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Zombiefarm is a farming simulator where the player manages a field that produces both vegetables and zombies. The gameplay is structured around preparing soil, planting seeds, and collecting the results after a certain amount of time. Unlike standard farming games, the system includes growing zombie units that later serve in other gameplay actions. Players monitor each planted unit’s growth, ensuring they are harvested before they expire. Both crops and zombies require planning and spacing, which becomes more important as the farm expands with new plots and functions.
Planting zombies follows the same process as planting crops. The user selects a zombie type, places it in a plowed plot, and waits for it to mature. Some zombies take longer to grow than others, and the harvest window is limited. If not collected on time, the zombie decomposes and becomes unusable. Once harvested, zombies can either be stored or used in other parts of the game. Managing the timing of each growth cycle is necessary to avoid waste. Expanding the field allows more simultaneous production, but also increases the number of actions the player must track.
The game revolves around timed actions and simple mechanics. Main features include:
There are no random elements in these actions; success depends on timing and attention. The user is free to focus either on crop production or zombie development, depending on preference. Some types of zombies can only be obtained through combinations, which require specific resources and materials that accumulate gradually through play.
Once zombies are harvested, they can be used in activities beyond farming. One example is sending them on missions, which operate as automated sequences with rewards based on the zombie’s type and rank. Higher-ranked zombies provide better results, and some can be upgraded through repeated use. Another system allows users to combine zombies and resources to produce new forms, some of which unlock additional features. Managing which zombies to keep, use, or combine becomes a key part of long-term strategy. There is no combat system controlled directly by the player; all events operate through assigned roles and preset interactions.