axizon Labs: Zombies is available on PC, Linux.

When was Axizon Labs: Zombies released?

Axizon Labs: Zombies was released on 8 May 2020.

Who developed Axizon Labs: Zombies?

Axizon Labs: Zombies was developed by Anamik Majumdar.