
Game intel
God Save Birmingham
Doom has come to Birmingham, and you are the last soul alive. Survive an undead plague in a painstakingly recreated medieval market town. Manage your needs, ma…
“Medieval zombies” is a pitch I’ve heard a dozen times, but God Save Birmingham stands out because it leans hard into historical reconstruction and physics-driven melee, not just throwing swords at a modern zombie template. Ocean Drive Studio and Kakao Games brought a pre-alpha build to Gamescom, along with a new trailer and hands-on at Booth B081 in Hall 10.1. The promise: a painstakingly recreated 14th-century Birmingham where you scavenge, manage needs, and try not to get folded by a horde you physically can’t brute-force. That last part-weighty combat that doesn’t magically scale to crowds-could make or break this one.
At Gamescom, Ocean Drive showed a pre-alpha slice: scavenging through a period-authentic town, managing hunger and stamina, and scrapping with the undead using physics-driven interactions. You can shove when grabbed, swing improvised weapons with momentum, and—crucially—get overwhelmed if you try to musou your way through a pack. It’s a welcome design stance in a genre that often hands you a claymore and calls it a day.
The roadmap is classic modern survival: PC Early Access in 2025 with a sandbox loop, then a full release targeting a larger map and a proper campaign. The team has said the final world will be significantly bigger—up to four times the EA footprint—alongside ongoing systems polish. Console versions are slated to follow in 2025, but don’t expect parity on day one; PC will likely iterate faster.

One design call I appreciate: dying matters. Respawning in a shack without your gear resets the tension and keeps scavenging relevant. But it only works if the town offers varied routes, memorable landmarks, and reasoned enemy placement—otherwise it becomes a loop of sprinting past the same bottlenecks to the same corpse pile.
We’ve been drowning in zombie survival for a decade. Fresh angles stand out: Project Zomboid nails simulation depth, Chivalry 2 and Mordhau nail melee weight, Blade & Sorcery nails physics feel. God Save Birmingham is trying to triangulate those strengths—melee with consequence, survival systems that actually matter, and a setting that isn’t just “generic medieval town #7.”
The risk? Physics-based systems are unforgiving at scale. If hit detection, stamina drain, and crowd behavior aren’t tuned, hordes turn from thrilling into cheap. You need a toolkit that makes sense: pushback to create space, choke points to manipulate flow, and audio-visual telegraphs you can actually read. If I get grabbed because collision is sloppy or animations desync, I’m out. If I get grabbed because I tunnel-visioned and ignored noise cues, that’s good survival design.
Ocean Drive’s track record gives me cautious optimism. Lost Eidolons proved they can ship and iterate, and Kakao knows how to support live projects. But Kakao’s involvement also raises the usual questions around long-term monetization and feature creep. Nothing announced screams cash grab, but in 2025 I always watch for cosmetics, XP boosters, and “time-saver” nonsense bleeding into survival loops. Keep it clean, keep it fair.
This caught my attention because it’s not trying to be a medieval power fantasy—more like a desperate scramble through a living museum that wants to eat you. If Ocean Drive nails the feel of contact—strikes landing with weight, zombies reacting believably, stamina forcing decisions—God Save Birmingham could carve out a real niche in a tired genre. If not, it’ll be another cool trailer that melts on contact with players.
God Save Birmingham brings physics-first medieval melee to zombie survival, with Early Access on PC in 2025 and consoles later. The historical setting and punishing death loop are compelling, but the whole project hangs on whether hordes feel fair and melee feels right. If you’re at Gamescom, go swing something heavy and see if the systems hold up under pressure.
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