Welcome to the Apocalypse like you've never seen it before. ZombieMod is a total conversion of the critically acclaimed Real-Time Strategy Company of Heroes franchise, taking you from the bloody shores and the dense hedgerows of Normandy to the modern day United States during the zombie apocalypse. Control three new factions, the Survivors, the Bandits and the Zombies in intense singleplayer and multiplayer action. ZombieMod contains many new features never before seen in the Company of Heroes series. Can you hold off the undead, or will the thirst for blood overwhelm you? You decide!

ZombieMod offers many new exciting features such as:

  • Three brand new factions, Survivors, Bandits and Zombies
  • Brand new setting
  • Two different doctrine systems
  • New resource system and teching systems
  • New game modes

Q: When can I play the mod?
A: Patience is a virtue. Even the developers do not know when the mod will be released. We will announce the release well before, so don't worry about that.

Q: What do I need to play?
A: In addition to the requirements for regular Company of Heroes, ZombieMod requires either Opposing Fronts or Tales of Valor and the latest patch to play.

Q: What if I like other mods too? Can I have more than one mod installed?
A: Of course, it's easy to have several mods for Company of Heroes ready to go.

Q: Can you add another faction to the game?
A: As of right now, we have no plans on adding additional factions to the mod.

Q: Can I use content from the mod in my mod?
A: With permission from the development team and only after the mod is released to the public.

Q: Sounds cool, is there any way I can help?
A: As of right now, we require dedicated MAPPERS, TEXTURERS, and 3D MODELLERS. Later on we will require translators and beta testers.

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Dearest Fans!

It has been a long time since I have posted an update, and for that I am sorry. Unfortunately, the whole process of settling into real life has been a bit drawn out and slow, and I'm only now getting some time to resume modding. It's a pain, and I'm sorry that I've made all of you wait, but I hope that you understand.

I have a relatively nice update for you today that touches on many aspects of the mod. Some of it is very exciting (in my opinion), while other parts are more conceptual or infrastructural, so they may not be that great. Anyway, without further ado, let's get into it:

Infrastructural/Behind the Scenes:

The first part of this update concerns some infrastructural work we have been doing in order to make ZM development and the mod itself a bit better. The biggest area in this respect is work that VanAdrien has been doing with the UserInterface and optimization. Those of you who are familiar with his work will note his attention to detail and high quality work, but you may not be aware of his work in optimizing Company of Heroes, making it more powerful and more lightweight. This will allow ZM to be a smaller mod without sacrificing any playability!

Another key part of VanAdrien's work is on cleaning out the mod. Currently, the mod is at 6.5 GB, of which approximately half is bloat, obsolete coding, or otherwise inefficient design. We expect the mod to release at a significantly smaller size than this, and VanAdrien's work is key to this.

Lastly, we are making plans for a new website and internal subversion network, with which we can speed up development. This will allow us to have a repository copy of the mod which will be centralized, allowing everyone to contribute to development at the same time!

For the record, the team currently includes myself, Odysseus and VanAdrien, with occasional support from Aidas2, SirPsycho, TheSoldier, and a few others.

UserInterface and User Experience:

The next part of this update concerns some exciting work which you, the users, will interact with every time you play this mod. This is, of course, is the UserInterface, or UI, and the other experience components we are working on. VanAdrien is doing some amazing work as part of his optimization project in which he is creating a new UserInterface for the mod. It is a bit too early to show it ingame, but you can expect to see this very soon.

Another exciting piece of work coming from VanAdrien is a totally original soundtrack for the mod. More information will follow in upcoming updates!

Digital Art:

We have some exciting new models to show you this update, with some of them having huge significance to our development and to the CoH community, so without further ado, let's get to some goodies:

The first model to show off will be made available to Survivor players using the International Doctrine: the Mi-8 Hip. One of the most popular helicopters employed by the United Nations, the Mi-8 is used in ZombieMod as part of a resupply and reinforcement ability. This ability allows you to remove squads from the battlefield and receive their resource cost in return, allowing you to exchange squads at critical moments in the battle. However, beware, as the helicopter does not come with armament, and is vulnerable while it is waiting for passengers!

The next model to show off is the rebirth of the Battlebus, one of the staples of the Survivor's Civil Empowerment doctrine. This behemoth is meant to show the ingenuity and resourcefulness of the survivors, combining a school bus with excavator treads and a turret armed with anti-tank missiles. This combination allows survivors to transport squads to the front line and to deal hard blows to hardened enemies, buildings, or vehicles.

Of course, we have also been continuing work on small arms to fill out the roster. TheSoldier has been generous to work on military weaponry for us, while I have been working on civilian armaments. Be sure to check out the image section for more renders!

Finally, the part that you all have been waiting for (although you might not have known it yourselves): the first totally custom infantry model in ZombieMod. This represents a large leap forwards in our capabilities, as this shows that we are capable of creating character models which are purpose built for our mod, lower poly than the original models, and are more customizable. Furthermore, we will be able to randomize survivor models, leading to the impression of totally unique squads. More information on this is to come.

Maps, Balance, and Faction Concepts:

The last component of this update concerns some more gameplay related aspects of the development. We want ZombieMod to be a casually competitive game, with a great faction interplay like the original Company of Heroes' Americans and Wehrmacht had. It is important to us that both compstompers and competitive players find something to love when playing our mod. For this reason, we have been vigorously refining our concepts, and have been working on developing a unique interplay between the Survivors and the Bandits. We have been working on implementing unique faction abilities, units and concepts which allow for diverse gameplay options, but are not too gimmicky or absurd so as to impact competitive play. To further this effort, we have temporarily halted development on the Zombies, because we want to ensure that the Survivors and the Bandits are as refined as possible before adding to the chaos. Furthermore, this allows us time to work on our character modelling and animation skills, so that we no longer have to use the default "unarmed" animation from vCoH.

An other important development is that we have also made selections for the original maps which will be in the first release of the mod. We chose some of the most popular and best used Company of Heroes maps, to supplement the list of custom maps we hope to have on release, as this will allow players to smoothly transition into the ZombieMod gameplay without being confused about map choices. We will provide more information on which maps we have chosen, and how we are converting them to fit the mod, in a later update.

I hope that you have enjoyed this update, and look forward to putting out more in the very near future! We hope to see you in the wasteland soon!

- BDNY on behalf of the ZM team

We're Making Progress!

We're Making Progress!

News 16 comments

Despite the radio silence, the mod progresses! Here's some more info!

Back to Work!

Back to Work!

News 12 comments

I have returned from vacation, and will resume work shortly!

Merry Christmas 2016

Merry Christmas 2016

News 9 comments

Yes, it's belated. No, there's no gifts. But I still want to wish you the best.

Mod of the Year 2015

Mod of the Year 2015

News 8 comments

It's that time of year again! Let's get to the voting!

Comments  (0 - 10 of 4,271)

just half a year more until the 10 year Anniversary !!!!
i renember playing the Christmas demo back in 2010,
defending against hordes of zombies with ww2 weaponary was really cool.

alot of slow zombies, some fast runners, ( when playing pvp on lan my friends would usally only spawn the fast runners, quickly overwhelming, or simply running around your defences...

There really arnt that many Zombie strategy games. and the Christmas demo really made a big impression on me 8 years ago.

I keep coming back here every half year or so, hoping for a release, or a reupload of the original demo + christmas patch.

Greetings Skapunker

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after some long searches on the internet, i managed to find 3 links, of 2 versions.
the Christmas Fun beta, wich replaces the HQ to christmas trees, and has some modern versions of survivors/ swat / national guard / sniper / humvee as airdrop.

and an older version ( i think its the halloween but im not sure )

ZombieXmas: Link 1:

ZombieXmas: Link 2:

3rd link to older version wich i think is halloween:

I think the halloween version is the one where u could just play normally with ww2 american armies vs nazi zombies. thats the mod scenario i want to replay.

i have seen youtube videos of what appeared a 4 hero game vs zombies,
i havnt been able to find this version or how to start this in the christmas mod, i think its part of the halloween mod


the Christmas version has an auto installer, but the older version does not, and the "Readme" that comes with it says:

"Because the mod is still in development,
in order to run the mod, you must use the mod studio.
Run modstudio exe, and open Zombie.module.
When it has loaded, click run at the top,
and run in dev mode near the bottom.
Not click on run in CoH/OF. You are all set"

In steam when i try to load this on the Newer CoH version, it starts up plain normal coh tales of valor, nothing changed i think.

if i try it on the legacy version it tells me that "company of heroes could not verify media"

Can someone help start the older version?

in any case have fun with the Xmas version.

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The only way I can think of is porting all of the mod files to an already compatitable mod.

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Infact, I'm gonna do that.

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Im eager to hear how it went ?
Greetings Skapunker

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I gave up on it

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i got a feeling both the Legacy version and the New version, are both updated to much.

i got to find out what version company of heroes was on around the time of that demo release. maby then we will be able to get it to work.

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Welp. Was nice keeping track of this while it lasted.

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