
Screenshots

Watch trailer on Steam ↗ProtoZED
Scott H.F. Dunbar · Published by Scott H.F. Dunbar · Official site ↗
Last updated 27 Sept 2026
Shoot, loot, and craft to survive in this top-down extraction shooter. Explore procedurally generated neighborhoods. Scavenge for guns, food, and supplies. Build and upgrade your base to sustain you and your fellow survivors.
Action, Adventure, RPG · More free games
Embark on a survival journey where you shoot, loot, and craft your way through dangerous neighborhoods. Build and upgrade your base while exploring the ever-changing world of ProtoZED.
About this game
Shoot, loot, and craft to survive in this top-down extraction shooter. Explore procedurally generated neighborhoods. Scavenge for guns, food, and supplies. Build and upgrade your base to sustain you and your fellow survivors.
Build up your safe house
Hundreds of zombies in real-time!
Grid-Based Inventory System
Realistic LOS / Fog of war system
Procedural generation
Note: Realtime generation is shown for demonstration purposes. Procedural generation will be performed during loading.
The Highlights
Fight or Evade enemy raiders and massive hordes of zombies
The high-stakes inventory and gear system means you won't be just taking in stuff willy-nilly. Whatever you do take, be prepared to lose it all.
At home, survivors you save will be working on tasks you assign them while you go out and collect supplies. Consider taking a couple with you, assuming they know how to use a gun.
Key Features
Procedural Neighborhood & House Generation
Stat system - Manage Hunger, thirst, boredom, exhaustion
Homebase system - Upgrade your base with supplies you bring home
Combat system - Melee and guns
Gun attachment system
Mod Support
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 8/10 64-bit
- Processor: Dual-core Intel or AMD processor, 2 GHz or faster.
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 970
- Storage: 12 GB available space
Recommended
- OS: Windows 10 64-bit
- Processor: Quad-core Intel or AMD processor, 2.5 GHz or faster.
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 970
- Network: Broadband Internet connection
- Storage: 12 GB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
The final days are upon us!
Don't wait for the rapture. The #PostApocalypticFestival is happening in just a few days! And I'm stoked! #Protozed is going to be part of it. It's happening on Steam from April 27 – May 4. Big shout-out to Red Rover Interactive, the organizer and creator of #EnginefallI'll be putting together a dev stream to show all the latest and greatest during the festival.Thanks!ScottRead full article on Community Announcements (scott_hf_dunbar)Patch NotesOfficial
Dec 2024 Update - Happy Holidayz!!
Happy holidays friends! I hope you all are having a family-filled, wholesome time at the end of 2024! We're getting closer to an alpha 1 release but still not quite there yet. Here are the highlights: The floor plan generation system is officially in beta. (IE: No active major bugs) The map generation system is also in beta and we now see loading statuses and related percentages (IE : Placing Roads( 72% ), Populating Foliage ( 20% ), Generating house floor plans ( 100% ) Animations have been added for reloading Dev Updates For Nerds ( Curated descriptions lifted from p4 repo ) Floor Plan Generation Fixes: Room mismatches & Improper layout generation Custom Animations and Montages can now be driven by Efz Action Manager. Reload Animation implemented updated house 3d models and assets to be more run-down/dirty efz actions can now hook into UE GAS for replication purposes reload anim montage is now being triggered via GAS implemented plugin "cog" for debugging/troubleshooting GAS framework Floorplans: fixed rooms spawning without doors adjusted floor plan instanced static mesh generation to use collision profile name on HISM component generation To ensure we can get a build out for internal testers for alpha release 1, the scope is tentatively being locked down with the following criteria: One extraction zone map One "Home Zone" Map (Static) 4 weapons : Bat, Pistol, Rifle, Shotgun 3 Stats : Food, Water, Health Only zeds in extraction zone map. (Random Armed NPC's will be Release 2)Read full article on Community Announcements (scott_hf_dunbar)Patch NotesOfficial
October 2024 Update - Animations & Optimizations
Hello there protozed fans & friends! Recently, I noticed some performance hiccups so the past couple of months have been lots of optimizations. I know I know, it's not terribly exciting but the good news is - were back up to 90+ fps. Anyways, here are the updates: https://i.imgur.com/mvUzZs0.gif Physics-based animations for zeds are now in place. It's small but it gives a little more life to the animations. You can see what I mean in his arms as the zed is knocked back. {STEAM_CLAN_IMAGE}/43802547/f9eca11fc477234c01fc076f852d65fe8c338b1d.gif Interaction/looting mechanics SFX and animation {STEAM_CLAN_IMAGE}/43802547/6a2533149bd140176851c75ee903d658cff78aad.png I've added a dedicated “constructed” collision channel. This allows for unreal's PCG framework to properly place foliage types inside/outside of houses. Also, this further enhances the masking tech I've implemented for reducing draw calls. This was mentioned in the last post but for anyone interested, here is a diagram of how that works. The blue spaces are defined per inside instance custom data. All three wall sections are the same mesh and material : {STEAM_CLAN_IMAGE}/43802547/b0c71f2821da4d7a34d8a0cff28463d78b2e0743.png Other: Up until recently, the damage value from melee and projectiles has been static. Now, this can be dynamically driven by weapon attributes WIP - automated dirt/gunk mask placement on constructed surfaces refactored for loot generation to be completely driven by lua What's next? Many of the loot tables and items are already in place. Tags/Name assignments to world objects are required to properly generate the loot. This will be a primary focus over the next couple of months. Loot generation for zed corpses I like how the zeds react to being hit. It feels right but player animations are a bit lacking. As always, thank you for your continued support!Read full article on Community Announcements (scott_hf_dunbar)Patch NotesOfficial
craft & consume!!! - aug 2024 update
Hello friends! I've been hard at work on Protozed. hope you all are doing well! Overall, my plan is to have an early alpha demo build by end of November. Won't be anything like the final product but I'm itching to make something i can share with my brother at least! :) Been working on crafting mechanics and survivor action logic. Here you can see the player opening a can of food, and then eating it. Here the Crafting recipe is very simple. Open Canned Tuna. Also, you see a new player action, consume https://i.imgur.com/BpGW9t0.gif Tooltip showing possible crafting recipes and what you're missing {STEAM_CLAN_IMAGE}/43802547/28a51c513710945cd5e265b340b3f08d1e27e2de.png Here you can see my new IK logic at work. Still very WIP but how he holds the rifle is dynamically driven by IK. https://i.imgur.com/x8C55fU.gif I've implemented new logic for floor plans, removing the need for "door frame" and "door window" modules during the configuration/generation process. By dynamically tracing a box where the door/window should be and passing those parameters into the instanced static mesh, we mask out the wall dynamically . This will greatly help with content procurement, reducing the need for LOTS of complicated assets (due to varying sizes of doors and windows) {STEAM_CLAN_IMAGE}/43802547/a43dbf7c638ea80a74b8ee6b493a0c05e740be9c.gifRead full article on Community Announcements (scott_hf_dunbar)Patch NotesOfficial
Loot all the things! - July 2024 Update
I'm about to head out for summer vacay with family so my post is coming a little early but here's what's up. "Identification" system is in place. I say "identification" because its more a "it takes time to discover ruffle through everything in the cabinet" system. This speed can be affected by various things including traits, stress, exhaustion. (But you will not have to worry about it at home base) {STEAM_CLAN_IMAGE}/43802547/ce3b8c6ff17c3dd48efeb7813b62c53202705cb5.gif Runtime Attachment Modification System https://i.imgur.com/jrHopVS.gif What you see here is the ability to modify attachments via a transform gizmo. This will enable modders to easily tweak meshes and how they attach to each other. The mesh you brought in doesn't quite look right? No problem, scale it, rotate it, translate it and save it. (This feature won't be allowed without admin/debug mode on) Here's the Deployment screen preview. {STEAM_CLAN_IMAGE}/43802547/b47620a75e5874fdf74573cdebcca4f8446d8f11.jpg It's in early development but this is the deployment screen. You'll be able to send scouts out and report back on what sort of supplies are available, thus giving you more info on which sites are best to raid. Next month, we'll be taking a look at the home base systemRead full article on Community Announcements (scott_hf_dunbar)






