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Zeverland Game Designer Discusses Its Unique Take on the Zombie Apocalypse

Survival crafting game Zeverland puts a unique spin on the genre by making its zombie apocalypse deceptively cute and allowing you to modify just about everything you can find. That means you can duct tape a clothes iron to a tennis racket to turn it into a deadly weapon, or weld a camera to a baseball bat to electrify your attacks. You also have a vehicle you can customize however you want by welding other things to it and turning it into a mobile base. Attach a bed to give yourself somewhere to rest, or put ramming spikes on the front of your vehicle to mow down hordes of zombies. After its most recent playtest in June, Zeverland underwent significant design changes based on player feedback. Originally announced as an open-world MMO where you could sabotage other players, it’s now shifted to focus on PvE co-op where you build, explore, and survive together with your friends, though solo play is also possible. At gamescom, we got the chance to talk to Zeverland’s lead game designer Cecilia Pan about its focus on players helping each other, the creativity of players, the different gameplay systems it offers, and lots more. Welcome, Cecilia. We know that Zeverland is a co-op survival game where you can smash, stash, and craft everything. But can you tell us a bit more about it? Cecilia Pan: The game takes place a few months after a zombie apocalypse. The cities are still there, and you can enter all kinds of buildings, like police stations, hospitals, and convenience stores. You can interact with the objects inside in ways that feel natural, whether that means picking them up, putting them in your backpack, or combining them into weapons. We've already held two playtests, and we're currently planning to launch into Steam Early Access as early as Q1 next year. Now one thing that stands out to me about Zeverland in general is this emphasis on assisting others versus, you know, fighting enemies. It seems like you're much more incentivizing people to work together. Can you talk to me about that? Cecilia: Well, it's like this: When a natural disaster strikes, humanity ultimately always chooses to stand together and fight against it. We've played a lot of survival games ourselves, so we really wanted to make a game where, after disaster strikes, people use their own knowledge and creativity to solve survival problems, and eventually work together to take the world back from the zombies. In most cases, co-op gameplay is designed around fixed storylines or specific bosses set by developers, which players must team up to conquer. What we want is a sandbox-style form of cooperation. There are endless ways to play the game, so players can choose whether or not they want to help each other. For example, vehicles need fuel. If you're driving down the road and come across another survivor, you can choose to stop and give them a can of gas so they can keep going. Of course, you can also choose not to. We want cooperation to come from the player's own choice. And we don't want cooperation to stop once players have solved the basic problems of survival. We want to see whether they can work together to do something even bigger. Maybe they build a bridge across a river, set up ziplines between tall buildings, or find a way to restore power to a big city. Those are the kinds of experiences that require more players to come together and try something as a group. That's really cool. I love the idea that you are kind of creating a bunch of different systems that, depending on how the players interact with them, you kind of incentivize that creativity. Now, you've talked about doing two public alpha play tests earlier, and I'm just curious: Are there any interesting stories, any favorite stories that you might have had during those alpha play tests? Cecilia: During Playtest 2, I had a pretty interesting experience myself. I was driving down the road when I came across another player whose vehicle had broken down. I stopped and asked if they needed help. They told me they hadn't brought enough fuel, so their vehicle couldn't go any farther. I gave them some of the fuel I had saved, and we ended up becoming friends. My second story goes like this: I once ran into a player who had built his entire home, including a personal bar, right on top of his vehicle. As the sun was setting, he parked on the side of the road and opened up a little mobile roadside bar. He and his NPC companion were playing music together, looking absolutely joyful, and I ended up joining them halfway through. Lots of devs in our team really love this post-apocalyptic theme. While we were designing the game, teammates would often ask me things like, “Can I bring my screaming chicken?” or “Can I bring my little rubber duck?” In most cases, devs will tell players: “You need to complete a great mission.” But we want our world to be filled with small, familiar things from everyday life. Those little objects and little moments can remind players how valuable ordinary life is, and hopefully make them naturally want to come together and solve these survival problems. Now, you talk a lot about how you kind of iterate on these different design decisions and things like that. You say Zeverland is a game with no limits. What are the kind of gameplay mechanics that you think best express that player creativity and freedom? Cecilia: We currently have more than 6,000 interactive objects in the game. We use an ECS-based interaction system to make sure each object responds in a way that feels natural. Every object has its own material properties. Wood can burn, while metal can conduct electricity, and when it rains, that electricity can potentially spread even farther. An object's size and weight also determine whether it can fit in your backpack. If it can't, maybe you can pick it up and throw it instead, and that can deal damage. Once players understand these systems, they can use common sense and their own creativity to solve survival problems and overcome challenges in the game. Yeah, I mean, let's just get right into weapon customization then. You kind of alluded to a lot of different systems, whether it be how they interact with elements, how they interact with the environment. How many different weapon customization options are there? And you've already been watching player behavior, so what are some of the weirdest weapons players have made? Cecilia: For example, you can attach a little rubber duck to a weapon, and it'll make a weird noise when you hit a zombie. If you knock a zombie's head off, you can also attach that head to a weapon, and it might give the weapon a stun effect. You can also find everyday objects in houses, like an iron, and attach those to weapons. An iron, for example, might let you set zombies on fire. So there are a lot of fun combinations like that. Do those kinds of customization options and player creativity also extend to the vehicles? Are there ways of customizing vehicles, and how do you kind of check out exploration in that regard? Cecilia: We have a lot of different types of vehicles in the game, from bicycles that don't need fuel, to four-wheelers and pickup trucks. A pickup has space in the back where you can place furniture and basically turn it into a mobile base. You can also place objects on every surface of the containers, so you can decorate them almost like the walls of your own house. And if you want your vehicle to have more combat capability, you can also place traps or other defensive items on it. Then I have one request, if it's not already in the game: Can you put a zombie head as a hood ornament on the tip of your truck? Cecilia Pan: Absolutely. I love that. Now let's move on to some of the key features. We’ve seen footage of players becoming infected and turning into a zombie. Can you walk me through that system? How does it work? Can you ever return to a normal human? Cecilia: The idea of becoming a zombie came from a question our core team asks a lot during design discussions: “What if?” We started asking, what if getting infected didn't mean you simply died? What if you actually turned into a zombie instead? What would that experience look like? That's really how this system was born. After you turn into a zombie, you still keep a lot of the combat abilities you had as a human, but your time may be limited. During that time, you need to find a way to turn back into a human. If time runs out, you may lose control, and the world will be left with a zombie carrying your previous character's name. Of course, you can also choose to spend those 15 minutes helping your friends with whatever you want to do together. That's certainly one of the most clever examples I've seen of the kind of Souls-like “run back to your body and try and reclaim what you've lost.” That's really cool. Tell me about the different varieties: Is it just going to be four zombie types? Is there a plan to include different types of zombies in the future that you can kind of build on? And also, can I infect other humans? Cecilia: Since we're targeting Early Access next year, our priority right now is to make the human experience as strong as possible. So for the moment, players only have these four options. In the future, we'd like to expand this system and make the zombie experience much richer. That could include some of the things you mentioned, but those would probably come sometime after Early Access. We're nearly out of time, but I've got to know, especially with people who are interested in how this game is going to evolve, if there's anything you had to tell your community there, what do you have to say about the future of Zeverland? Cecilia: After Playtest 2 ended, we gathered a lot of player feedback showing that players really want their own dedicated worlds with friends. In response, we are launching private servers. However, we remain fully committed to our public servers. Our public servers will offer a larger map, and in the future, we will release different themed seasonal servers, hoping players can create their own stories and destinies there. Zeverland is available to wishlist now on Steam , where you can also find more information about the game and its dangerously cute world. For the latest news and info, you can follow the game on Instagram , Twitter , TikTok , and Facebook . What are you most excited about in Zeverland? Let us know in the comments.

IGNIGNCorey DeMoss12 Sept

Planet Zoo 2 Puts You Right Down into the Wild With Your Animals | IGN Preview

It wasn't realistic to get a full picture of Planet Zoo 2 from the short time I had with it in this first hands-on, especially when it comes to the business tycoon side, but I'm pretty optimistic overall. I counted 49 species in the encyclopedia, from jellyfish to giraffes, from a variety of environments and biomes. And the ones I got to see in the flesh were marvelously rendered and a joy to watch, especially when I got to release them into the open environment of a nature reserve.

IGNIGNRyan McCaffrey12 Sept

Brandon Sanderson's Mistborn Expansion for the Cosmere RPG Is Up for Preorder at Amazon

Brandon Sanderson and Brotherwise Games have been hard at work producing Cosmere tabletop games since 2020. In addition to board games, the first core rulebooks for a full-on Cosmere RPG launched just last year after a very successful crowdfunding campaign. And now in 2026, the highly anticipated Mistborn expansion is up for preorder. The Mistborn Handbook, Campaign Guide, and Welcome to Scadriel guide are available to buy at Amazon with a November 4 release date. The Mistborn Handbook is the main thing you'll need if you want to build characters in either era of Mistborn. You'll also get some general guidance for GMs building out a campaign in the world of Scadriel. Since it is a Mistborn game, there's also a focus on the metallic arts of allomancy and ferochemy you wouldn't get from the Stormlight characters. While the handbook is essential for the basics of the RPG, you'll still need the campaign guide to insert your characters into a realistic setting from the books. You can choose to play a campaign through two different Eras, with consequences that 'echo across the centuries'. Your campaign through Mistborn Era 1 is designed to be played through levels 3-6 while Era 2 is designed for levels 3-9. In addition to these two core guides, you can also pick up the smaller 24-page welcome guide. This book is designed as a visual guide for beginners and new players to get up to speed on what to expect from the world of Scadriel before they start playing. This is ideal for introducing players who maybe haven't read any of Sanderson's Cosmere books yet. What We Said About the Stormlight Archive books IGN had the chance to check out the Stormlight Archive books when they first came out last year and gave them an 8 out of 10 in our review . Here's a quick summary of what we thought: "The Cosmere RPG’s initial offerings on Roshar are a strong first go for this new TTRPG system that offers a focus on flexible character development and stronger narrative mechanics than its peers." - Scott White This Isn't the First Mistborn Tabletop Game This upcoming expansion to the Cosmere TTRPG isn't Sanderson's first attempt at a Mistborn game. In fact, it's not even the first attempt at a TTRPG for the series. Back in 2012 Crafty Games produced the Mistborn Adventure Game , which was a tabletop adventure set in Era 1 of Scadriel. There were additional expansions and books released for this game, but it's mostly been forgotten with the release of Brotherwise Games Cosmere RPG. More recently, Brotherwise has also released a Mistborn Deckbuilding game that is actually quite good. We gave it an 8 out of 10 in our review , calling it a "refreshing offering among its deckbuilding peers" and an easy recommendation for fans of Mistborn.

IGNIGNJacob Kienlen11 Sept

The Pokémon Deluxe Character Book Is Basically Your Own Hardcover Pokédex

The Pokémon Company has been anything but shy about celebrating the franchise’s 30th anniversary. I, for better or worse, am a sucker for a good ol’ strategy book, so one drop I was excited enough to preorder was the new Deluxe Character Book . While the book does show some age-old favoritism for specific Pokémon, it also serves as a colorful and thoughtful celebration of the full franchise. The Pokémon Deluxe Character Guide Book is currently available from Amazon for $41.98 , 30% off the list price of $59.99. A limited edition box set version that comes with additional accessories is also available for $196 . The book's construction definitely has a premium feel. The gold-lined pages make it stand out against any selection of guide or coffee books. The cover art features an array of Pokémon in gold and silver line art, offering some entertainment in finding each Pokémon hidden in the collage. Full color is reserved for Pikachu, who is also the star of the inner cover art, and unsurprisingly much of the book in general. The guidebook initially greets you with a foreword from the CEO of The Pokémon Company, Tsunekazu Ishihara. He expresses his gratitude to Pokémon fans, who he hopes “can unearth for the first time or rediscover the magic of the Pokémon world.” A cute detail here is a full color picture of Exeggutor, who Ishihara has previously mentioned is his personal favorite Pokémon, underneath the President’s signature. This gracious foreword is followed by an introduction that frankly had me feeling things. In just a few short paragraphs, this introduction outlines what Pokémon is and has been throughout its 30-year history. This is a very core part of the book: an attempt at encompassing information from each segment of the franchise, and embracing Trainers at any point in their Pokémon journey. From there, you essentially get a full-on encyclopedia that includes every Pokémon in numerical Pokédex order, from Bulbasaur to Pecharunt. Chapters are generally organized by region, each of which starts with a general overview page that briefly describes the region's relevance to particular Pokémon games , arcs in the movies and TV series , and appearance in TCG form. The exceptions to that structure are entire chapters dedicated to Pikachu, New Discoveries, and Legendary and Mythical Pokemon. Each of these sections has a specific page color and little labels in the top corner, making it easy to flip through. An Index at the back also indicates the pages dedicated to individual Pokémon in alphabetical order. Now, what exactly do you learn about each of the 1,025 Pokémon included in the book? In short, what you’d expect from a particularly elaborate Pokédex. For every single Pokémon, you get a sprite image, the English and Japanese names, and a table containing the following information: Category Type Gender Related Pokemon Height and Weight Characteristics Most of those sections are pretty self-explanatory. “Category” is just another word for the funky categories assigned to each Pokémon, like Tentacool being the Jellyfish Pokémon. “Related Pokémon” lists out special evolutions, like Mega and Gigantamax forms, as well as general evolutions that first appeared in separate regions and are thus out of Pokédex order. “Characteristics” offers a pretty similar description to what you’d find in a Pokédex entry, though these are entirely fresh descriptions that are each a couple of sentences long. Like most things in the Pokémon world, don’t expect every Pokémon to be treated equally. While every single Pokémon gets that basic info chart, some of them get a bit of extra love. For starters, as mentioned, we get a full five-page chapter dedicated to Pikachu. Every “First Partner Pokémon,” aka starters in each mainline game, has a full page spread dedicated to its evolution cycles. There are also some other non-starter evolutions that get full pages, like Gastly to Gengar and Ralts to Gardevoir. I initially assumed these full-page spreads were reserved for three-stage evolutions, but there’s a couple of exceptions, like Wobuffet, who also gets the full-page treatment. What’s included in these larger entries varies for each Pokémon, but in general, the book certainly tries to pack in and pay equal respect to information from the games, the anime series, and the TCG. Using the Wobuffet page as an example, you get a section dedicated to Animation, showing screenshots and brief descriptions of the Patient Pokémon’s notable appearances across multiple seasons. The TCG section has images of multiple card iterations, offering a glimpse into a range of art styles and abilities. And, of course, you have the Video Game section. One thing I’ll give this book tons of credit for is that this section is never as simple as “what the Pokémon looks like in-game,” and instead tries to showcase how the Pokémon may have appeared across the video game series in a particularly unique way. For example, the Wobuffet page features Quiz Wobuffet in the somewhat niche GameCube release, Pokémon Channel . Those who’ve memorized every Pokédex entry are unlikely to find any surprises in here, but I’d describe the goal of this book as synthesis as opposed to invention. I, personally, have not kept up with animated Pokémon, so I always learn something in those sections. I imagine the same goes for anyone who isn’t entirely caught up on the TCG scene . The particularly robust pages are, to me, nothing short of glorious. The question I’ve been sitting on is how much to criticize the book’s “favoritism” in only dedicating these to certain Pokémon. TPC often gets flack for only highlighting particularly popular mascot Pokémon, especially when it comes to recent merch drops and collaborations . Yes, the book would be a massive tome were it to dedicate single pages to each individual Pokémon, but I’d still argue this was one of the better opportunities for Pokémon equity. I’ll acknowledge that there’s truly an endless amount you can ask for when it comes to Pokémon. This particular character guidebook definitely succeeds as a holistic homage to the full franchise. Well, at least until we get our hands on Winds and Waves .

IGNIGNBlythe Dujardin11 Sept