Lots of things have changed since 2015. We’ve made 5 seasons of Zombies, Run!, created a board game and released a book!
We also started making our Virtual Races. The first race came out in October 2015 and now, in Spring 2020, we’re releasing our tenth Virtual Race, ‘Five’, where you will investigate the Abel Manor Murders and solve a crime that has been repeating down the generations.
In honour of this, we thought we’d do a roundup of ten races worth of medals!
Virtual Race 1 sees Runner 5 take part in a friendly race against other survivor settlements, to be the first to claim a golden surprise! But the other participants might not be all that they seem.
In Virtual Race 2, you are part of an elite taskforce, sent to infiltrate a town under lockdown, and disarm a nuclear device that could wipe out the UK!
With a deadly train of flu sweeping the country, Virtual Race 3 sends you into the abandoned remains of a high-tech pharmaceutical company to find the vaccine! but there are more than zombies hunting you down!
Virtual Race 4 sees you as part of the European Rescue Force, a squad dedicated to helping people trapped in emergency situations. You’re sent out to rescue a train caught in the middle of the Channel Tunnel, but there may be more going on than you realise.
Virtual Race 5, our first Halloween race, sees you investigating the dark arts, when a monster is summoned through a D&D game gone awry! But can you trust everyone around you?
Join Sara Smith in Virtual Race 6, and go up against Xenobia, an infamous thief, who has their sights set on the Crown Jewels! But the mysterious Xenobia is a wily enemy. Can you escape their clutches?
A mysterious scientist. An island of horrors. A clock running down to your escape! Virtual Race 7 sends you to Tomorrow Island on the trail of a scientific discovery that could save thousands of lives. But the island is filled with horrific monsters, and they’re not always who you’d expect.
It’s all aboard the New Oban Express in Virtual Race 8! A train at the cutting edge of technology makes its maiden voyage. But there’s a mysterious plague spreading through the country, and not everything on the train is up to code.
Roll up! Roll up! It’s all the fun of the fair in Virtual Race 9! A mysterious funfair has come to town, promising respite from the undead hordes. But there are worse things than zombies in store behind the gates.
It’s here! The Virtual Race 10 medal takes the form of an investigator’s badge as you try to solve the centuries old mystery at the heart of Abel Manor.
Last year, we decided to add new types of story to Zombies, Run!, and to bring new creators into our fold. Today, we’re going to talk about how we tried to build an inclusive process, what we’re proud of, and what we want to improve for next time.
What if there weren’t any zombies?
It’s right there in the title: “Zombies, Run!”: we make a smartphone fitness game where you run away from zombies. Yes, you run away from zombies in a rich, characterful, masterfully-plotted adventure by award-winning global megastar author Naomi Alderman – but you’re always running from zombies. But then, in 2019, we asked ourselves: what if you weren’t?
This wasn’t the first time we’d explored new kinds of running stories. On our Racelink platform, we’d created virtual races for charities – everything from thrilling spy adventures and a heart-pounding escape from an erupting volcano (written by a working geologist!) to non-fiction journeys across thesolar system. These new stories had shown us that our audio storytelling engine was really flexible and could support many different narrative styles.
We were also driven by the fact that Zombies, Run! was entering its eighth(!) season. Unlike TV shows, where you can binge dozens of episodes a week to catch up to the rest of the audience, our players would need to run for multiple years before catching up to our latest stories! So we wanted to make sure we were making great stories that everyone could enjoy, while also continuing the epic adventures of Runner 5 that had helped so many of our players meet their fitness goals over the years.
These impulses combined to inspire a big change! Starting with Season 8, we cut our usual 40 episode season of Zombies, Run! down to 30. That gave us the room for two brand new five-episode “alternate universe” stories featuring twists on the beloved central characters. These ten episodes could be played by anyone, no matter where they were in the main story. The world of Zombies, Run! was expanding.
From a doomed Venusian Colony to a horde of zombies threatening the Roman Legion at Hadrian’s Wall, these new settings were an immediate hit with our players. We were keen to meet the demand for new stories – perhaps with stories that didn’t feature zombies at all!
So, in October 2019, we introduced the New Adventures, stories set completely outside the Zombies, Run! universe that we’d commission through an open call.
Aims and Process
We set ourselves three key aims for our commissioning process:
Find a group of talented writers with a diverse set of ideas and backgrounds.
Give fair compensation for every level of the process, and not to ask for an unreasonable amount of labour from anyone.
Create stories that our audience will love, and which are not harmful to them.
All three aims come from a single core drive: to use the privilege of our platform responsibly. Here’s how we tried to fulfil that:
Whose Voices Are We Amplifying?
When we set out to introduce New Adventures to Zombies, Run!, we had a great opportunity – not only to expand our variety of stories but to also increase the diversity of writers we had telling those stories. If we were going to commission new scripts, we wanted to amplify voices that aren’t ordinarily be heard so easily.
It’s all too easy to let unaddressed bias creep into decision-making and to reinforce existing power structures. So, from our first internal discussions about commissioning, we worked intentionally to build a process that would minimise our own internal bias, and to combat existing power imbalances.
This all centred around a single key question: “Whose voices are we amplifying?” We would come back to it regularly: Whose voices are we amplifying when we advertise our open call in certain spaces? Whose voices are we amplifying when we set certain requirements for pitches? Whose voices are we amplifying when we talk about pitches in a particular manner?
This wasn’t easy and it led to our meetings becoming much longer than they might have been otherwise, but it forced us to be very aware of the unintentional effects of our decisions, and of the places where structural bias is created. Committing to this from the beginning strengthened our habit of having uncomfortable conversations, of looking inward, and of attempting to mitigate our own biases through our process.
No Unpaid Work
For our open call, we asked people to submit only as much as we absolutely needed: a maximum of three 50-word ideas, and a single page dialogue sample. We asked writers to avoid, if possible, creating a dialogue sample specifically for this submission. This was all to reduce the amount of work writers would be doing before we paid them for an outline, or reject them from this commissioning round.
As writers made into the next stages of the commissioning process, we committed to paying them promptly as each stage of work was completed. It’s the fair thing to do, and we didn’t want to make it difficult for writers with greater financial pressures to take part in the process.
This also meant we could commission more liberally at the beginning of the process. By dividing payment up explicitly by stages of work completed, we avoided putting our writers in the position of having to assume the risk for their pitches not proceeding onto the next round; we always paid for work done. This also meant we weren’t put in the position of being overly committed to a piece that wasn’t working for us.
The end result? We had a wide variety of ideas and writers at the outline stage, and therefore a better variety of completed scripts.
Constant Process Review
At the end of each meeting, we reviewed our practise and questioned our performance – not only from a business and logistics perspective, but also in terms of how our workflow might be affecting the writers or how we might be introducing bias. We made explicit space for our team to give feedback on this publicly and privately, and made any changes quickly.
One key example of this came as we reviewed the outlines from the first phase of the commissioning process. As there were too many outlines to discuss in a single meeting, we split our discussion into several calls. For the first call, the person leading the discussion introduced each outline in turn, gave their opinion on it, and then invited comment from the rest of the team.
This was quick and easy to understand , but in our discussion at the end of the meeting, we realised that this was unintentionally promoting the opinions of the discussion leader over those of the rest of the team. For the remainder of the outline discussions, we had a different team member introduce each outline in order to make sure everyone’s voices were heard equally.
An Inclusive Selection Process
One of the most difficult parts of the process was deciding how we’d choose which writers to take forward to the next round, keeping in mind we wanted to amplify voices from under-represented communities. Our first instinct was to use a “blind” process that anonymised submissions and making decisions based solely on what we could read on the page.
However, we quickly realised that this would put us at risk of commissioning potentially harmful work, by unintentionally asking writers to tell stories which they lacked the lived experience or understanding required to tell sensitively. A blind process would also risk us privileging those with advantages that might make them better at presenting their work – those who have been able to attend courses on screenwriting format, for example – over those who might produce better scripts but have less industry experience.
So, our final approach combined an uninformed assessment with a informed selection, which took place over a couple of phases:
Submission; Writers sent us one page of dialogue, up to three short (< 50 word) pitches, and a cover letter. We invited our writers to self-identify to us however they felt comfortable. We were clear that we wanted to especially encourage people from under-represented communities to apply, but also acknowledged that not everyone feels safe identifying themselves as such.
The “dialogue filter”; one of our team processed each new submission by reading the included dialogue sample without reading the writer’s name, cover letter, or pitches. We rejected any submissions that didn’t demonstrate sufficient aptitude for dramatic dialogue, giving us confidence that anyone we brought forward from this stage would at least be able to create a compelling script.
Pitch Ratings; each member of our team rated the writer’s pitches, giving an overall score out of 10. This was done without reading names, cover letters, or dialogue. We then rejected all submissions whose average rating was below 6, and automatically moved forward to our shortlist all submissions whose average rating was above 8. The remainder made up our longlist.
Pitch Selection; with our long-list of pitches, the full team then read each writer’s cover letter and dialogue, as well as re-reading their pitches. In a series of meetings, we discussed each submission in turn, taking all available information into account as we built our shortlist by “promoting” those submissions we felt most strongly about.
Pitch Shortlist; we then assessed our shortlist to ensure it was broadly representative and balanced, in terms of the writers’ gender, background, and other biographical information given to us, but also in terms of their level of experience and professional background. We also took great care to ensure a good balance of themes and genres within the slate. In every case where we felt our shortlist was unbalanced, we promoted extra submissions, rather than eliminating others. We worked by addition rather than subtraction. This often led to us bringing forward submissions that one or two members of our team were especially excited about, but had been narrowly left out of the original shortlist.
Holding / Commissioning; we commissioned the writers of shortl isted submissions to produce outlines. In a few cases, we paid writers a holding fee in exchange for them withholding the idea from further development for a period of time; this was mostly for ideas we felt fit better as part of a different slate or would benefit from us improving our production pipeline before beginning work.
Outline Selection; in deciding which outlines we wanted to commission into scripts, we again used the principles established in our pitch shortlisting phase. We tried to build a balanced slate (both in terms of genres and writers) and to ensure that balance by adding extra work to the slate, rather than removing work from it.
After over a hundred submissions, months of discussions, and a heck of a lot of reading, we have now commissioned seven New Adventures that we are super excited to share in the coming months! We’re also very proud of some other outcomes of this process:
We have a great, varied slate of ideas ranging from modern-day romance stories, through historical epics, to far-flung future conspiracies. The quality and variety of storytelling on offer to Zombies, Run! players is in great hands.
Our seven writers are from diverse communities of gender, sexuality and ethnicity. We’re really excited to be bringing such a wide variety of perspectives and ideas into our team.
This will be the first time the majority of our writers have written for games. We can’t wait to introduce the games world to such great talent!
We gave helpful, actionable, and (hopefully!) kind rejections to writers who we didn’t bring forward from the outline stage.
We feel the process was humane to both our staff and the writers who came through it. No-one at Six to Start faced an undue amount of work to make the commissioning process a success, and we hope the writers we’ve worked with agree we worked hard to remove as much anxiety and unnecessary work from the process as possible.
What Can We Do Better?
This was our first time running a commissioning process of this scale, and we had to learn almost everything on the fly. We hope we have, at least, avoided causing harm to anyone in the process, but we’re certain there are areas to improve on.
If you have thoughts on what we might be able to do better, or how we can meet the goals listed below, please do email firstname.lastname@example.org with the subject New Adventures Improvements. Here are some things we know we need to improve, and what we’re currently planning to do about them:
We want to see more submissions from people of colour and from a broader array of backgrounds. We will:
Be more proactive to advertise our open call in spaces for those communities from whom we want to see more submissions.
Be more transparent about our process and about the team carrying it out to ensure we’re accountable for what we’re doing, and that people can be confident they’re not entering a harmful process by submitting to us.
Reach out directly to writers whose work we like and request that they pitch us.
We want to see more submissions from early career writers. We will:
Advertise our open call in more casual spaces online; social media communities for early career writers, fandom communities, etc.
Give more explicit and robust guidelines for submission; e.g. avoid assuming knowledge on how to format dialogue.
Create a separate submission track for developing new writers, with guaranteed spots that are reserved for early-career writers. This track will come with more guidance and more hands-on advice throughout the process.
We want to continue to make the process easier and more transparent, to remove unnecessary labour and anxiety, and to promote fairness. We will:
Update our standard contracts to include changes negotiated by agents and unions in the current round of commissioning. Not all of our writers – especially those who are early in their careers – have access to legal advice, and we want to ensure they aren’t disadvantaged as a result.
Provide clearer guidelines, including examples of our best practices.
Provide templates to help with formatting.
New Adventures: Commissioning Again Soon
We’re really pleased with how this round of commissioning has gone, and we’re excited to share the results soon. We’re opening submissions again in the next few months as we continue to build our slate for 2021 and beyond. Follow @sixtostart on Twitter so you don’t miss out!
In the meantime, please do drop us a line with your thoughts on the process, especially to let us know where we can improve. We’re committed to ensuring we use the platform we’ve been granted as responsibly as possible, and that starts with being completely open to advice and criticism.
At a time like this, it might feel odd to be thinking about games. But while Zombies, Run! is a game, it’s here to keep you fit and healthy. It’s also good for your mental health to have a break from the world and spend time with characters you love.
So we’re doing whatever we can to keep you fit and strong.
Introducing The Home Front
Starting today we’re launching a ten-mission programme of Zombies, Run! home workouts. All ten will be completely free and fully unlocked.
These workouts are designed for beginners and intermediate exercisers, and they don’t require any special equipment. They’re also fun! The first is by Naomi Alderman, lead writer and co-creator of ZR, and it stars Sam Yao as your operator.
So whether you’ve just arrived at Abel Township or you’re a veteran runner, you can play and enjoy these non-spoiler side missions. Some will be tied into our book, Zombies, Run! Keeping Fit and Living Well in the Current Zombie Emergency – and we intend to release extensive excerpts from the book for free next month.
You can find The Home Front by tapping the Missions tab at the bottom of the home screen. We’re hoping to release these missions roughly every week, but since we’re writing and recording from our own homes as we speak, please be patient if we’re delayed!
How to Run Safely
While you shouldn’t be visiting gyms, in many places you can still take on missions for Abel Township.
“You can use your garden, if you have one. You can also leave the house to exercise – but stay at least 2 metres away from other people.”
The New York Times has great advice on walking, jogging and running outside. But don’t push yourself too hard! There’s no need to set any records right now. And please check with your local and national guidelines on exercising outside.
Season 9 is Delayed
We’ve decided to delay recording the first 15 missions of Season 9, due to the impact of coronavirus in the UK. This means we won’t be able to launch Season 9 in May as we’d originally planned.
We’re disappointed we can’t share one of the most exciting seasons of Zombies, Run!, but the health and safety of our team and actors – along with the need to practice social distancing for the good of everyone – is our highest priority. We’ve always tried to record all our audio in person, with as many actors in the same room as possible, so we can ensure the best quality and performances. These existing processes make it harder for us to adjust the production of our mainline Zombies, Run! missions to current circumstances.
Our hope is that we can record and release all of Season 9 later this year, but it’s impossible to know when it’ll be safe to do so. What we can say is that we’ll keep you updated when we’ve made new plans.
But we still have plenty of missions for you! We were able to record our Spring 2020 Virtual Race, which will go ahead as planned next month. We also recorded A Study in Ichor, a five-part New Adventure thriller/horror story set in Victorian times and starring a whole host of beloved ZR characters, and we’re sure you’ll love it. We’ll be releasing it, and other New Adventures, in the coming months. And of course, there’s The Home Front.
All Virtual Races Available Later This Year
Finally, in a few month’s time, we’ll be releasing all past virtual races for sale; from Runner 5’s quest to win a treasure trove of Werther’s Originals, to stopping a rogue general with stolen nuclear bomb, to your visit to the deadly Tomorrow Island. This will take a little longer to set up as we have something special planned, but rest assured: it’s definitely happening.
Stay Safe Out There!
Abel Township needs you fit and healthy, Runner 5. We’ll get through this – together.
We’re looking for someone to help us manage our content on Zombies, Run! and our fast-growing New Adventures segment! You’re ideally ambitious, highly-organised, with multiple years of experience in the media industry – whether that’s as an Editorial Assistant in publishing, or in production in the film/TV/audio/games sectors.
This is a remote-only, part-time position for 3.5 to 4 days per week, with the potential to become a full-time position dependent on performance and company requirements. Our core hours are 10am to 4pm, UK time.
With the release of Run with the Ancestors, we now have ten New Adventures waiting for you to try in Zombies, Run!, and plenty more to come. Whether you’re waiting for Season 9, or need a break from Abel Township (impossible!), we’re sure you’ll find something to keep you company on your next run with the help of our handy guide!
I just need something to tide me over to Season 9! I miss Abel!
You should try some of our other missions set in the Zombies, Run! universe! We have the Race Missions, for longer stories set in Season 1, Supply missions for when you aren’t sure how long you want to run for, Interval Training, for when you want some more intensive training, and try catching up with Radio mode to satisfy the craving while you wait.
I do like zombies, but want something a bit more like The Walking Dead.
Try Dystopia Rising! This post-apocalyptic adventure sees you joining a band of mercenaries set to guarding a caravan of traders and travellers as they head towards a new settlement. But there are terrible things waiting in the woods, and secrets waiting around every corner.
I’m a bit of a sci-fi junkie and I’ve run out of episodes of The Expanse.
Check out Venus Rising!
Set in the future, you’re heading to Venus Colony One to investigate why the colony has cut off all communications. Explore the settlement, search for survivors, and discover the deep secrets of the planet.
I love sci-fi, but I’d like to learn more about space in reality!
We can do that! Escape orbit and train to be an astronaut, with Run the Solar System.
This British Science Association run will put you through your paces as a trainee astronaut, and then guide you through local space to explore the planets that make up our solar system.
Or you can learn about the surface of Mars, as you climb the tallest mountain in the solar system with Run Olympus Mons!
Let’s bring it back to Earth. I am a fan of science, but also… disaster movies!
Not a problem. We think you’ll love Volcano Race!
Become a technical intern for a team of Volcanologists studying Mt. Archie. But when the mountain erupts, you’ll have to run for your life to escape the ash and lava flow!
I like a bit of period drama, with a darker edge. Think Ripper Street or Sherlock Holmes.
Allow me to recommend Track the Ripper! Join up with the City of London police and explore the streets of Victorian London on the trail of a notorious killer.
No, more historical than that!
We understand! Delve into Rule Britannia! It’s Gladiator meets Zombies, Run! Travel almost 2000 years into the past and become Roman Legionary Quintus and help to stop a war with the Picts along with your good friend Sam. Eh… Samnium.
Even more historical! I mean, really historical!
If you want to go into the far reaches of history, then explore the origins of humanity itself in Run with the Ancestors!
This run from the British Science Association will take you a million years back in time, to the very earliest humans in Britain. Follow the development of our species and the landscape right up to the present day.
Ooooh, I do like documentaries! Do you have anything like the Blue Planet?
Go diving with expert explorers and scientists, and explore our oceans. Discover the incredible variety of life that the waters of our planet harbours, as you travel from the surface down to the blackest depths.
I’m not good with depths, but I do like the idea of exploring.
Then check out Lewis & Clark! You’ll travel back in time on a historical tour of an expedition to reach the west coast of the USA. See all the preparation that went into the expedition, and join it as they travel up the Missouri river and cross the Rockies on their way to the Pacific.
Whatever your interests, we’re sure that you’ll find something to get you running! What’s your favourite New Adventure?
In the run up to the Spring Virtual Race and Season 9 of Zombies, Run! we’ve been hard at work on the app, so it’s now more stable than ever!
On both Android and iPhone we have:
Added a New Adventure category screen. With nine New Adventures, and many more to come, we thought it was about time we made those easier to find
Added more useful information to the Support screen. It will now show your subscription status and ZombieLink username if you’re logged in, as well as the same information about app version and what type of phone you’re using.
Moved the Race Missions to the Season 1 Missions list. All you’ll need to do to reach them is tap Missions > Story Missions and scroll down to find these essential parts of the story!
On Android (version 8.6.2) we have:
Improved 5K run log display
Fixed Google Fit integration
Improved Navbar, Home, and Membership screen accessibility when using TalkBack
Fixed creating/editing Interval Training workouts for Legacy users
Fixed GPS setting for new users
Fixed Wear countdown bug
Added other bug fixes and performance improvements
On iPhone (version 8.6.1) we have:
Fixed mission unlocks not working for S1-3 (from 8.6.0)
Added various crash fixes and performance improvements
You might have noticed a change on the Missions screen in Zombies, Run!: the Races section has vanished!
But never fear, Races have not been removed from the app. Instead, they’re now in the Season 1 story list! This is because they’re an important part of the Season 1 storyline, and we wanted to make that more obvious. We’ve had plenty of people miss them while running because they were tucked away in a different section, and hopefully this will make them easier to find!
All you’ll need to do to reach them is tap Missions > Story Missions and scroll down to find the Abel Township and New Canton race missions. We haven’t changed how they work: Abel Runner’s Club members can run them all immediately, while free users can use their weekly unlock to get access.
Zombies are everywhere these days, and we don’t mean in a ‘do we really need another remake of a Romero film?’ way. As soon as you step outside the walls of your settlement, there’s a pretty good chance that you’ll spot at least one on the horizon.
You may think that one zombie is very much like another; they’re all just groaning corpses, right?
Wrong! There are as many variations on a zombie as there were zombie movies before the apocalypse. Knowing which kinds you’re likely to encounter in the wild could be what saves your life!
Your standard ambulatory zombie. Chances are you’ve already beaten in the skull of at least one of them. Seen in various states of decay. The fresher they are, the faster usually, but you’re still likely to be able to outpace them if you put on a burst of speed. Getting to the roof of a building can help if there’s only ladder access, as can climbing a tree.
The real danger comes when they’re in groups. A pack of zoms can quickly overwhelm you and all it takes is a scratch before you’re joining the horde. Always try to shake them off quickly, because one or two zombies tend to attract more, and over long distances, your stamina will give out long before theirs!
You’d think that zombies without legs would be pretty useless. However crawlers have their own special set of risks associated with them. These zombies have a nasty habit of hiding in undergrowth or under rubble, ready to nip at the ankles of the unwary like your former neighbour’s demonic chihuahua (before your neighbour became a zombie too).
Thankfully they’re even slower than normal shamblers, so as long as you’re careful, you should be able to escape them. If you’re travelling through fields, or areas with a lot of damaged buildings, it’s worth taking a long stick along with you to test out the ground and check for any nasty surprises.
These zombies are the worst that you’re likely to see on an everyday run. They’re fast enough to keep pace with a normal jog, and may even be able to speed up to catch you if you pick up the pace. Be prepared for a hell of a sprint if you encounter them.
However fast they are though, they’re no more agile than the normal undead, and no smarter either. Lose them by ducking through buildings, or climbing ladders to higher ground. The McShell maneuver is also a possibility here, although you’ll need to be pretty confident of your terrain to pull it off.
It’s been suggested that zombies are often driven to keep doing the same actions as they did before they died, albeit with more decay and risk of horrific death. Everyone has a story of that one zombie postman who kept shambling his route months after his death.
So what happens when you get groups of dedicated fans suddenly turned into zombies after a concert or event? Groupie zombies. These zoms tend to keep following the object of their affections no matter what. It has been rumoured that a zombified Taylor Swift is still out there, leading her own pack of obsessively loyal undead.
The best way to escape these zombies is to distract them with the voice or image of the person they’re obsessed with.
You’d think that you would be able to find sanctuary on the open ocean, or in the middle of a lake, but sadly, even the high seas are infested with the scourge of the undead.
These zombies tend to be even more rotted than the usual land-based monsters, and can often be found covered in sea weed, abandoned fishing lines, and the remains of long since punctured rubber rings. You might even see some weird barnacles or weird red coral growing into them.
Your best bet to evade these aquatic undead is to get up on dry land – they tend to fall apart fairly quickly once the water pressure isn’t holding them together!
Potentially more rumour than fact, it’s not difficult to find stories of organised zombies if you look on Rofflenet. There’s always someone with a tale of zombies marching in formation, or working together as more than a mindless horde. Supposedly there have even been sightings of zombies using tools and weapons!
Of course, most of these stories are probably just that – stories. Things got very confused during the apocalypse, and it’s easy to give the undead more credit than they deserve.
However, there are an awful lot of stories like this, and it’s not always possible to tell what is the post-apocalyptic community’s version of creepypastas and horrible coping mechanisms, and what may have a grain of truth to them.
Working on Zombies, Run! we’re lucky to have a very dedicated, creative and overall lovely fanbase. We try to celebrate that whenever we can, so we’ve been talking to some of our fans and would now like to introduce another of our fan interviews!
Today, we’re talking to Tom about creativity, and their favourite characters!
What got you into Zombies, Run! In the first place?
I think initially I saw a post about it on Tumblr, maybe around 2013. I was never one for physical exercise when I was younger, but thought that maybe this app could help kick things into motion. Now I can’t spend a single day without getting out and moving, even if it’s just a 30 minute walk. I came for the promise of zombie chases and stayed for the very lovable characters and the plots surrounding them. In fact, I don’t use the zombie chase feature that much nowadays.
Was there a point during your initial run of ZR which hooked you? A point where you went ‘yes! This is for me’?
I actually started listening to Radio Mode first because I didn’t know where to “properly” start. I think I listened up to the point where it’s official that Jack and Eugene are together and I think that’s what really hooked me. I remember thinking “wow, there’s queer representation in this game!”, I didn’t know at first and it made me really happy. After that, I ran a couple of regular story missions and everything just kind of fell even more into place as I met more characters and the plot developed.
Who is your favourite character, and why?
Picking favourites is always hard but I think my top three would be Eugene, Simon and Janine. I love Janine for her resourcefulness and her ability to make hard decisions, we’re quite the opposite in many ways but I adore her. In Simon I can see a few bits of myself and his story is one of the most compelling to me. Eugene is one of the characters that made me fall hard for Zombies, Run! as a whole. I mean, who doesn’t have a crush on that guy?
What was your best ZR experience?
I think the early days of my Zombies, Run! journey has some of the best moments. I used to walk around the fields at my parents’ place. It’d be at night, in the summer, and I’d mainly use the app to keep me company or make me take routes I hadn’t before. It has a very nostalgic feeling to it. The app really helped me get out of the house, even during hard days.
In short, I found Zombies, Run! at a very low point in my life. It helped take my mind off of difficult thoughts that’d occur when I was outside. It sounds cheesy but Zombies, Run! will probably always have a very special place in my heart. It’s helped me through a lot.
You draw a lot of cool artwork. Do you have a favourite ZR subject to make artwork of?
Thank you! Even though I tend to draw Simon or Jack and Eugene most of the time I usually just draw what I feel inspired to. Music is usually my go-to for inspiration so if a song that plays reminds me of a certain character then that’s probably who I’m going to draw. Overall I love drawing characters together, showing life in Abel and relationships without focusing on the zombies but rather people living together as a community.
What’s your favourite music to run to? (Spotify playlist would be great!)
I have a lot of different playlists for running, all in terrible disarray. I tend to go for music that makes me want to move. Sometimes pace matters but sometimes the most important thing is to feel energized. There’s a lot of CHVRCHES in all my playlists. I put together a short playlist with some songs from my other playlists for you guys.
Do you have any fanfic/fanart recommendations?
There are a lot of amazing creators in our community. I always feel a deep connection to the scenery in wubbelwubbwubb’s art. I don’t know how they do it but somehow they always manage to convey that deep nostalgic feeling I associate with Zombies, Run!.
Yariem-alkahen does some really funny art of some of homeboundrunnerfive’s text posts which I really enjoy. It’s nice how an app about the end of the world can be turned into humour and memes. The world needs more of that, especially during hard times.
Thank you Tom for speaking with me! You can find Tom on Tumblr and on Instagram!
The zombie apocalypse has put a strain on vital public services. No more nipping down the shops to pick up a pint of milk, no guarantee of finding a safe place to lie down after a hard day. It’s a dangerous world out there!
So it’s good to know that Abel Township has all the essential services you’d expect from a thriving post-apocalyptic settlement. Today, we’ll take a tour around the most essential features of Abel Township.
Runners are the lifeblood of any post-apocalyptic settlement, but they couldn’t function effectively without someone watching over them. The Comms building is the nerve centre of Abel Township, handling Runner missions, sending messages between settlements, and of course, hosting Abel’s very own radio station! Whether it’s guiding people around hordes of the ravenous undead, or entertaining inhabitants with music and chat, the Comms building is essential in keeping Abel running.
The Communications building is available straight away in Zombies, Run!, but you’ll earn some extras like the encryption substation during Season 2.
Sure, going grey may be the biggest threat to health around these days, but that doesn’t mean that we’re all suddenly immune to normal bugs and injuries. When running is essential for survival, a sprained or broken ankle can be a death sentence – and then there’s the inconvenient fact that the Junin-2 strain of ‘flu is still around! The hospital at Abel has everything that you need to keep you in physical health; bandages, syringes, and even carefully managed antibiotics! Overseen by Dr. Maxine Myers, you know that you’re in good hands!
The Hospital is available immediately in Zombies, Run!, but you can expand the scope of treatment during Season by adding extras like the Psych Centre and the Zombie Research Unit.
Water Treatment Plant
It’s not the most glamorous place, but the Water Treatment Plant might well be one of the most important. These days, finding clean, safe water is much more of a chore than simply opening a tap. Water-borne illnesses are no joke: a mild stomach bug before the apocalypse could lead to your last night on Earth today. This treatment plant means you can trust what you’re drinking, and it’s helped lighten the load on the hospital.
The water treatment plant was introduced in Season 2 Mission 7 ‘Mummy’s Hand’, where you escape from a zombie infested mansion with a little help from Jack and Eugene.
There’s no getting around it: strolling to the shops for a packet of biscuits is a distant dream these days. While Abel certainly has an impressive stock of tins, after a while even peaches in syrup loses their appeal. So at Abel, you’ll find everything you need to keep a settlement on the go. Much of the land has been turned over to growing grain and vegetables, and residents can even look forward to a nice boiled egg every few days, courtesy of the chicken coops. Rumour has it that they’ll be expanding to orchards and even goats in the coming months!
Farms are available immediately in Zombies, Run!, but you can add some extras like grain silos and greenhouses during the course of Season 2.
Sometimes running away just isn’t an option, which is why Abel’s Armoury is an essential feature when it comes to staying alive. From cricket bats and noisemakers for dangerous Runner missions, to guns and explosives to keep the gates clear of the grey menace, Abel is well-stocked. But just owning the weapons doesn’t do much; Abel is backed up with a trained force to patrol the walls and keep an eye out for threats. You’ll be sleeping soundly in no time!
The Armoury is available right from the word go in Zombies, Run!, but you can make things even safer in Abel with add-ons like Heavy Weapons Storage during Season 2.