Making a zombie game its called the last Broadcast

The game begins with players tuning into a mysterious, static-filled radio transmission that suddenly cuts through the usual chaos of the city. The broadcast, delivered by an unknown voice, warns of an experimental biological agent accidentally released from a clandestine research facility downtown. The message is cryptic, hinting at a containment breach, and ends abruptly with a chilling, distorted scream.

As players investigate, they discover that the city’s power grid has gone dark—except for emergency systems flickering to life—and that strange, inexplicable phenomena are occurring: shadows flickering in the corners of their vision, whispers carried on the wind, and animals behaving erratically.

Suddenly, the streets fill with eerily silent figures—initially seeming like panicked civilians—before it’s revealed these are the first victims of the outbreak. The twist? The infection is airborne, but it’s also being transmitted through electromagnetic signals, meaning the chaos isn’t just physical but also mental—affecting perception and memory.

The apocalyptic event ignites not with a sudden horde, but as a slow, unsettling descent into madness, where players must decipher the origin of the broadcast, uncover a conspiracy behind the outbreak, and survive a city unraveling from within—one distorted mind at a time.