Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
An Unreasonable Number of ZombiesEventsDEVBLOG 02 - "Making Infection Matter"
Community

DEVBLOG 02 - "Making Infection Matter"

An Unreasonable Number of Zombies · published 12 Sep 2026, 22:13 UTC

All eventsPlayers around this dateRead on Steam

The challenge I’m working on right now is making district infection something you feel when you play. The map shows a percentage, but a higher number doesn’t yet mean a harder fight.

I’m exploring two connected ideas: faster zombie spawns at higher infection levels, and adjusting how much infection each completed stage removes. The charts below help me compare the numbers before putting those changes into the game.

MORE INFECTION.

One idea I'm testing on paper is to tie district infection to spawn frequency. The current proposal gives districts at 0-10% infection no extra spawn pressure. Above that, the bonus rises gradually, reaching 50% faster spawning at 100% infection.That means a gap of 0.9 seconds between spawns becomes 0.6 seconds. The first experiment would keep the number of enemies in a wave the same. They would arrive closer together, giving you less time to deal with each one before the next appears.It would make the infection number something you can plan around before deploying: how much pressure are you prepared to take on?

RECLAIMING GROUND.

I'm also looking at the infection reduction earned by completing stages and securing a run. The current ladder gives a total reduction of 6, 12, 18, 24 or 30 infection points, depending on how many stages you complete. One candidate changes that to 4, 9, 15, 22 or 30.The idea is to make a short run a smaller dent while preserving the reward for going all the way. Each additional stage would contribute more than the last.These are totals, not amounts added together. Under that proposal, securing three stages earns a 15-point reduction, not 4 + 9 + 15.

WATCHING THE NUMBERS MOVE.

This internal animated chart to compare different starting infection levels and reduction values. It shows infection falling as stages are completed, and how that would lower the spawn-rate bonus on a later visit. The short video cycles through 12 combinations, including a gentler two-points-per-stage option, the current rewards, and the proposed ladder. The soundtrack is Six Feet Under from AUNOZ.

It's a tool for exploring the relationship, not a prediction of exactly how a campaign will play out. The chart leaves out nightly growth and other campaign effects, and we haven't validated this proposed difficulty curve through full playtesting yet.

STILL AN EXPERIMENT


None of these balance proposals are live. I'd start by testing the connection in Safehouse Siege, with training protected from the extra pressure. Other districts have their own pacing and would need separate attention. There is also a trap to avoid: losing makes infection worse, and harder fights could then cause more losses. We want neglected districts to feel threatening without turning a bad run into a hole you can't climb out of. Would you rather tackle a heavily infected district early, or build up your upgrades before taking it on? And does faster spawning sound like the right way to make infection felt?

-DustyEffsky

More from An Unreasonable Number of Zombies

Other announcements

All events
Community11 Sep 2026DEVBLOG 01 - "The endgame problem"First of these. The plan is one whenever something worth showing changes, rather than one a week padded out to look busy. Nearly all my time right now is going into balance and the endgame, so that is what this one is about. The release city. Twenty-two districts, and you play one of them a night. The full city is 22 districts. The only thing that brings a district's infection down is CLEAR, wh…Community8 Sep 2026Controller SupportThe (pre-release) demo now plays start to finish on a controller. Menus, the city map, all seven districts, the pause screen, the upgrade tree. No point where you have to reach for a keyboard or a mouse. That sounds like a small thing...but it wasn't, and the reason is worth writing down, because this game is not built the way most games are. The map Harbor Gate is the exception, because it is…Community3 Sep 2026An Unreasonable Number of AchievementsSteam Achievements FTW The achievements fall into six groups. · FIRST NIGHTS - getting through the early ones and working out that leaving is the win. \ · THE BET - whether you SECURE what is ON YOU or go back out for more. Every one of these is a decision, not a task. · THE DISTRICTS - at least one for every playable district (for the most part), keyed to whatever that district is actually abo…