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Beta 51 · Free access available now

Damn,ZombiesThe Corporate Undead

Survive the office.
Play the beta for free.

Your colleagues are dead. They still want a meeting. Fight escalating zombie rounds solo or with up to three friends. Board the doors, buy better weapons and keep the lights on.

Free signup. Instant key. No payment details.

7 days from first activation, not signup. Windows, macOS & Linux. Account and internet required, including solo.

Promotional artwork · actual Beta 48 gameplay below

01See it in action

One office. Endless bad decisions.

Real gameplay from Beta 48. No cinematic trailer: just the weapons, the horde and the moments you barely survive.

Your next shift is free.

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Explore the latest screenshots
Hold the car park as undead staff close in
Hold the car park as undead staff close in

Actual Beta 48 solo gameplay. Full frames from the September 30 recording; no retouching or upscaling.

Watch the full solo run ↗Press & creator kit

02Start playing

Free beta. Instant key. Your first shift starts here.

Create a free account and get your beta key immediately. No payment details and no approval queue. Download for Windows, macOS or Linux, then activate your key in the game.

7 days of beta access · £0

Come alone. Bring friends.
Just survive.

  • ✓ Play solo or in online co-op for up to 4 players.
  • ✓ Your 7 days start on first activation, not signup.
  • ✓ Request an extension from your account if you want more time.
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A katana raised against the office horde in Beta 48
Actual Beta 48 gameplay · Account, key and internet required, including solo.
  1. 01

    Sign up for free

    Choose email, Google or Discord.

  2. 02

    Copy your instant key

    Your welcome page has the key and downloads.

  3. 03

    Download and play

    Paste your key into the game to start your seven days.

03The role

Fight for your life…
from Corporate.

Damn, Zombies is a first-person online multiplayer zombie survival game for one to four players. A round is a wave: it opens, it feeds a horde onto the field, and it ends when every body from it is dead. Then the next one opens, slightly worse.

The office and car park during a real gameplay session

The site

One compound

Learn the office, hold the car park and push into the service yard. Take the fight upstairs, onto the roof and across the crane to the rooftop casino.

The office floor during a Beta 48 firefight

The wire

Sixteen breaches

The horde arrives outside the fence and has to tear the boards off to get in. Boarding one back up pays. Which one you leave open is a decision, not an accident.

Zombies approaching under the service-yard lights in Beta 48

The clock

Difficulty is the round

The horde grows, bosses arrive and daylight gives way to darkness. Working lamps help you spot what is coming. Restore the power before the next wave closes in.

There is no win condition.
The run ends when the survivors do.

04The organisation

Every single one of them
has a line manager.

The horde is dangerous because the corporate hierarchy makes it work together. An Employee is nothing on its own. A Middle Manager makes five of them worth being afraid of. HR makes sure there are always five more.

Character portraits · promotional artwork

  1. Promotional portrait of The Employee, the general staff zombie in Damn, Zombies.

    Grade 1General staff

    The Employee

    Weak alone, and it knows it. Arrives at 70% strength in round 1 and is not up to full until round 6 — the only body in the game that warms up.

  2. Promotional portrait of The Middle Manager, the line management zombie in Damn, Zombies.

    Grade 4Line management

    The Middle Manager

    Every 90 seconds he stops and calls a meeting. The nearest five staff within ten metres come out of it 20% harder to kill and 20% angrier, for forty-five seconds. He will not address an empty car park.

  3. Promotional portrait of HR, the people & culture zombie in Damn, Zombies.

    Grade 5People & Culture

    HR

    When the field thins out she raises a requisition, and two or three new starters arrive beside her. One in twenty comes in at management grade. She is why the horde never quite ends.

  4. Promotional portrait of The Executive, the senior leadership zombie in Damn, Zombies.

    Grade 10Senior leadership

    The Executive

    Hurt it badly and it heals, runs, and puts a Scapegoat between you and it. Its eyes burn yellow while it does — which is the tell, and the only warning you get.

  5. Promotional portrait of The Scapegoat, the nothing rolls one zombie in Damn, Zombies.

    Off payrollNothing rolls one

    The Scapegoat

    The body the Executive puts in front of itself. Every Scapegoat is rigged to explode. A zombie strengthened by its blast can deal at most 95% of your maximum health in one melee hit: survivable at full health, still lethal if wounded.

Rounds 7, 15 and 23

Management would like a word

Three rounds are not ordinary rounds. Each replaces the whole roster with a handful of named bodies, put down indoors, near somebody, at one and a half times the size — with moon-blue eyes lit from the first frame. From round 24 those same bodies start turning up in ordinary rounds as elites.

07

The Executive

One body, and nothing else walks in. What fills the compound is what the boss itself sends: two Scapegoats every fifteen to twenty seconds, aimed at whoever last put a round into it.

15

The Heads of People

Three Heads of People and a Head of Department, each raising seven new starters at a time. Nothing here is hard to kill. There is simply always more of it.

23

The Chairman

A Chairman and two Heads of People, under the eclipse. The Chairman's dying routine puts it back up once — and the queue the other two keep feeding is still arriving while you do it again.

05The arsenal

Everything here was already
in the building.

Nothing was shipped in for the apocalypse. The axe is off the fire panel, the revolver is off an executive, the trophy is off a shelf, and the Swag Blaster is a t-shirt cannon from a trade stand. 18 weapons — 5 chalked up on the wire and 11 in the crate pool. New arrivals: slowing foam, chain lightning and the Boardroom Carbine, Motion Carried.

Security Pistol, a weapon in Damn, Zombies.

Game asset

Security Pistol

Semi-auto. Full power to 12 m. Everything else is balanced against it.

Damage
12
Range
30M
Wall
1,500PTS

Every model above is the asset the game ships, not a render of it. Full stats for all 18 are in the database.

06The economy

Killing the staff
is how you get paid.

Every body pays. What you do with the money is the whole game: a better gun now, a door you cannot afford to open yet, or one more pull on a box that owes you nothing.

Eight of them, flat

2,500pts a door

Doors are map, not loot

The only purchase that hands the buyer nothing. What it buys is somewhere to go. It opens once, for everybody, for good — and it opens the room behind it to the undead as well, so the route you bought is also the route they take.

Unclaimed property

950pts a pull

The LOST & FOUND crate

It glows green, which is how you find it, and it does not always stay where you left it. Eleven weapons are in the prize pool. Before held weapons are excluded, 5% of pulls are the troll: a hand comes up, the box shuts, and it is gone. Cold Shoulder and Hard Reset each have a 2.5% base chance; Synergy Beam has a 1-in-60 chance.

The worst outcome is not nothing. It is nothing, and now walk.

Staff benefits

Seven vending machines. One of each, ever.

7,500pts each

Headhunter Programme stands in the main car park. The other machines are spread through the compound, past its bought doors. The plate reads FITTED once you have bought one.

Machine artwork · Headhunter captured in-engine

  • Headhunter Programme vending machine from Damn, Zombies.

    Headhunter Programme

    Fitted

    MAKE IT COUNT

    ADS aim assist, headshot focus, ×1.5 headshot points

  • Speed Boost vending machine from Damn, Zombies.

    Speed Boost

    Fitted

    MOVE FASTER

    +20% movement

  • Health Boost vending machine from Damn, Zombies.

    Health Boost

    Fitted

    STAY UP

    +20% maximum health

  • Fanny Pack vending machine from Damn, Zombies.

    Fanny Pack

    Fitted

    CARRY MORE

    Double reserve ammo, every gun

  • Performance Bonus vending machine from Damn, Zombies.

    Performance Bonus

    Fitted

    HIT HARDER

    +25% weapon damage

  • Just-In-Time vending machine from Damn, Zombies.

    Just-In-Time

    Fitted

    JUST IN TIME

    Every reload, twice as fast

  • Ninja Certification vending machine from Damn, Zombies.

    Ninja Certification

    Fitted

    BLACK BELT

    A third weapon, swung on its own key

Left on the tarmac

Three things the staff drop.

Never off an Employee

You walk into these rather than press anything, and they pay the whole team wherever everyone is standing. One body leaves one of them or nothing — never two, and the credit is half as likely as either of the others off anything that drops at all. Every drop stands for thirty seconds and blinks faster as its time goes — which is a clock you can read across a car park with no number on the screen, and it is the only clock that matters here.

  • The Supply crate drop from Damn, Zombies.
    Let it lie

    Supply crate

    Fills every gun on the team

    Lasts
    Instant
    Odds
    HR 9%, Manager 4.5%, Executive 6.5%

    Magazine and reserve, on every weapon every survivor is carrying, wherever they happen to be standing. It is worth most to somebody who has nearly run out — so it is worth leaving on the tarmac until one of you has. HR is where it comes from: nearly three fifths of what she leaves is one, and no other body in the game drops them so readily.

  • The Company credit drop from Damn, Zombies.
    Let it lie

    Company credit

    Half off, and 70% off what you burn

    Lasts
    60 seconds
    Odds
    HR 3.1%, Manager 4%, Executive 15%

    Weapons, perks and doors at half price; ammunition and a crate pull at 30% of theirs. And a LOST & FOUND crate stands on every spot in the compound while it runs, so the whole site is briefly a gamble. It is the corner office's: the Executive leaves one 15% of the time, better than three times any other body, which is most of what turning up to the fifth round is worth.

  • The Commission drop from Damn, Zombies.
    Run at it

    Commission

    Double pay on every hit and every kill

    Lasts
    30 seconds, falling to 8
    Odds
    HR 3.4%, Manager 7%, Executive 6.5%

    The only thing on the floor worth running at. What it pays never changes — how long it pays for comes off how much of its own clock was left when you reached it: thirty seconds for one taken where it landed, down to eight for one taken as it blinks out. Every second spent deciding is a second off the end of it. The Middle Manager is the one to go looking for: it is nearly half of everything he leaves.

The first two are worth more the longer you leave them. The medal is worth less every second it lies there. That is the whole of it.

07Internal communications

The office is calling.
It knows you are still here.

Four abandoned phones ring during a run. A call can come from any handset, and the whole squad hears its message. Two are unsettling recordings. Two turn the shift into a deadline.

01 / Incoming objective

TeamSync is waiting

90 seconds to respond

Find the purple invitation on any office desk screen. Answer it in time and take a golden ticket to any perk machine for one free perk. Ignore it and half the working fuse boxes fail.

02 / Incoming objective

Meeting called

60 seconds to respond

Report to the Project Room or the glass conference room. Every attendee gets maximum ammo and a chance at company credit or commission. Once everyone arrives, the final ten seconds begin, the doors close, and the zombies outside move away.

The ringing phone stays on the HUD for up to three minutes. A faint ring follows you; the handset itself is louder. In a meeting, entering the room locks you in until the event ends. Missing it empties one of your guns.

Read the update →

08The sky is the clock

Nobody tells you what round it is.
You look up.

The sky is on a schedule, and the schedule is the round number — so the light is also the warning. Every stop below is worse than the last: more health on every body, more of the crowd running, and less of the compound you can see it coming through.

  1. The compound at round 1 of Damn, Zombies: the easiest the game gets. eight bodies on the field, and an employee arrives at 70% of its own strength — it is not up to full until round 6.

    01Midday

    The easiest the game gets. Eight bodies on the field, and an Employee arrives at 70% of its own strength — it is not up to full until round 6.

    Zombie health
    ×1.0
    What changes
    Baseline

    It is the only stretch of a run where you can afford to walk somewhere rather than work out whether you have time to.

  2. The compound at round 8 of Damn, Zombies: every body takes 70% more killing than it did in round 1, the crowd is bigger, and more of it runs at you instead of walking.

    08The sun goes

    Every body takes 70% more killing than it did in round 1, the crowd is bigger, and more of it runs at you instead of walking.

    Zombie health
    ×1.7
    What changes
    The lights start going

    Some office and yard lights begin to flicker. Most remain steady; later rounds add a small permanently broken subset. The first boss round is already behind you.

  3. The compound at round 16 of Damn, Zombies: two and a half times the health of round 1, and from here every body on the field is empowered on a ramp — ×1.10 move, ×1.20 damage and ×1.20 health by the time it finishes.

    16Blood moon

    Two and a half times the health of round 1, and from here every body on the field is empowered on a ramp — ×1.10 move, ×1.20 damage and ×1.20 health by the time it finishes.

    Zombie health
    ×2.5
    What changes
    The whole field turns

    Their eyes come on with it: red for the staff, orange for the Executive. The world takes on a restrained red tint while darker fog reduces distant detail. Working lamps reveal what the weak moonlight cannot.

  4. The compound at round 24 of Damn, Zombies: the ramp finishes, and ordinary rounds start carrying boss bodies — one to three of them mixed into the crowd, rising to three by round 36.

    24Eclipse

    The ramp finishes, and ordinary rounds start carrying boss bodies — one to three of them mixed into the crowd, rising to three by round 36.

    Zombie health
    ×3.3
    What changes
    Elites in ordinary rounds

    A dim red-orange sky and denser dark fog shorten your view across the compound. Lamps remain useful pools of visibility; failures leave nearby silhouettes, not a completely black screen. The eclipse lighting holds from here onward.

Earlier staged lighting captures (Beta 13); see the Beta 48 footage above for current visuals. Health multipliers are the game’s own: 1 + 0.1 × (round − 1), applied to every body on the field.

09The compound

One office park.
Two floors, sixteen ways in.

A car park at the front, the office between, a gated service yard at the back — and no way out of any of it. These are the game’s own plans of it, rendered from directly above with the roof lifted off, and every price on them is the price the till charges.

Whole map of the compound. The whole field. The compound in the middle, the apron the undead walk in over, and the screening outside the wire.
The whole field. The compound in the middle, the apron the undead walk in over, and the screening outside the wire.Open full size
Wall guns
Five bought off the wall. Eleven other weapons are crate prizes.
Vending machines
Seven perks, including Headhunter Programme in the car park.
Doors
Eight. What you buy is map — and another place they come from.
Lost and found
Five spots. It moves when it feels like it.
Breaches
Eight in the wire, eight boarded doorways inside.
Spawn apron
Shaded on the whole-map sheet. Where they walk in from.

Rendered in engine from the shipping scene. The key is set to be read at a desk — open a sheet full size for the numbers.

Internal communications

Latest news

All news →

10Frequently asked

Questions, answered properly

When is Damn, Zombies: The Corporate Undead coming out?

The planned release window is Late October 2026. An exact launch day has not been announced. The beta is available now for Windows, macOS and Linux, with free seven-day access from first key use and extensions on request.

What kind of game is Damn, Zombies?

Damn, Zombies is a first-person online multiplayer zombie survival game for one to four players. You hold a fenced corporate office compound against an endless horde of undead office staff. Killing them pays points, and points buy weapons, ammunition, doors deeper into the building, permanent upgrades and pulls on a mystery crate. Rounds get harder without end: there is no win condition, and the run ends when the survivors do.

Is The Corporate Undead the same game as Damn Zombies?

Yes. The full title is Damn, Zombies: The Corporate Undead. Damn Zombies is the same name without its comma. If you searched for “Corperate Undead”, that is a common misspelling of “The Corporate Undead” and refers to this game too.

Can I play Damn, Zombies solo, or do I need friends?

Both work. It is online multiplayer for up to four players with a dedicated lobby server — lobbies are named after two-word office objects, so you read out something like RUSTY-STAPLER to your friends. It is also entirely playable solo, and solo is not a reduced mode: the same map, the same economy and the same rounds. The crowd grows with the table — 1.8 times a solo run at two players, 2.4 at three and 3.2 at four, so each of four personally faces 80% of what a lone survivor does. Only the boss rounds scale in health rather than in numbers, from +25% solo to +52% at four.

How does the points economy work?

Killing the undead pays points. Five weapons are chalked up on the perimeter fence between 750 and 3,500 points. Eight interior doors cost 2,500 each and are the only purchase that hands you nothing — what they buy is somewhere to go, and they open once, for everybody, permanently. Seven perk vending machines cost 7,500 each, one of each per survivor ever. The LOST & FOUND crate costs 950 a pull.

What are the perk machines?

Seven vending machines at 7,500 points each, spread across the compound. Headhunter Programme stands on the main car park ground floor and unlocks ADS aim assist, headshot focus and 1.5× headshot points. Speed Boost gives +20% movement, Health Boost +20% maximum health, Fanny Pack doubles reserve ammunition on every gun, Performance Bonus adds +25% weapon damage, Just-In-Time halves every reload, and Ninja Certification carries a third weapon — a melee weapon on your back, on top of the two in your hands, swung on its own key without putting your gun down — for 20% more melee damage. The plate reads FITTED once you have bought one.

What is the LOST & FOUND crate?

A wheeled road case stencilled UNCLAIMED PROPERTY, 950 points a pull. Eleven weapons can come out of it. Before weapons you already hold are excluded, Synergy Beam and IT Hard Reset each have a 1-in-60 chance (about 1.67%), HR Cold Shoulder has a 2.5% chance, ordinary weapons share the remaining weapon chance, and the troll has 5%. The troll raises a hand, shuts the box and relocates it. Your held weapons change the remaining odds.

How many weapons are there?

Eighteen weapon definitions. Five are sold at wall mounts around the compound — the Fire Safety Axe at 750 points, Security Pistol at 1,500, Exec Revolver at 2,500, Nail Gun at 2,000 and Swag Blaster at 3,500. Eleven are LOST & FOUND crate prizes, now including HR Cold Shoulder, IT Hard Reset and the Boardroom Carbine, Motion Carried. The Golf Club and Employee of the Year trophy are not sold or in the current crate pool.

What do the zombies drop?

Three things, and never off an Employee. HR and the Middle Manager leave something 15.5% of the time and the Executive 28%, and what it turns out to be depends on which of them it was: HR is the stationery cupboard (9% a supply crate), the Middle Manager signs things off (7% a commission medal, the highest in the game) and the corner office is where the money is (15% a company credit, better than three times anybody else). So each of the three is worth going to look for on a different body. A supply crate fills every gun every survivor is carrying, magazine and reserve, wherever they are standing. A company credit takes half off weapons, perks and doors and 70% off ammunition and crate pulls for sixty seconds, and stands a crate on every spot in the compound while it runs. A commission medal doubles what every hit and every kill pays. A body leaves one of them or nothing, never two, and they pay the whole team rather than whoever picked them up. The first two reward patience and the medal punishes it: it pays for thirty seconds if you get to it where it landed and eight if you take it as it blinks out.

How hard does it get?

Difficulty is the round number. Every zombie's health is multiplied by 1 + 0.1 × (round − 1), and the size of the horde and how much of it runs climb alongside it. Rounds 7, 15 and 23 are boss rounds with their own fixed rosters. From round 24 ordinary rounds start carrying one to three of those same bodies as elites, rising to three by round 36.

What platforms will Damn, Zombies be on?

Beta downloads are available for Windows, Linux (x86_64), and macOS (Intel and Apple Silicon). The game is built in Godot 4.5. An internet connection and a free account with an activation key are required, including for solo beta play.

Are there leaderboards or highscores?

Yes. Runs are ranked by the highest round reached, with total gold earned and then shorter run time breaking ties. Dying during round 18 records as a round-18 run. Solo and squad-size boards are separate. The run-over screen highlights your best position, or your team's, with nearby entries even if the latest run did not improve it.

How do I get into the closed beta, and what does it cost?

Sign up for free at damn-zombies.com/signup with Discord, Google, or email and password. Your beta key is issued instantly and gives you 7 days of access from the first time you use it. Download the game and play straight away — no approval is needed to start. Want more time? Request an extension on your account page. Extensions are reviewed by the team and, if approved, add more time to the same key. Join our Discord community to find teammates, share feedback, get help and hear about updates.