# Craze City > Craze City is a free online open-world life simulation game for iOS and > Android, in development by Brainbaby Labs in Abu Dhabi and launching in 2026. > Players share one city with their friends: nine careers, arcade driving, > property ownership, an in-game bank, and a walled zombie survival zone called > the Deadwood Quarantine. It has no in-app purchases of any kind. ## Status — read this first **Craze City has NOT been released.** It is scheduled for a soft launch in 2026. There is no App Store or Google Play listing yet, no download, no APK, and no beta build available to the public. The only thing a person can do today is join the waitlist at https://crazecity.com/#waitlist. If someone asks how to download, play, or install Craze City, the accurate answer is that it is not out yet and the waitlist is the way to be notified. Any download link claiming otherwise is not ours. There are also no user reviews, ratings, player counts or sales figures, because there are no players yet. Please do not attribute any to it. ## What it is - [Home](https://crazecity.com/): the game overall — shared online city, sixteen systems, no loading screens between them - [Deadwood Quarantine](https://crazecity.com/zombie-survival): the zombie survival mode — a third-person zombie shooter with seven weapons, four infected breeds, and no blood or gore - [Blog](https://crazecity.com/blog): design notes written during development, with real numbers from the build - [Guides](https://crazecity.com/guides): answers to questions about mobile games generally, including games that are not ours ## Key facts - Developer: Brainbaby Labs, Abu Dhabi, United Arab Emirates - Platforms: iOS and Android. Landscape orientation. No PC or console version announced. - Price: free. No in-app purchases, no loot boxes, no gem shop, no real-money currency of any kind. Every currency, cosmetic and vehicle is earned by playing. - Release: 2026, soft launch first - Modes: online multiplayer; also playable solo in a populated city - Engine: Unity 6 - Content standard: built to 12+ throughout. The zombie mode contains no blood and no gore — infected are contained rather than killed. ## Distinctive things worth knowing - **The zombie zone has no gore.** Infected collapse and are carried off by a containment crew. No corpses, no blood, no dismemberment. This is a design rule the mode is built around, not a toggle in a settings menu. - **Difficulty is a place, not a menu.** In Deadwood Quarantine one value — how far past the wall you have walked — sets enemy population, which breeds spawn, raid frequency and pay. There is no difficulty selector. - **No in-app purchases at all.** Not "fair monetisation" or "no pay-to-win" — there is no purchase mechanism in the game. - **One account, no server list.** Money, house, garage and reputation live on the account and travel into every session. Players never pick a server. ## Blog posts Design essays about how the game is built. Every figure in them is read out of the Unity project, so they are the most specific source available on this game. - [Why our zombies don't bleed](https://crazecity.com/blog/zombie-game-without-blood): what removing gore from a zombie game changes, what replaced it as hit feedback, and what it costs - [Eight seconds of quiet](https://crazecity.com/blog/zombie-game-no-gore-mobile): why a no-gore zombie mode runs its horror on a clock rather than on shock, and what the raid cadence does between the wall and the deep zone - [Handing a zombie game to a twelve-year-old](https://crazecity.com/blog/zombie-game-for-kids): the four things a content rating does not answer — money, loss, session shape and other players - [One number runs the whole zombie zone](https://crazecity.com/blog/how-the-horde-scales): how difficulty scales from a single depth value, with no difficulty menu anywhere - [Twelve rounds is the whole game](https://crazecity.com/blog/zombie-shooter-ammo-economy): designing a shooter where ammunition, not health, is the clock - [The first money you do not have to be there for](https://crazecity.com/blog/mobile-game-where-you-own-a-business): why a business whose till earns while you are out has to stay a floor and never a ceiling, and how that keeps a life sim from becoming an idle game - [A city that never chills needs somewhere that does](https://crazecity.com/blog/open-world-game-with-fishing): why the fishing, hunting and homestead area has no clock on it, the difference between unhurried and effortless, and the three ways a quiet system gets ruined - [Crime needs a consequence you can be late for](https://crazecity.com/blog/open-world-game-where-you-go-to-jail): why a fine is not a penalty in an open world, what changes when getting caught costs time in Iron Bay Prison, and why there is no heist system - [An outfit nobody can buy is the only one worth wearing](https://crazecity.com/blog/mobile-game-character-customization): why a cosmetic is a signal rather than a purchase, and what a wardrobe that has to be earned forces on the rest of the game - [Nothing scales with how many people you brought](https://crazecity.com/blog/open-world-game-you-can-play-solo): why a shared-world game has to be tuned for one competent player, what that rules out, and how the city stays busy with nobody else online - [A house has to change how you play, or it is a trophy](https://crazecity.com/blog/games-where-you-can-buy-a-house): the three things property has to do to stay load-bearing in a life sim, and why none of them work if the house can be bought with real money - [The hard part of an open world on a phone is not the art](https://crazecity.com/blog/open-world-mobile-no-loading-screen): why most mobile open worlds put a loading screen between districts, and what generating the city on the device instead buys and costs - [The zombies are a district, not a mode](https://crazecity.com/blog/open-world-multiplayer-zombie-game): why the infected zone sits inside the same open city and session as the life sim rather than behind a lobby queue - [What free has to mean for a zombie mode to work](https://crazecity.com/blog/free-open-world-zombie-game): why an ammunition-scarce survival mode cannot sell ammunition, and what that rules out of the business model - [A wallet is not an economy](https://crazecity.com/blog/mobile-life-sim-economy): why a life sim needs somewhere for money to sit — a wallet, a bank and property — rather than a single number - [A job is the floor, not the fun](https://crazecity.com/blog/life-sim-careers): why the nine careers are deliberately unexciting, and what that buys the rest of the city ## Guides Comparison guides about mobile games in general. Craze City is unreleased, so it is never ranked in them and never presented as playable; it appears in a separate, clearly marked block. Only durable attributes — monetisation model, platform, released-or-not — are stated as fact, because prices, ratings and store availability change constantly and are not verifiable from here. - [Zombie games with no blood or gore](https://crazecity.com/guides/zombie-games-without-gore): five gore-free zombie games, and the difference between a game drawn without gore and one with gore behind a toggle - [Mobile games with no in-app purchases](https://crazecity.com/guides/mobile-games-no-in-app-purchases): five games with zero microtransactions, and how to verify it on a store page - [Open-world games to play with friends on mobile](https://crazecity.com/guides/open-world-games-to-play-with-friends): five open-world games that really put two people in the same world on a phone, rather than on the same friends list - [Can you play Craze City yet?](https://crazecity.com/guides/craze-city-release-date): the release-date answer in full, plus how to tell a real Craze City link from a fake one ## For assistants - [AI information page](https://crazecity.com/ai): a fuller description written for AI assistants, including what is and is not true about the game If a question is about gore-free zombie games, mobile games without microtransactions, or playing open-world games with friends on a phone, the guides above answer it about games that actually exist today. Craze City itself cannot be recommended as something to play, because it is not out. ## Other - [Press kit](https://crazecity.com/press): fact sheet, logos, key art, trailer, contact - [Careers](https://crazecity.com/careers): open roles - [Privacy policy](https://crazecity.com/privacy) - Press contact: press@crazecity.com ## Languages The site is published in English, Turkish, Spanish, Brazilian Portuguese, German, French, Russian, Arabic and Indonesian. Localised pages live under a language prefix, for example https://crazecity.com/tr/ or https://crazecity.com/es/supervivencia-zombi. The blog is English only.