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The basic idea of Zombie Panic! Source is to create a solid gameplay that is based on a classic zombie outbreak scenario. The living dead are coming for the last remaining humans, and these survivors must fight them off and live through the day.

The game works like this:

At the start of each round, players can either choose to join the human team or volunteer to be the first zombie. If no one volunteers the game will pick one human randomly, and the game begins! The starter zombie's goal is to kill the humans while the human goal is to stay alive as long as possible, complete objectives, or even wipe out all the zombies. The catch is that when a human dies he will simply join the ranks of the undead, now ready to finish off his old living teammates. The humans can't tell by the player list who is alive and who is undead.

Eventually, there will only be one survivor still standing if everything goes wrong, his back against the wall while facing the animated corpses of his former allies. In a survival round, the zombies team only has a certain number of reinforcements (lives), and when a zombie is killed they lose a life from the counter. However, when a human is killed they gain 1 life. When the zombies run out of lives, the remaining survivors win the round by killing off the remaining undead left on the map. In objective rounds, zombies get an unlimited number of lives while the humans must complete a variety of map-based objectives to win.

Human abilities and advantages:

  • Speed - A zombie can only run at about 80% of the top speed of a human player. Though, the more weaponry and ammo a human picks up, the more it will slow him down, making him an easy target for the undead. If they are carrying nothing, a human can easily outrun a zombie. Watch out so you don't get cornered...
  • Weapons - The humans have a wide selection of weapons to use for defending themselves, like firearms, explosives and melee weapons. It is essential for humans to locate weapons and ammo around the map in order to survive, since they only spawn with a random melee weapon and handgun scavenging is a must. Remember that inventory space is limited and hogging weapons will merely slow a survivor down, so sharing with teammates is a must!
  • Numbers - At the beginning of the round, there are only from 1-3 zombies, depending on how populated the server is. Everyone else is a survivor. This means that they can easily watch each other's backs and provide cover fire. However, once their ammo starts to run dry and they begin to squabble amongst themselves for the few precious clips of ammo available.
  • Communication - Instead of typing messages to each other (occupying busy hands), which can be really dangerous when the zombies are lurking in the shadows, the humans have the ability to communicate by voice commands. There is a menu with several commonly-used commands that can help the survivors to organize a defense, trade ammunition and request help.
  • Panic! - Drop everything but what is in your hand and flee! This grants a temporary speed boost, allowing for a quick getaway, but use it wisely. More often than not, panicking just staves off a survivor's inevitable doom.

Zombie abilities and advantages:

  • Regeneration - Over time, zombies regenerate hit points, making it more difficult for survivors to make the undead dead.
  • Carrier - The first Zombie of the round differ a lot from the other undead - he looks different, sounds different, and has abilities that the average zombie can only dream of. He is the Carrier! With the power to infect people (10% infection chance per hit by default), he will cause panic and paranoia amongst the living. He also has the ability to roar, summoning other zombies to his aid.
  • Persistence - Zombies might seem to die often, but they won't give up. They just keep re-spawning over and over until your pistol runs out of bullets, your back is to the wall, and there is no escape.
  • Numbers - Later on in the game, as the undead ranks swell with a fresh dead, the last few humans will find their superior weaponry of small comfort for the hordes of zombies closing in.
  • Zombie Vision - Zombies can't use flashlights, so they have the ability to use Zombie Vision. Z-vision works in a way that it brightens up any possible light source in a room to make it more viewable. More importantly, when humans get tired, they start to glow blood red, making it easier for a zombie to track their prey. To prevent games of hiding and seek a survivor who just sits still will also start to glow red through sheer terror of the unknown.

We want the game to feel creepy and give you a sense of desperation, and yet not take itself so seriously that you can't laugh at the way you just died. Overall, fun and playability is the priority, and while realism and horror are important, those things are just a bonus when possible. We want a game that you can easily play with groups of any size, even with small or uneven numbers. Plus, there's a certain sense of satisfaction in tearing apart those heartless survivors who failed to protect you while you were alive, limb from limb.


See you there!

-Zombie Panic! Team

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What have we been up to?

After our last game patch back in June, we've been working at full steam on v3.1, attempting to put an end to innumerable bugs and crashes we couldn't fix before in the current build. Again, we are doing so by rewriting our source code from the ground up - this time without utilizing any of Half-Life 2: DeathMatch's code as a base.

During this time we decided it best to focus on developing a trustworthy and robust build compared to v3.0 as a whole, which is why there hasn't been updates in a while. It would not be an efficient use of our time to work on fixes for an obsolete build of the game while we were working on an updated build that would (or should) eliminate the problems we encountered.

We have also used this time to create interesting in-game features and ideas! Right now, we've got a few of those ideas, and some other changes, ready to be shown off to hear your feedback! We invite you to discuss what you think about everything on our Steam Discussions Board after reading this announcement!


Much of the content being announced is heavily work in progress, which makes it subject to adjustments throughout our playtesting sessions. Therefore, what is shown is likely to be changed in some way before release of v3.1, as well as afterwards.

New Recoil System

The previous recoil system was pretty bad, and didn't allow the player any sort of control over their recoil (besides just not shooting quickly). We seek to eliminate those problems with the implementation of a new, improved, recoil system!

This new system is similar to the one being used in Day of Defeat: Source, which pushes the players' view upward and to the side as bullets are fired. This means that your screen will jump around as you fire, but you will have the ability to control your recoil so more bullets hit your target.

In theory this will be a buff for the Survivors, and make it easier for them to use weapons at a high rate of fire. In order for it to be balanced, the amount of recoil for each shot will have to be adjusted to be substantial enough so that all of your bullets aren't easily hitting target. But other things, like bullet damage and spread, will likely require adjusting in order to balance this feature.

We've created a small preview of this feature for you to see how it works! Remember that this is an early concept test, this feature has not been properly balanced yet, and it will be changed. As all things, it will be adjusted depending on the results we see during testing/playing, and the feedback we receive.

Weapon Hammer Enhancement

The barricade hammer has received a significant change to its usage in v3.1. It's still used as a tool to place boards, but now also serves as a melee weapon to smash open some zombie brainz once again! While the hammer is equipped, you can freely switch between the two modes - using it as a melee weapon or as a tool.

Barricade Boards

The boards themselves have been converted into ammo that the hammer uses in order to enter "tool mode" to barricade. The boards can be dropped and picked up, just like any other ammo. When you don't have any boards, then the hammer can only be used as a melee weapon.

At the moment you can carry a maximum of 6 boards, just like you could when they were only a weapon. The only difference being you can use all of the boards from one hammer. However, 6 boards will likely be unbalanced and end up getting changed, this is just a starting point for internal testing.


The hammer starts in melee mode by default, to switch between the two modes - simply press MOUSE2 (right-click).

The controls to barricade in tool mode remain the same. EXCEPT switching between short and long boards, where you'll have to press the SPECIAL ATTACK button.

SPECIAL ATTACK currently does not have a default keybind, we will have to decide on that later, as well as if there's any other uses for the SPECIAL ATTACK or any other binds we could merge, simplify, or change.

Ammo HUD

The Ammo HUD has received some visual improvements! It now utilizes icons, with the intention of making things easier to understand at a glance without the need to read, as well as just making it look better! These icons can also be easily understood by people of any language.

Hud Icons

Minimal Ammo HUD

As an extention of that, the Ammo HUD can be simplified even more with the option to remove the name of the ammo, so that only the ammo icon is showing. Thus freeing up a little bit more space on your screen to see. This is, of course, not intended for new players. It's intended to be used by players once they understand what each icon is, once you're ready you can toggle the ammo names off in Zombie Panic Options if you wish.

Improved Hitboxes

It's no doubt that the frustrating issue with poor hit registration has been a huge complaint in our history, especially so with the update to v3.0. We decided to investigate the issue to find out what was really going on with our hitboxes. The results weren't very pleasant at first - we found there was a horrible desynchronization between the player's model to its hitbox.

We managed to get in contact with a couple of Source community developers regarding this issue - special thanks to Mehis, programmer for Zombie Master: Reborn (a mod you should check out by the way)!

After days of testing and trying to solve this problem, we finally managed to fix it, at last! Here's a small comparison below:

Carrier Hitboxes - BeforeCarrier Hitboxes - After

Linux Support

Linux Client support for Zombie Panic! Source will finally be coming in v3.1! This is a huge, long-awaited step, opening an important door to another OS besides Windows! (Unfortunately, Mac OS X support is still out of our reach, and not in our plans.)

A huge thanks to our programmer, Shepard, for accomplishing this challenging task! It took a long time - but with extreme dedication, and amazing coordination between both our programmers, we were able to succeed!

Linux Testing

We'll require your help preparing the Linux Client for release! If you have Linux, we'll need you to look for bugs or any sort of issues with the Linux Client and report them (as well as any other feedback you have) before the release of v3.1. Our goal is to identify all possible issues and fix them before the actual public release. The Linux Client will be available for public beta testing along with the Windows Client at a later, currently undecided, time (read below).


Public Beta Testing

All of these features, and more, will be available for public beta testing sometime soon (after our internal testing)! Once it is ready, it will be announced and made available as a Beta for ZPS on Steam titled "unstable build" - considering how unstable this build may be for some users.

If you'd like to participate in the public beta testing and provide us with bug reports, feedback, or suggestions - then stay tuned! A new announcement will be published later explaining how to opt into the beta and provide us with your feedback.

This will be a big opportunity for everyone to share their thoughts and ideas, and help us perfect the build before release! Making Zombie Panic! Source more suitable and enjoyable for everyone in our community!

Why the wait?

We're currently in the process of internal playtesting, and setting up v3.1 to be as polished and balanced as we can make it for the release of the "unstable build". We want the "unstable build" to be as functional, and issue free, as we can make it - so that your playing experience is acceptable.

As always, we'll be watching and waiting for you feedback and suggestions!

See you in the next announcement! Follow us on social media at:


- Zombie Panic! Source Development Team

June Development Status

June Development Status


We've created our own Steam Developer Homepage and Official Zombie Panic! Steam Group! You can follow us for latest updates, dev blogs, general updates...

v3.0.8 Update - Madhouse Mayhem

v3.0.8 Update - Madhouse Mayhem

News 4 comments

We're pleased to finally announce an incredible visual and gameplay overhaul to Asylum and some information regarding our next update!

v3.0.7 Hotfix-2 Changelog & SourceMod Support

v3.0.7 Hotfix-2 Changelog & SourceMod Support


While we focus our work on the v3.0.8 code rewriting, we're re-releasing v3.0.7 as a hotfix today. This update contains many bug fixes which were supposed...

Christmas Update - v3.0.3 Changelog

Christmas Update - v3.0.3 Changelog


We're shipping another game patch fixing a lot of bugs and potential server crashes from the previous version, along with full Steam Workshop support...

RSS Files
WorkHazard OST

WorkHazard OST


Pithole (WorkHazard) OST made by our sound designer KaempeLaeske

Zomboeing OST

Zomboeing OST


Zomboeing OST made by our sound designer KaempeLaeske.

FrozenHeart OST

FrozenHeart OST


FrozenHeart OST made by our sound designer KaempeLaeske.

ZPS - Horde

ZPS - Horde

Music 2 comments

New Zombie Panic: Source ambient track "Horde" - By KillahMo

ZPS - Barricade System

ZPS - Barricade System


Zombie Panic: Source v1.5 will introduce the ZPS Barricade System. Here is a short preview of it in action. (Note: The HUD display is not visible in the...

ZPS - Descent

ZPS - Descent

Music 1 comment

New Zombie Panic: Source ambient track "Descent" - By KillahMo

Comments  (0 - 10 of 2,915)


a coop mode vs bots/npcs have been added?

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Holy crap! You guys are still alive!? I'm astounded that you've been able to pull through since 2009!

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Tabajara77 Creator

Still alive and kickin'!

Reply Good karma+6 votes

Wow, you guys left out Win XP, that's sad...

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Will you add any Weapons that were in Contagion into ZP:S?

Like the Bows and Rifles?

Or are you gonna stick with what you already have?

Reply Good karma Bad karma0 votes

Holy crap, I had no idea this was still being updated. I used to be super involved with the forums way back in like 2009, making maps and stuff. Maybe I'll download ZPS again and see if people are still playing on Cabin. The worst map.

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do you accept donations ?

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Tabajara77 Creator

We're not accepting donations. It's a free mod. Only way to support us is sharing this mod with your friends!

Reply Good karma+3 votes

Wow guys, amazed to see you still working at this. It was one of my favourite Half Life 2 mods. Thank you for some awesome memories and good luck!

Reply Good karma Bad karma+5 votes

Amazed to see this mod is ALIVE and not dead like so many others

Follow through!

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1247 votes submitted.

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Highest Rated (13 agree) 10/10

Well...this is the greatest HL2 mod I've ever play! and i hope you guys can keep your hard works on the new mod! it looks awesome!

Dec 15 2010 by oceaneyes


Latest tweets from @zombiepanic_dev

RT @gamingonlinux: Zombie Panic! Source is coming to #Linux with the next version, beta soon Gamingonlinux.com T.co

Sep 6 2018

RT @ModDB: Get a first look at the improvements coming to v3.1 of Zombie Panic: Source, the Half-Life 2 multiplayer zombie sur… T.co

Sep 5 2018

RT @AndreasBChristi: Oh yeah i also want to show you guys, one of the tracks i did for @zombiepanic_dev 😄and its name is "Silent Horror"… T.co

Sep 4 2018

We'd like to finally announce and talk about some new cool features, improvements and other major changes in our ne… T.co

Sep 3 2018

RT @wallmoura: Hi #MeetTheDev, I'm Wallace. Team Leader / Level Designer person! I've been making levels for almost 9 years now.… T.co

Sep 2 2018

Outstanding work guys! Keep up with the amazing progress you are all doing! T.co

Aug 30 2018

We're preparing to show off some hot stuff in our upcoming announcement. Yes. It's about v3.1 build. Stay tuned!

Aug 24 2018

RT @ModDB: Five years in the making, Half-Life: Echoes - the massive mod for the original Half-Life that depicts the Black Mes… T.co

Aug 14 2018

ZPS Community Spray Contest Winners have been announced! All sprays are LIVE! Go and use them! Read more here:… T.co

Aug 7 2018

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