Hello everyone!
This week’s main task was the art asset design and production for Chapter 3 levels. A handful of small props in the current map are still unfinished; we’ll polish them gradually once the gameplay systems are locked.
To boost variety while keeping the visuals coherent, I added twenty-plus new zombie looks, bringing the total in-game roster to over seventy. The common ones are grouped into Green-Skin, Red-Skin and Blue-Skin families, letting players mix and match on the fly.
Chapter 3 introduces a fresh type: Toxin-Skin. These zombies poison their target on hit, dealing damage over time, but remain immune to the effect themselves.

Quick overview of the chapter’s structure: five floors in total, one of them a boss stage. Each floor contains several locked rooms; zombies, treasure chests and other items are randomly assigned to them like blind-box pulls. I won’t force pure exploration—that’s boring. After players activate the Assimilation skill they can peek into locked rooms and spot the zombies inside; getting close enough also lets them roughly identify threats by sound. To progress, players must solve puzzles to find the right key or capture specific zombies. Unlock too many rooms and a scaling punishment kicks in, cranking up the difficulty every time it triggers.
I’m also sprinkling in temporary items to spice things up:
- Med Kit: instant heal, no need to trek back to camp.
- Megaphone: crank it up and it blares noise. Stick it on a captured zombie and… well, the rest is up to your imagination.
Thank you for your continued attention and patience! Feel free to share your thoughts and expectations in the comments section.
