Compare Zombie Tycoon 2: Brainhov's Revenge prices across 50+ stores and find the best deal. Developed by Frima Studio. Published by Rocket Smash Games. Released on 12/9/2013. Available on PC. Genres: Action, Indie, Strategy.

A stripped-down zombie RTS that fits in your lunch break, not your weekend - charming cartoon mayhem that hits its ceiling fast but lands a satisfying wallop in short sessions.

My spreadsheet instincts kept expecting a resource tree that never arrived, and honestly that tells you everything you need to know about where Zombie Tycoon 2: Brainhov's Revenge sits on the strategy spectrum. This is a console-first, controller-friendly RTS built for quick sessions, not the grind-and-optimize loop I usually live in. Two rival mad scientists - rogue apprentice Orville Tycoon and his vengeful former mentor Professor Brainhov - fight for control of the suburban ruins of Finkleville. Tycoon commands slow, tanky heavy-duty zombies; Brainhov commands faster, weaker feral hordes. That quality-versus-quantity split is the game's one genuinely interesting strategic wrinkle, and it does play out differently enough in multiplayer to matter. The mechanical core is lean to a fault. You run two squads of five-to-eight units, a powerful Monster hero unit, and a Mobile Spawner vehicle that doubles as a stationary turret and troop replenisher when parked. Capturing buildings on the map converts your standard zombies into specialist classes: brawlers for melee bulk, samurai for speed and burst damage, engineers to unlock new zones, scouts for enemy reconnaissance, scavengers for ranged harassment, and cleaners for toxic-waste utility work. The building-capture loop is the strongest part of the design because it forces positional trade-offs - holding a gym to keep your samurai pipeline open while your Mobile Spawner is exposed is a real decision, for about the first three hours. After that, you will have seen most of the tricks. The Dead Rush ability, which unleashes every captured building's roaming zombie in a single mass charge, provides some late-mission drama, but it reads as a panic button more than a depth layer. Monsters are the four hero units - Braintrust (a brain-in-a-jar robot with a devastating beam), Bearhug (a zombie bear that stuns), a burrowing wolverine creature, and a car-zombie hybrid - each carrying a short ability list that echoes MOBA cooldown design. In practice, reviewers noted and I'd agree from the evidence: most matches decay into direct unit slugfests because the single multiplayer map offers nowhere interesting to execute flanking maneuvers. The AI quality in singleplayer is weak enough that enemies occasionally walk past your units to attack your leader directly, and a handful of zero-health ghost enemies that can't be killed have been documented since launch with no patches to address them. Where the game earns its sub-five-dollar slot is personality. The Saturday-morning cartoon art style is genuinely likeable, the voiceless character animations carry real comedic timing, and the premise of zombie-on-zombie warfare in a ruined small-town America is the kind of self-aware genre joke that ages well. The eight-chapter campaign flips perspectives between both factions, which is a smart structural choice even if the individual missions follow a repetitive capture-and-advance template. Stealth sections grafted onto the campaign are nearly universally criticized and exist as pacing speed bumps rather than real design contributions. Difficulty spikes sharply around chapters four and seven with little telegraphing, which will test patience specifically because your toolkit doesn't grow to meet the escalation. For strategy veterans, that's irritating; for absolute RTS newcomers who want an accessible entry point with controller support and a two-to-three hour campaign, the early chapters are a comfortable on-ramp. Steam user reviews sit at roughly 77% positive from a modest sample, which is an honest read: people who expected Warcraft left disappointed, people who expected a breezy arcade RTS got one. Diego, Scout Team

Zombie Tycoon 2: Brainhov's Revenge
ActionIndieStrategy

Zombie Tycoon 2: Brainhov's Revenge

Dec 9, 2013Frima StudioRocket Smash Games
GamerScout Says

A stripped-down zombie RTS that fits in your lunch break, not your weekend - charming cartoon mayhem that hits its ceiling fast but lands a satisfying wallop in short sessions.

PC
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About Zombie Tycoon 2: Brainhov's Revenge

My spreadsheet instincts kept expecting a resource tree that never arrived, and honestly that tells you everything you need to know about where Zombie Tycoon 2: Brainhov's Revenge sits on the strategy spectrum. This is a console-first, controller-friendly RTS built for quick sessions, not the grind-and-optimize loop I usually live in. Two rival mad scientists - rogue apprentice Orville Tycoon and his vengeful former mentor Professor Brainhov - fight for control of the suburban ruins of Finkleville. Tycoon commands slow, tanky heavy-duty zombies; Brainhov commands faster, weaker feral hordes. That quality-versus-quantity split is the game's one genuinely interesting strategic wrinkle, and it does play out differently enough in multiplayer to matter. The mechanical core is lean to a fault. You run two squads of five-to-eight units, a powerful Monster hero unit, and a Mobile Spawner vehicle that doubles as a stationary turret and troop replenisher when parked. Capturing buildings on the map converts your standard zombies into specialist classes: brawlers for melee bulk, samurai for speed and burst damage, engineers to unlock new zones, scouts for enemy reconnaissance, scavengers for ranged harassment, and cleaners for toxic-waste utility work. The building-capture loop is the strongest part of the design because it forces positional trade-offs - holding a gym to keep your samurai pipeline open while your Mobile Spawner is exposed is a real decision, for about the first three hours. After that, you will have seen most of the tricks. The Dead Rush ability, which unleashes every captured building's roaming zombie in a single mass charge, provides some late-mission drama, but it reads as a panic button more than a depth layer. Monsters are the four hero units - Braintrust (a brain-in-a-jar robot with a devastating beam), Bearhug (a zombie bear that stuns), a burrowing wolverine creature, and a car-zombie hybrid - each carrying a short ability list that echoes MOBA cooldown design. In practice, reviewers noted and I'd agree from the evidence: most matches decay into direct unit slugfests because the single multiplayer map offers nowhere interesting to execute flanking maneuvers. The AI quality in singleplayer is weak enough that enemies occasionally walk past your units to attack your leader directly, and a handful of zero-health ghost enemies that can't be killed have been documented since launch with no patches to address them. Where the game earns its sub-five-dollar slot is personality. The Saturday-morning cartoon art style is genuinely likeable, the voiceless character animations carry real comedic timing, and the premise of zombie-on-zombie warfare in a ruined small-town America is the kind of self-aware genre joke that ages well. The eight-chapter campaign flips perspectives between both factions, which is a smart structural choice even if the individual missions follow a repetitive capture-and-advance template. Stealth sections grafted onto the campaign are nearly universally criticized and exist as pacing speed bumps rather than real design contributions. Difficulty spikes sharply around chapters four and seven with little telegraphing, which will test patience specifically because your toolkit doesn't grow to meet the escalation. For strategy veterans, that's irritating; for absolute RTS newcomers who want an accessible entry point with controller support and a two-to-three hour campaign, the early chapters are a comfortable on-ramp. Steam user reviews sit at roughly 77% positive from a modest sample, which is an honest read: people who expected Warcraft left disappointed, people who expected a breezy arcade RTS got one. Diego, Scout Team

Tags

singleplayermultiplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Console-Port RTSMOBA-LiteFaction AsymmetryDead Rush MechanicMonster Hero UnitsBuilding CaptureCartoon ViolenceShort CampaignController-First Design

System Requirements

Minimum

OS
Windows XP 32 or 64 bits / Win Vista / Win 7 / Win 8
Memory
2 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
2500 MB available space
Graphics
ATI Radeon HD 3870 / Nvidia GeForce 8800 GT
Processor
Intel Core 2 Duo E6550 2GHz / AMD Turion II P540 Dual Core 2.4 GHz
Sound Card
Any

Recommended

OS
Windows XP 32 or 64 bits / Win Vista / Win 7 / Win 8
Memory
4 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
2500 MB available space
Graphics
ATI Radeon HD 5670 / Nvidia GeForce GTX 260
Processor
Intel Core 2 Duo E8400 3GHz / AMD Phenom II X2 545 3.0 GHz
Sound Card
Any

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Game Info

Developer
Frima Studio
Publisher
Rocket Smash Games
Release Date
Dec 9, 2013

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Price History

2026-06-104.67(lowest)

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What platforms is Zombie Tycoon 2: Brainhov's Revenge available on?

Zombie Tycoon 2: Brainhov's Revenge is available on PC.

When was Zombie Tycoon 2: Brainhov's Revenge released?

Zombie Tycoon 2: Brainhov's Revenge was released on 9 December 2013.

Who developed Zombie Tycoon 2: Brainhov's Revenge?

Zombie Tycoon 2: Brainhov's Revenge was developed by Frima Studio and published by Rocket Smash Games.