Zombies are hostile entities found in almost all known locations in all of the Unturned maps, being the main threat the player faces in the game. Zombies are drawn to motion and sound. This can be observed when players or thrown objects (Grenades, Flares or Smokes) are in their range of vision, or after shooting, without any zombies actually seeing you. Zombies will only attack Vehicles, Barricades and Structures if they cannot find a way around them. An exception is when it is a Full Moon.
Early in the game, zombies may prove to be very difficult for the player, especially in groups. A player can quickly find themselves overwhelmed if they aren't too careful with how much sound they're creating or visibility they are presenting. Large groups of zombies can prove deadly to even skilled players, so an unsuppressed firearm isn't always a viable option for taking down zombies. Small groups of zombies are relatively easy to take down using a melee weapon, as zombies will briefly become stunned when taking sufficient damage. However, this won't happen in hard mode, and even a handful of zombies can easily overwhelm a poorly equipped player.
Zombie Variants
Zombies have different types of professions, clothing grades, sizes, special abilities and movement styles.
By Appearance
- Asylum Zombie
- Beach Zombie
- Biohazard Zombie
- Butcher Zombie
- Camper Zombie
- Civilian Zombie
- Chainmail Armored Zombie
- Chef Zombie
- Construction Zombie
- IRF Zombie
- Engineer Zombie
- Farmer Zombie
- Fishing Zombie
- Fishmonger Zombie
- Firefighter Zombie
- Grocer Zombie
- Hazmat Zombie
- Mafia Zombie
- Mechanic Zombie
- Medic Zombie
- Mercenary Zombie
- Milita Zombie
- Military Zombie
- Coalition Zombie
- Pilot Zombie
- Police Zombie
- Prisoner Zombie
- RCMP Zombie
- Rebel Zombie
- Researcher Zombie
- Riot Zombie
- Sailor Zombie
- Security Zombie
- Soccer Zombie
- Swimsuit Zombie
By Size
- Zombies, the standard zombies, with different movement styles as seen below
- Mega Zombies, a rarer and much larger variant of the Zombie with darker skin and really high health and damage.
- Zombie Bosses, larger zombies with unique abilities spawning only in specific locations on the Russia, Greece and Hawaii maps as part of specific quests.
By Clothing Grades
- Civil Servant Zombies, a type of zombie that spawn near civil service buildings.
- Military Zombies, a type of zombie found in military locations.
- Civilian Zombies, a type of zombie found in civilian locations.
- Military Mega Zombies, a type of mega zombie that spawns in military locations.
- Hazmat Mega Zombies, a type of mega zombie that spawns in Scorpion-7 locations such as Crashed Skycrane, Off Limits and Overturned Ship in Yukon.
- Spec Ops Mega Zombies, a type of mega zombie that only spawns at Silo 22 and at a Horde Beacon.
By special ability
- Flanker Zombie: Added in 3.15.9.0 update. These zombies will try to attack The Player from behind or from either side. While idle they cannot be distinguished from normal zombies, but will cloak when alerted, becoming only visible due to their purple aura. They uncloak briefly to attack.
- Burner Zombie: Added in 3.15.9.0 update. These zombies act like normal zombies, but if they are killed they explode and cause nearby Players to bleed, alongside turning nearby normal zombies into new Burner Zombies. They have increased attack strength compared to normal zombies.
- Acid Zombie: Added in 3.15.10.0 update. When alerted, they will spit neon-blue acid at The Player. When this acid spit hits the ground, it will leave an acid pool that damages Players who step on it. If close enough, they can use melee attacks like any other zombie.
- Radioactive Zombie: Added in 3.15.4.0 update. Any zombie in a Deadzone Node becomes a Radioactive Zombie in addition to their original mutation or lack thereof. Upon death, they explode.
- Spirit Zombie: Added in 3.26.6.0 update. They are aesthetically similar to normal zombies with the exception of being translucent, faceless, and making higher-pitched noises than regular zombies, and are resistant to bullets.
- Dying Light Volatile Zombies: Added after the 3.20.3.2 patch in the Dying Light x Unturned crossover event. They are similar to regular zombies except for a slight increase in speed, unique noises as well as different textures. When the in-game time reaches 6:00 PM, they begin to spawn in most locations. These zombies explode in flames once the time changes to 6:00 AM, turning nearby zombies into Burner Zombies.
By Movement Style
- Normal Zombie: Normal zombies simply walk towards the player. Their resistances vary on the zombie's clothing. Normal zombies on official maps do 15 points of damage and have one hundred points of health, and are the only zombie variant that can be turned into Burner Zombies.
- Sprinter Zombie: Sprinters stand on all fours, when attracted they charge at the player. A player must run to avoid being attacked by a sprinter. Sprinters do reduced damage and have reduced health, with one power hit or even a normal hit from a strong melee weapon being enough to kill them.
- Crawler Zombie: Crawlers were first in Unturned Classic and returned later in 3.0. Crawlers are slower than normal zombies and sprinters, but they can both deal and take more damage than their counterparts before dying, with some even taking up to 2 head shots with most firearms. Also, similar to any zombie during a Full Moon, crawlers inflict Bleeding directly, in addition to normal damage.
Loot Drops
Zombies will have a chance of dropping a random item based on what kind of zombie it is. For example medical zombies may drop medical items, police zombies have a chance of dropping civilian ammunition and police clothing, ranger zombies can drop ranger grade items, and military zombies can drop military grade items. Mega zombies will drop a high amount of uncommon or rare loot upon death, like military firearms, ammunition, and grenades. If the zombie was spawned as part of a horde it won't drop any items upon death.
Any zombie killed by the player, horde or not, will drop experience upon death, the exact amount depending on the game's difficulty. If the zombies are killed using grenades, vehicles, or traps, they can still drop items upon death, if they're not part of a horde, but the player won't get any experience.
History:
Version | Date | Changes |
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3.1.1.0 | Oct 18, 2014 | Added zombies tab to the editor. |
3.1.2.0 | Oct 24, 2014 | Added options for zombie loot table and chance of clothing. |
3.1.3.0 | Oct 25, 2014 |
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3.1.5.0 | Oct 26, 2014 |
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3.1.6.0 | Oct 31, 2014 | Fixed all zombie spawnspoints changing color when editing one. |
3.1.7.0 | November 2, 2014 |
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3.1.9.0 | November 7, 2014 |
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3.2.0.0 | November 11, 2014 | Fixed some spots where zombies could get stuck. |
3.2.1.0 | November 14, 2014 #1 |
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3.2.2.0 | November 14, 2014 #2 | Added support for navmesh cutting on multiple navmeshes allowing really cool new features regarding zombies and barricades. |
3.2.4.0 | November 17, 2014 |
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3.2.5.0 | November 20, 2014 |
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3.2.8.0 | November 27, 2014 |
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3.2.9.0 | November 29, 2014 #1 | Fixed a bug with rotated structures blocking zombies. |
3.2.10.0 | November 29, 2014 #2 | Fixed order of damage applied onto zombies. |
3.3.0.0 | November 17, 2014 |
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3.3.3.0 | December 5, 2014 #1 |
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3.3.4.0 | December 5, 2014 #2 | Zombies cause bleeding damage in hard mode. |
3.3.5.0 | December 6, 2014 |
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3.3.6.0 | December 7, 2014 |
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3.3.7.0 | December 8, 2014 | Fixed zombies not detecting vehicles behind them. |
3.4.0.0 | December 13, 2014 |
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3.4.1.0 | December 13, 2014 |
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3.4.2.0 | December 16, 2014 |
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3.4.3.0 | December 17, 2014 | |
3.4.4.0 | December 20, 2014 |
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3.4.5.0 | December 21, 2014 | Fixed crash when number of zombie regions and navigation regions differed. |
3.4.8.0 | December 30, 2014 | Disabled the fix for zombie space program since it's too funny. |
3.4.9.0 | December 31, 2014 |
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3.6.0.0 | January 31, 2015 #1 |
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3.6.1.0 | January 31, 2015 #2 |
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3.6.2.0 | February 4, 2015 |
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3.6.3.0 | February 8, 2015 |
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3.8.7.0 | March 26, 2015 |
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3.8.8.0 | March 28, 2015 |
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3.9.1.0 | April 9, 2015 | Improved gun damage balance against zombies. |
3.9.4.0 | April 13, 2015 |
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3.9.9.2 | May 3, 2015 |
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3.9.9.4 | May 8, 2015 | Improved zombie lag compensation. |
3.9.9.5 | May 9, 2015 | Fixed zombies not getting alerted when hit. |
3.10.3.0 | May 19, 2015 |
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3.10.5.0 | May 27, 2015 |
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3.10.6.0 | May 28, 2015 | Fixed zombie respawn issue on servers. |
3.10.7.0 | June 1, 2015 |
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3.10.7.5 | June 3, 2015 |
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3.10.8.5 | June 12, 2015 |
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3.11.0.0 | April 21, 2015 |
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3.11.0.2 | June 23, 2015 | Fixed driving through zombies. |
3.11.0.5 | June 28, 2015 | Tweaked loading area of navigation so zombies can roam a bit further. |
3.11.1.0 | July 1, 2015 | Tweaked zombie respawn rate twice slower. |
3.11.2.0 | July 2, 2015 |
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3.11.3.0 | July 7, 2015 |
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3.11.3.1 | July 8, 2015 | Tweaked special zombie rate a bit higher. |
3.11.5.0 | July 13, 2015 |
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3.11.6.0 | July 16, 2015 | Improved zombies to wander around every once and a while. |
3.11.7.0 | July 20, 2015 |
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3.11.9.0 | July 20, 2015 | Improved full moon zombie alert detection. |
3.11.10.0 | July 25, 2015 | Tweaked zombies to scale randomly a little so that their heads do not line up so much. |
3.11.10.0 | August 1, 2015 | Improved horde mode to spawn zombies in waves. |
3.12.0.0 | August 15, 2015 |
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3.12.2.0 | September 5, 2015 | Fixed crawler zombie ragdoll head flopping. |
3.12.3.0 | October 2, 2015 |
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Halloween Update | October 24, 2015 |
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3.13.5.0 | November 7, 2015 |
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3.13.6.0 | November 18, 2015 | Fixed ignoring zombie updates in some cases. |
3.13.10.0 | January 2, 2016 | Fixed animals/zombies all acting upon spawning. |
3.14.3.0 | February 6, 2016 |
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3.14.4.0 | February 13, 2015 | Improved zombie update and audio performance. |
3.14.9.0 | March 19, 2016 |
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3.14.10.0 | March 26, 2016 | Improved zombie/animal/vehicle state updates to use basic position compression. |
3.14.12.0 | April 9, 2016 | Fixed zombies to only go directly when at their last waypoint. |
3.14.13.0 | April 16, 2016 |
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3.14.14.0 | February 23, 2016 | Tweaked zombie range in multiplayer lower again temporarily. |
3.14.15.0 | April 30, 2016 |
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3.15.1.0 | May 21, 2016 | Fixed players/vehicles/animals/zombies appearing stuck in when swapping servers. |
3.15.2.0 | May 28, 2016 |
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3.15.4.0 | June 11, 2016 |
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3.15.9.0 | July 16, 2016 |
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3.15.10.0 | July 23, 2016 |
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3.15.11.0 | July 30, 2016 |
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3.16.1.0 | August 27, 2016 |
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3.16.3.0 | September 10, 2016 |
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3.16.4.0 | September 17, 2016 | Fixed hyper zombies to use emissive textures for eyes. |
3.17.2.0 | October 22, 2016 |
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3.18.2.0 | March 11, 2017 | Added coastguard mega zombie. |
3.18.10.0 | May 6, 2017 | Added zombie difficulty assets. |
3.18.14.0 | June 3, 2017 |
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3.19.0.0 | June 19, 2017 | Added gameplay config for min/max drops from normal, mega and boss zombies. |
3.19.1.0 | June 24, 2017 |
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3.20.1.0 | July 18, 2017 |
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3.21.3.0 | November 18, 2017 | Fixed crash when zombie destroys bicycle. |
3.23.1.0 | December 31, 2017 |
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3.23.6.0 | March 9, 2018 |
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3.23.7.0 | March 24, 2018 | Fixed zombie/animal player damage to trigger player damaged event. |
3.23.9.1 | April 30, 2018 | Added Spawn_Quantity option for zombie kills conditions. |
3.24.0.0 | May 25, 2018 | Added Stun_Zombie_Always and Stun_Zombie_Never options for melee weapons. |
3.26.3.0 | September 22, 2018 |
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3.27.0.0 | November 23, 2018 |
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3.30.2.0 | June 1, 2019 | Fixed zombie clothing when a shirt/pants texture is missing. |
3.30.3.0 | June 22, 2019 | Added DamageTool zombieDamaged and animalDamaged events. |
3.30.4.0 | July 26, 2019 | Added gameplay config for disabling structure, barricade and vehicle zombie _targeting. |
3.19.14.0 | September 14, 2019 | Zombie difficulty assets can override stun values. |
3.19.19.0 | December 7, 2019 |
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3.20.3.0 | March 7, 2020 | Zombie spawn chances internally use weights similar to item spawns. |
3.20.5.0 | May 16, 2020 |
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3.20.6.0 | July 11, 2020 |
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3.20.8.0 | August 1, 2020 | Zombie kills condition can set "Radius" rather than specific navmesh. Elver uses it for global zombie kill quests. |
3.20.9.0 | September 12, 2020 | Different gun hitmarkers for zombies with high bullet resistance. |
3.20.11.0 | Sept 26, 2020 | Per-player audio source pool combined into a global pool. Most one-off audio like zombie growls use this now as well, and it saves some performance by skipping sounds that would not be heard. |
3.21.3.0 | January 23, 2021 |
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3.21.14.0 | April 10, 2021 | Electric zombie attack loopback exception on dedicated server. |
3.21.18.0 | May 22, 2020 | Asset casting exceptions across the entire codebase. These were responsible for the NPC and zombie damage problems on Kuwait when there were ID conflicts with mods of a different type. |
3.21.27.0 | September 11, 2021 |
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3.21.29.0 | October 16, 2021 | Zombie kill XP using Full_Moon_Experience_Multiplier rather than Beacon_Experience_Multiplier. |
3.22.4.0 | February 25, 2022 | Trap and vehicle bumper player/zombie/animal impact sounds missing after physics material rewrite. |
3.22.9.0 | May 13, 2022 | Per-navmesh "infinite agro range" zombie option. |
3.22.12.0 | July 7, 2022 | Explosion damage respects zombie armor. |
3.22.19.0 | November 11, 2022 | Max Boss Zombies per-navmesh option. |
3.23.1.0 | January 27, 2023 | Zombies block player movement again. (finally!) |
3.23.2.0 | February 17, 2023 |
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3.23.4.0 | March 24, 2023 | Zombie detection radius while prone was too low for the newer collision. [Thanks JimmyDeluxe0 and Ms.Yawhaw!] |
Trivia:
- Zombies have a specific area they can navigate, and when they attempt to exit the area, they will stop and turn around
- This is affected by the size of a location's navigation node. Larger locations tend to have larger nodes.
- With a Permanent Gold Upgrade DLC account, the player can resemble a zombie by selecting the Zombie face in the customization options and then changing their skin color.
- During a full moon, a flanker zombie's eyes will glow red even when cloaked.
- The Player can stand on top of zombies, allowing them to walk about on top of a horde. Zombies can still attack players above them, even if the player seems to be out of reach.