Timeless

Timeless is a first-person shooter heavily inspired by the Plants vs Zombies series set to be released by an independent developer. It currently has not started developpement, but is planned to have a prototype released at least before January 1st of 2030. Unlike traditional PvZ games, it is aimed towards a more mature audience, mainly on PC, with a fast-paced and strategical gameplay along a realistic graphical style
==Description==
“	The dead have risen, and they decided to invade our history !From the hot and scalding desert of the Ancient Egypt, to the shanty insular towns of the Pirate Seas, you'll have to mow down hordes of various zombies using a wide array of different characters and various pieces of historical weaponry. They're aiming for your brains, and it's up to you to shove them back and smash their heads to survive through History	”
(Store description)
== Gameplay==
Timeless is a team-based first person shooter, where players takes control of a team of characters that must cooperate to survive against waves of zombies that spawn around the map in order to complete levels. The game uses a system of sections, each one of them containing several worlds and a final one that must be completed to get to the next phase ; each world itself is separated between series of various levels, referred as "Days" or "Nights" depending on the setting, with various objectives depending on the setting and the story behind it. During these levels, each player will play as one of the characters of the game, with their own upsides and downsides, and can equip himself with a wide array of weapons unlocked throughout the game, divided into several categories which allows player to use various playstyles depending on which loadout he decides to equip, with of course limitations that makes each loadout require a certain level of planning to work correctly.
The combat in Timeless is fairly advanced, due to the wide variety of weapons and technics available. Each character is capable of sprinting, jumping, climbing certain surfaces or objects, shooting, throwing certain items made for this purpose, dashing to avoid enemies, crouching, aiming, swimming and rolling to escape zombies. Characters can switch between all of their weapons, but it may take some time to do, and they have 6 slots to fill with various weapons of their choice plus a slot for throwables like grenades and for pieces of equipment or various items. Each weapon that can be equipped is in a certain category, being a "Primary" (takes up 3 slots), a "Secondary" (that takes up 2 slots) or a "Tertiary" weapon that would only take one slot. Each weapons have their own controls, depending on their nature, and require different levels of training to use efficiently
All characters have a set amount of Health, which once it drops to 0, makes the player enter a "Downed" state, where a second health bar will show and will be slowly drained until the player finally dies ; while in this state, players can only crawl slowly and are unable to use any of their weapons, unless it is to revive themselves. If the player takes a large amount of damage before that, this second health will be diminished too by the amount of excedent damage. A "Downed" player can get back up by himself using certain items, or must be revived by another player. If the player dies, he can be revived from a Time Fissure that will spawn in a nearby place, generally somewhat accessible to other players, but if all players are downed or stuck in fissures at once, it's a game over.
To progress in the game, players have to earn experience points, either by completing Quests, which can be granted on a daily basis and on certain occurences, or by finishing levels and doing things such as vanquishing zombies and doing certain actions. This allows players to progress and earn a higher Rank, which can allow them to access certain possibilities that were locked previously or to simply gain rewards like in-game currencies, customization items, weapons customizations and some rare items. Objects, weapons and currencies can be themselves gained by opening Pinatas or Chests, which can be earned by finishing levels or quests, by reaching a higher rank or simply by buying them with in-game currencies in the Shop. Each items have a certain rarity, which can be Common, Uncommon, Rare, Very Rare, Epic, Legendary and Special, with the latter being reserved to objects from events.
==Modes==
The game features multiple ways of playing, generally in cooperation with other players
*Story Mode : the main story mode. Here, players can cooperate with others to try to get through the various worlds and levels of the game, with various gamemodes depending on the day. It also features cinematics, bosses, sometimes story-driven gameplay and allows players to unlock new weapons, on top of encountering new zombies and game modes avalaible only there that are played during the levels. These gamemodes are :
**Stand your Ground : the first gamemode of the game, it is played during the Present. Here, players are on a map and have to defend themselves against waves of zombies ; the player and his squad will win the game if they manage to take down all zombies, but will lose if they are all taken down, and cannot respawn for a limited amount of time
**They Shall Not Pass : in this gamemode, players have to prevent zombies from reaching a certain point of the map, whether it is an open door, a gateway they must destroy or something similar. Maps there ressemble corridors and usually have mounted weapons or similar tools to help players, who can only win if they manage to stop the zombies from reaching the objective, but lose if the objective is destroyed or if zombies/too much zombies penetrate into the area
**Locked and Loaded : in this gamemode, players have to use only pre-determined sets of weapons that are assigned to each character to survive through a level otherwise similar to Stand your Ground
**Special Delivery : again a Stand your Ground variant, but here players start with no equipment and have to use weapons given to them via a conveyor belt. They can choose to pick them up as they go, or let them ride on the conveyor belt until they disappear, but cannot pickup more than they would be able to carry if they had chosen these weapons in a normal level. Players cannot throw weapons on the ground to store them for later ; they instantly disappear if they do so
**Brain Busters : these are unique kinds of levels, with different rules that are unique to each worlds and no specific characteristics other than providing unique gameplay, and can be considering as minigames
*PvP : a secondary Player vs Player gamemode. Here, players can choose to play as the Humans or the Zombies, and have to fight against each other in a wide array of secondary gamemodes. While there still is customizeable loadouts, here each character represents a different class, with unique abilities and only certain weapons accessible, as well as several other modifiers to make each of them unique. This mode is still considered as cannon, and has several features to make it fit into the plot of the main story mode.
**Team Deathmatch : in this gamemode, players have to kill 50 players of the opposite team to win, before the enemy team does so. There is no objectives to capture or carts to push, and if no team has reached 50 kills before the timer runs out, the one with the most kills win.
**Garden & Graveyards : Set on a massive map, each side has to conquer a set of objectives to assert their dominance over the area, by turning the Gardens or Graveyards on the map into their team-assigned version, before finally trying to take over a final and unique objective to win the game. Time limited, each captured objective grants additional time to the attackers but they lose if they cannot do so when they run out of time.
**Payload : Here, players of one team have to push a cart through the map until its end in order to win the game, while the opposing team has to stop them doing so. They have limited time to do so, but can reach a set amount of checkpoints to earn additional time. To help them, the cart passively refills players's health, and can be used to protect themselves from attacks.
**Conquest : here, both Humans and Zombies have their side, with one on the offence and one on the defence, and have to push forward the opposing side in order to capture the area, with each one's spawn point setting further and further back as the area is captured. The further a team goes, the further back (or forward) the frontline will be pushed, altough the defenders start slightly further than the middle point to help them. The game ends once a team manages to take the furthest spawnpoint of the opposing team, or after 15 minutes, where the team that got the furthest wins.
**Domination : Here, each team has to capture or take from the enemy team the 3 points spread on the map and has to keep them for as long as possible to earn a certain amount of points, with the team that reaches 100 points first or that has the most when the time runs out winning the game.
== Secondary modes ==
These aren't really game modes, but are a little addition to make the game better
*Shooting Range : a quite simple, sandbox-ish gamemode which allows players to test various weapons from melee implements to firearms witha set of installations such as dummies, targets and a large shooting range for them with several hundred meters of available terrain to test certain properties such as damage drop-off, drag and bullet drop. Several special, hard-to-reach target are set here and there and will grant an achievement to the player for hitting them with a specific weapon
*Zen Garden : the Zen Garden is similar to the classic PvZ garden, with a few changes. It now consists of growing actual plants, found via Seed Packets during the game, to get boosts and rewards. Albeit being quite slow, it is mainly made to offer a bit of relaxation, and can be accessed even between the games. The player can also use it to play musics from the game if he has unlocked the Jukebox, and can customize it with Garden Themes, which are rare items that can be found by various ways.
==Features and Mechanics ==
===Characters ===
Each player during the game will play as a certain character, each of them having their own slight stat differences ; for example, some may be better at running or inherently more accurate, but could have an unability to equip certain weapons or to achieve certain tasks as well as other characters, to help make each of them equal to each other. Characters have set health and speed stats, and can carry up to 6 slots of weapons, 1 throwable and 1 piece of equipment, with slight variations that can affect what they are able to carry. While only a handful of them are available at the beginning, as the player travels through the game and the levels, it is possible to earn new characters in certain worlds, allowing them to be chosen when starting a new stage ; even if you haven't unlocked a certain character, other players can still use it with you in the same level.
All have stats such as speed, running speed, health and stamina, and are able to do a wide variety of moves from running, climbing, crouching, jumping, sprinting and swimming, altough these may or may not be possible if holding certain weapons or in certain conditions.
===Weapons===
To fight against zombies, players can equip a wide variety of weapons, from each historical period visited. These weapons will range from spears, swords, shields and bows to revolvers, assault rifles, machine guns and muskets, and exhibit a wide variety of controls that can be radically different, with for examples rapiers having mostly simple commands with thrusts and parrying moves only and double-barreled shotguns having each barrel linked to a different button. Each weapon fits in a certain category, being a Primary, a Sidearm or a Backup weapon, which makes it occupy 3 to 1 slots in the player's weapon inventory, allowing him to carry more or less depending on thier size. Each player has 6 slots, and can fill all of them with any weapons he wants, altough they are limited when it comes to practicality since they have to both make melee and ranged weapons fit in these slots ; it is also possible to leave some of them empty to pick up weapons directly on the battlefield. Some of the weapon available are very large, will slow the player when equipped, and are to as Heavy Weapons, taking up 4 slots so significantly limiting your possibilities for equipment.
*Swords and other melee weapons : melee weapon can have various statistics and may be more adapted to thrusting, cutting or hacking if they are sharp, or bludgeoning and smashing if they are blunt. Some melee weapons can be also used to block attacks, though this require a separate button. When drawing your sword, a star-like crosshair will appear, with one of the points highlighted to show from where you sword will come from when striking the opponent. You can choose how you will attack by moving in a certain way :
**If you attack and move the camera to the left right before it, the swing will be coming from the left in a slashing motion
**If you attack and move the camera downwards, you will attack with a downward hacking motion
**If you attack while not moving your camera or walking forward, the weapon will do a sharp thrust forward
Weapons for thrusting only will simply use a normal crosshair, moving the blade and attacking where the player aims, and polearms that have different sides will use each one depending on where they are located for the next attack. Each move, attack and successful block will consume a little bit of the player's stamina.
*Firearms and ranged weapons :they will shoot with a simple crosshair, and have scopes and sights to aim at long range. Firearms use certain kinds of magazine and can contain only a limited amount of ammo, and must be reloaded using different means depending on the weapon's nature, sometimes reloading rounds 1 by 1, 2 by 2, 3 by 3 or entirely via a magazine swap ; since the game keeps track of chambered rounds in closed-bolt weapons, it is possible to have an additional round in the weapon, and there is even a special reload animation (a "double reload") to take advantage of this. All of the weapons will generate a certain quantity of recoil when fired, which could make aiming more difficult, and if the recoil is very high, it may also consume the player's endurance. Some of them may be equipped with a bayonet, allowing for stabs and bayonet charges, altough this has an influence on the weapon's size and recoil pattern. Said recoil can act differently depending the weapon, generally throwing your aim off target, but in some cases (such as when hipfiring heavy machine guns) it may have different effects, making for example the weapon actually more accurate.
All firearms and projectile weapons draw their ammo from a reserve, which is unique to each weapon and defines how much you can carry on yourself before having to pickup ammo from anywhere.
They also use different projectiles or bullets, with varying stopping power, penetration, damage output, velocity and damage drop-off, making each of them somewhat unique.
An interesting feat is that the game is meant to handle the weapon's length by giving it physics. For example, if you are wielding a weapon that is 1.5 meters long and you only have 1 meter in front of you, you won't be able to target directly the wall in front of you. This makes shorter weapons more useful in close-quarters, but gives an edge for the longer ones by giving them more reach ; on top of that, certain weapons (especiall pistols) may require both of the character's hands to fire, cycle or reload, meaning you may not be able to perform these actions in certain situations.
To unlock these, players must find them in Pinatas/Chests or simply finish levels, in which case they have a chance to earn these as a reward, with more or less chances depending the weapon's rarity, which starts with Common and goes to Uncommon, Rare, Very Rare, Epic and Legendary, affecting how hard it is to find them. Some weapons may be earned directly by findng them during certain levels, while some can be earned by completing Quests or during events, in which case they may have the rarity Special as a unique feat. Same goes for other items that can be equipped
===Throwables, Utility & Equipment===
On top of their weapons, players can decided to equip a Throwable item in the corresponding slot and a Utility Item or a Piece of equipment in the second utility slot. Each of them has their own purpose and function, with the former usually being grenades and similar weapons and the later being pieces of equipment or more supportive objects. Some have limited ammo and need to be refilled by certain means, and others may simply have a cooldown between each use.
*Throwables : these are generally grenades, and are meant to be thrown at enemies in order to deal damage. You can a certain number of these depending on their size, but you can only carry a single type at once. To throw them, players must press the corresponding button to switch to hit first, and they press it again to throw, altough they can hold the button if they wish to throw it even further
*Utility items : have generally a more supportive role, and can be placed down or used on yourself as well as other players. They can have both limited ammo or be simply cooldown objects, with effects ranging from simply wetting the surroundings or healing nearby teammates to being a healing item or a way to cut through barbed wire.
*Equipment : these go in the same slot as the former, and allow you to use pieces of equipment on your own person. Altough they are often powerful and have large drawbacks, these can be excellent in some situations, such as armor which can help you take much less damage, and almost always give passive benefits. Some however may have smaller effects, such as protecting you from an element or allowing you to carry more ammo
Similarly to weapons, all of these can be unlocked in Pinatas, Chests, as rewards at the end of the level, by being found or by being earneed in quests, and use the same rarity system.
===Health===
The main thing that the player must keep track. If it drops to 0, it makes the player enter a "Downed" state, where a second health bar will show and will be slowly drained until the player finally dies ; while in this state, players can only crawl slowly and are unable to use any of their weapons, unless it is to revive themselves. If the player takes a large amount of damage before that, this second health will be diminished too by the amount of excedent damage, meaning that if a player with 100 normal health and 100 "Downed" health is hit by a projectile that deals 200 damage, he will be instantly killed. Once a downed player's health drops to 0, he will simply die. Afterwards, players must wait until a Time Fissure spawns nearby, and have to pull the now revived character out of it to make him able to play normally again.
This makes Timeless one of the few games where characters dying and coming back to life as a mechanic is canon in the story, due to it being an important part of the plot itself.
===Stamina===
This allows players to move faster around, do certain actions and jump or roll in certain conditions. Consumed by a lot of means, it is very important for the player, and altough it almost constantly regenerate, it must be kept track of to avoid being left out of breath at certain points. If the player runs out of it completely, he will be stopped for a little bit. Certain conditions may make its regeneration slower, such as toxic gas, being wet, being cold, being badly injured or wearing certain pieces of equipment.
Unlike many other games, certain situations such as shooting a weapon with high recoil or blocking very strong attacks with a shield can drain it, which is used as a balacing mechanic on some of them.
===Status Effects===
Certain effects, such as being on fire, being poisonned or bleeding may affect the characters as well as zombies, with various effects and problems caused by it. These generally will not last indefinitely and disappear after a set amount of time, but certain objects may have effects on them such as stopping them entirely or making a player immune to their effects. Effects generally are caused by environment factors, but may be caused by specific weapons and zombies, and can include for example being caught in frozen winds, wet, poisoned or set on fire.
Certain status effects may also apply to weapons, which can cause them to jam and enter a cooldown before being usable again, slow down their rate of fire, require a magazine swap, become heavier or just require a little bit of cleaning. Most weapons will also function much differently or cease working entirely when underwater.
===Pinatas & Chests===
Both of these involve lootbox-like mechanics, and can be earned by completing certain quests or by finishing particularly hard levels as great rewards. These will give players different types of things, going from currencies to actual items of a rarity depending on the type of lootbox.
*Pinatas : these are the standard "big" rewards in the game, and can be earned regularly by beating certain levels, earning a new rank which is a multiple of 5, later by simply ranking up, or completing some slightly harder than average quests. These generally contain a bit of money, very few of a rare currency (sometimes even event currency if it was earned by an event quest), cosmetics and rarely a weapon or a piece of equipment. These are generally wearing costumes to mimic zombies from a certain world, and will give rewards from the associated time period
*Chests : are much rarer versions of the Pinatas, but with much higher rewards in terms of currencies, cosmetics and weapons, with at least an Epic-tier item. They are associated too with a certain world, altough some may not be if they are earned in certain cases. You can get them by beating bosses, finishing very hard quests or ranking up to a multiple of 10, later a multiple of 5
===Currencies===
*Coins :
Earned by performing certain actions while playing, in lootboxes, by finishing Quests or by selling certain objects, Coins are used as the main currency in the game, and can be earned or spent in high quantities to buy various items from the Shopkeeper, or receive upgrades for the Zen Garden.
*Gold :
Much harder to obtain than Coins, Gold is used as a rare currency for the game, used in a similar fashion but is much more difficult to earn. They are used to buy items from the Shopkeeper too, but said items are usually more valuable or interesting as a consequence
===Cosmetics===
Found in Pinatas, bought in the Shop or eaned by completing levels, these allow you to customize your characters and your weapons, with no effects on your abilities and stats, only bringing a purely cosmetic change. These are available for both, and exists in 2 main categories :
*Partial Customizations allow you to customize only a part of your characters, and can be mashed together to create a unique appearance for your weapon or your character. These can be wildlly different, depending on what they are applied to, being stuff like glasses or shoes as well as different shield paintings, sword hilts and factory markings. Some can only be applied with specific Full Customizations
*Full Customizations are not partial, and are applied to the entire character or weapon. These usually cannot be used along other customizations, save from a few exceptions, and can be slightly harder to obtain, going from different models for weapons to stuff such as swimsuits or particular pieces of clothing. Certain Partial Customizations can only be used with certain Full Customizations applied
Just like Weapons, Cosmetics use a system of rarity, that starts with Common and goes to Uncommon, Rare, Very Rare and Epic, ending with Legendary for the rarest items or with Special for those that can only be earned during events. Some cosmetics can only be earned by completing certain missions or beating certain bosses, generally being related to them, and have the unique rarity Boss Trophy
===Seed Packets===
They are two kinds of Seed Packets in the game, each of these serving a different purpose.
*Zen Garden Seed Packets are rare items that can be earned in Pinatas or by completing certain missions, although you can also by them in the Shop. Generally associated with a certain world, these allow you to plant a randomly generated seed in your Zen Garden, of a kind depending on if it is a Garden, Tree, Freshwater or Saltwater Seed Packet. Some may give only a specific plant, while the others generally give a random one, with more or less chances of getting certain plants depending on their rarity
*Regular Seed Packets are seen much later, and are in-game utility items that can be used to spawn Plants on the battlefield. In order to unlock them, players must reach Modern Day and unlock Dave's Laboratory
===Rank===
The game has a rank system, to differentiate players based on how much they played and how well they perform in-game. XP can be earned by accomplishing different actions, like vanquishing a zombie or completing levels, and will allow players to earn a new rank, usually packed with rewards. Earning ranks will become more and more difficult, and the highest rank achievable is currently 100.
Everytime a player ranks up, he can receive certain rewards, depending on which new rank is earned ; at first, every 5 ranks, he will earn a Pinata, and every 10 ranks, he can earn a Chest, altough that switches later to a Pinata at every new rank and a Chest at every multiple of 5. Every 10th rank will give the player a new Rank Plate, with a new color, starting white and ending up as Gold, or Diamond for special players
===World Map===
For each world, players have access to a World Map, which can be separated into several sections and allows players to choose a location, representing a location for the game ; upon clicking, players can choose between several levels that take place at the location, with several details such as their difficulty, the type of level and if it has been completed or not. While players cannot access worlds maps further than their current progress or see levels as well as locations they haven't unlocked yet, it is perfectly possible for them to play locked levels when playing with an host who has selected them.
===Collectibles===
The collectibles can be found in various worlds, and are mostly cosmetic items like trophies. However, certain can have beneficial effects, like the Jukebox, which allows you to play music in the Zen Garden, the Lucky Coin, which makes certain items more likely to be found in Pinatas or Chests or the Collectible Bacon, which serves no purpose altough it costs an increasing amount of money to buy and can end up reaching astronomical costs.
==Developpement==
The game is currently in a conceptual state, but is set to be released in various updates spreading across multiple years. Currently, due to the complex controls involved, it is set to be only released for PC
Several important steps have yet to be completed, such as choosing a suitable game engine, or building test games to ready up for starting actual developpement
==Plot==
Unlike classic Plants Vs Zombies games, Timeless takes place in some sort of alternate universe, much more realistic, with different or missing characters as well as a total lack of the Plants which gives it a radically different style of plot. Instead, the game focuses on a group of Present-day humans, who are entwined into a zombie apocalypse ; however, upon dying, they are continously brought back to life, each time distording time more and more, to fight again and again against the zombies. However, as time goes one, time itself starts going haywire, leading to them being sent to several different time periods, themselves filled with deadly and unique zombies.
While Plants are missing from the plot itself, the Dr. Zomboss and Crazy Dave, altough both radically different from their original counterparts ; the first one is a maniacal scientist, responsible for the events of the game and obsessed with money, while the second is no longer insane but still passioned with botany. The Gnomes themselves are also part of the story, but much different, being strange entities that transcend space and time but can only be physically present under the shape of a Garden Gnome, altough they are sort of a "puppet master" for the game's lore.
The game is currently separated into different sections, each having their own theme and presenting different worlds with unique gameplays :
* The Tutorial | Present, Sumerian Sands, Gold Rush, Warlord Battleground : Serving as an introduction the game's plot, gameplay and more complex mechanics, it tells the story of how the apocalypse happened and time travel started being involved, on top of introducing most characters at its very beginning
* Part 1 | Wild West, Ancient Egypt, Pirate Seas, Far Future : This 1st "real" part of the game centers around the idea of denial, as characters attempt to find ways to explain their situation and remained hopeful for a portal back home that will never come. It also teases and introduces Dr. Zomboss in its very last world as the main antagonist, via the use of Eye A, a secondary antagonist, and brings 3 new characters to the table : Hunter, a needlessly edgy sharpshooter from the western frontier, Nathan, a young tech-savvy teenager lost in an apocalyptic future as well as Penny, a Mech IA repurposed as a battle implement and later time machine
* Part 2 | Roaring Twenties, Belle Époque, Terracotta Mausoleum, Neon Mixtape Tour : This 2nd part revolves around anger, with the focus being shifted on mowing down through hordes and enemies in order for the cast to lay their hands on Zomboss. It does not introduce new antagonists currently
* Part 3 | Dark Ages, Eastern Dynasty, Mount Olympus, Big Wave Beach : This 3rd part revolvers around bargaining ; here, more and more ways are tested to attempt to break the cycle, even starting to toy around the idea of sacrifices. This part teases more explicitly the idea of a mysterious force in the background pulling the strings, and introduces the Agent, an unnamed character operating on her own behind the background
* Part 4 | Lost City, Frostbite Caves, Grand Zimbabwe & Jurassic Marsh : This 4th part is centered around depression, with a much darker tone that focuses more on the hopelessness of the situation, with seemingly never ending waves of zombies. The Gnomes are more extensively hinted at during this part, with almost all worlds referencing them in a fashion, but no new antagonists or characters
* Part 5 | Modern Day : This 5th part only contains a single world and is centered around acceptance, with the characters sort of finding themselves finally back home but within a totally new context. It showcases Dr. Zomboss as being directly the antagonist here, without the use of any sort of minions, and introduces Dave as new character, a lonely amateur botanist with insane but possibly useful ideas, bringing the first sight of more conventional Plants Vs. Zombies plants to the table. It ends with an explicit mention of the Gnomes, teasing future content
* Post Modern-Day content | Space Odyssey, Renaissance Era, Aztec Antiques, Great War, etc... : Taking place several years after the events of Modern-Day, this part brings back old characters to investigate new strange events and the return of Zomboss. Its plot elements are currently undecided, but it is set to introduce at least 1 new character, Zora, a lonely space engineer sole survivor of a lost mining ship serving as an introduction for possible future plot points involving the influence of the Gnomes
==Game modes==
*Story
*Zen Garden
*Players vs Players
==Characters==
Main article : Characters (Timeless)
==Weapons==
Main article : Weapons (Timeless)
==Zombies==
Main article : Enemies (Timeless)
==Worlds==
Main article : Worlds (Timeless)
==Maps==
Main article : Maps (Timeless)
==Events==
Main article : Events (Timeless)
==Rank System==
Main article : Rank System (Timeless)
==Easter Eggs==
Main article : Easter Eggs (Timeless)
==Game icons==
The game currently doesn't have any icons, but is set to follow the same pattern as Plants vs Zombies 2 and will use a zombie's head corresponding to the current event or the world that was released.
==Trivia==
* Due to the game's much mature content, it will be targeted mainly towards young adults and teenagers
*While the game is part of the Plants vs Zombies series, it has a much less strict rules when it comes to zombies or graphics, usually respecting a realistic aesthetic which can lead to body parts and possibly "gore" content being shown, altough restricted to zombies, without being over of the top or going as far as featuring pure body horror
**However, sexual content is purely prohibited, even despite certain zombies referencing prostitution or being lightly clothed
* The original name of the game was It's About Time, but this was changed due to certain reasons
* The style of the game is very different from the original series, and uses more realistic zombies and characters
* The game was first advertised as (REDACTED), because of the conflict over the name that took place
==Credits==
Special thanks to Sani (for the new name and for Rune-ing the page) and BobertTheBoss (for multiple concepts and ideas), for being very helpful users. Special thanks also to Quirk 567, for providing number of ideas and helping the game reach a new state
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