ZeroFall
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Atmospheric ZeroFall concept artwork of a desolate landscape
In Early Development
ZeroFall

ZeroFall — In Early Development

ZeroFall — In Early Development

An original mobile open-world survival game currently being developed in Unity. Built for iPhone first — additional platforms may be considered later.

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— Current Development

What exists today

ZeroFall is an early-development project built in Unity. These are the systems that are actually implemented in the internal prototype right now — nothing else is playable yet.

01

Third-Person Prototype

A working third-person camera and character rig running in Unity, used as the base for all further systems.

02

Mobile Controls

Touch input built for phones: virtual stick, look drag and action buttons tuned for one-handed and two-handed play.

03

Movement Set

Walk, sprint, jump and crouch are implemented and playable in the internal prototype build.

04

Gameplay HUD

A basic in-game HUD layout that hosts the control scheme and survival readouts.

05

Survival Interface

Health, hunger, thirst and stamina bars exist as interface elements, ahead of the survival simulation itself.

06

Menu & Pause System

A functional main menu and in-game pause flow for starting, pausing and exiting the prototype.

— Development Roadmap

The honest plan

An in-progress build order, not a release schedule. There is no announced launch date.

Stage 01

Project Foundation

Completed

Unity project setup, mobile build pipeline, input architecture and core scene structure.

Stage 02

Mobile Player Controller

Completed

Third-person controller with walk, sprint, jump and crouch, driven by touch controls.

Stage 03

Character Model & Animations

Next

Replacing the prototype capsule with a proper survivor model and an animation set.

Stage 04

Prototype World

Planned

A small playable test map to validate scale, traversal and mobile performance.

Stage 05

Survival Systems

Planned

Turning the health, hunger, thirst and stamina interface into a working simulation.

Stage 06

Inventory & Loot

Planned

Item data, containers, pickups and a mobile-friendly inventory screen.

Stage 07

Infected Enemies

Planned

First hostile AI with perception, pursuit and basic combat reactions.

Stage 08

Weapons & Combat

Planned

Melee and ranged weapon handling, damage and hit feedback.

Stage 09

Saving & Optimization

Planned

Persistent save data plus a performance pass targeting mid-range phones.

Stage 10

Multiplayer & Private Servers

Future

Long-term goal, only explored once the single-player experience is stable.

— Planned Features

Not playable yet

Everything below is a development goal. None of these systems are finished or available to play, and designs may change as the prototype evolves.

Planned

Open Survival World

A handcrafted world to explore on foot, built for mobile performance.

Planned

Loot & Inventory

Searchable containers, carry weight and a grid inventory for gear.

Planned

Infected Enemies

Hostile infected with sight, sound and simple pursuit behaviour.

Planned

Weapons

Melee and ranged weapons with durability and ammunition.

Planned

Base Building

Placeable structures to shelter, store loot and defend a location.

Planned

Vehicles

Drivable ground vehicles for crossing the world faster.

Planned

Dynamic Weather

A day and night cycle with changing weather conditions.

Planned

Multiplayer

Shared sessions with other survivors, explored after single-player is stable.

— Development Updates

Get ZeroFall Development Updates

Leave your email to follow the build. ZeroFall is being developed for iPhone first. You'll get occasional progress updates from the studio, and you'll be the first to hear when testing opens. There is no active testing today.

No spam. Unsubscribe any time.

— Comms Channel

Join the survivors

Official community channels are being set up. Sign up for development updates and we'll announce them the moment they open.

Discord
Coming soon
YouTube
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X
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TikTok
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— Field Manual

Frequently Asked