Suck it,
Zombies!

// top-down horde survival // android //

Suck it, Zombies! is a top-down horde survival game where you play as a robotic vacuum fighting for your life against an ever-growing zombie outbreak.

Survive wave after wave of the undead solo or team up with up to 4 friends via LAN multiplayer.

Scavenge the map for weapons and power-ups — pistols, shotguns, rifles, and more.

Deploy drones, drop MeatBombs, unleash black holes, and hypnotize enemies into fighting for your side.

Between rounds, hit the Armory to upgrade your loadout and push deeper into the horde.

Multiple maps, a brutal Hard Mode, and a high score system to prove you've still got it.

Join the Closed Test

Contact us to request access.

OldManBOMBIN@SuckItZombies.com

// Changelog

v3.3a

Enemy Damage Rework + Hypno Ally Fix + Accessibility Pass + Z-Index Audit

  • [ADD] Enemy contact_damage stat added to enemies.json per type — damage no longer stored on player; hard mode 1.5x multiplier applied enemy-side
  • [ADD] Hypno ally attack loop rewritten to _process-based timer — eliminates silent coroutine failure bug
  • [ADD] Hypno ally damage and speed now inherit from source enemy type
  • [ADD] Full z-index hierarchy established across all scenes/scripts; dynamic swap on dash
  • [ADD] Accessibility pass — mutant enemies recolored magenta; drone life bar blue to orange; armory owned tint gold; lobby color dots with letter designators
  • [FIX] HIT_DAMAGE removed from PlayerBasics.gd and player_attributes.json
  • [FIX] FMJ _fmj_hit_enemies.append() unreachable after continue — enemies now correctly tracked per projectile lifetime
  • [TWEAK] Drone/bomb armory upgrade labels changed to Mk.II/III/IV
  • [TWEAK] MeatBomb Mk.II description updated to reflect actual damage behavior

v3.2.8a

Drone Life Meter + Intermission Hold Block + Manual Reload + High Score Round Display

  • [ADD] Drone life meter — color-shifting bar (green to yellow to red) floats above each drone; MP owner-only
  • [ADD] Intermission hold-block — next-round start defers until armory button is released
  • [ADD] WeaponDoll tap-to-reload — tapping the weapon doll area instantly reloads; cancels auto-reload
  • [ADD] High score screen now records and displays round reached

v3.2.7a

Crawlers + UI Polish + QoL

  • [ADD] Crawler enemy — bomb-damaged but surviving enemies convert to crawlers
  • [ADD] "Armory Available!" banner pulses on intermission start
  • [ADD] Armory button blue glow pulse during intermission
  • [TWEAK] Item drop lifetime +2s in easy mode
  • [FIX] Item button texture stuck on wrong state when round ended with active bomb

v3.2.6a

Laser Sight + UI Polish + BHG Fixes

  • [ADD] Laser sight dynamically crops and repositions when beam strikes a collision surface
  • [FIX] Armory tutorial pulse uses animated border instead of yellow background fill
  • [FIX] Hypnoray-converting the last enemy no longer softlocks the round
  • [FIX] BHG singularity no longer draws pull lines on hypno allies converted mid-pull

v3.2.4a

Dash Trail

  • [ADD] Dash trail visual — DashTrail.png flashes at dash origin on each dash, fading over dash duration

v3.2.2a

Inventory Persistence + Bug Fixes

  • [ADD] user://inventory.json — stores equipped ability across sessions; wiped by Reset Data
  • [FIX] Armory unlocks not applied at game start
  • [FIX] _meat_bomb_active stuck true when round ended with a live bomb

v3.2.1a

Code Audit + Reload Sound System

  • [ADD] Reload sound system — 3 tiers based on upgrade state
  • [FIX] Dead variables and orphaned functions removed across multiple scripts

v3.2a

Music Overhaul + Pause Menu Audio Controls

  • [ADD] Per-round playlist — one shuffled track per round, looping until round ends
  • [ADD] Dedicated armory music with crossfade on entry/exit
  • [ADD] Music and SFX volume buttons on pause menu
  • [ADD] Prev/Next track skip buttons on pause menu

v3.1.18a

MP Currency + Interactables + Map Fix

  • [FIX] MP client lost all money on armory entry
  • [FIX] MP client unable to activate dustbin or wallbuy station
  • [FIX] Armory return loaded wrong map

v3.0a

The Armory

  • [ADD] Full Armory — Attachments, Abilities, and Accoutrement upgrade categories with persistent unlocks
  • [ADD] Armory accessible during intermission via hold-to-open on WeaponSwapButton
  • [ADD] $1 per-kill reward on every enemy death
  • [TWEAK] MeatBomb reworked to HP damage scaling with armory tier

v2.3a

Drone + Dustbin Integration

  • [ADD] Drone item — orbit/follow mode, engage/attack mode, 10-kill expiration
  • [ADD] Dustbin mystery box — MeatBomb and Drone added to reel pool

v2.2a

Round System + Scoring + Economy

  • [ADD] Round system with kill quota formula and intermission
  • [ADD] Runner enemy — last survivor converts to faster runner from round 2
  • [ADD] Enemy HP scaling +15% per round
  • [ADD] Score system — persisted solo leaderboard, LAN summary on game over

v1.0.0a_MP

LAN Multiplayer Foundation

  • [ADD] LAN multiplayer via Godot 4 high-level API — host/join lobby, up to 4 players
  • [ADD] MultiplayerSpawner for enemies, projectiles, and players

v0.0a

Conceptualization

  • [ADD] Core concept — sentient AI-powered vacuum, top-down zombie horde
  • [ADD] Godot 4 project scaffolded — GDScript, Android target