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The Dead and the Decaying (EARLY ACCESS)

The Dead and the Decaying (EARLY ACCESS)

A Roblox experience owned by Typical Corporated.

SurvivalENzombie survivalearly accessproject zomboid inspired

Description (written by the developer; not a statement by this register)

(Everything you see in this game is temporary and does not reflect the final product.) This game takes place in 2014, with the world being plagued by a disease that brings the dead back to life with a hunger for human flesh. You will die in the game, do not be suprised when you do. Controls [GUNS] M1 = Fire M2 = ADS R = Reload T = Rack V = Change firemode [MELEE] M2 = Block / Parry [GENERAL] Left Shift = Jog Left Control = Sprint C = Crouch Tab = Open Health UI B = Building UI (Some gameplay mechanics inspired by "Project Zomboid")

Last updated by the developer 4 Jul 2026, 03:58 UTC.

0
playing (measured 13 Aug 2026, 01:17 UTC)
331
lifetime visits
80%
liked (4 👍 / 1 👎)
6
favourites (18.1 per 1k visits)
16 March 2026
created (per Roblox)

Play on Roblox →

Live players over time

Growth

Growth history is still building. We hold one measurement for this entry. A trend needs at least two, taken days apart — so this will fill in on its own rather than being estimated. We do not publish numbers we have not measured.

Measurement log — every players count we have recorded
Measured (UTC)PlayersChange
13 Aug 2026, 01:170first reading

Concurrent players at each of our measurements (insert-on-change).

Badge funnel

...You're gonna have to walk. · other4 · 0.00% win
All Alone · progression0 · 0.00% win
Delaying The Inevitable · progression0 · 0.00% win
Loose Ends · progression0 · 0.00% win
Lunatics And You · progression0 · 0.00% win
What Lies Next · progression0 · 0.00% win
No Going Back · progression0 · 0.00% win
Hello, Old Friend · other0 · 0.00% win
No Pain, No Gain · other0 · 0.00% win
I Don't Die · progression0 · 0.00% win
Everything's Going to be Okay · progression0 · 0.00% win
Survivalist · progression0 · 0.00% win

How many players have ever earned each badge — a proxy for how far players get before they stop. Steep drop-offs mark where a game loses people. Win rate is the past-day share of players who earned it; categories are assigned by a language model from each badge’s own name and description.