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ZombieEscape

Open-world, location-based zombie survival game for Android. Development preview with screenshots, test builds and contribution info.

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Jul 2026
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2 months ago
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Platform Language Game version Source Status

ZombieEscape

An open-world, location-based zombie survival game for Android.

ZombieEscape turns real streets and buildings into a survival game map. Explore your surroundings, collect supplies, fight zombies, meet NPC factions, and gather the resources needed to survive.

The main development repository is private. This public preview repository provides project information, screenshots, development updates, and future Android releases. It does not contain the game's source code.

Highlights

  • Military faction: Armed NPC soldier squads patrol in military vehicles between explored areas, dismount to attack the player or rival NPCs, chase fleeing targets on foot, and hunt by vehicle before resuming their patrol. Factions, their relationships (who fights whom) and NPC loadouts are fully data-driven and editable, so new factions can be added without code.
  • Autonomous vehicles: A self-driving car with autopilot — pick any destination on the map and it routes over real roads (including long-distance, cross-country trips) and drives there on its own, with gear-controlled speed, a live distance/ETA readout, and a self-trimming route line.

Development status

ZombieEscape is playable and under active development. Features, visuals, and balancing may change. Combat and NPC collision avoidance are still being improved.

Initial building load: After setting your spawn point and home base, the first download and processing of nearby building footprints may take some time. This is expected during development and should become faster when the final tile provider is integrated. Once an area has been loaded, its building data is cached locally, so subsequent loads are significantly faster.

Satellite view: The Admin Panel includes an option to switch between the standard map and satellite imagery. Satellite view currently provides a noticeably better-looking and more detailed map presentation.

Current game version: 1.1.9 (version code 10109)

A full version-by-version history is available in the Changelog.

No public APK is available yet. Built development versions may be provided on request for testing. Public test builds will be published on the Releases page when they are ready.

Current app pages

Main map Skills Player statistics Equipment and health Inventory Crafting Trader Vehicles Combat Actions Settings Information

Gameplay screenshots

Zombies Building loot

Features

  • Real-world map: Uses OpenStreetMap data for roads, buildings, and landmarks.
  • GPS and joystick movement: Explore using device location or on-screen controls.
  • Dynamic zombies: Spawn rates and zombie types depend on the surrounding area.
  • NPC factions: Hostile, neutral, friendly, and trader NPCs find shelter, collect loot, store items, and defend themselves.
  • NPC daily life: NPCs follow a day/night routine with sleep, survival priorities, and individual personality traits.
  • Combat: Supports player-versus-AI and AI-versus-AI encounters, with retaliation AI and on-map combat effects (floating damage numbers and health bars).
  • Smarter navigation: Plan-then-steer A* pathfinding routes NPCs around dense, adjacent buildings instead of getting stuck in corners.
  • Injuries and treatment: Tracks injuries by body part, including bleeding, fractures, and infection; treatments consume medical supplies.
  • Loot and inventory: Buildings have loot tables and cooldowns, while inventory uses weight limits and item stacks.
  • Crafting, cooking, and equipment: Players can craft items, cook food at persistent campfires and stoves, and equip weapons, armor, and attachments.
  • Weapon modding: A modular attachment workbench with a live pixel-art view lets you fit stocks, optics, magazines, and muzzle devices; mods are reflected on the weapon sprite and paperdoll.
  • Housing and raids: Claim player houses, defend against NPC house raids, and trigger survivor-rescue events.
  • Building interiors: Enter shops and buildings with their own interior layouts, power, and lighting.
  • Vehicles and aircraft: Several vehicle types can be acquired, stored, and driven, with animated vehicle sprites on the map — including a self-driving autonomous car with map-destination autopilot navigation.
  • Living environment: Real-time day/night lighting with a clock HUD, an app-wide day/night theme, and animated map assets such as forest vegetation.
  • Persistent world: The app saves player progress, inventory, vehicles, NPCs, houses, interiors, and looted buildings.

Player wiki

The complete player guide is versioned in this repository under wiki/. It covers getting started, controls, survival, buildings and loot, combat, medical care, inventory and equipment, crafting, skills, NPCs and traders, houses and interiors, vehicles, events, settings, and troubleshooting.

The same content is intended for the repository's GitHub Wiki, while the in-repository copy remains the canonical source and can be reviewed with normal commits.

Development simulators

The private development project includes standalone Python simulators for testing and tuning important game systems without running the Android app:

  • Pathfinding simulator: Visualizes NPC movement and obstacle avoidance, collects analytics, and helps tune movement parameters.
  • NPC behaviour simulator: Tests goal selection, survival priorities, and autonomous trading scenarios against the Kotlin implementation.
  • Loot simulator: Reads the current item catalog and loot configuration, then reports spawn statistics for each building type.

These development tools are part of the private source repository and are not included in this public preview.

APK releases

Future APK builds will be attached to entries on the Releases page. Only install files published directly by this repository. Release notes will identify the Android requirements, known issues, and build type.

Development builds may also be available to testers on request. To request a build, open an issue or email arn-c0de@protonmail.com and include your Android device model and Android version. Access to development builds is considered individually and is not guaranteed.

Contributing to the private project

The main repository is not publicly accessible, but collaboration requests are welcome.

To express interest, either open an issue in this preview repository or email arn-c0de@protonmail.com. Please include:

  • A short introduction
  • The area you would like to contribute to
  • Relevant Android, Kotlin, game development, design, testing, or documentation experience
  • Links to previous work, if available

Do not include passwords, access tokens, private keys, or other sensitive information in an issue. Repository access is considered individually and is not guaranteed.

License and usage

All screenshots, game assets, names, and other material in this repository are provided for project preview purposes unless stated otherwise. They may not be copied, redistributed, sold, or used in another project without prior written permission.

The ZombieEscape source code remains private and is not licensed through this preview repository.

Repository: https://github.com/arn-c0de/ZombieEscape-Preview

Navigation: README | Player Wiki | Future Plans | Project History | Changelog

Changelog

CHANGELOG.md

Navigation: README | Changelog

CHANGELOG

All notable changes to this project are documented in this file. This is the same version history as the private development repository, provided here so the public preview stays traceable version by version.


[1.1.9] - 2026-07-19 (current)

Added

  • Military faction & data-driven faction system: A new military faction of fully-simulated NPC soldiers — own names, personalities and military loadouts. Armed squads (2–4 soldiers) patrol in military vehicles between discovered areas using real-road routing (online routing with a local A* fallback, like the autopilot). When the player or a rival NPC comes within range they dismount and attack, chase a fleeing target on foot, then remount and hunt by vehicle before breaking off and resuming the patrol. Soldiers also fight zombies once deployed. Squads and their patrols persist across restarts.
  • Editable faction & loadout data + editor: Factions (disposition toward the player, directional relationships that decide who fights whom, loadout, spawn and event/quest hooks) and per-faction NPC loadouts now live in editable data files, so new factions can be added without code. A standalone desktop loadout & faction editor edits them, with per-category selectable item variations rolled at spawn.
  • Admin controls for military patrols: trigger or stop patrols on demand, toggle automatic spawning, and tune the engage / remount-chase / hunt-give-up distances.
  • Interior systems expansion with improved loot and NPC healing.
  • Power-grid M7 foundation and enterable shops.

Fixed

  • NPC getting stuck in the nook between adjacent buildings: the A* start is now relocated with a connectivity-aware search that stays on the agent's own side of the walls, and the relocated start is kept as the first waypoint so the agent is guided out of the pocket instead of steered into the wall.
  • House weight fix.

[1.1.8] - 2026-07-19

Added

  • Weapon attachment system: modular attachment workbench with a live pixel-art view, six new attachments (wood stock, red dot, long-range scope, drum mag, holo, compensator), distinct weapon sprites, an inventory MOD badge and slot upgrade hints. Weapon rendering is unified across icon, preview and paperdoll.
  • Interiors, power & lighting: interior power/lighting design and interior planning.
  • Modular map-asset system with animated forest vegetation and animated vehicle map sprites (plus interaction guards); documented for future extension.
  • Realistic NPC life simulation: day/night routine, sleep and personality traits (shown in the NPC popup), plus an NPC behaviour-goal simulator with reporting, drift detection and goal chains (and a run.sh launcher).
  • Player house ownership, NPC house raids and a survivor-rescue event.
  • NPC combat with retaliation AI and a building long-press menu.
  • Persistent campfire and stove cooking system.
  • App-wide day/night theme with themed colors and toggle, real-time time-of-day lighting and a clock HUD.
  • Node-mapped POI fetching (fuel stations, shops).
  • Map combat FX (floating damage numbers, health bars), inventory grid, item icons and paperdoll icons.
  • A* plan-then-steer pathfinding in both the app and the Python simulator.
  • Expanded whole-app test suite with real-data coverage; combat, NPC, vehicle and medical-supply test suites.

Changed

  • Modernized UI: dark theme, Material 3 look, redesigned HUD and new icons.
  • Reorganized the game package into logical sub-packages.
  • Polished crafting and trader-menu integration; modernized game menus and expanded NPC controls.
  • Medical treatments now consume inventory supplies.
  • Decoupled item emoji from names and centralized loot spawn rates.
  • Sped up OSM loading with Overpass mirror failover and parallel fetches; stale OSM cache is auto-invalidated.

Fixed

  • Movement anisotropy fix and non-blocking building loads while driving.
  • Map lifecycle performance.
  • OSM 403 tile block resolved by sending a policy-compliant User-Agent.
  • NPCs stuck in "Sell Surplus" (unable to deposit trade money, or while wounded / unable to reach the trader).
  • NPCs fleeing zombies when their ranged weapon is out of ammo.
  • Nap loop that stalled all NPCs.
  • Inventory & looting refactor: item data loss, thread-safety and coroutine scopes.

[1.1.7] - 2026-07-16

Added

  • CodeQL dual-database security scanning.

Changed

  • Split large classes into modules, removed dead code and translated the codebase to English.
  • Refined game systems and simplified documentation.

Fixed

  • Security fixes.
  • Pass the Activity context to the CombatSystem constructor.
  • English string fixes.

[1.1.6] - 2025-12-05

Added

  • Multi-language support implementation.
  • NPC raid house feature with select all button.
  • Batch save system with per-NPC save throttling.

Fixed

  • NPC behavior fixes.

[1.1.5] - 2025-12-05

Added

  • NPC house persistence and ownership logging.
  • NPC food and water system.
  • NPC item hauling and using system.

Fixed

  • NPC goal fixes and return home behavior while fighting.
  • NPC behavior fixes for eating, drinking, and goals.

[1.1.4] - 2025-12-04

Added

  • NPC healing system and behavior.
  • NPC attack modes.
  • NPC medical combat overhaul.
  • NPC medical system implementation.
  • Documentation navigation improvements.

Fixed

  • NPC collision pusher fix.

[1.1.3] - 2025-12-04

Added

  • Map zoom preference setting.
  • Database info display in main menu.
  • New building area types and fetching phases 4 + 5.
  • Inventory compact mode.
  • Main menu tab persistence feature.
  • New medical system.
  • Main menu skills modular 2x grid layout.
  • Vehicle icon map rotation.
  • Main menu performance optimizations.

Changed

  • Map icon stutter softening.

Fixed

  • Quick action menu fixes.
  • Stats fixes.
  • Combat system logic and integration fixes.
  • Stamina regeneration fix.
  • Fetch fixes.

[1.1.2] - 2025-12-03

Added

  • Clear NPC house inventory button.
  • NPC home icons and info stats.
  • Database thread safety improvements.
  • CoroutineScope, DAO bulk operations, debounced saves implementation.
  • Documentation sorting.

Changed

  • Vehicle speed improvements.
  • NPC combat vs player bridge refactor.
  • Player inventory to database with hardening.
  • Housing and location manager refactoring.

Fixed

  • NPC combat vs player fixes.
  • SpatialHashGrid fixes in Kotlin and Python.
  • NPC home item save and load fixes.
  • NPC behavior for looting and storing items.
  • License fix in README.
  • Various small fixes.

[1.1.1] - 2025-12-02

Added

  • Adaptive Pathfinding Learning System (APLS):
    • Modern self-improving pathfinding system that learns from each simulation round.
    • Uses evolutionary algorithms and gradient-based optimization to tune parameters.
    • Features adaptive heuristic tuning and multi-objective optimization (speed, path quality, success rate).
  • NPC pathtrace full implementation with Python bridge live tuning.
  • Python dashboard parameter settings menu.
  • Self-training, bridge, and auto-inject by approval.

Changed

  • Various pathfinding fixes and improvements.

Fixed

  • NPC behavior fixes.
  • Python simulation tool fixes.

[1.1.0] - 2025-12-02

Shortened here. Full file on GitHub