Building incredible multiplayer games since 2012.

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Mike Soltoff

Under the Re-Skin

With the latest release (last week’s global launch, v3.1), players saw a vastly different look and feel to the World Zombination UI. Almost every screen and UI element has been reworked in some way, ranging from simple visual changes to large-scale layout updates. You’re probably asking why […]

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Kristen Mukai

Looking back on World Zombination

Now that the launch of World Zombination is almost here (February 19, 2015!) we decided to take a look back. I asked the team to say something about their individual experiences. I think I know what our zombies feel like…but in a good way! Over the course […]

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Seth Sivak

And now a word from our sponsors…

­­During our weekly Twitch streams, I often get asked where the money to run Proletariat and fund World Zombination comes from. I’m happy to shed light on the topic, as we are lucky to have partnered with excellent investors to close out our Series A round of […]

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Kristen Mukai

Keeping it Fresh

As you may know, most of the missions in World Zombination are procedurally generated, meaning that maps are uniquely created based on the guidelines we create for that mission. We did this so that you can get different maps each time you play a city. With roughly […]

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Josh Hufton

Balance, Rebalance, and YOU!

So, it’s that time in the game development life cycle where the proverbial poo is beginning to hit the fan. If you’ve been following our various development streams, you’ll know that we’ve been dropping hints that the end is nigh—or should I say the beginning? Yes, it’s […]

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