Based in Tinley Park (Illinois), USA

Release date:
8 June, 2014

Playstation Vita


Regular Price:


Z-Run is action/beat'em-up game for Playstation Vita where you run-n-fight your way through endless zombie hordes.
It's made in Logrus Engine, we also did game design and programming.


Original idea was inspired by run-n-fight sequence from "Highschool of the Dead" anime and "Into the Dead" iOS game.
Although most people (wrongly) assume that Z-Run is 'like Temple-Run with zombies', it's actually far from it; from design and gameplay standpoint, Z-Run is more like "River Raid" scroll-shoter game but with a human character fighting through zombies.
The development started with a stress-test -- can we even have 100 animated zombies in a game on PS Vita? After some interesting optimizations, we could have 50-60 zombies per frame (plus some environment, obstacles and other stuff).
Game levels are 'semi-random' -- city blocks built from pre-defined environment segments with obstacles and enemies added randomly. Each level has rules describing how long the level is, how many obstacles/enemies every section has etc. Overall, this makes every play-through a bit different, which people actually liked.
Art production was kinda slow so game has less content than planned, which lead to levels feel a bit repetitive.
Anyway, it was fun experience -- making game from scratch for Playstation Vita in less that a year.



Survival Gameplay Montage YouTube


There are currently no screenshots available for Z-Run (contract work). Check back later for more or contact us for specific requests!

There are currently no logos or icons available for Z-Run (contract work). Check back later for more or contact us for specific requests!

Selected Articles

  • " The first thing I discovered about Z-Run is that it’s challenging. I mean, it’s hard. I was getting destroyed left and right before deciding that maybe I should just switch over to Easy so that I could learn the game better. Then, to my horror, I remembered that I was already playing on Easy. My problem was that I was approaching the game all wrong. I couldn’t just brute force my way through a level, I needed to think my way through. Just like a game of chess, in order to win you have to be planning your next three or four moves before you make your current one. Once this revelation occurred to me, I found success a little easier and the game became infinitely more interesting. "
    - Brad Gruetzmacher, The Vita Lounge

About FireVector

FireVector is an independent game development studio specializing in console and PC games.

More information
More information on FireVector, our logo & relevant media are available here.

Z-Run (contract work) Credits

Alex Podverbny (FireVector)
Game Design and Programming

Alexander Nikitin (FireVector)
Engine Programing

Oleg Zhukovsky (BeatShapers)
3D Modeling

Rostislav Garbar (BeatShapers)
Character Animation

Alexey Menshikov (BeathShapers)

presskit() by Rami Ismail (Vlambeer) - also thanks to these fine folks