Infected Land logo mark

Browser-based 2.5D isometric MMO-RPG

Infected Land

A quarantined island, one shared world, and up to 500 survivors fighting to stay fed, hydrated, armed, and alive while the infected close in from the ruins.

One Server A large persistent island built for hundreds of players at once.
500 Players Massive survival pressure from strangers, squads, and threats.
Release TBA Launch timing will be announced when the island is ready.

The Island

Wash ashore after the quarantine locks down.

Infected Land takes place on a huge ocean-ringed island where a bio-lab outbreak spread too quickly to contain. A few people escaped before the outside world sealed the perimeter. Everyone still inside now has to survive the infected, the terrain, and each other.

You start at the edge of the map near the water and push inland for supplies, shelter, weapons, vehicles, and a place worth defending.

Infected Land logo icon showing a survivor on a cracked island tile

Survival Loop

Every session starts before you log in and keeps going after you leave.

Your character remains part of the live world, so logging out is not a pause button. Stock your pack, choose where to hide, protect your supplies, and plan for however long you expect to be gone.

01

Scavenge to stay alive

Food, water, bandages, fuel, scrap, and storage space all matter when hunger and dehydration keep ticking.

02

Gear up for close calls

Manage inventory, equip protective clothing, carry tools, and switch between melee and ranged weapons as the situation changes.

03

Defend against two dangers

Fight infected creatures while also reading the intentions of other survivors who may want your supplies more than your friendship.

04

Move across a hostile map

Travel through camps, bridges, buildings, water edges, and roads, with vehicles changing how far you can push before dark.

05

Build a foothold

Create bases for storage, protection, and staging runs into more dangerous parts of the island.

06

Live with consequences

Because the world keeps moving, smart preparation is as valuable as fast reflexes.

Systems In Motion

Built around survival, traversal, and player pressure.

The current prototype already points toward the larger MMO-RPG vision with persistent characters, inventory and gear, player stats, zombie behavior, vehicles, day and night play, buildings, camp areas, bridges, and networked multiplayer foundations.

Persistent CharacterHealth, calories, water, stamina, position, gear, and kills are tracked over time.
Inventory GridBackpacks expand carrying capacity while stackable items and equipment compete for space.
Combat OptionsUnarmed strikes, bats, rifles, zombie attacks, and defensive timing shape close-range encounters.
Zombie AIInfected roam, notice players, chase, path around obstacles, and commit to attack windups.
Island TerrainOcean edges, grass, cement, bridges, buildings, tents, campfires, props, and collision zones give the map texture.
VehiclesPickup control and cargo states support faster travel and mobile supply decisions.
Day And NightLighting changes visibility and mood, making campfires and headlights matter after sunset.
Shared World TechServer snapshots, player actions, chat events, and peer visibility support the MMO direction.

Release Window

Launch timing is still under wraps.

The island is being shaped into a persistent MMO survival RPG before a public release date is announced.

TBA