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Lab of the Dead

rated 4.32 / 5 stars
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Simulation - Pet / Buddy

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Credits & Info

Oct 19, 2011 | 10:07 AM EDT
  • Frontpaged October 19, 2011
  • Daily Feature October 20, 2011
  • Weekly 2nd Place October 26, 2011

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Default Of The Dead 5 Points Discover 5 neutral reactions.
Expiration Date Reached 5 Points Terminate 5 specimens.
That's No Gimmick 5 Points Use 1 appropriate item.
I Make Things Happen 10 Points Do a total of 50 actions.
Animal Cruelty 25 Points Kill 10 animals with your research.
Bad Behavior 25 Points Discover 5 aggressive reactions.
Bloated Equals Happy 25 Points Feed 20 pounds of food to your specimen.
Getting To Know You 25 Points Fully research 1 specimen.
I Know What You Like 25 Points Use 1 preferred item.
Know How To Use It 25 Points Fully research 10 items.
Taking It Easy 25 Points Discover 5 passive reactions.
We Must Amputate! 25 Points Cut 1 limb from your specimen.
Wigglin' Time! 25 Points Cut 4 limbs from your specimen.
A True Scientist 50 Points Research all the techniques at least once.
J-J-J-Jaw Breaker! 50 Points Find all the ways to rip the specimen's jaw off.
Labor Intensive 50 Points Do a total of 1000 actions.
Laid Back 50 Points Discover 40 passive reactions.
Master Chef 50 Points Try all the food items.
Star Pupil 50 Points Discover 5 advanced reactions.
Temper Tantrum 50 Points Discover 40 aggressive reactions.
This And That 50 Points Try all the objects.
Weapons Expert 50 Points Try all the weapons.
Bub Would Be Proud 100 Points Discover 30 advanced reactions.
Dr. Frankenstein 100 Points Reach 100% on your total completion statistic.
Methodical Deconstruction 100 Points Find all the ways to kill or incapacitate the specimen.

Author Comments

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Survive the zombie apocalypse as Allen C. Tyler, a scientist trying to figure out what makes these undead creatures tick. Experiment with them, brutalize them, feed them, give them objects to play with and discover over 250 unique reactions as you explore the full spectrum of the zombie brain.

Stuck in this underground facility, you will gradually uncover the truth about the zombie outbreak as you progress in your research, discover new reactions, upgrade your research techniques, find new items to experiment with, complete achievements and find tapes and notes from the Alpha team, the previous scientific team who occupied this base.

You will have your hands full with:
- 12 zombie types to experiment with...
- Over 60 weapons, food and objects to play with...
- Over 250 reactions to discover...
- Over 40 achievements to complete...
- 1000pts worth of medals...
- And more...



Rated 4.5 / 5 stars


add an option to skipt the video for actions... we doint all want to see it and when we want to beat the game it takes up 90% of the time

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Rated 4.5 / 5 stars

good game

the picture reminds me of moon from black ops :O idunno why


Rated 5 / 5 stars


ridiculously long but very addictive game. good job

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Rated 1.5 / 5 stars

I'm bored

This was a cool concept that I really would have enjoyed...had the game not gone as slow as balls. I did appreciate the zombie design and the interactions with the objects and what not...just not the general game play.


Rated 2.5 / 5 stars


The concept of humanizing a zombie is intriguing, but I find that all the good ideas and dynamics are quickly overpowered by the negative aspects. For one thing, you're not truly humanizing a zombie, you're just conditioning it's mood so that it doesn't feel like eating human flesh; should it's mood level drop by 1%, it'll start eating human flesh again. That's not humanization, it's not even conditioning it to perform specific commands, you're just making it not feel like eating people by keeping it completely satisfied; you're not actually teaching it to resist temptation because you're just removing the temptation aspect itself.

Humanizing a zombie would look more like hand and eye coordination exercises because you're trying to jog it's cognitive faculties so that it can begin to grasp moral concepts, not just handing it shit and hope that it associates it with an emotion; that might get it to develop affection for that particular object, but not affection with anything else, not that cross association is even an availability anyway; it would be difficult to get it to associate a specific object with an emotion to begin with mainly because this dynamic of associating emotions with moral standing relies on the flimsy assumption that the test subject might have a vague idea and/or memory of what the object even is because it very well may not even have the mental power to recognize the object to begin with considering how it's brain died periodically and was reanimated.

The game's dynamic isn't based around challenge, so once you've seen most of the basic reactions, the game starts to lose it's only entertaining quality, variety, and it becomes banal busy work because you're whole objective is to ascertain reactions based on emotional, physical and mental status' and most of your time is spent altering those aspects by abusing a single item until you're either penalized for it or you reach your target percentage. Soon the amount of busy work starts to outweigh the quantity of new reactions and the game goes from being interesting and entertaining and it escalates into becoming boring, tedious, banal and eventually vapid.

The only challenge aspect that ever comes into play is when you have to impress your commanding officer with a specimen you've trained, which if you've done all the busy work by this point, this point in the game should not be a problem regardless of what quality of specimen you're using.

I also agree with DiMono, I hate how the game has no true conclusion. You kill off the remainder of the surviving party and continue your research; what have you accomplished? Sure you avoided death but at least dying would be something. Continuing to perform tedious tasks repeatedly is nothing because you've already explored every possible reaction you could trigger, meaning that there are no new surprises to be had; without being able to advance forward in research, research ceases to have a point and so does the game. There's no closure to be had so there's ultimately no satisfaction in playing the game. It's not even an open ending where you can guess what happens to him next; the game never ends; we can't guess what he's gonna do next because we still control him and all there is to do in-game is to test more and more zombies and hit the wall of limitations constantly. The ending is not open because there is no ending to be had at all.

I really, really hate the animation; it's all motion tweened. Who animated the animatics in this game? Was it SickDeathFiend? It looks like his artwork; if so, then I'm severely disappointed because I thought he was starting to ween away from motion tweening and going with FxF animation.

Between the motion tweening, the sheer constant ongoing, time consuming busy work and shit for closure, this makes for a game with a lot of potential but with little substance and for what substance there is, the designer took something that ultimately should have only been a 30 minute game and dragged it out as far as he could.

This review is insanely well received!