Compare OMG Zombies! prices across 50+ stores and find the best deal. Developed by Laughing Jackal LTD. Published by Ghostlight LTD. Released on 2/13/2014. Available on PC. Genres: Action, Strategy.

One bullet, one well-placed shot, one domino run of exploding undead across a hundred levels. That dopamine loop is real, but luck will test your patience before skill gets a chance to shine.

I have a soft spot for games that reduce decision-making to a single, perfectly weighted variable: where do I shoot first? OMG Zombies distills that question into a budget-tier puzzle-action hybrid built entirely around chain reaction kills across 100 single-screen levels set in the fictional city of Redfield. You play a lone riot cop with a limited supply of shots, and every bullet you fire should ideally touch off a cascade that paints the screen red without you needing a second round. The zombie roster is what gives the system some texture. Standard shufflers explode outward on death, but the game layers in bloated heavies with wider blast radii, electric zombies that chain lightning between nearby targets, acid-spitters, and fast runners whose erratic movement makes them useful wildcards for redirecting a chain mid-screen. Each zombie type has its own death mechanic that you can upgrade using cash earned from medal ratings, and that upgrade tree is the closest the game gets to strategy depth. Bronze, silver, gold, and platinum ratings award progressively bigger payouts, so the push to replay cleared levels for better medals doubles as your currency grind. The loop is tighter than it sounds on paper: spend money to widen blast radii, earn better medals on levels you previously scraped through, bank cash for the next upgrade tier. It is not Paradox-deep, but it has a clear resource allocation logic to respect. Here is the honest friction point. The game positions itself as a puzzle, but enemy placement is randomised on each attempt, which means the gap between skill and luck is uncomfortably wide. Sometimes a single first-round shot triggers a full-screen wipeout. Other times, 40 percent of the horde survives a run you set up identically to the one that just earned platinum. The game's critical reception has consistently flagged this: reviewers praised the satisfying core loop while criticising the reliance on RNG over genuine problem-solving. Completionists who push for platinum on every level will feel this friction hardest, since the Steam version historically required multiple full playthroughs for achievement completion. The grayscale-plus-red visual style, clearly influenced by noir comics and Madworld, is a smart aesthetic choice, but level environments can look sparse, and the soundtrack loops aggressively enough that you will likely mute it within the first hour. Who is this actually for? Casual players who want a low-commitment session game will get the most out of it. The controls are point-and-click simple with optional controller support, there is no time pressure during targeting, and the early difficulty curve is gentle. Veterans of puzzle-action games looking for deep, replayable systems will hit the ceiling quickly. Think of it less as a puzzle game and more as a score-attack arcade title with a light upgrade spine: session lengths of 20 to 30 minutes work perfectly, marathon runs less so. At its sub-5 price tier it competes honestly with mobile chain-reaction games, and the PC port delivers a bigger screen and trading cards for the badge hunters. Diego, Scout Team

OMG Zombies!
ActionStrategy

OMG Zombies!

Feb 13, 2014Laughing Jackal LTDGhostlight LTD
GamerScout Says

One bullet, one well-placed shot, one domino run of exploding undead across a hundred levels. That dopamine loop is real, but luck will test your patience before skill gets a chance to shine.

PC
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About OMG Zombies!

I have a soft spot for games that reduce decision-making to a single, perfectly weighted variable: where do I shoot first? OMG Zombies distills that question into a budget-tier puzzle-action hybrid built entirely around chain reaction kills across 100 single-screen levels set in the fictional city of Redfield. You play a lone riot cop with a limited supply of shots, and every bullet you fire should ideally touch off a cascade that paints the screen red without you needing a second round. The zombie roster is what gives the system some texture. Standard shufflers explode outward on death, but the game layers in bloated heavies with wider blast radii, electric zombies that chain lightning between nearby targets, acid-spitters, and fast runners whose erratic movement makes them useful wildcards for redirecting a chain mid-screen. Each zombie type has its own death mechanic that you can upgrade using cash earned from medal ratings, and that upgrade tree is the closest the game gets to strategy depth. Bronze, silver, gold, and platinum ratings award progressively bigger payouts, so the push to replay cleared levels for better medals doubles as your currency grind. The loop is tighter than it sounds on paper: spend money to widen blast radii, earn better medals on levels you previously scraped through, bank cash for the next upgrade tier. It is not Paradox-deep, but it has a clear resource allocation logic to respect. Here is the honest friction point. The game positions itself as a puzzle, but enemy placement is randomised on each attempt, which means the gap between skill and luck is uncomfortably wide. Sometimes a single first-round shot triggers a full-screen wipeout. Other times, 40 percent of the horde survives a run you set up identically to the one that just earned platinum. The game's critical reception has consistently flagged this: reviewers praised the satisfying core loop while criticising the reliance on RNG over genuine problem-solving. Completionists who push for platinum on every level will feel this friction hardest, since the Steam version historically required multiple full playthroughs for achievement completion. The grayscale-plus-red visual style, clearly influenced by noir comics and Madworld, is a smart aesthetic choice, but level environments can look sparse, and the soundtrack loops aggressively enough that you will likely mute it within the first hour. Who is this actually for? Casual players who want a low-commitment session game will get the most out of it. The controls are point-and-click simple with optional controller support, there is no time pressure during targeting, and the early difficulty curve is gentle. Veterans of puzzle-action games looking for deep, replayable systems will hit the ceiling quickly. Think of it less as a puzzle game and more as a score-attack arcade title with a light upgrade spine: session lengths of 20 to 30 minutes work perfectly, marathon runs less so. At its sub-5 price tier it competes honestly with mobile chain-reaction games, and the PC port delivers a bigger screen and trading cards for the badge hunters. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Chain ReactionScore AttackPuzzle-ActionUpgrade TreeCasual SessionsMedal HuntingTop-DownBudget TierRNG-Heavy

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
135 MB available space
Graphics
DirectX 9.0c compatible graphics card with 64Mb RAM and support for v3 shaders
Processor
1GHz
Sound Card
DirectX 9.0c compatible sound card

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Game Info

Developer
Laughing Jackal LTD
Publisher
Ghostlight LTD
Release Date
Feb 13, 2014

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What platforms is OMG Zombies! available on?

OMG Zombies! is available on PC.

When was OMG Zombies! released?

OMG Zombies! was released on 13 February 2014.

Who developed OMG Zombies!?

OMG Zombies! was developed by Laughing Jackal LTD and published by Ghostlight LTD.