Android 0.9.3: Radio Abel, Tutorial, and more!

We sneaked out a 0.9.3 Android update on Friday, so in case you haven’t seen or downloaded it, here are some of the goodies it holds within:

  • Radio Abel! Keep hearing about these mysterious ‘Jack’ and ‘Eugene’ characters? Wonder no more: if you keep running after a mission ends, the game will automatically shift into radio mode and you’ll hear transmissions from the fine folks at Radio Abel.
  • New players will see a tutorial to introduce the game
  • Your music tracks will be synced to, and viewable from, ZombieLink

And as ever, there are some important bug fixes including:

  • UI: Mission 5 will now show as completed
  • Shuffle: *All* tracks in your playlist are shuffled
  • GPS: We start getting a fix before the mission begins to improve speed and accuracy
  • Various fixes for keyboard phones

And naturally, there’s more to come in the future, including seven Supply Missions, mission logs on the device, and accelerometer mode!

So if you have Zombies, Run! on your Android, update it now – and if you don’t… well, humanity isn’t going to save itself!

We’re on Windows Phone!

UPDATE 23 November 2016: This app is no longer supported. Please do not download this. If you have any questions, please write in to support@zombiesrungame.com!

Zombies, Run! is now out on Windows Phone! We’ve had hundreds of emails and tweets asking for us to bring the game to the platform, and so with the help of Microsoft, Nokia, and Matchbox Mobile, we’re really happy to have gotten the game out so quickly.

Our launch version (1.0) contains all 30 missions in Season 1, and our upcoming 1.1 release will add five exclusive missions for Windows Phone (made possible with the support of Microsoft and Nokia), plus limited ZombieLink support. And of course, all of this is wrapped lovingly in a super-slick Metro-native interfaced with live tiles and all the other nice stuff you expect from Windows Phone.

screenshot
screenshot

It even has a Metro-style ‘slide to run’ option, which we were so tragically required to remove from our iOS version!

It’s a great game on a great platform and we really look forward to you guys trying it out!

Zombies, Run!

ZombieLink and Fan Roundup

It’s only been a couple of weeks since we launched ZombieLink, but we’ve been busy adding in all sorts of new features, updates, and bug fixes. Here’s a list of some of the bigger changes:

  • Calorie counting (one of the most-requested features of all ZR-time!)
  • Bulk run sharing/unsharing
  • Start and end markers on run routes
  • Improved summary graphs
  • Better run route marker UI
  • More interesting Tweet message
  • Fixed timezone issues
  • Fixed inaccurate speed/pace issues
  • Fixed user-generated event issues

Plus there’s plenty more coming further down the line! Remember, ZombieLink is completely free for all Zombies, Run! players, and registration is easy.

Fan Roundup

Every time we do a fan roundup, we’re amazed and humbled by the level of activity going on. There’s been over 100,000 words written on the Fanfiction.net archive alone, not to mention some of the other great community fics out there, including:

And finally, the burgeoning Zombies, Run! roleplay community on Tumblr!

That’s all for now – but we’ll hopefully have some big news about our Windows Phone launch very soon!

Bzzt bzzt – Mission Completed, Starting Radio Mode

This week, we released our first 0.91 Android update that includes mission resume, playlist shuffle, and a ton of bug fixes, along with our long-awaited 1.3 iOS update that brought the final story mission for Season 1.

When our next 0.92 Android update comes out (very soon), we’ll have full ZombieLink syncing support for all platforms! All of these updates are thanks to Alex Macmillan and our new mobile developer Luis Ibanez.

If you’ve been using ZombieLink to view your runs and maps, you may have noticed some changes and fixes over the last week – those are all courtesy of George Thomas, our web developer, who’s been doing continuous bug fixes and updates since its launch. There are plenty of extra features that’ll be coming to ZombieLink over the next few weeks and months including calorie tracking and improved graphs, and of course they’ll all be free!

Also – we want to see your best runs, especially those with your annotations! If you’ve uploaded a particularly great run that you’ve made public, let us know at support@zombiesrungame.com and we’ll mention them in our next blog post and on Twitter!

Speaking of that, we love where our fans are taking the world and characters we’ve created! We just discovered the super-imaginative and fantastic ‘Runner 5’ and ‘Runner 4’ set of unofficial role-play/ask tumblrs – check them out! (via fuckyeahzombiesrun). Plus the ever-talented Papernest has been making some great fan art as well!

What’s Next?

With the Android release, we’ve been able to take a little breather (oh, maybe 5 minutes long) and now we’re hard at work on bringing you more updates and features.

For Android, that means getting to 1.0, which will include things like the Codex, tutorial screens, improved GPS performance, radio mode, and many other tweaks. Since this is a bigger update, this should land in the next 3-4 weeks.

And of course, we’re not neglecting iOS – we’ve already begun work on the 1.4 update, which will have a number of new features and improvements that we’ve been meaning to do for a while, plus something that we know you’ve all been wanting for quite some time…

We’re also still working on the wicking shirts, but they will be coming! We’ve tested them out and they’re good stuff. And Looking further down the line, we’re also aiming to release our Beginner 5k paid add-on later this summer, and we’re pretty sure you’ll love the results!

That’s all for now, other than a shout-out to our industrious artist Estee Chan and all-round everything-doer Matt Wieteska, who’s been fielding all our support queries!

Stay safe out there!

Android. ZombieLink. Windows Phone.

Android. ZombieLink. Windows Phone. There’s a lot to talk about this month, so let’s get down to it!

Now on Android!

The wait is over: Zombies, Run! has launched on Android! It’s early days yet and this is officially a 0.9 beta release, so there are still a lot of features to add and (undoubtedly) bugs to fix, but it’s there with 23 missions and the best text-to-speech engine on any platform!

We won’t say too much here, but it’s fun!

ZombieLink

Seeing your run on a map is cool, but you know what’s even cooler?

Playing back zombie chases to see how much you speed up when the horde is nipping at your heels. Seeing all story and game events plotted on the map. Discovering which music tracks make you run faster and slower. Personalising and annotating your run history with fact and fiction. Visiting and improving your base, browsing the Codex and sharing your runs, all online.

That’s what’s cool. And guess what? It’s all free and it works across all platforms. We’ll be supporting ZombieLink on iOS later this month and Android players will have it working from today, with map view coming later this month.

Your run data will automatically sync via your ZombieLink login, and of course, you have complete control over your privacy settings so you can just treat it as a run data backup service, or as a way to show your runs off to the whole world.

We’ll be adding more features and more content to ZombieLink over time, so this is just the start: Zombies, Run! has come to the web.

Windows Phone 7

We’ve kept this a secret for a long time, but now we can finally announce that Zombies, Run! will be coming out on Windows Phone 7 devices later this month, thanks to the efforts of Microsoft, Nokia, and Matchbox Mobile! It’s a fantastic app for a fantastic platform, and naturally, it has proper Metro styling, Live Tiles, and ZombieLink support. Even better, there’ll be five exclusive missions!

The app will be available on the Marketplace later this month!

More Missions and Features

The 30 missions comprising Season 1 have all been released (although the last story mission still needs to come to the iOS “Zombies, Run!” later this month), and we’re already hearing from people desperate for more story!

The good news is that we’re now in the process of editing the audio for more free and paid missions, including our Beginner 5K Training pack and Interval Training pack, plus something extra! It takes us time to edit these and to also develop the new features for the apps to support them, but believe us, it’ll be well worth the wait this summer.

And… breathe!

It’s been a hectic few months for everyone working on Zombies, Run! – since our launch in February, we’ve been flat-out on developing the Android version, creating ZombieLink, recording more missions, and adding more features to iOS.

We’re not going to slow down but we do want to take some time to consolidate the different platforms and keep everything high quality – so please be patient with us!

For now, enjoy the new features and platforms, and stay safe out there!

Team Zombies, Run!

The Fan Shout-Out Roundup

It’s just under 3 months since we launched Zombies, Run! to the world, and there’s been plenty of surprises and excitement since then. But by far the most gratifying thing about releasing the game has been the overwhelmingly enthusiastic response from our players. You’ve been leaping on every opportunity to tell your own Zombies, Run! stories, produce wonderful artwork and get involved in the game’s world as much as you can. We’ve loved every piece we’ve seen, so we’re going to share some of our favourites.

To start things off with a bang, here’s a wonderful art-nouveau-inspired poster for the game by Phantoms Siren.

We love the way this recalls old horror film posters with the lunging hands and limited colour palette, playing that off against the modern clothing and oversized headphones of the runner. It really sums up the core of Zombies, Run: old-school horror meets modern tech. Excellent work.

Following that, take a gander at the first piece of Zombies, Run fanfiction we received. It’s a touching piece exploring the relationship between Sam and Doctor Myers, and it created quite a reaction in our lead writer, Naomi Alderman. Great job, Nextian!

Delving deeper into the burgeoning ZR fanfiction community, here’s a great short piece by clicketykeys that gets right to the heart of the debate over which weapon’s the best for the Zombie Apocalypse. You might write a great story, clicketykeys, but you’ll never convince Jack you’ve found a better weapon than W.G!

Of course, Runner 5’s faithful radio operator Sam Yao has received plenty of love from the fans, and we think this piece by eyesfilledwithstars is a lovely expression of how much Sam means to Abel and to the fans.

There are plenty more fantastic pieces of ZR fanfiction out there, and we love all the stories that our fans are telling, and we can’t possibly feature them all here, but we’d be remiss if we didn’t mention . It’s a gripping epic, developing week-on-week, and we think you’ll love it at least as much as we do. America: keep writing!

If you’re looking for an excellently-written blog in which one runner is charting her progression through the game, let us introduce you to Eve Glass. You won’t be disappointed.

Walking the line between fanfiction, blog and artwork, we have an hilarious comic from Megacynics, completely nailing the dual experience of playing Zombies, Run!

One of our favourite pieces of fan art is up next: an incredibly evocative self-portrait by Robin Parkins.

This piece has a lovely, rich style which just hints at the grim realities of life post-civilisation while managing to remain personal. Excellent.

To round out our art collection, here are portraits of ZR characters by the wonderful Brooke. It’s really great to see how Brooke’s pictured the characters: Jack and Eugene are surprisingly close to the real thing, and you have Janine almost spot on!

Finally, if you’re looking for more Zombies, Run! chat, art and links, check out the guys over at Reddit’s r/Runner 5 and http://fuckyeahzombiesrun.tumblr.com – communities run by Zombies, Run fans for Zombies, Run fans. We love you guys. And if you’re on Fitocracy, check out the Zombies, Run! and Runner 5 groups.

To wrap up: thank-you to all the fans out there who are sharing their love of the game with the world. We can’t tell you how much we love seeing what you’re up to.

Stay safe out there.

Android: 28 Days Later (June 14th)

Yes – it’s not May, and it’s not Spring, either. But come Thursday June 14th, Zombies, Run! will be on Android! We’re really sorry that we aren’t able to release it any sooner – we want it to be out just as much as you do, so we’ve thrown all of our mobile development resources into Android to make that happen.

In order to make this release date, there are a few things that will need to wait until version 1.1 or later, including:

  • Supply missions (arrived in iOS v1.2)
  • Accelerometer support (ditto)
  • The Codex

We don’t want the Android version to be lagging behind iOS indefinitely though, so we are hiring more people to help accelerate development on all fronts.

The good news is that on June 14th, all Zombies, Run! players – Android and iOS – will gain access to ZombieLink, our web-based syncing service. It’ll do everything you’d expect, like show your run logs and stats, and plenty of things that we’re sure you’ll be delighted by.

There’s more good news: we’re targeting Android 2.2+! This means that even fairly old Android phones should be able to play Zombies, Run! although obviously the actual performance may vary if you have a really old/slow phone.

Closer to launch, we’ll be emailing all Kickstarter backers and people who’ve pre-ordered Zombies, Run! with instructions on how to download and play the game. But for now… well, it’s only 28 days from now!

Plus there’s an even more super-secret thing that we’re working on that will be unveiled next month…

Which country loves Zombies, Run! the most? Let’s investigate!

Sales (normalised to US = 100)

We’re not about to reveal our exact sales figures, but this chart shows that like most apps, the US dwarfs the rest of the world, singlehandedly accounting for almost 70% of sales; Canada, Australia, the UK, and everyone else can only look on in envy.

But this doesn’t tell us anything interesting. We know that the US is a big country with 300 million people, we know that they have a lot of iPhones. So maybe there is a more useful way to slice and dice this data.

Sales per Capita

If you look at sales per capita – in other words, dividing sales figures by population and normalising (look at the red bars) then Australia emerges as the top dog, punching well above its weight with 25% more sales per capita than the US! They’re very closely followed by Sweden, Denmark, and Canada, with Norway a little further behind. Notable English-speaking laggards include the United Kingdom and New Zealand, who’re only selling at half the rate of the US. What the hell, Brits/Kiwis?

Sales adjusted for Addressable Market

While sales per capita is a lot better than absolute sales figures, it’s not perfect. Some countries are richer than others, and some countries have more iPhones and and iPod Touches. If we want to see how well Zombies, Run! is performing, then we need to adjust our figures for the Addressable Market – that is, the number of people who can actually buy our game.

Apple don’t break down their device sales figures by country, but Flurry makes a good approximation in their iOS and Android Addressable Market charts from December 2011. Of course, we’re only selling on iOS (at the moment) but it’s better than nothing!

If you adjust for Addressable Market, the chart looks a bit different (look at the orange bars): Canada zooms into the lead without even a tip of the toque to its rivals in Australia, Sweden and Denmark.

This is a bit weird though – why does Canada increase its numbers so much when every other country stay more or less the same? The answer is simple: Canadians still have a lot of Blackberrys, the poor, deluded fools. As as result, they have fewer iOS and Android devices, so the number of sales per available devices is actually higher. I suppose there’s something to be said for patriotism, at least…

Time for some unbridled speculation!

Why is Canada so far ahead? It helps that they speak English (or so they say), a trait they share with #2 and #5 (Australia and the US) – and arguably they are culturally closer to the UK than the US.

But if it was just down to being culturally close to the UK and speaking English… why on Earth are sales in the UK low? Maybe it’s the weather – but then again, the weather in Canada isn’t that great either. Perhaps British people are just more conservative in their choice of games. Perhaps they’re not as keen on running. Who knows?

The other interesting finding is that Nordic countries love Zombies, Run! Some of this has to do with their high levels of English speaking and general outdoorsy nature, but maybe there’s also something about zombies that speaks to their tortured souls…

This data is accurate as of a couple of weeks ago

Recon Report: What’s Happening Next with ZR

Now that we’ve launched v1.2 of Zombies, Run! and will be releasing the Android version in the next couple of months, we want to share a bit more information about what we have planned beyond that.

But first, it’s useful to explain why we’re often a bit cagey about providing exact release dates and plans:

  1. Every update we make to the game needs to go through Apple’s review process, which usually takes around a week, but has been known to be much slower or quicker – and on occasion, we even get rejected. This is the biggest reason why we can’t provide firm dates for updates; we could make an estimate, but we don’t want to blame Apple for delays because it’s not very helpful.

  2. We’re still figuring out how fast we can develop features and fix bugs. We’ve learned a lot about iOS and now Android in the last few months, but we’ve got a lot more to learn.

With that said, I can talk a little about what we have coming up. In no particular order:

  • We still need to release the final story mission of Season 1. This will be a free update. It’s almost entirely recorded and edited, but there is one last bit we need to do before it can go live.

  • We’re deep into development on Android, which is scheduled to launch in late May/June. We currently have two devs working full time on it and while the Android 1.0 release will not have everything that iOS 1.2 release has, it’ll have more than the iOS 1.0 release did. This is necessarily slowing down development of the iOS version but we expect this to be temporary.

  • We’re currently recording the audio for two paid add-on packs: Beginner 5k and Interval Training. These will be big updates with a ton of new story and really useful new features, and we’re aiming to release these in the coming few months.

  • We’re also working on the online syncing service, ZombieLink. It won’t come as a surprise that like other running apps, we want to let you see your run logs online. But just as ZR is much cooler than other running apps, ZombieLink will accordingly be much cooler as well 😉

  • Once we’ve done the Beginner 5k and Interval Training packs, we still have a third paid add-on that we need to write and record, which will have yet more story. And we also want to release extra free missions as well.

  • Looking further ahead, there’s Season 2. We have a feature request list as big as Runner 5’s backpack, so we shall see what makes it in!

  • Finally, there is at least one super-awesome thing that is happening that I haven’t mentioned and will not mention until much closer to the time.

In practice, a lot of this stuff is happening in parallel; the solid sales of the app mean that we’ve been able to staff up pretty quickly.

So there you go – that’s what’s happening next with Zombies, Run! I can say for certain that the next 2-3 months holds a lot of awesome stuff to come – but then, ZR has only been out for 2 months as it is!

Photo courtesy Fran Pike

It’s Update Time: So many new features and missions in v1.2!

Note: Looks like there’s a bug that lets you collect free first aid kits (along with other less-useful things) – we’ll fix it in the next update, but until then, enjoy the free supplies! At least they’re not sports bras…

In the next few hours, you should be able to download our latest free v1.2 update to Zombies, Run! What delightful surprises does it contain? Why, let’s find out!

Zombie Chases in accelerometer mode

You read that right – if you have an iPod Touch or you run on treadmills, you can now get zombie chases. We’ve wanted to add this feature for a long time because we know so many of you have been waiting for it.

To activate zombie chases, you’ll need to go to a mission, tap on Tracking, switch Accelerometer to On and then tell us where you keep your device – in a pocket, in your hand, or in an armband. There’s no ‘best’ way to hold your device but you may find some positions work better for you than others.

It’s still an experimental feature because it’s not easy for us to reliably detect how fast you’re moving just from the accelerometer, but we’re pretty sure this should get you working up a sweat!

7 New Supply Missions

It’s a big update when ‘new missions’ doesn’t make it to the top of the list! These aren’t normal missions though – they’re designed to help you collect more supplies to build up your base, and as so they’re highly repeatable and they never end!

The supply missions are unlocked depending on your position in the story, so don’t worry if some are locked for the moment!

Long play mode

When we were first designing Zombies, Run! we wanted it to be accessible to every kind of runner, which is why we made missions last around 30-40 minutes long. But we know that a lot of our players go on runs that are over an hour long, so we’ve introduced ‘long play mode’ to extend missions to around one hour long.

It works in a really simple way – instead of playing just one song in between story and radio clips, we’ll play you two. When we’ve tested this, we find it works really well on 10k and 20k runs and it’s a great way of experiencing a story over a longer distance. You can enable it by going to the app Settings.

Post to Facebook

Not everyone is on Twitter! With this new feature, you can post a report of your run to friends on Facebook. The first time you do this, you’ll need to authorise us to post on your behalf, which for most people will mean that the Facebook app will open and make you tap a button. If you don’t have the Facebook app installed, you’ll have to log in on the web. Simple!

Audio bug fixes (‘stucking’)

Isn’t it annoying when your music goes quiet when you’re out running but the game audio is still loud? Yeah, we thought so too, so (fingers crossed) we fixed it in this update!

ANDROID ANDROID ANDROID
(aka “It’s Spring now, where’s my app already?!”)

We know it’s annoying to have to read about updates to the iOS app when the Android version isn’t out yet. All we can say is that we now have two developers flat-out on Android and we still intend to hit our target release date of late May/June. If that changes, we’ll let you know loud and clear!

Anything else?

With this 1.2 update, we’ve been able to add almost all the features we’d hoped to get into the core version of Zombies, Run! – which means we’re done!

Nah, just kidding. We have plenty more to come – not just the final 30th story mission (and perhaps more!) but lots of new features that we haven’t even talked about here. Thanks to your support, we’ve been able to increase the Zombies, Run! team and plan some genuinely awesome stuff that should be rolling out in the next few months… so get ready to run!