Zombies, Run! Fan Competition results

We’re ready to reveal the winners of the Zombies, Run! Fan Competition. There were loads of great entries for all the categories and we’re thrilled and incredibly impressed that the Zombies, Run! community so passionate and talented! Choosing winners was a tough job. So much so that we’ve awarded a third place award for all categories, which we’ll be arranging prizes for in the near future.

So head on over to our Competition Winners page and check out who’s won. A huge thanks to everyone who took part and congratulations to all of our winners. We hope to see you all again when the next competition rolls around!

Winners: We will be in touch with you next week regarding prizes and more!

Some Zombies, Run! 2 clarifications

We’re seeing some questions about a few of the features and changes that have come with Zombies, Run! 2, so we’ve come bearing advice which should hopefully clear up any problems you’re having.

  • Season 1 Base

We’ve heard from some players who are upset about losing their base progress when upgrading the app. Unfortunately, it seems we haven’t made it clear enough that the Season 2 base builder replaces and upgrades the Season 1 base. There are a few reasons that we’ve done this, not least of which being the fact that it fits with what we’re doing with the game’s story. It’s also allowed us to really improve the entire base builder, making it far more fun and involving. This means that Season 1 bases will no longer be accessible or upgradeable from the app once you’ve updated to Zombies, Run! 2.

You can revisit your Season 1 base on ZombieLink, by heading to your Base tab and clicking “View Season One Base” in the bottom right hand corner of the screen.

  • Season 1 Missions

All of the original Season 1 story missions are still in Zombies, Run! 2 and have been unlocked so they’re playable at any time on both platforms.

On iOS, you can find Season 1 by swiping left or right on the Missions screen.. Check the top of the mission list screen to see which category of missions you are currently exploring.

On Android, you can find Season 1 by viewing the Missions screen, tapping on the top left button saying “Season 2” (it has a little triangle in the bottom right corner) and choosing “Season 1” from the drop down menu.

  • Season 1 Progress

On loading Zombies, Run! 2 on iOS, it may appear that your Season 1 mission progress has been lost. Unfortunately, this is due to a bug in the current version – we’re very sorry about it and it will be fixed in the very next update.

However, your run logs still exist, and you can find them in the “Run Logs” section of the “More” screen as well as on ZombieLink. We know that your data is precious and we’ve made sure that none of your run stats have been lost between Zombies, Run! and Zombies, Run! 2 (this applies to iOS and Android).

  • Radio Mode and Supply Missions

Some of you have noticed that Radio Mode runs and Supply Missions have been removed from Zombies, Run! 2. This was necessary in order to accelerate development, but we plan on adding these back into the game as soon as we can.

  • Android Bugs

We will be releasing a hotfix for Android within the next 24 hours that will address a number of bugs and crashing issues – please sit tight. We’re sorry about the crashes – we tested the game on a large number of Android devices before launch, but there are many more out there that would could not test on.

  • ZombieLink and Syncing Issues

Due to the extremely heavy demand caused by everyone upgrading at the same time, our servers were unacceptably slow yesterday. We’ve been improving their performance today and we’ve also provisioned a new server that should speed up loading times. Finally, we have fixed a server bug that caused crashes on some devices.

We are working hard on fixing bugs and adding in features (new and old) over the coming weeks. So expect to see regular app updates in the near future as we strive to get Zombies, Run! 2 up to the level of perfection that you deserve.

Zombies, Run! 2 is out now!

That’s it. Time’s up. Pencils down. We’ve handed our paper to the invigilator. Zombies, Run! 2 is now finished and has been delivered to both Apple and Google for release. You can now (yes, this very second) head on over to the iOS App Store and the Google Play Store and get your hands on the follow-up to last year’s best selling narrative fitness game.

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If you already own Zombies, Run! then you just need to head to the appropriate digital store and update to the newest version. Goodbye old logo, goodbye old Abel. It’s on to a brave® new(er) world from here. Seven brand new missions await you.

To celebrate the launch of Zombies, Run! 2, Season Passes will be available at half price for this week. These give you access to all the forthcoming missions we have planned for Season 2 as and when they become available and come in three flavours.

  • Season Pass (includes all Season 2 Story Missions) – $1.99 (usually $3.99)
  • Season Pass Plus (includes all Season 2 Story Missions and Sidequests) – $4.99 (usually $7.99)
  • Sidequest Pass (includes all Season 2 Sidequests) – $2.99 (usually $5.99)

We eagerly await your feedback, so please get in touch and let us know what you think. We hope you’ll enjoy all the improvements we’ve made to the game in Zombies, Run! 2. It doesn’t end there, though; we’ll be making further improvements and updates in the coming months. Not to mention the dozens of new missions we’ll be releasing on a weekly basis from the week beginning April 29th.

So check out our awesome launch trailer at the top of this post and head out for a run or two to find out what really happened after the zombie attack on Abel. Just make sure you stay safe out there. The stakes have never been higher.

Accessibility Update

Hello, Alex from the dev team here again.

We are almost beside ourselves with excitement to be launching Season 2 with all-new iOS and Android apps tomorrow.

But first I’ve got bad news for people looking forward to the full VoiceOver support that we promised on iOS for Zombies, Run! 2 – it will not be available in tomorrow’s update. Instead, we will be making good on our commitment for full VoiceOver support in version 2.1, which we will release AS SOON AS POSSIBLE after April 16th. If you depend on VoiceOver to play the game, you should hold off on updating until 2.1 is out, when we will have made the game fully accessible.

Here are some of the questions you may have about this, answered:

Why?

I am genuinely sorry! In brief, the reasons are: we are a very small development team, and we had some unexpected late challenges in making the app fully accessible. The “schematic view” base builder was all but complete at the time that we wrote about our VoiceOver plans, however, we then discovered that our mission list was inaccessible in VoiceOver mode because of the way the new interface handles swipe and tap gestures.

The remainder is just a matter of the brutal realities of software development. Apple review every app that goes into the iOS App Store by hand, and this process can take many days. If your app fails review, you must fix the app and then submit it for review again. To be sure that the app would be ready for April 16th, we submitted it over a month ago. This meant we didn’t have time to fix the new VoiceOver issues we’d discovered.

Why couldn’t you have told us sooner?

Because there was a chance that, if the app failed its first review, we might have been able to add the VoiceOver support in a follow-up submission.

So what have you been doing this past month?

Finishing the Android application! It is looking great, and I’m really pleased with how many features we have packed into 2.0. What’s more, because we can publish new versions of the Android app as fast as we can write them, we have a slew of new features coming out in updates over the next few weeks.

Also, I’m thrilled to announce that the development team is now one developer larger. Mohsen joined us two weeks ago and hit the ground … running … if you’ll excuse the pun. His first contributions to the project were to fix those outstanding VoiceOver problems.

You can’t submit a new version of an app to Apple while a version is waiting to be released. Therefore we will be submitting version 2.1 to Apple the moment 2.0 is out of the gate.

Why can’t you give us an exact date for version 2.1?

Because of the App Store review process. However, the good news is that, with ZR2.0 coming out tomorrow, we can put 2.1 into the review process right away. We will not be messing around here.

What about accessibility in the future?

We are not shying away from this commitment. With our expanding developer team and our fast-improving knowledge and experience with VoiceOver technology, we intend to ensure that every part of Zombies, Run! continues to be accessible to as many people as possible.

Launch day is almost upon us! …But then what?

The wait is almost over! Zombies, Run! 2 is just a matter of days away. Hours, really. Yes, we’re still on track to release on both iOS and Android on April 16th. We promised to keep you updated if anything changes and, thankfully, nothing has.

In case you didn’t see our previous post on the subject, Zombies, Run! 2 will be an update to your current Zombies, Run! app. Which means that if you already own Zombies, Run! you won’t have to purchase Zombies, Run! 2; you already have it!

This update includes seven missions from Season 2 – four story missions and three side missions. We know that some of you will blast through these quite quickly, but don’t worry. There’s plenty more where that came from!

The week of April 29th will mark the start of our weekly mission releases. We have over sixty missions in development right now which we’ll be making available at a rate of three a week. That’s two story missions and one side mission every week. All brand new. Buying a season pass will give you access to these as and when they become available.

Don’t worry, there’s no pressure to play them all as soon as they’re released. Once they’re out, they’re yours to play whenever you want.

So prepare yourselves, because if you thought Zombies, Run! Season One was intense, you ain’t seen nothing yet…

How a fan fiction writer joined the Zombies, Run! 2 writing team

This is a guest post by Naomi Alderman, lead writer on Zombies, Run! 

The launch of Zombies, Run! 2 is just around the corner, which seems a great time to announce a new member of the writing time: Andrea, better known on Tumblr as thischarmingand has joined us for the writing of Season 2. Yes, Andrea writes Zombies, Run! fanfic. Yes, that’s how we found her and fell in love with her work. No, I don’t really understand why more shows/games/zombie-based-fitness apps don’t do this.

I’ve been a fan fiction enthusiast for a long time. In the (fairly) distant past, I wrote fanfic myself, and last year I made a documentary about fanfic for BBC Radio 4. Unlike some authors, I’ve always felt fanfic was a massive compliment rather than someone trying to steal my characters.

Since we launched last February, there’s been a steady stream of Zombies, Run! fan fiction. Jack and Eugene – the gorgeous creations of Matt Wieteska, the Zombies, Run! sound director – are firm favourites, and Runner 8, Maxine and cough Runner Five/Sam slash fiction crop up often. On long nights making the game, the love for Zombies, Run! on Tumblr has kept me motivated.

Last summer, Matt and I were chatting about the various fanfic writers out there. “There’s one whose work is incredible,” said I. “Yup,” said Matt, “thischarmingand.” I’d especially loved this piece – in which Andrea’s grasp of the characters’ voices was so pitch-perfect I felt like I’d written it myself. Except I’m not that funny.

Adrian and I agreed that Season 2 would be more than twice as long as Season 1 so it was clear that I needed more writers. And that someone who knew and loved the game and was incidentally able to write all the characters with perfect voices. I spent a couple of weeks wondering if I was allowed to offer Andrea a job, until I realised that, duh, I’m the lead writer and I get to decide what’s allowed.

So we emailed Andrea – known around the office as Fandrea, to distinguish her from friend-of-Six-to-Start-and-Naomi-Alderman Andrea Phillips. And after we managed to convince her that it wasn’t a practical joke, we got writing.

One question that occurred early on – would we have to stop Andrea from writing fanfic if we told her all the juicy plot developments in Season 2? In the end, we decided that we’d erect a Wall of Silence – and as long as Andrea was writing side missions not main-arc missions she could happily write away without knowing much about the tragic/hilarious/romantic/running-based Season 2 plot.  This approach seems to have worked surprisingly well – it’s brought a different feel to Andrea’s missions, which makes them a nice mix with the main storyline.

I asked Andrea herself to answer a few questions about the process, so we could hear how it went from her perspective.

  • How did you first hear about ZR?

My best friend, who was a much earlier Tumblr adopter than I was, heard about the game when the original Kickstarter was getting passed around that site but had already been funded. She bought the game when it came out and pretty much immediately and started bugging me to buy Zombies, Run! so we could commiserate about it.

I ended up pulling the trigger on it when I moved cities last summer for work (long, boring story) and started roller skating on outdoor trails more often. Listening to music while skating wasn’t cutting it, especially since my music player at the time only held about a gig of stuff and was no longer syncing with my computer. Trust me when I say that an exercise playlist made up of, like, three upbeat David Bowie
songs gets old fast.

  • What was your first piece of fanfic and what made you decide to write it?

Aaah, I went and looked it up and it’s kind of embarrassing how quickly I wrote fic. Within a week of starting the game, I knew I needed to write about the Radio Boyfriends (Jack and Eugene, to those of you who don’t hang out on Tumblr.) So that’s what the first one was about: wanderin’ around in the zombie wilds pre-Abel and talking about music. Typical Jack and Eugene stuff.

I really don’t know what it is about Radio Mode that grabbed me immediately. Maybe the banter? I’m a sucker for snappy dialogue. Oh, and that I’m obsessed with epic road trip stories, and those two are the perfect opportunity to write one of those (or, like 12. I’m probably up to 12 now).

Mostly, I just wanted to read more about these characters so, so badly, and no one was writing what I wanted. So, be the change you want to see, right?

  • Definitely. That’s part of why I write in general – to make the stuff I wish existed. What was it like getting that “we’d like you to write for the game” email?

Well, “write for the game Tumblr ask” you mean. Which freaked me right out, when I pulled it up on my phone over a lunch break one day at work. I’m not even that used to getting Tumblr asks, period, never mind offers of writing work from the creator of one of my favourite games.

I was so surprised, actually, that I accidentally threw my phone at the guy sitting at the desk in front of me. (Luckily, he was an intern, so he was too scared of everyone to get mad.) Then I went outside and fell down in the parking lot several times while hissing “eeeeeee.” So. That probably says everything you need to know.

  • Hee. I have to say, it was a pretty exciting moment getting in touch with you. I imagined how I’d have felt if Joss Whedon emailed me to say he wanted me to write for Buffy. And then I couldn’t imagine that anymore because my head was going to explode. So, other than falling down in parking lots, what’s been the best part of the writing-for-the-game process and what the most challenging?

I have a shortlist of things I cannot believe I got to do while writing for the game, but they’re all spoilers. Let’s just say the creative freedom you allowed me, as a random person you found on the internet, was phenomenal. Also, I really liked it that you laughed at nearly all of my jokes. Thanks for that, Naomi.

The most challenging thing is probably best summed up by something you said to me a month or two ago, which was that in an audio-based game “no one can see you point.” Also, god, Runner Five. Why have you got to be running all the time? Why can’t the game sometimes be Zombies, Sit Down and Take a Break for a Minute?

  • Yes, I’ve often thought that myself. I am constantly annoyed with myself for not having come up with some idea early on which would involve Runner Five not running from time to time…  And is there anything else you’d like to tell us?

I’d like to say that Zombies, Run has about the best fandom I’ve ever wandered into. Your fans are a group of funny, creative, awesome people and one of the best things about buying this game was getting to internet-meet a bunch of them. Much as I love the game, without them I can’t imagine I would have gotten so crazily invested or written nearly as much fic. So this whole gig is probably their faults, at least a little.

  • And that being the case, we thank our fans too!

In all, there are ten Fandrea-written missions in Season 2 – they have her trademark wit and exciting plotlines, they fit into the Zombies, Run! universe like a (n undead) hand in a (biohazard) glove and I’m incredibly proud of them. I’m proud of the whole thing, actually. I think you’re going to love it. Oh, and Sam says hi. In a shy way. Because he can’t tell you how he really feels.