Shattered Colony

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Author Comments

Defeat the zombies while managing multiple resources in this hybrid RTS game. Try a random map after the campaign.

The game consists of building towers, managing the resources needed by those towers (and the location of those resources), collecting more resources from cleared out buildings, and using resources to expand and destroy zombies.

Browse the online map database!

Shift-click to place multiple of the same item.
Shift-click on plus or minus buttons to change quota by 5.
+/- are hotkeys for changing survivor quota (board quota in barricades).


Nice game

I like it but it feels repetitive so ill give it an 8 :)

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Good stuff you have here. I'm recommending you for TD category.

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Effin awesome

I've been playing this game for the past three days in my free time and its freakin' awesome. I only wish that there could have been a fastforward button or something. Also it would've been cool to have some other ways of fighting zombies other than just snipers, cause its kinda sad to see your survivors just die without any way to fight back.

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Pretty much one of the best zombie games this year

Zombie Game of the Year!

Simple idea, great execution. Could be better.


- AI needs a bit of improvement. I seem to run out of boards and ammo at some depots in the last campaign map even though the counter says I have over 100 of each.
- Traps could be implemented. If you have enough explosives to bomb bridges, you have enough to cover streets with mines.
- Vehicles would be cool. There has to be some vehicles lying around during a zombie apocalypse. These could be used to transport supplies between depots on larger maps.
- Doesn't make sense that more people would make snipers more accurate. They just have more chances of hitting a zombie.
- More weapons please, like molotov cocktails and hoses connected to fire hydrants.
- Rooftops. Use them.

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Great resource management game!

This is a great game! It was very professionally made and I have yet to find any bugs (aside from some pathfinding behavior.) On that note and as to possible improvements, with the current "danger avoidance" mechanism (running away from zombies) seems to act only when a person comes within close proximity to a zombie. This behavior differs from the perfect information mode with which the game is presented to the player. Possibly a danger mapping AI would be more apt. An example of this system would be if the the position of zombies along a proposed path were utilized in creating a "danger rating" for that path. That rating would then be compared to other possible paths to find a balance between safety and distance. I believe this is how most RTS AI's find an optimal path.

Thank you for putting in the required time to create such a complete and "replayable" game!

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Credits & Info

4.39 / 5.00

Oct 1, 2010
11:19 AM EDT
Strategy - Tower Defense