Zombie Panic! Source news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players11 · 8 October 2026 - 19:10:57 UTC
- SteamPulse tracked peak748
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score85% positive
- Total reviews7,843
- Release dateOct 3, 2008
- DeveloperZombie Panic! Team
- PublisherZombie Panic! Team
Genres: Action, Adventure, Casual, Indie, Free To Play
Company pages: Developer: Zombie Panic! TeamPublisher: Zombie Panic! Team
Zombie Panic! Source Steam news
Zombie Panic! Source news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Zombie Panic is now available on Steam! - 10 March 2026
After more than two decades, we're very proud to announce the classic survival-horror modification Zombie Panic! is now available to play on Steam! Go there and blow their brainz out!We wish to thank everyone who has contributed and playtested the mod over the past year, providing it with lots of new content, feedback and fixes that helped us shape this 1.0 Steam release. There are many old maps restored (official and community-made) available to play on the Steam Workshop, brand-new characters and weapon types with fresh models, additional mapping entities-tools, improved fatigue and inventory system, updated UI/UX, and more!Lastly, we want to remind you that the voice lines of the Survivors being used are placeholders from ZPS and subjected to change in future updates, which will also include new soundtracks! We'll share more details about any new kind of content when the time comes.…
- The Future of Zombie Panic! Franchise - 9 December 2025
Hi everyone! I'm 'Tabajara' (team lead & coordinator) and I'm here on behalf of the Zombie Panic! Team for this announcement to talk about the future plans for the game, what is coming next for the franchise as a whole, and how this involves the community. Let's dive right into it!What is the plan?The team is currently in pre-production working to migrate ZPS to the TF2SDK update-branch. This will bring lots of game features and improvements to the game that will benefit both the dev team and the community as a whole in the long term. Everything discussed below should be considered as a work in progress and subject to change, being scrapped, or being delayed during the porting process due to development reasons.The 'TF2 SDK' update includes the following:64-bit Support - Moving from 32bit to 64bit architecture allows the game to utilize your system resources more efficiently than just 4…
- v3.3 Halloween Update Released - 30 October 2025
Hello everyone! We're very excited to introduce the long-awaited v3.3 patch and to announce our plans to migrate Zombie Panic! Source to the latest 'TF2 SDK' update-branch!What does this mean?Back in February, Valve released a massive update to the Source SDK which adds Team Fortress 2's client and server game code, making it possible for modders to change or rewrite TF2 however they like. This update brought a lot of cool new features, changes, and improvements to all of Valve's multiplayer Source engine titles, such as 64-bit support, Steam Networking (Peer-to-Peer) and many more.Our programmers are currently in the process of bringing all of those features into ZPS and they will arrive in future updates when they are ready. We'll have a detailed dev blog explaining each one of those new features, what we've been working on, and new upcoming content in the near future!What's new?Today…
- Celebrating 20 Years of Source with a v2.4 Gamenight - 16 November 2024
On Nov 16th, 2004, Valve released a sequel to their most acclaimed franchise Half-Life 2. Debuting their latest engine technology: Source ® - founding the path to innumerous creation of community mods since. The former Zombie Panic Team didn't waste the opportunity and began the work on their sequel, using the Half-Life 2's Source Engine as a base, leading the release of Zombie Panic! Source in Dec 28th, 2007. Over the past year, we've been doing these official community gamenights on both ZP1 and ZPS with the help of Pikouchu's servers and we thought (people also suggested) making one on the older version too. Therefore, we'd like to celebrate this date with a Zombie Panic Source v2.4 gamenight on Nov 30th! As always, Pikouchu will provide the community server for us, others are also welcomed to host their own. Be sure to click on "Set a reminder" to be notified, here are the timezones…
- v3.2.9 Update Released - 24 October 2024
We're shipping a small update today containing bugfixes reported by the community from previous patch, few Angelscript additions and other miscs. Full details in the patch notes below: Changelog Angelscript Added "Utils.RemoveImage". Fixed "Globals.SetAutoBalanceBlocked(bool)" not working in Objective maps. Characters Fixed missing texture on Paul Zombie's viewmodel arms. Client Added checks to prevent changes to DirectX levels. Fixed a case where a certain player wouldn't be displayed in 'Player List'. Game rules Added experimental forced infection cure when someone dies. Fixed auto balance chat spam mostly on custom gamemodes such as PG maps and The Hidden. Maps Added and updated item balance and other AS event scripts in the following maps: Aquatica, Biotec, Corpsington and Sapidcerebrum. Changed zombie respawn timer to not go below 1. Fixed Lab's side doubledoors not correctly break…
- Zombie Night Month (ZP1 and ZPS) - 3 July 2024
Hello everyone! We're bringing you another series of community gamenight events, but this time on both Zombie Panic 1 and Zombie Panic! Source on July 6th and 13rd. We're partnering with LambdaGeneration platform who will be hosting and streaming the 'Zombie Night Month' where every Saturday of July there will be a gamenight event with the community in a different zombie game - first two focused on ZP1 and ZPS! Event will start on those timezones and IP above - July 6th on Zombie Panic 1 and then July 13th on ZPS! Just like last time, Pikouchu will be providing the Zombie Panic's dedicated servers for us! If this is your first time playing ZP1 or someone who forgot how to set up the mod, Pikouchu created a quick guide just for you! You need to have Half-Life 1 installed and follow all the instructions in the following link: https://pikouchu.com/zombie-panic Make sure to click on "Set a…
- v3.2.8 Update Released - 19 April 2024
Hey everyone! Today, we're bringing some interesting changes to the game focused heavily on weapon balance tweaks, additional entities for mappers, Angelscript improvements, map adjustments, bug fixes as usual and other miscellaneous fixes. Two maps in question, Harvest and Frozenheart, got some deserved love after all this time. On Harvest, we're letting Survivors go outside of the house again, some heavy optimization work has been done within the map, we've reverted the capture point objective, and made some other tweaks. On Frozenheart, we updated a group of models that had collision issues and missing LODs (Level of Detail) - improving the performance significantly. You may also notice some of those changes in many popular custom maps that use those props. Full details in the list below: Changelog Achievements Fixed "Grand Theft Auto" (hotwire Zomboeing's truck) being increased twic…
- Celebrating Half-Life's 25th Anniversary with a ZP1 Gaming Event - 19 November 2023
On November 19th, 1998, Valve debuted with the release of their first revolutionary shooter Half-Life. Since then, the modding community has released lots of memorable HL1 mods - one of them being the old gem Zombie Panic 1, released on Halloween 2004 by the former Zombie Panic Team. We'd like to celebrate this special date with a Zombie Panic 1 gaming event on Dec 2nd! Like last time, the community member Pikouchu will provide the dedicated server with 32 slots and many custom maps! We want to thank those who have previously joined us in our first community night event and hopefully we'll see you all again this December! Be sure to click on "Set a reminder" to be notified, but here are the timezones just in case: GMT: 8:00 PM // PDT: 1:00 PM // EDT: 4:00 PM // CDT: 3:00 PM If this is your first time playing or an old timer who forgot how to set up the mod, Pikouchu created a quick easy…
- v3.2.7 Update Released - 30 March 2023
We're releasing a very small patch today, focused mostly on code cleanup, few UI fixes, supershorty reload animation changes and other bugfixes as usual. Full details below: Changelog Angelscript Added "CBaseEntity@ CZP_Player.GetInfectedBy()" method which returns the entity that infected this player. Fixed weapons never calling the "OnEntityUsed" forward. Entities Fixed "func_clip_vphysics" broken "start disabled" key/value pair. Fixed weapons never calling the "OnPlayerUse" output. Events Added the ability to force disable an event by setting it's CVAR override to a negative value. Optimized the system in general. General Code optimizations in several places. User Interface Fixed radio menus always disappearing after 5 seconds (note: the fix is applied only for radio menus created by Angelscript. SourceMod will use it's internal "workaround" to keep the menus displayed more than 5 sec…
- v3.2.6 Update Released - 4 February 2023
We're shipping a small patch today containing game performance tweaks, client and server crash fixes, game rules changes for server admins/mods, minor weapon adjustments, and other bugfixes as usual. Changelog Administration System Added an exception for basic administrators (and higher privileges) to the anti-Zombie skipping system. This allows said administrators to switch from game to Spectators team in order to spectate players with bad behavior. Servers powered by SourceMod are required if not done already to "copy" their "admin. list" to ZPS's administration system in order for this to work. ZPS does not read SourceMod's admin lists. Added "silence" and "unsilence" commands (shortcut to gag and mute at the same time). Fixed AFK checker kicking players instead of moving them to the lobby. Angelscript Added "bool CZP_Player.IsSilenced()" and "CZP_Player.SetSilenced(bool)" methods. F…
- ZPS History and Community News - 14 January 2023
Happy New Year folks! We hope you had a great 2022 and have been enjoying the v3.2.5 update so far! Today we'd like to commemorate a special day (12-28-2022) when ZPS turned 15 years old! What started as a simple HL2 modification, ported to a standalone game and now we have a sequel in the works! A huge milestone for an old Source mod still being played and supported by many! We want to give special thanks to ALL who have been with us along the way, supporting this game in every way possible by hosting servers, creating custom content, playing with friends and inviting new people! There's also another big milestone that this community achieved a few weeks ago. The Official Zombie Panic Source Survival Guide, created on Youtube by SFM artist McVee back in 2008, has reached over 1 million views! We hope this guide has been a great help keeping you all safe from danger and pressing the rig…
- v3.2.5 Update Released - 22 December 2022
Hello everyone! Today we're finally bringing some quality-of-life changes focused on game performance, UI/UX improvements when using inoculators, player movement & game balance adjustements and many bugfixes we would have liked to release sooner. Full details in the list below: Changelog Achievements Fixed escaped Survivors not earning certain achievements if they started from the beginning. Administration System Added "@carriers" pattern to target all Carriers in the server. Changed name targeting logic to mimic SourceMod's. Fixed AFK checker being too "aggressive" by kicking "AFK" players way earlier than it should be. Fixed admin warning count in the chat having an offset. Steam IDs in ban/warn lists are read and saved as "classic" Steam ID instead of Steam ID 3 for consistency (no need to update the IDs yourself, the game will do that automatically for you). Angelscript Fixed "Globa…
- v3.2.4 Update Released - 15 April 2022
We're rolling out an important quality of life patch today, focusing on an experimental fix for hitbox registration, minor client UI/UX tweaks and improvements, game crash fixes, and other bugfixes. Changelog Angelscript Added hook "InoculatorUsed( CZP_Player@ pOwner, CZP_Player@ pTarget, int &in iType )". Characters Fixed Zombie lunge VO being playable underwater. Removed Half-Life 2's H.E.V. geiger counter. Entities Added backward compatibility for the obsolete "weapon_hammer" entity, it will spawn a "weapon_barricade" instead. Fixed crashes with "Disable, Enable and Toggle" inputs for Survivors/Zombies spawn points. Removed a bunch of Portal's, Half-Life 2's and Quake's unused entities. Removed Half-Life 2 geiger counter update functionality in "trigger_hurt". Removed start dark, show game title and world is cold properties in the "worldspawn" entity. Game Instructor Updated barricad…
- v3.2.3a Hotfix Released - 21 March 2022
We're rolling out a quick hotfix that address few issues on v3.2.3 update. Server owners are required to update their servers. The following changes are: Characters Changed "random character" to really randomize the character selection instead of randomly choose once and keep the same character. Fixed infected Survivors not changing to their respective infected model after being turned into a normal Zombie or Carrier. Fixed Survivors being able to play with the Carrier model/VO with the "random character" option. Game Rules Fixed inconsistencies with limited spawn points logic. Fixed players being able to join Zombie team when round is starting. Fixed players being unable to spawn as a Zombie in both Warmup and Test modes. Maps zps_cinema Added a few more trash cans in the hallways. Added more Survivor spawn points outside. Added triggerable sounds for the hand dryers in the Bathroom, a…
- v3.2.3 Update Released - 19 March 2022
Hey everyone! We're shipping a very important patch today focusing on game performance & stability, significant adjustments to shotguns, Zombie lives and other minor fixes. This update includes minor code optimizations in an attempt to fix the micro-lag spikes over the past versions. Server owners are required to update their servers to receive the latest changes. Changelog Admin System Flipped mute and gag actions to match SourceMod's behavior (gag = text, mute = voice). Discord RPC Fixed shutdown log message being treated as an error instead of simple information. Entities Re-added deprecated "Disable", "Enable" and "Toggle" outputs from v3.0.x to spawn point entities for backward compatibility. Mappers using these outputs are encouraged to update their maps to the "DisableSpawn", "EnableSpawn", and "ToggleSpawn" entities that have been there since v2.4/v3.1+. Various optimizations to…
- v3.2.2 Update Released - 5 March 2022
We're rolling out another small patch today that address few issues with the v3.2 update. Server owners are required to update their servers to receive the latest changes. Changelog Admin system Fixed some missing cases when it comes to banning clients. Angelscript Added "Menu.SetBack(bool state)" and "Menu.SetNext(bool state)" methods. Fixed "CZP_Player.AmmoBank(AmmoBankSet eAmmoSet, AmmoBankSetValue eAmmoSetValue, int &in iAmount)" crashes when manipulating barricades. Fixed "CZP_Player.AmmoBank(AmmoBankSet eAmmoSet, AmmoBankSetValue eAmmoSetValue, int &in iAmount)" not updating the selected ammo type. Fixed "Engine.EmitSoundEntity(CBaseEntity@ pEntity, const string &in strSoundFile)" always following the world instead of "pEntity". Fixed "Engine.Ent_Fire(const string &in strName, const string &in strAction, const string &in strValue, const string &in strDelay)" not being able to mani…
- v3.2.1 Update Released - 19 February 2022
We've shipped an important update that fix a few issues with the v3.2 patch. Server owners are required to update their servers to receive the latest changes. Changelog Fixed "OnMenuExecuted" Angelscript hook not working. Fixed regression with SourceMod menus. Potential fix for any Zombie Vision related client crashes. Potential fix for the server lag problem at high player count. Updated Contributors list. We'll continue monitoring any further issues and fix them in the upcoming patches as soon as possible. Be sure to report bugs and provide any feedback in our forums. Check out the latest announcement here: https://store.steampowered.com/news/app/17500/view/5821441368793049534
- v3.2.0a Hotfix - 19 February 2022
We've released a hotfix for v3.2 to attempt to fix an issue causing the server tickrate to drop and lag. This update reverted the "simulate physics at server's tick rate" fix. Please let us know about any other issues you experience!
- v3.2 Update Released - 18 February 2022
NOTE: We're aware of an issue that seems to be causing the server tickrate to drop and lag when there's about 18 players on the server. We're very sorry for the inconvenience, and we are investigating what's causing the problem. We'll release hotfixes when we determine what the problem might be, but if necessary we will end up reverting back to v3.1.3. If you have any information about this problem, please be sure to let us know! Hello everyone, the v3.2 update is finally released! Your game (clients) should update automatically, but if not then you should be able to trigger the update by restarting Steam. Server operators be sure to backup any config files or other things you don't want overwritten before you update your servers. Please be sure to; Provide your feedback about things to us on our Steam Discussion Boards! Report any bugs or issues you find so we can fix them! Share your…
- v3.2 Release Date & Information - 16 February 2022
The long overdue v3.2 will be released this Friday (February 18th)! So be prepared to get your servers updated and have some fun! This update focuses mostly on fixing bugs and other issues, as well as improving or adding onto already existing features and content. A full changelog will be posted upon release of v3.2, but we'll talk about some of the changes that are coming right now. Crouching Hitbox Issues As many of you already know, there is an issue with the players hitboxes when crouching that can make it very difficult to hit the crouching players head. The issue is that the hitbox for the head is sticking outside of the bounding box, which means your hits will not register on that part of the hitbox that is outside of the bounding box. We attempted to fix this in several ways, but these adjustments caused the side effect of getting stuck in objects when crouch jumping. So unfortu…
Patch notes and updates
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