
Zombie Night Terror
Lemmings-with-a-body-count finally done right: you control the horde, spend DNA on mutations, and watch your carefully staged undead army either overrun a city block or walk off a cliff because you mis-clicked. Sits at 81 on Metacritic and 92% positive on Steam for good reason.
GamerScout Verdict
Best for puzzle fans who liked Lemmings but wanted resource management teeth and a body count to match.
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About Zombie Night Terror
I went into Zombie Night Terror expecting a gimmick dressed up in pixel art and left with a legitimately well-designed resource-management puzzler that had me pausing, rewinding, and replanning horde routes at 1 a.m. The core loop is tighter than it sounds: your zombies march forward on autopilot, brainlessly strolling into gunfire or fatal drops unless you intervene with the right mutations at the right moment. That dependency on timing and sequencing is what separates this from a pure Lemmings reskin, and it is the reason the game earns its 81 Metacritic score rather than just coasting on nostalgia. The mutation roster is the main strategic axis. You start with the Overlord, a torso-dragging unit that can redirect grunt zombies passing by, acting as a living traffic cone for your shambling forces. Later chapters introduce the Crawler, which scales walls, ignores fall damage, and can sneak up behind armored humans undetected, and the Tank, a DNA-expensive bruiser that absorbs sniper fire and crushes anyone it lands on after a jump. The DNA economy is tight by design: every mutation costs resources, bitten humans partially refill your pool, and sacrificing excess grunts converts them back to points when you are short on currency but long on bodies. Stacking mutations creates combos, a Tank triggered to explode deals a wider area-of-effect than a standard zombie, and a Blocker planted in front of a speed-boosted horde acts as a catapult that launches 40 zombies at once. That layering of effects is where the real decision-making lives, and it scales in complexity cleanly across the four chapters and 50 levels. For newcomers, the pacing is more forgiving than the difficulty reputation suggests in the early going. The game introduces each mutation type through a dedicated tutorial level tied directly to the narrative, rather than dumping them in a menu. You learn the Overlord by needing to stop your horde from walking into a pit; you learn the Crawler because a locked vent duct requires it. That structure respects the player enough to teach through consequence rather than tooltip walls. The difficulty does spike hard in the mid-to-late game, particularly around a level players consistently cite as among the most punishing in modern puzzle games, and the controls carry a documented weakness: selecting a specific zombie out of a dense, overlapping horde requires patience and sometimes dumb luck. The pause-and-rewind buttons are essential, not optional. The fast-forward button helps on replays when you already know the opening setup is solid and just need to burn past it. Replay value is tied entirely to the optional bonus objectives layered onto each stage, and the Steam Workshop level editor, which lets players build and share full custom chapters with enemy placements, traps, and mutations of their own choosing. That editor adds a long tail to the base 10-to-16-hour campaign. The art direction holds up well, a restrained black-and-white pixel palette occasionally slashed with red, backed by an 80s horror-inflected soundtrack that does more atmospheric work than most indie games bother with. The humans squeal in Pingu-esque gibberish, the zombie sound effects are tactile and satisfying, and the gore reads as macabre slapstick rather than edgelord shock content.

Strategy & simulation
Tags
System Requirements
Minimum
- OS
- Windows 7 SP1+
- Memory
- 2 GB RAM
- DirectX
- Version 10
- Storage
- 600 MB available space
- Graphics
- AMD Radeon HD 5750/Nvidia GT 450 or higher
- Processor
- Intel Core 2 Duo or faster
Recommended
- OS
- Windows 10
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 600 MB available space
- Graphics
- AMD Radeon HD 6850/Nvidia GTX 460 or higher
- Processor
- Intel Core i3 or faster
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Game Info
- Developer
- NoClip
- Publisher
- Good Shepherd Entertainment
- Release Date
- Jul 20, 2016
