Compare Whiskey & Zombies: The Great Southern Zombie Escape prices across 50+ stores and find the best deal. Developed by Nuttery Entertainment. Published by Nuttery Entertainment. Released on 11/25/2020. Available on PC, Mac. Genres: Action, Indie, Strategy.

Sofa co-op with a survival gimmick that actually has teeth - stay sober and you die, stay too drunk and you shoot like your eyes are crossed. Worth knowing about before you dismiss it as a joke game.

I came into this one expecting a one-note gag stretched thin over two hours, and the drunk system genuinely surprised me. The core loop works like this: moonshine whiskey is the only thing that kills the virus keeping the zombie apocalypse running, so your character has to stay drunk to stay alive. Sounds cute. The execution has real bite to it, though. Let your blood-whiskey level drop and your stamina erodes, your movement slows, and the infection creeps up on you. Push the bottle too hard and your aim goes to hell and you risk passing out mid-horde. That tug-of-war between "just enough drunk" and "falling over drunk" is the closest thing this game has to a skill ceiling, and it is more engaging than it has any right to be from a small indie studio. You pick from one of four McCrearys, a family of bootlegging Louisiana rednecks who can barely stand each other, each with meaningfully different stat profiles. The slow, heavy characters can absorb punishment and hit harder but struggle to maintain the right intoxication window. The lighter, faster ones move well but metabolize whiskey too quickly, meaning resource management is more punishing on them. That character differentiation is the game's second-best design decision. The first is the local co-op, which supports up to four players on the same machine. If a teammate turns zombie mid-session, a bottle of whiskey brings them back. Chaos ensues. For a couch party scenario, that loop is genuinely funny for a few hours. Here is where I have to pump the brakes. The critical reception, thin as it is, lands on a consistent complaint: a weird structural design decision undermines the multiplayer experience. One review flagged the game randomly dropping players into a difficult level out of sequence rather than easing them into the progression. The developer did push a post-launch patch that opened up most levels from the start rather than locking you into a linear order, which addressed some friction, but the level design quality itself is uneven. The top-down shooting is functional rather than crisp. If you are coming from something with tight twin-stick responsiveness, the combat feedback here will feel soft. There is no online multiplayer to speak of, which in 2025 is a genuine limiter on who this game can reach. The whole experience is built around a shared screen and controllers, and it lives or dies in that context. The adaptive banjo-metal soundtrack that shifts based on your character's drunkenness level is a genuine highlight and the kind of systemic audio detail that punches above the game's budget. The Southern Louisiana setting - bayou routes, ramshackle towns, zombie hordes that feel thematically right for the region - gives the art direction a coherent identity that many small brawlers lack. If you have three people in the room with controllers and zero interest in a ranked ladder, this is a serviceable way to spend an evening. Solo, the lack of polish shows more, and the low Steam review count makes it hard to gauge how the game has aged past its launch window. Fred, Scout Team

Whiskey & Zombies: The Great Southern Zombie Escape
ActionIndieStrategy

Whiskey & Zombies: The Great Southern Zombie Escape

Nov 25, 2020Nuttery Entertainment
GamerScout Says

Sofa co-op with a survival gimmick that actually has teeth - stay sober and you die, stay too drunk and you shoot like your eyes are crossed. Worth knowing about before you dismiss it as a joke game.

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About Whiskey & Zombies: The Great Southern Zombie Escape

I came into this one expecting a one-note gag stretched thin over two hours, and the drunk system genuinely surprised me. The core loop works like this: moonshine whiskey is the only thing that kills the virus keeping the zombie apocalypse running, so your character has to stay drunk to stay alive. Sounds cute. The execution has real bite to it, though. Let your blood-whiskey level drop and your stamina erodes, your movement slows, and the infection creeps up on you. Push the bottle too hard and your aim goes to hell and you risk passing out mid-horde. That tug-of-war between "just enough drunk" and "falling over drunk" is the closest thing this game has to a skill ceiling, and it is more engaging than it has any right to be from a small indie studio. You pick from one of four McCrearys, a family of bootlegging Louisiana rednecks who can barely stand each other, each with meaningfully different stat profiles. The slow, heavy characters can absorb punishment and hit harder but struggle to maintain the right intoxication window. The lighter, faster ones move well but metabolize whiskey too quickly, meaning resource management is more punishing on them. That character differentiation is the game's second-best design decision. The first is the local co-op, which supports up to four players on the same machine. If a teammate turns zombie mid-session, a bottle of whiskey brings them back. Chaos ensues. For a couch party scenario, that loop is genuinely funny for a few hours. Here is where I have to pump the brakes. The critical reception, thin as it is, lands on a consistent complaint: a weird structural design decision undermines the multiplayer experience. One review flagged the game randomly dropping players into a difficult level out of sequence rather than easing them into the progression. The developer did push a post-launch patch that opened up most levels from the start rather than locking you into a linear order, which addressed some friction, but the level design quality itself is uneven. The top-down shooting is functional rather than crisp. If you are coming from something with tight twin-stick responsiveness, the combat feedback here will feel soft. There is no online multiplayer to speak of, which in 2025 is a genuine limiter on who this game can reach. The whole experience is built around a shared screen and controllers, and it lives or dies in that context. The adaptive banjo-metal soundtrack that shifts based on your character's drunkenness level is a genuine highlight and the kind of systemic audio detail that punches above the game's budget. The Southern Louisiana setting - bayou routes, ramshackle towns, zombie hordes that feel thematically right for the region - gives the art direction a coherent identity that many small brawlers lack. If you have three people in the room with controllers and zero interest in a ranked ladder, this is a serviceable way to spend an evening. Solo, the lack of polish shows more, and the low Steam review count makes it hard to gauge how the game has aged past its launch window. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercooplocal-coopachievementscontroller-supporttier:sub-5Top-Down BrawlerDrunk Mechanic4-Player LocalCouch Co-opCharacter Stat VarianceStealth-OptionalAdaptive SoundtrackParty GameResource Management

System Requirements

Minimum

OS
64-bit Windows 7, Windows 8.1, Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
NVIDIA GTX 660 2GB, AMD Radeon 7850 2GB
Processor
Intel Core i5 3570, AMD FX-6350
Sound Card
DirectX compatible Sound card
Additional Notes
Multiplayer requires a controller.

Recommended

OS
64-bit Windows 7, Windows 8.1, Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Grafik: NVIDIA GTX 1060 3GB, AMD RX 480 4GB
Processor
Intel Core i7-4790, AMD FX-8350
Sound Card
DirectX compatible Sound card
Additional Notes
Multiplayer requires a controller.

Reviews & Ratings

No ratings available

Game Info

Developer
Nuttery Entertainment
Publisher
Nuttery Entertainment
Release Date
Nov 25, 2020

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