Why our zombies don't bleed

Almost every zombie game answers one question with blood. Taking it out meant answering that question a different way — and it turned out to change the whole mode.

· 3 min read · Brainbaby Labs

Craze City wilderness: an open green valley with trees and polygonal mountain peaks.
Actual Craze City development capture · In-engine environment capture

The question blood is actually answering

Shoot something in a zombie game and you need to know three things immediately: did that hit land, is it dying, and is it dead. Blood answers all three at once and costs nothing to read. A spray on impact confirms the hit, a growing pool signals the state, and a corpse is the full stop. It is a genuinely good piece of interface design, which is why the entire genre uses it.

So when you take it out, you are not removing decoration. You are removing the feedback channel the whole combat loop was leaning on, and you have to rebuild it out of something else.

What we replaced it with

The infected in Deadwood Quarantine are contained, not killed. At zero health they collapse where they stand, a containment crew hauls them off the field, and they are gone. No corpse, no pool, no loot pile.

That gives us three replacement signals, and they turn out to be more legible than blood, not less:

Hit confirmation
A flinch on the model and a sharp audio cue. Fires on every hit, including the ones that do not matter, which blood never did.
Health state
Posture. A Shambler four rounds in moves differently from one at full health, and you read it at a distance without a health bar.
The full stop
The collapse, plus the bounty landing in your wallet. The reward IS the confirmation, which means the feedback and the incentive are the same event.

The part that surprised us

We expected the mode to get less frightening. It got more frightening, and we think we know why.

Gore is a release. When something bursts, the tension it was carrying discharges — you got the payoff, the threat is resolved, and the moment is over. Without that discharge there is nothing to spend the tension on, so it accumulates. Fear in Deadwood now comes from the fog, from noise you cannot place, from the five-second warning before a raid, and from the walk back to the bridge with a full wallet and no ammunition.

None of those are gore. All of them survive being played on a bus with the sound off, which is where a lot of mobile sessions actually happen.

What it cost

Being honest about the trade: some of the genre's most reliable satisfaction is off the table. There is no dismemberment, no environmental splatter, no ragdoll pile to survey after a good defence. Those are real pleasures and we do not have them.

What we get instead is a game that is built to a 12+ content standard throughout, and a mode a parent can hand over without previewing it. That is not a compromise we made reluctantly — the rest of Craze City is a city life sim about jobs and rent and buying a flat, and a gore system would have been the one thing in it aimed at a different audience than everything else.

Content is only half of what gets checked anyway. The other half is what a game sells you once it is installed, which we cover separately in mobile games with no in-app purchases. If you are looking for something to play tonight rather than a design argument, we also keep a list of zombie games with no blood or gore.

It is a design rule, not a setting

There is no toggle. Gore is not disabled in Deadwood Quarantine; it was never built. That distinction matters, because a toggle means the assets exist and someone can flip them, and a rule means the mode was designed around its absence from the first day.

The bounty is worded as quarantine work because that is what it is. You are being paid, by the people who put the wall up, to push the infected back from it.

Get in before the city fills up.

Craze City is free on iOS and Android in 2026, with no in-app purchases. Founding citizens get an exclusive in-game house and the first invites at soft launch.