Tell us your Zombies, Run! Story!

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We know that Zombies, Run! has an incredibly strong community and we’re looking to put together a Testimonials page on the official website to spread the word about how much you guys love the game. We’d love it if you could take a few minutes to fill in our short survey with as many details as you are willing to provide, as well as your thoughts on the game and the Zombies, Run! story.

We’ll be closing the survey on Tuesday June 11th, so you have until then to let us know your thoughts!

We also want to put together a compilation video, so we’re welcoming any and all fan video submissions, too. This could be in vlog form, in which you tell us your favourite things about Zombies, Run!, or maybe something more similar to the great fan videos (such as this one and this one) which are set in the Zombies, Run! universe. The brief is open! As long as it’s from a fan and involves Zombies, Run! in some way, we want to see it.

Please upload your videos to YouTube and tag them “myzombiesrunstory” and we’ll find it.

To be clear, we’re not looking for “reviews” of the game. Just tell us what you think, what you’ve enjoyed and any interesting Zombies, Run! experiences that you have.

This won’t just benefit Six to Start. For each video we receive which is more than a minute long, we will be donating $3 to charity, so you’ll be doing two nice things at once!

Everyone here at Six to Start loves hearing your feedback, so we’re very much looking forward to seeing what you guys have to say.

*Photo credit: Flickr user Goat Karma 

Manual distance input for ZombieLink and updates to both apps

Since the launch of Zombies, Run! 2, we’ve been continuing to update the app on both iOS and Android platforms, as well as the online ZombieLink service.

This week, we’ve added a much requested feature to your ZombieLink account: you can now manually update your distance for any run log, and it’s particularly useful for all of our players who play on treadmills. It’s also a solution for players who experience issues with GPS tracking. 

To manually enter your run distances, simply follow these steps:

  1. If you are logged in and looking at their own profile page.

  2. An edit button (replaces hidden cog) now appears on each month set

  3. Click on the edit button to toggle editing mode

  4. Edit runs as appropriate

  5. Runs will save automatically once a field has been changed

  6. A save spinner and finally a green tick will indicate when the run has finished saving

  7. Upon save the calorie count will be recalculated using the weight of the user when they synced the run

  8. Click “Finished Editing” button to return to normal view

Next up, we’ve released version 2.1.2 of Zombies, Run! for iPhone and iPod Touch. This update fixes a bunch of bugs, as well as adding a handy dialogue box when you complete a mission so that you know which buildings can be built and upgraded with your new supplies. We’ve also fixed an issue that prevented ZombieLink Codex entries from updating. Version 2.1.2 is available right now and we’re already working on the next update, which will include some pretty neat new features!

As for Android, our most recent 2.0.5 update for Android brought radio mode back! You’ll be prompted to download the Radio content on the news page, and this is necessary to start hearing both Season 1 and Season 2 Radio after completed missions. This update also rewards those of you who completed Season 1 missions with materials to spend on your base.

If you haven’t been keeping an eye on the in-game news feed, you may not have noticed that we’ve been releasing new episodes on a weekly basis. So far we’ve released twelve new missions since the game has launched. You can get access to all of these (plus the dozens we have left to go in Season 2) by grabbing the Season Pass in the store section of the Zombies, Run! app.

We’ll continue to update the apps and ZombieLink and, as soon as news on these updates and features is available, we’ll be sharing it with you here at the Zombies, Run! blog.

We Want You (To Join Our Team)!

Six to Start is growing! We’re looking for an Android Developer, a Javascript Developer, an Artist, and a Production Assistant to join our team to make Zombies, Run! even better, and to help develop brand new games that will be just as innovative, fun, and good for people as Zombies, Run!

We’re also experimenting with new game concepts that use smartphones, tablets, and other wearable devices and computers in novel ways, and we’d like more people to be part of that.

We get emails every day from people whose lives we’ve improved with our games – people who’ve lost weight, become healthier, and gained confidence. There’s nothing like knowing that your work is valued by hundreds of thousands and is doing good in the world.

Note: Most of the positions require that you’re based in or near London, but some (like the artist) are not.
 

ANDROID DEVELOPER (London)

The simultaneous release of Zombies, Run! 2 on Android and iOS shows that we take the Android platform extremely seriously, and we’re incredibly excited about taking advantage of the latest Android services and tech in ZR and in our new game. If that sounds like a fun challenge, then Six to Start is for you.

The Highlights

  • We require 1+ year experience of professional Android development.
  • We need you to show us something you have coded. It doesn’t need to be a game, it doesn’t need to have graphics, it doesn’t even have to have zombies, it just needs to be interesting.
  • You’re able to work from our office in Gospel Oak, London (nearest tubes: Kentish Town/Tufnell Park)
  • Salary is competitive, and dependent on experience.

See full details on the job posting, including how to apply
 

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Some of our intrepid developers!
 

JAVASCRIPT DEVELOPER (London)

We want an enthusiastic and agile Javascript developer who can help us develop games for the web, and compelling online experiences for our mobile games. And we want someone who can help us think up and create entirely new game concepts, branching out on to exciting new platforms and pushing the boundaries of what is possible with the web on mobile devices.

The Highlights

  • 1+ years experience of professional Javascript development, and/or an excellent portfolio of your own work.
  • A working knowledge of server-side development (in any language).
  • Experience with and a strong interest in mobile web development.
  • You’re able to work from our office in Gospel Oak (nearest tubes: Kentish Town/Tufnell Park)
  • Salary is competitive, and dependent on experience.

See full details on the job posting, including how to apply
 

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It’s a small farm, but it’s a start!
 

ARTIST (Remote or London)

Our new game will be much more visual than Zombies, Run! (which itself is more visual than the Season 1), so we’re looking to expand our team. Specifically, we want someone who can create illustrated-yet-realistic landscapes in 2D, along with the types of isometric 2D buildings we have in the Zombies, Run! Season 2 base.

The Highlights

This can either be a remote contract position, or a part-time on-site position (with the potential to turn into a full-time job).

  • We require familiarity with how art is processed during game development (e.g. working to code specs, making sure assets fit in, how they need to look on different devices, etc.)
  • You can mimic the painting style we currently use in Zombies, Run!
  • You have deep experience in Photoshop.
  • Salary is competitive, and dependent on experience.

See full details on the job posting, including how to apply
 

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Margaret Atwood visiting is pretty rare, but our soundbooth is still pretty magical
 

PRODUCTION ASSISTANT (London)

We’re currently looking for a part or full-time Production Assistant who can assist in the production and maintenance of our games (including Zombies, Run! and new games). This is a job with real potential for advancement within the company and the industry, providing that you’re smart and can work hard.

The Highlights

  • You’ll be providing general assistance to the production team, including copywriting, editing game data, organising recording sessions, and auditioning new actors.
  • You’ll also be assisting with online customer support.
  • You’re highly computer literate and experience with Microsoft Office and Google Docs.
  • You have very good written and spoken English skills.
  • Salary is competitive, and dependent on experience.

See full details on the job posting, including how to apply.

Collecting materials in Zombies, Run!

Following extensive feedback from our players, today we’ve made a change to the way you collect materials when you play Zombies, Run! – you can now earn one material for each Season One mission that you complete.

When you upgrade, we’ll automatically add on materials for every Season One mission that you’ve already completed.

You need two things to develop your base in Zombies, Run! 2 – “supplies” (which we show with a satchel icon) and “materials” (which we show with a spanner icon).

As in Season One, you collect supplies randomly as you run. The more you run, the more supplies you collect – it’s that simple.

Materials, however, are only awarded when you complete missions, and if you play the mission a second time, the reward will be smaller. We want your base to steadily grow as Season 2 progresses, so this is our mechanism for preventing players from playing the first Season 2 mission a bajillion times and building an impenetrable uber-base before they’ve even reached the mid-season (when things may get more challenging for the citizens of Abel Township…)

However, many of our new players got in touch with us to tell us that this system seemed unfair – they had 23 Season One missions to catch up on, and with no new materials, couldn’t develop their base. We agree that this sucks for new players, so we’ve made it possible to get materials for completing Season One missions too.

As of iOS 2.1.1 and Android 2.0.5, both released today, the material rewards are as follows:

First time you complete a Season Two mission: 3 MATERIALS
Second time: 2 MATERIALS
Third time: 1 MATERIAL
Thereafter: No more materials! Play more missions!

First time you complete a Season One mission: 1 MATERIAL
Thereafter: No more materials! Play more missions!

Already played a bunch of Season One missions?

No problem, we’ve got your back. When you upgrade to Android 2.0.5 or iOS 2.1.1, we’ll give you a bonus material for every Season One mission you’ve already completed – just check into the base builder and get building.

We hope this improves your Zombies, Run! experience. Thanks for playing with us!

What’s next for Zombies, Run! 2?

Since the launch of Zombies, Run! 2, we at Six to Start have continued to work hard on the game. We’re producing bug fixes, feature updates and more for not only the iOS and Android versions of the game, but ZombieLink too.

To start off, we’ve released ZombieLink Mission pages today. This is a huge update to ZombieLink, which allows you to track which missions you’ve completed and view detailed information for each one. On each mission page you’ll not only see your related run logs and a description of each individual story clip, but you’ll be able to listen back to them, too. And by default, we’re hiding spoilers so you won’t see details from missions you haven’t played.

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We’re really pleased to deliver such a regularly requested feature. Be aware, though – you can only hear clips from missions you’ve previously completed.

Visit the Missions pages (you need to be logged in)

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We’ve also released an update for the Android version of Zombies, Run! 2 today. This includes a bunch of bug fixes, as well as the highly anticipated re-introduction of Radio Mode. So if you’ve already rushed through all the story missions and sidequests which have been released so far, you can jump straight to Radio Mode on your next run. Next on the list are Race Missions, which we’ll be adding to the Android version of the game as soon as we can.

We’re not going to run out of new stuff to add to either the iOS or Android versions of Zombies, Run! 2 anytime soon. As well as bug fixes and tweaks, we’ve got plans to improve the base builder even further, plus some other secret stuff which we can’t discuss quite yet. We’ll also be adding supply missions and the codex back to the game, so look out for all that in the coming months!

The first Zombies, Run! 2 mission pack is out now!

We can’t believe it’s already been two weeks since Zombies, Run! 2 was launched – which means it’s time to release the first Season 2 mission pack. Two new story missions are now available along with a new sidequest!

We’re not going to spoil the story missions, but we thought you’d be excited to know that this new sidequest features legendary Canadian author Margaret Atwood. Yes, it’s really her!

Not only did she come to the Six to Start offices to record her part in the mission, but she also co-wrote it with our lead writer, Naomi Alderman. Look! Here’s a photo of Margaret Atwood with Naomi and our director, Matt Wieteska, in our recording sound booth:

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In order to get hold of these new missions, you’ll need to grab a Season Pass. Only want the Margaret Atwood side mission? Grab the Sidequest Pass. Want all three? You’ll need to purchase the Season Pass Plus. These will let you download some or all of the new missions released every Wednesday.

Speaking of which, we’re finalising our release schedule and wanted to let you know that there will be a 4-6 week mid-season break after the release of Story Mission 20, around the end of June. This is due to the way we have written and recorded the missions. We know we’re asking a lot of you by releasing three new missions a week (that’s a lot of running!), so this should also give people a chance to catch up.

Note: If you can’t see the new missions, you may need to force-close and re-open the app, or restart your device.

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.