Compare Yet Another Zombie Defense HD prices across 50+ stores and find the best deal. Developed by Awesome Games Studio. Published by Awesome Games Studio. Released on 8/25/2017. Available on PC, Xbox. Genres: Action, Indie.

Grab three friends, point at zombies, shoot until the waves stop being manageable. Solo, it runs dry fast. Co-op, it's a decent couch-night filler at a budget price.

I've seen this game described as self-aware and I think that's giving it more credit than it deserves. The title jokes that it's yet another zombie shooter, which is honest, but honesty doesn't buy you a second map or a second song on the soundtrack. What you actually get is a top-down twin-stick shooter with a day-and-night cycle: spend the day buying barricades, turrets, guns, and ammo from a purchase menu, then survive the night wave. Repeat. That loop is functional and occasionally tense, especially in the early waves where budget decisions actually matter. Spend your cash wrong on day one and wave three will punish you for it. The three modes on offer are Defense, Endless, and Deathmatch. Defense is the main event, with the day-build/night-fight rhythm carrying most of the weight. Endless skips the meaningful downtime and just keeps the hordes coming, which sounds appealing but in practice removes the only strategic layer the game has. Deathmatch is a PvP hybrid where you compete for kills while zombies also try to end your evening. On paper that sounds like the most interesting mode. In practice it feels undercooked, with random weapon drops being the main source of variance. The weapon roster starts you with an underpowered pistol that you will immediately stop using and progresses to SMGs, shotguns, and heavier ordnance you buy mid-run. The arsenal is functional but thin, and the balancing is rough enough that certain purchases are obviously correct every time. From a shooter mechanics standpoint, controls are clean. Twin-stick targeting works well enough, grenades are on the left trigger, weapon cycling on the bumpers. The movement speed is slow enough that you will occasionally feel like you are dragging your boots through concrete, which happens to also be the only environment in the game. One concrete slab. One streetlight in the middle. Every mode, every session. The zombie AI runs straight at you, which is fine for atmosphere but means positioning strategy amounts to "build a box and stand in it," and even that stops working reliably once later waves start throwing faster, tougher variants. The four playable characters look different but share identical stats and abilities, which is a missed opportunity. Differentiating them with even light class mechanics would have added real replay texture. Online co-op is technically present, but the active player base on PC has been thin since launch. Local co-op is where this game actually delivers. Four people on one machine, shouting about who wasted the turret budget, is the version worth experiencing. The game does not have ranked play, no progression system beyond in-session character upgrades to health and movement speed, and no real hook to pull you back after the first few sessions. If you are looking for something with netcode to dissect or a ranked ladder to grind, look elsewhere. This is more of a one-evening curio than a long-term shooter to commit to. Fred, Scout Team

Yet Another Zombie Defense HD
ActionIndie

Yet Another Zombie Defense HD

Aug 25, 2017Awesome Games Studio
GamerScout Says

Grab three friends, point at zombies, shoot until the waves stop being manageable. Solo, it runs dry fast. Co-op, it's a decent couch-night filler at a budget price.

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About Yet Another Zombie Defense HD

I've seen this game described as self-aware and I think that's giving it more credit than it deserves. The title jokes that it's yet another zombie shooter, which is honest, but honesty doesn't buy you a second map or a second song on the soundtrack. What you actually get is a top-down twin-stick shooter with a day-and-night cycle: spend the day buying barricades, turrets, guns, and ammo from a purchase menu, then survive the night wave. Repeat. That loop is functional and occasionally tense, especially in the early waves where budget decisions actually matter. Spend your cash wrong on day one and wave three will punish you for it. The three modes on offer are Defense, Endless, and Deathmatch. Defense is the main event, with the day-build/night-fight rhythm carrying most of the weight. Endless skips the meaningful downtime and just keeps the hordes coming, which sounds appealing but in practice removes the only strategic layer the game has. Deathmatch is a PvP hybrid where you compete for kills while zombies also try to end your evening. On paper that sounds like the most interesting mode. In practice it feels undercooked, with random weapon drops being the main source of variance. The weapon roster starts you with an underpowered pistol that you will immediately stop using and progresses to SMGs, shotguns, and heavier ordnance you buy mid-run. The arsenal is functional but thin, and the balancing is rough enough that certain purchases are obviously correct every time. From a shooter mechanics standpoint, controls are clean. Twin-stick targeting works well enough, grenades are on the left trigger, weapon cycling on the bumpers. The movement speed is slow enough that you will occasionally feel like you are dragging your boots through concrete, which happens to also be the only environment in the game. One concrete slab. One streetlight in the middle. Every mode, every session. The zombie AI runs straight at you, which is fine for atmosphere but means positioning strategy amounts to "build a box and stand in it," and even that stops working reliably once later waves start throwing faster, tougher variants. The four playable characters look different but share identical stats and abilities, which is a missed opportunity. Differentiating them with even light class mechanics would have added real replay texture. Online co-op is technically present, but the active player base on PC has been thin since launch. Local co-op is where this game actually delivers. Four people on one machine, shouting about who wasted the turret budget, is the version worth experiencing. The game does not have ranked play, no progression system beyond in-session character upgrades to health and movement speed, and no real hook to pull you back after the first few sessions. If you are looking for something with netcode to dissect or a ranked ladder to grind, look elsewhere. This is more of a one-evening curio than a long-term shooter to commit to. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayercooponline-cooplocal-coopachievementscontroller-supporttrading-cardsworkshopcloud-savestier:sub-5Twin-Stick ShooterWave DefenseCouch Co-opTower Defense HybridBudget TitleDay-Night CycleDeathmatch PvPShort-Session

System Requirements

Minimum

OS
Windows 7/8/10
Memory
2 GB RAM
Storage
400 MB available space
Graphics
DirectX 9 compatible
Processor
Dual Core 2Ghz

Reviews & Ratings

No ratings available

Game Info

Developer
Awesome Games Studio
Publisher
Awesome Games Studio
Release Date
Aug 25, 2017

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