- Development VLOG August 2026 - 30 August 2026
This August Igor and I added underwater mechanics. This does not mean you will be able to swim underwater, but you might find secrets there. Igor also finished our webbing system - now you can interract with webs as you pass through them. Finally he added ladder climbing animation and Flip animation. Andrii worked on network room management and game optimizations. Our artists vastly improved the details of our Sewers level, especially the supermarket area and the new designited diesel generator area. And, as always, they created a number of new models.
- Development vlog July 2026 - 2 August 2026
This July was quite busy. Andrii improved our networking code drastically. Now 4 players can play cooperatively and have 120 zombies fighting them in a busy scene. Igor added a bunch of features, including better jumping for rats, nerf for the jump height of the main character, grouping items in the inventory, flashlight parameters zones, and hunter choking when inside an area full of gas.Vitalii added quite a number of zones for our Sewers level - mostly secret areas. Now our level has enough secrets not to be boring. And the areas look amazing!I worked on various effects including blood puddle, gas effect, inventory icons and better wall fading logic. And, as usual, our artists created a bunch of amazing models.
- Development VLOG May-June 2026 - 29 June 2026
This June we went to Funcon. It's always a pleasure to see people playing your darling) This time we brought two PCs, so that for the first time people were able to play the game in co-op mode. Yes, there were a few bugs, but overall the playtest went much better than I expected. Especially given that we had 120 zombies in the supermarket area. Check the VLOG for more details!
- Meet us at Fancon on the 6th and 7th! - 1 June 2026
This weekend we will be attending Fancon in Kyiv where we will show our latest level with co-op multiplayer. Come be the first to play it!
- Development VLOG April 2026 - 2 May 2026
This April Andrii and Igor worked on the multiplayer. We almost finished with it, but need to clean up a few more bugs. We plan on having our fist public co-op play tests in June on Funcon (on the 6th and 7th in Kyiv) - come see us there! Vitalii added two new areas: supermarket and mosnter's lair (AKA metro depo) to our Sewers level. This month I saw the glimps of the future of our level design: at some point we will have so many models in our game, that making levels will happen at least 3 to 5 times faster. I added GPU Instancer PRO to our project and wrote a custom code and shader that renders grass with a variety of parameters. Once I'm done, we will render all our grass with a single draw pass and instanced on the GPU, which is the most efficient way to do so. Finally, as usual, our art team added a bunch of new models. See you next month.
- Development VLOG March 2026 - 5 April 2026
This March we are mostly working on multiplayer, fixing small issues in the game and bringing Vitalii, our new level artist, up to speed. Andrii worked on multiplayer and tested Photon Fusion. Sadly it won't work for us as it is designed for games like DOTA, where you don't directly control your character and where ping is usually very small. Igor fixed a bunch of small issues in the game, added zone fading logic (now entities can smoothly fade when they enter a faded area), worked on our zombie mutant moster and joined Andrii towards the end of the month to work on multiplayer. I worked with Vitalii to bring him up to speed as fast as possible and create a few new models together with our artist team. Vitalii made a bunch of new models and the rough sketch of the supermarket area.
- Development VLOG February 2026 - 3 March 2026
As we had many complains about the game's performance, in February I remade the glass system to make it more performant. I managed to do it superfast (working on GPU now) and without quality loss. We continue working on our multiplayer functionality. Andrii changed zombie code to include multipleyer, moved to main characters code and fixed various issues we found during tests. Igor added folders into our invetory. This is our idea on improving inventory management. For instance all food will only take a single cell, but you will be able to see every single item if you go into that cell. He also improved flies that appear around dead zombies, introduced blood clipping system, to prevent blood sprites flying through walls and worked on our Monstro animation and logic. We lost Egor this months, so there would be no level building updates. He said he is now looking for something less demand…
- Development VLOG January - 1 February 2026
In January we took part in game round testing and received 100 reviews of our game from real players. The general feedback is that there are a lot of performance issues. luckily this is not difficult to fix. The main performance issue come from two points. When there are a lot of zombies on the screen and when the player is shooting glass because my glass shattering effect is an optimized. Optimizing zombies will take some time. We planted to do it for quite a while, but we wanted to first see real problems before actually optimizing, because this is the wise approach to development. With glass shattering effect we will just change it for a Wii FX graph the collisions will be worse but the performance will be much better. Egor worked on supermarket area that will be located on top of our undeground warehouse in our Sewers level. Igor continued working on our zombie monster. We want to m…
- Development VLOG December - 31 December 2025
In December we worked on fixing bugs that were found when showcasing our game at Games Gathering, improved bandits AI and added a few quality of life features. Andrii and Igor improved our bandits: they now attack like sharks, whenever they see you or hear your shots. Even if there is no clear line of sight, they will send a volley of fire towards you. Andrii also added a "magnetic doors" system, that "sucks you in" when you are entering any door. This way, you don't need to see the door to enter it. This is useful, as due to our camera you quite often don't see where the door is exactly and hit a wall when you walk. He also fixed issues with guns falling through the floor when you pick them up or when they are dropped by enemies. Igor reworked how our lights flicker in the Flooded Room in Sewers, fixed issues with rats and added a prone retreat behaviour for bandits. Egor worked on vis…
- Zombie Hunter Inc dev VLOG November - 8 December 2025
This November we worked hard to make our Sewers level playable for the Games Gathering conference. The Conference took place on the 29th/30th November in Kiev and it was a huge success. Over 200 people played our game and we got a lot of useful feedback.Players loved our lighting, which is a special pleasure to me, because I am responsible for it and I believe lighting is my weakest skill.Bandits debute was also a success. People enjoyed playing cat-and-mouse with them in our Warehouse section of the Sewer level.The main negative feedback was that it was difficult to aim. I believe this is mostly because our level was way too cramped with stuff. There is nobody to learn from when building our levels, that is why we can only rely on ourselves. This time our attempt to add details into our level backfired. Moving forward our levels would be much more spacious as lots of space and minimal…
- Development VLOG October. - 2 November 2025
We are planning to attend Games Gathering conference at the end of November, that is why this October we focused on preparing our Sewers level for playtests and making our bandits as smart as possible, as they will be stars of our show. Our bandits can now hide behind obstacles when you engage with them. They can also cover their buddy with supressing fire, while he is repositioning. Bandits can also patrol a large space and search for threats.Sewers level now features a number of tunnels and can be played from start to finish. It is still a temporary level, as we plan on removing/updating large chunks of it after the conference.
- Development VLOG September - 30 September 2025
In September we added a number of effects, improved cockroaches and rats, started working on new systems and enemiens and trained our bandits. Andrii worked on bandits. We are creating a complex behaviour system for them: every behaviour of a bandit will be able to fight with every other one for control of the bandit. Jut like it happens with emotions in small children. Igor improved our rats. Rats will interact with your character in a unique way. You can always kill them with bullets, but they jump on you and bite. The more rats are on top of your character right now, the fewer movement options you have. First you loose your ability to run, then to even walk, and then to shot - you character starts throwing rats off of him. If you get enough rats off of your character - the movement will return. This way you will be able to pass rat-infested zones with some strategy and creativity. Ig…
- Development VLOG August - 31 August 2025
This August we worked on improving our levels, implementing multiplayer and save system and added a few visual effects. Igor worked on fly visual effect and splases. Me and Egor improved scenes from Sewers and Andrii worked on multiplayer. I also worked on headshot blood and our artists create a bunch of new models.
- Version 1.05 is now out - 11 August 2025
Version 1.05 has now been released. In it, you will find fixes for bugs we found listening to you and watching you play the game on conferences. We also improved graphics, especially in the Streets level, which you can no access right from the main menu. And last but not least, we added quality of life features, like dialogues which now air while you are playing the game, instead of forcing you to listen to them. At the same time, this July we started adding back multiplayer code into the game. Co-op mode was always planned to be a major part of Zombie Hunter inc, and the netcode was being added right from the first day of its development. However, recently we stopped updating it to bring you zombies faster. In July Andrii has already brought back the netcode for the main player character and now he and Igor are working on adding it to zombies. We switched to using terrain grass instead…
- Development VLOG June - 30 June 2025
This June we attended Funcon in Kiev, fixed a number of bugs, progressed in our new level and welcomed two new members into our team.On 6-7th of June we attended Funcon in Kiev and showed our game to hundreds of people. Afterwards our coders spent some time fixing bugs, that players found during said conference.Ihor, c# Unity developer and Anastasia, 3d modeler, joined our team this month. The development speed will now increase)Egor, our lead artist, continued working on our new level "Sewers", focusing on the supermarket underground storage. He also created a cutscene, where zombies break windows in the restaurant, when you pick up a gun from a crate.Our artists created a number of new models.I am still struggling to create a normal blending system, that will alow us to overwrite existing normals and create beautiful puddles.We plan to release an update roughly 1 month from now, that…
- Development VLOG May 2025 - 1 June 2025
This May we were still working on improving core functionality of the game, in preparation for the Funcon festival, that takes place one week from now. Andrii expanded zombie functionality, now they climb walls better, fall down from heights and jump the hero, when he is too close. Egor added special zombies, that try to catch our hero in the first level, when he runs up the stairs, worked on new cutscens and improved hero walk animation. I worked on improving the shader that blends normals. Finally our artists added a bunch of new models as usual. https://youtu.be/SI1aMTJZE4Q Come play the current build at Funcon in Kiev next weekend!
- Development vlog April - 4 May 2025
This April we were quite busy. We attended Games Gathering conference in Lviv, showed our game to hundreds of people and won an award for best graphics, drastically improved lighting in our levels and significantly improved all aspects of our zombies. At the start of the month, we attended Games Gathering conference in Lviv. Zombie Hunter inc won an award for the best art and we gathered a tone of bugs glitches and requests from over 60 people that played the game over two days. That is why we spent the rest of the months addressing the issues that surfaced. Andrii worked on improving zombies. He added various death animations for zombies and merged them with our ragdoll system, to make every death pose unique. He also improved ragdoll, so that zombies no longer fly through geometry when you kill them with a powerful gun. At the same time, now our zombies have a vision system, made out…
- Catch us at Games Gathering Lviv! - 2 April 2025
Catch us at GG Conference in Lviv! This is your chance to see what we are working on, play the latest build of the game and ask us anything! The event will take place in Premier Hotel Dnister in Lviv on the weekend of 5th and 6th of March 2025.
- Development vlog March - 30 March 2025
In March we finilized improvements to Timeline, reworked our inventory, added new models, effects and a new cool post-process. Egor worked with timeline. Now you can speed up cutscenes by holding space. Andrii helped Egor with timeline and improved the helicopter scene on the roof. Now if the player is hit while opening the final crate, he is immediately killed. Also, now if the player is wandering and does not know what to do – a timer would start right after he climbs to the very top. In 30 seconds, the final scene with zombies flooding would start automatically. The Katchur family added a new batch of models. We are slowly finishing with Sewer models and moving towards Supermarket’s basement storage models. I added a sewer underwater pipe burst effect and finally finished a dream of mine from many years ago: Light Color Grading. Now our lights can apply color grading effects. But onl…
- Development VLOG February - 9 March 2025
In February our main focus was on improving our last build. Andrii and Egor finished moving our cutscenes to Timeline, now we will be able to create them faster. Andrii also worked on optimizing and fixing our inventory system, while Egor created idle animations for zombies, improved Rooftops level and created missing wind animation for a few models. Finally the Katchur brothers created a bunch of awesome new models. Next month we are moving on to working on our new level - The Sewers, so stay tuned!