
Screenshots

Watch trailer on Steam ↗Sly Crow
SlyCrowGames · Published by SlyCrowGames · Official site ↗
Last updated 28 Sept 2026
A humorous 2D point-and-click adventure in a bright post-zombie world. Play as Zoti, a sarcastic zombie farm girl, and chase a crow who stole your dad’s brain - with a goose sidekick who helps… loudly.
Adventure, Indie · More free games
Discover the adventures of Zoti, a sarcastic zombie farm girl, as she chases after a mischievous crow in this indie 2D point-and-click adventure. Join her quest with a goose sidekick who adds plenty of comic relief to every step.
About this game
Welcome to the bright side of the zombie apocalypse.
Humans and zombies coexist in relative peace, the harvest is actually looking good, and the biggest local crime is… well, bird-related.
You play as Zoti, a zombie farm girl who’s roughly 30% sarcasm and 70% determination. When a thieving crow snatches your father’s brain, you trade quiet farm life for a cross-country chase—through cozy villages, stubborn little towns, and a city that literally never sleeps (because half the population can’t), with plenty of sunny wastelands in between.
Early on, you rescue a goose from a trap - and immediately inherit a travel partner who’s either a brilliant helper or a feathered menace, depending on the minute. Together, you’ll poke into cozy corners, chat with odd locals (human and undead alike), and solve problems with observation, weird item combos, and a healthy dose of creative nonsense… until the chase gets a lot more personal than you signed up for.
What You’ll Do
Poke around hand-crafted 2D locations across villages, towns, and a sleepless city
Talk to odd locals (human and undead alike) and follow a trail of clues
Hoarding with purpose: shove everything that isn’t nailed down into your pockets and combine it into classic point-and-click “solutions”
Solve playful puzzle mini-games - from old-school knots and steam pipes to hi-tech human systems and other little contraptions
Use your goose companion to reach, distract, trigger, and help in organized chaos
Puzzles Without the Pain
No deaths. No fail states. No dead-ends.
Hint system included whenever you want a nudge
Press Space to highlight hotspots (because pixel hunting is not a personality trait)
Sometimes there are multiple approaches—different solutions and side stories, same main journey
Same Brain, Different Tactics
Your dialogue picks and goose-induced chaos can open up different ways to solve the same problem—sneaky alternatives, extra clues, or optional side stories you didn’t plan to stumble into. You’re always headed for that crow, but how much trouble you cause on the way is entirely up to you.
Themes (Under the Jokes)
Friendship helps you through hard times.
The world isn’t black and white.
Do good and throw it in the sea—it has a way of washing back.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7
- Processor: 1.8GHZ
- Memory: 2 GB RAM
- Graphics: Video card with at least 512MB Shared VRAM & openGL 2.0 support
- Storage: 8 GB available space
- Sound Card: Any Windows-compatible sound card
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 1.8GHZ
- Memory: 2 GB RAM
- Graphics: Video card with at least 512MB Shared VRAM & openGL 2.0 support
- Storage: 8 GB available space
- Sound Card: Any Windows-compatible sound card
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
The Village Demo for Adventure X
Wow, that escalated quickly.In the last devlog I was calmly talking about the Blacksmith and her forge. One character, one scene, a reasonable plan. Very professional. Very naive.Because the real target was a playable demo slice for AdventureX, and by May 21 I had to stop endlessly improving things and actually upload a build.So this time I’ll try to talk mostly about what is inside the demo from the player’s side. And for fellow devs, or anyone who enjoys production pain, I added little Developer’s Cut blocks under the sections.What’s in the demoFirst of all: it’s not the full game. It’s one slice of the village - enough to meet Zoti, rescue the Goose, poke at a couple of puzzles, and talk to one very busy Blacksmith.A main menu - so it feels like a real game from the first clickZoti’s opening - she wakes up, falls into trouble, and the story beginsFreeing the Goose - your sidekick is stuck, and you need to helpThe well - a rope puzzle, a bucket, and water to fetchThe water tower - a separate spot entirely: ladders, height, and rotten planksA long talk with the Blacksmith - errands, opinions, and forge noiseA demo end card - so you know where the slice stopsDeveloper's CutOriginally I thought I would finish the Blacksmith, polish the forge, and move on. What actually happened: most of the work went into Village, plus a new MainMenu scene, a demo-end screen, music, build settings, and a lot of Adventure Creator action lists to make the slice playable from start to finish. Classic.Main menuThe build no longer drops you straight into a random Unity scene. It starts with a real main menu: background, logo, main characters and the interactive menu - all the fancy things that say “yes, this is supposed to be a game.”Developer's CutThis also forced me to finally add an app icon and proper scene flow. The menu got its own scene, its own illustrated assets, play/quit controls, and a build path into the village scene. Tiny polish things, but they matter a lot when you send a...Read full article on Community Announcements (vladimir)AnnouncementsOfficial
New character: Blacksmith 🔨
After publishing the Steam page, I've switched to working on a Demo for the AdventureX conference. I already have the more-or-less complete write-up for it, so now I need to implement all the required characters. I decided to start from the Blacksmith because I had quite a clear vision of the character and environment. It all started from scratch: It looked quite promising, so I proceeded and got the concept version: And here I ran into some trouble with the animation. This is a fairly minor character, so I don't want to spend too much time on its animation. And the chosen almost frontal pose required quite a lot of extra intermediate keyframes with a different layout. The thing is that using such a viewpoint requires making her hand sometimes behind the body, and at the "smash" point, in front of it. And the visible part of the hammer is changing a lot. After some experiments, I decided to change position and use 3/4, to keep her hand always behind the body. And the trick worked! Of course, a lot more animations and poses ahead, but still - idle animation is ready! Thank you for being with me, and stay tuned!Read full article on Community Announcements (vladimir)






