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Rot Purge is a top down twin stick voxel based zombie shooter in the style of classic shooters like SmashTV and Robotron but with a coating of modern day gaming love.

Unlock different outfits with varying affects on the gameplay, buy and upgrade multiple weapons perfect for killing the undead, destroy the voxel environment and most importantly...

Shoot zombies in the face.

The beauty of using actual voxels rather than just sprite sheets or normal meshes is that it opens up a world of destruction.

Because sometimes you just want to watch the world burn.

We're taking the various game modes from the original Rot as our starting point, which included:

  • Tick Tock - The military is going to nuke your location, every kill increases the time you have left, but it's always ticking away...
  • Hardpoint - Earn double XP whilst holding a hard point.
  • King - You can only shoot when standing in a secure area, but as soon as you enter that area it shrinks.
  • Boss Run - You'll never guess what this one is. Ah, you have already, ok then.

On top of those, as well as the normal arena based gameplay mainly featured in the videos above, we plan*

  • Turrets - You can't shoot, but those auto turrets can. Let's just hope they don't overheat.
  • Defence - A more traditional horde mode, you're restricted to a small area and you really need those crate drops for more ammo.
  • Team Mate - An AI buddy to help you kill the zombies, there's no way that can turn into a competition, is there ?

* These are provisional at the moment, if it turns out they suck when dropped into the game then they won't make it.

What's the one thing to make shooting zombies even more fun ? Yes, you're right, altered enough to not infringe any copyright outfits for your character.

Every shoot'em up needs weapons, and the more the merrier.

From a trusty shotgun and a pistol right on up to rebounding saw blades and a freeze gun, there are going to be plenty of ways to dish out the carnage.

And that's pretty much it until our first update. I thought I'd just finish off with letting you know who I am and my previous experience.

I'm Richard "Squize" Myles and I'm a BAFTA winning game developer with over 10 years experience of making online and mobile games. This is my first full downloadable game, and in all honesty I'm loving every second of working on it.

If you have any questions please ask them, this isn't just a shop window for my game ( Well... ) but I want it to be a two way street between us. You guys will help make my game better.

Thanks for taking the time to check out Rot Purge.

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Hey everyone.

So, level 3 is in the game, at last. The thing I've found with Unity3D is that you're kind of better off getting one working scene in place and doing all your prototyping in that so I've held off adding another level / scene to the game until now.

Hello level 3

Opening fly through of level 3

I don't really plan levels too much as such, I normally have a core concept I want to use and plan around that. For the 3rd level it was having mist on the floor as I thought it would be cool to have baddies just appear out of the floor hidden by that mist.

The most obvious place for mist is a graveyard, and after the bright sunny second level I wanted to go darker, but not full on night time, so I figured overcast / setting sun and it expanded out from there to a junk yard.

Mist Particles

The mist particle emitter

It took a little while to get the mist just right, I had to set up 4 collision planes around it to keep it in place and stop the particles escaping from the play world.

I've always wanted environmental kills in the game, they're just cool aren't they, tricking a baddie into doing something dumb to kill them, and with it being set in a junk yard there was one obvious thing...

Zombie splat machine

Zombies go splat

Pretty straight forward to add, it was just a case of tweaking it to feel like it was a real heavy object in the world, rather than a mesh moving up and down. The sound effects really sell it, I can't recommend enough to any other devs to add sounds as you go, as soon as you add a new element give it sounds, don't wait until the end to do a final sound pass.

One last thing to finish off with, every game that has a gun has to, by law, have...

That's got to sting

...Exploding red barrels.

These actually took most of a day to get right ( The entire level took 5 days, so it's quite a chunk ) as I wanted the destroyed barrel to fly through the air leaving a smoke trail, also I use a wind zone to move the mist out of the way. Really visual elements like this always take a while, it's a case of playing with them until you get the pay off you'd like to see yourself when playing a game balanced against performance.

If you've enjoyed these words and pictures then please give us some voting love over at Greenlight thanks.

Rot Purge, the current state of play

Rot Purge, the current state of play


What's new in Rot Purge ? Mainly explosions, and lots of them. Lots.

Voxel explosions, or how zombies go boom!

Voxel explosions, or how zombies go boom!

Client Side Coding Tutorial

A brief and not too techy overview of the voxel explosion effects in Rot Purge. The ups and downs, the tears and laugher, and how we basically just use...


This looks really fun! Great job!

Reply Good karma Bad karma+2 votes
GamingYourWay Creator

Thank you so much mate. I think the gameplay is getting there now, I "Just" need to throw tons of content at it now :)

Reply Good karma+1 vote
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