Disbond
A round-based PvP zombie shooter for up to 32 players. One of you is already infected. You just don't know which one yet.
By Bozz Studio

Plays from YouTube (youtube-nocookie.com). Nothing loads from YouTube until you press play.
The game
About Disbond
One of you is already infected. You just don't know which one yet.
Disbond is a round-based multiplayer zombie shooter with a diverse range of maps.
Everybody starts the round as a human. Twenty seconds in, one of them turns.
Everyone who gets bitten turns next. So the longer the round runs, the fewer of you there are and the more of them.
Two Game Modes
Survival Humans team up and barricade against the zombies. Or break off from the group to survive solo or grenade plant them. Kill what comes and hold out until the round is over.
Escape Humans run for an objective at the far end of the map clearing obstacles, fighting through zombies, and holding key points along the way.
Eight Playable Classes
Humans
- Gunman: Extra shooting damage and and ultimate that gives you an exclusive grenade launcher.
- Grenade Planter: Extra movement speed while knife is equipped, less fall damage while knife is equipped. Your ultimate allows you to dash.
- Architect: Props are 50% cheaper. Your ultimate enables you to place traps or disguise yourself as a prop.
- Exploder: You start the round with 4 grenades (instead of 1). Your grenades deal 50% extra damage. Your ultimate gives you 20 second sprint.
Zombies
- Crawler: 2500 HP. Runs 10% faster than other zombies, jumps 1.5x higher and the ultimate allows him to dash.
- Smasher: 4000 HP. Experiences less knockback while being shot. His ultimate allows him to charge at the humans.
- Screecher: 2500 HP. His ultimate blinds everybody looking at him for 5 seconds.
- Demon: 3500 HP. Has double jump and his ultimate allows him to disguise himself as a survivor for 10 seconds, or "cheat death" becoming invisible right as he is about to die.
Buy, Build, Barricade
Press B: Humans buy weapons. Zombies can't. Every gun in your hands was paid for with a kill.
- Handguns: 9mm Pistol, Compact Pistol, Heavy Pistol, Revolver
- SMGs: 9mm SMG, .45 SMG, and Dual SMGs
- Shotguns: Pump Shotgun and Double Barrel
- Rifles: Assault Rifle, Battle Rifle, Machine Gun, Sniper Rifle, Heavy Sniper
- Flamethrower
- High explosive Grenade
- Freezing Grenade
- Anti-Gravity Grenade
Press N: Both sides buy and spawn physics props. Humans stack them into barricades. Zombies use them to climb somewhere they were never supposed to reach.
Props can be placed to gain strategic advantage as they allow you to fortify your barricade, or climb and reach places you were never meant to reach.
Zombies Are Faster. Bullets Push Back.
Zombies outrun you but your bullets knock them back. Headshots push them back harder!
Movement
- Running, jumping, crouching, and crouch-jumping
- Prop-spawning to reach ledges and hidden spots no map designer intended
- Platforming routes across every map
- Map-specific traversal such as cannons that fire you across the level, teleports, elevators, ziplines
Arsenal
Pistols, rifles, SMGs and shotguns, plus specials: grenade launcher, flamethrower, and a knife for when it is already too late.
Destruction, Physics and Gore
Zombies come apart. Limbs are severed by the shots that kill them.
Props break. So do parts of the map itself such as roads, pipes and structures whose destroyed-or-intact state is a real tactical decision. Anything that will not break still moves: shoot an indestructible prop and it goes where you shot it, which is occasionally exactly what you wanted.
Multi-Kills and Sprees
Both sides get their own kill ladders.
Maps
Every map is its own standalone biome, and they are as far apart as we could make them.
- Infected Town
- The Bunker
- The Final Stand
- The Black City
- The Underground Lab
- Night Terror
Match Setup
- Up to 32 players per match, 5 minimum to start
- 30-minute matches made of rounds up to five minutes.
- Bots fill both sides when there are not enough players, so the round always runs
- Online multiplayer on dedicated servers
Original Soundtrack
Original score composed by Ivan Gerov.
From the developer
In the creator's own words.
I've played games my whole life and always wanted to make one. After ten years working in tech, I decided two years ago to finally focus on Disbond. It started as a hobby project, then I got obsessed.
Disbond puts fun before realism. It's inspired by Unreal Tournament, Doom, Quake and Counter-Strike 1.6 and Source. In the old CS: Source zombie mod, everyone hated being the zombie and rushed for the round to end. So in Disbond humans and zombies each get their own classes, with their own skills, so both sides are worth playing.
I love mechanics that "break" the game: corners you're not meant to reach, secret rooms, hidden teleports, spots you can only get to by stacking props or jumping on a friend's head. Most maps have them. I'm also a huge Dark Souls fan, so the maps connect and go vertical: streets, buildings, rooftops and sewers, with hidden shortcuts between them.
In my country, the saying goes, nobody builds a house alone. My brother and his band made the music, a friend designed the UI, and my cousin helps with the code and the maps.
Who is behind it
Independent studio making Disbond, a multiplayer zombie shooter for PC.
Developer: Bozz Studio. Publisher: Bozz Studio.
Delivery history: No past projects recorded.
Where to support it
Support Disbond directly
These links go to Bozz Studio's own channels. You pay the creator there; GameStart is never in the payment and takes nothing.
Because the money goes straight to the creator, there are no refunds through GameStart. Each platform's own rules apply.
Press kit
For press and creators
Facts, contacts and art for coverage. The press kit also has its own page to link to.
Facts
- Release
- To be announced
- Developer
- Bozz Studio
- Publisher
- Bozz Studio
- Platforms
- Windows
- Genres
- Shooter, Action, Survival
Contact
Press contact: Galin, galin@disbond.com
Videos
Art to download
Official art supplied by Bozz Studio. Each link downloads the original file.
Verification log
What we checked, and when
Checks completed so far
| Check | Covers | Result | Checked | Valid until | How |
|---|---|---|---|---|---|
| Project exists | Disbond | Passed | Steam store page live with trailer and screenshots, and a free demo on Steam | ||
| Sanctions screening | Disbond | Passed | Studio screened against the OFAC SDN list |
GameStart has not verified this project. This is not a finding against it.
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The checks we run for the studio, once for all its projects: Identity known to GameStart, Accounts controlled. For Disbond: Payment channels controlled, Project exists, Sanctions screening. Track record is optional and shown when it was checked. Personal details used for the identity check are never published.
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