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The Zappening!

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The Zappening! screenshot 1

The Zappening!

Rhino Hydra LLC · Published by Rhino Hydra LLC

Content notice: The Zappening! contains lots of gooey splatter and over-the-top deaths including but not limited to: exploding in small chunks, electrocution, being set on fire, squashed, launched, and/or pummeled to death.

Last updated 3 Oct 2026

THE ZAPPENING! has unleashed chaos on your small town! In this First-Person Action Roguelite you must Zap, Bash, and Butt Slam your way through hordes of gooey monsters. Pick your equipment, build your playstyle, and save the neighborhood!

Free to PlayComing SoonDJCTQ 18Full Controller Support

Free

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Action, Indie, RPG · More free games

Zap, bash, and butt slam your way through gooey monsters in THE ZAPPENING!, an action-packed indie RPG from Rhino Hydra LLC. Save the neighborhood by picking your equipment and crafting your unique survival strategy.

About this game

The Zappening! is a First-Person Action Roguelite that combines sandbox combat with roguelite progression to let you build your playstyle from the ground up. You play as a kid whose cursed video game glove has unleashed The Zappening! - a supernatural storm that’s brought fantasy monsters to life in your town. Defeat them and become a legend!

Kinetic Combat:

Empowered by the Z-Glove, ordinary toys become over-the-top weapons of pure power. Blast enemies with dodgeballs, send them flying with the Thunder Bat, or vaporize them with a suped-up squirt gun. In our arsenal of weapons each one brings its own brand of chaos!

Monster Mayhem:

Squash, splatter, and shred your way through a gooey lineup of creatures: GOOblins, Skeletons, Ogres, Minotaurs, kid-eating plants, giant bugs, and many more have been unleashed.  As you play you’ll encounter new types, stronger variants, and hidden bosses. 

Suburban Showdowns:

From backyard brawls to hometown malls. Every battleground offers a wide variety of match types, hidden dangers, and secrets to unlock.

Electric Equipment:

Find, buy, and upgrade equipment that caters to your playstyle. Whether you want to double-jump, add smart aiming to your shots, or simply move faster. Every upgrade adds new twists and powers to help you take down the goo.

So many ways to win!

There are many paths to victory. It’s up to you to survive hard encounters, make friends, rescue neighbors, defend the town, and much more!

Additional Features

  • Gain reputation with cliques to help with the fight

  • Upgrade the Z-Glove by unlocking powerful stickers

  • Choose from a variety of Playground Personas to hone-in on a playstyle

  • Earn higher match scores through sandbox executions and interaction

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7 64 Bit
  • Processor: Intel i5, 3rd gen (or equivalent)
  • Memory: 6 GB RAM
  • Graphics: NVIDIA GeForce GTX 660 or AMD Radeon HD 7870
  • DirectX: Version 11
  • Storage: 8 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-Bit
  • Processor: Intel i5, 7th gen (or equivalent)
  • Memory: 8 GB RAM
  • Graphics: NVIDIA 970 or AMD Radeon 290
  • DirectX: Version 11
  • Storage: 8 GB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Devlog #1 — “How do you do, fellow kids”

    Welcome to the neighborhood! My name is Herb, I’m the primary developer on The Zappening! and I’m excited to give you a brief introduction and share some insight for our gameplay goals as we make our way towards a public demo. In essence, The Zappening! is a game that is all about exploring the design space of first-person combat. It borrows the best parts of old-school beat'em ups and drops them into a classic FPS sandbox, where combos, juggling, and mix-ups are as integral as headshots and explosions. When first designing the combat we knew there were a handful of items we really wanted to focus on:The application of core Beat’em up design in a First-Person 3D environmentEvolving enemy executionAchieving gameplay parity between melee and rangedSteering clear of input complexity Much of our above goals were achieved by moving away from low Time-To-Kills and really giving each player action, simply some time to breathe; allowing the player to analyze the change in combat state as one action builds into another. Plus it's just fun to beat monsters up! When player actions are layered inside an FPS sandbox it results in what I like to call Cascading Chaos, where simple actions can combine into something more than the sum of their parts. Launching enemies into others, using them as a jump pad, chaining together attack strings, the options are near limitless and it’s a blast exploring them. We are currently heads down making sure this combat is the best it can be. I’ll be writing a monthly devlog to keep all of you up to date so keep an eye out for that. We will be holding off on a discord until we have a demo ready. I’ll be able to share a more definitive date for both of those later this year. TL;DR:FPS x Beat-’em-upCascading Chaos: longer action states create emergent chain reactions.Monthly devlogs + smaller updates between.If this sounds fun, please wishlist The Zappening! and follow along!
    Read full article on Community Announcements (Rhino Hydra)

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