
Zombie Derby 2
Pure arcade junk food: mow down zombie hordes, conserve fuel, upgrade your ride, repeat. Scratches a very specific itch if you keep sessions short.
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Screenshots & Media

About Zombie Derby 2
I picked this up expecting something dumb and fun, and Zombie Derby 2 delivered roughly half of that promise. It is a side-scrolling 2.5D arcade runner ported from mobile, and it plays exactly like you would expect: pick a vehicle, hit the gas, flatten zombies, and pray your fuel tank holds out long enough to reach the end of each stage. The core loop is resource juggling more than racing. You are constantly watching three meters simultaneously, fuel, nitro, and ammo, deciding when to floor it up a slope, when to shoot the big lumbering zombie variants that can jolt your car to a full stop, and when to pop nitro to clear a gap in the road. It sounds thin, and it is, but there is a low-key rhythm to it that produces genuine "one more run" pull for about an hour. The progression system is the game's backbone and also its biggest frustration. Every attempt, successful or not, drops coins that you funnel into upgrading nine vehicles, including the deeply ridiculous Zombie Combine Harvester. You bolt on machine guns, front plows, bigger fuel tanks, nitro canisters, and tyre reinforcements, and watching a weak starter jalopy transform into an undead-mulching fortress is legitimately satisfying. The problem is that the game locks individual routes to specific cars, meaning you end up grinding upgrades for a vehicle you have long since outgrown. The reward curve feels designed to pad a fairly short content offering: eight standard stages, eight Halloween-themed levels, eight Extreme levels, two randomly generated dead-end routes, and a survival endless mode. Do not expect story, lore, or any reason for any of it beyond the obvious. As a sports-and-racing person I do want to address the control question directly. There are no wheels, no HOTAS considerations here, obviously. Controller support is present and works fine. The game is fully playable on a gamepad, and the simple two-axis input (tilt vehicle angle, hit accelerator, fire weapon) means you are up and running in minutes with any controller you have lying around. There is zero split-screen or local co-op, so if your Saturday night crew is looking for a couch-versus game, this is the wrong address. It is a solo experience, full stop. The music is functional rock that most reviewers muted by the second session, and the sound effects do basic zombie-squish work without embarrassing themselves. Who is this actually for? Honestly, someone who wants a no-friction, no-install-anxiety arcade game to burn fifteen minutes at a time. The main campaign clears in roughly ninety minutes once your cars are sufficiently upgraded, and the extra modes add modest life beyond that. Steam players have rated it positively at an 86 percent approval rate, though the sample size is small enough that it is not a meaningful endorsement of depth. The PC version strips out the mobile microtransactions entirely, which is a genuine plus, and the package includes everything unlocked. But if you go in expecting anything resembling a racing game with physics craft or competitive structure, you will bounce off this inside twenty minutes. Riley, Scout Team
Tags
Steam Deck & Linux
Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Storage
- 300 MB available space
- Processor
- 1.5 GHz
Recommended
- OS
- Windows 7 or newer
- Memory
- 4 GB RAM
- DirectX
- Version 9.0
- Storage
- 300 MB available space
- Processor
- 2.0 GHz
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Brinemedia
- Publisher
- Brinemedia
- Release Date
- Jan 25, 2018

