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	<title>Undead Protocol - Revision history</title>
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	<updated>2026-05-15T15:53:32Z</updated>
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		<title>Mob: /* Gameplay */</title>
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		<updated>2025-04-05T11:27:19Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Gameplay&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:27, 5 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l22&quot;&gt;Line 22:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 22:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Gameplay==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Gameplay==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;Undead Protocol&#039;&#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;follows &lt;/del&gt;a round-based &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zombies structure where &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight increasingly difficult &lt;/del&gt;waves of undead enemies &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while unlocking new &lt;/del&gt;areas&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, acquiring perks&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completing narrative-driven quests&lt;/del&gt;. The gameplay &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;combines &lt;/del&gt;arcade&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-style &lt;/del&gt;shooting with puzzle-solving &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;resource management&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Players can choose from a roster of operatives&lt;/del&gt;, each &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with unique backstories and passive abilities&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&#039;&#039;Undead Protocol&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/ins&gt;a round-based &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first-person shooter that challenges &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to survive relentless &lt;/ins&gt;waves of undead enemies &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in atmospheric, ever-evolving environments. Each match begins with minimal resources, encouraging players to explore the map, uncover hidden &lt;/ins&gt;areas, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unlock new tools of survival&lt;/ins&gt;. The gameplay &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balances fast-paced &lt;/ins&gt;arcade shooting with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environmental &lt;/ins&gt;puzzle-solving&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, light &lt;/ins&gt;resource management, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and deep narrative layers embedded within &lt;/ins&gt;each &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game includes five launch maps&lt;/del&gt;, each with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its own aesthetic&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;environmental hazards&lt;/del&gt;, and &quot;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Final Trial&lt;/del&gt;&quot; boss &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;encounters&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Key mechanics include &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;“Reality Rift” &lt;/del&gt;system &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;allowing temporary access to alternate dimensions&lt;/del&gt;, and a crafting &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;table &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lets &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fuse artifacts &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create powerful weapons&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Players can choose from a lineup of six playable operatives&lt;/ins&gt;, each with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique passive abilities and backstories that tie into the game&#039;s broader mythos. These operatives can be upgraded across multiple sessions&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unlocking new perks, voice lines&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gear variants. Central to progression is the game’s &lt;/ins&gt;&quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Reality Rift&lt;/ins&gt;&quot; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mechanic, which allows players to briefly step into alternate versions of the map—revealing hidden objects, uncovering secrets, and even triggering time-limited buffs or debuffs depending on player choices.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;At launch, &#039;&#039;Undead Protocol&#039;&#039; features five distinctive maps:&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Echelon Base&#039;&#039;&#039; – A Soviet-era underground research facility overtaken by experiments gone wrong. Features dynamic power reroutes and a reactor core &lt;/ins&gt;boss &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fight.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Sanctum of Decay&#039;&#039;&#039; – Set in a South American jungle temple overtaken by fungal corruption, this map introduces environmental hazards like spore clouds and shifting trap walls.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Neon Wastes&#039;&#039;&#039; – A neon-lit city district overrun by AI-enhanced zombies. Includes wall-running sections, vertical mobility, and cybernetic enemy types.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Blacktide Rig&#039;&#039;&#039; – An offshore oil rig plagued by weather anomalies and bioengineered sea horrors&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The map includes flooding zones and &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;harpoon-based mid-boss encounter.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;* &#039;&#039;&#039;Mirrorpoint&#039;&#039;&#039; – A fractured mansion floating between dimensions. This map heavily incorporates the &quot;Reality Rift&quot; &lt;/ins&gt;system, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flipping layouts mid-round &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;disorienting player navigation.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Throughout gameplay, players can utilize &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modular &lt;/ins&gt;crafting &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bench to combine artifacts found in the environment, resulting in unique weapon upgrades or consumables. A redesigned perk system lets players slot enhancements into their operator loadouts, providing new combat and utility bonuses. Boss encounters, known as &quot;Final Trials,&quot; serve as map-specific endgame events &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;challenge &lt;/ins&gt;players to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complete intricate objectives under pressure, often revealing major lore developments upon success&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Game modes===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Game modes===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Classic Protocol&#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: Traditional &lt;/del&gt;round-based survival.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Classic Protocol&#039;&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offers the core &lt;/ins&gt;round-based survival &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience. Players endure infinite waves of the undead while progressing through each map’s hidden storylines and secrets. Each round introduces more aggressive enemy variants and environmental changes&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Anomaly Ops&#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: Narrative&lt;/del&gt;-driven solo&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;/co-op &lt;/del&gt;missions.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Anomaly Ops&#039;&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;serves as the game&#039;s narrative campaign, featuring objective&lt;/ins&gt;-driven &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;missions designed for &lt;/ins&gt;solo &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or cooperative play. These &lt;/ins&gt;missions &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;highlight specific characters, expand the overarching plot, and often introduce unique mechanics not present in Classic Protocol&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Containment PvP&#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: Competitive &lt;/del&gt;4v4 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;where &lt;/del&gt;teams sabotage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;each other&#039;s survival zones&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Containment PvP&#039;&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;introduces a competitive twist to the Zombies formula. In this &lt;/ins&gt;4v4 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mode, two &lt;/ins&gt;teams &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;compete on mirrored versions of survival maps, deploying &lt;/ins&gt;sabotage &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tools, enemy lures, and zone disruptors in an effort to outlast the opposing squad while maintaining their own base’s defenses&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Plot==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Plot==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
	<entry>
		<id>https://fanverse.click/index.php?title=Undead_Protocol&amp;diff=5458&amp;oldid=prev</id>
		<title>Mob at 11:25, 5 April 2025</title>
		<link rel="alternate" type="text/html" href="https://fanverse.click/index.php?title=Undead_Protocol&amp;diff=5458&amp;oldid=prev"/>
		<updated>2025-04-05T11:25:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:25, 5 April 2025&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| image         = &amp;lt;!-- File:Undead_Protocol_Cover.jpg --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| image         = &amp;lt;!-- File:Undead_Protocol_Cover.jpg --&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| caption       = Cover art&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| caption       = Cover art&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| developer     = TitanForge Studios&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| developer     = &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;TitanForge Studios&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| publisher     = RedSkull Interactive&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| publisher     = &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;RedSkull Interactive&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| director      = Alicia Mendes&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| director      = Alicia Mendes&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| producer      = Ryan Takashi&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| producer      = Ryan Takashi&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l12&quot;&gt;Line 12:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| writer        = Jenna Mallory&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| writer        = Jenna Mallory&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| composer      = Dominic Fields&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| composer      = Dominic Fields&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| engine        = GraveCore Engine&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| engine        = &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[&lt;/ins&gt;GraveCore Engine&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| platforms     = &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Microsoft Windows, &lt;/del&gt;PlayStation 5&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/del&gt;Xbox Series X/S&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| platforms     = &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;{{Unbulleted list|[[&lt;/ins&gt;PlayStation 5&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]|[[Windows]]|[[&lt;/ins&gt;Xbox Series X/S&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;]]}}&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| released      &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;= {{vgrelease|WW&lt;/del&gt;=October 28, 2024&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;}}&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| released      = October 28, 2024&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| genre         = First-person shooter, survival horror&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| genre         = First-person shooter, survival horror&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| modes         = Single-player, multiplayer, co-op&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| modes         = Single-player, multiplayer, co-op&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Mob</name></author>
	</entry>
	<entry>
		<id>https://fanverse.click/index.php?title=Undead_Protocol&amp;diff=5457&amp;oldid=prev</id>
		<title>Mob: Created page with &quot;{{Infobox video game | title         = Undead Protocol | image         = &lt;!-- File:Undead_Protocol_Cover.jpg --&gt; | caption       = Cover art | developer     = TitanForge Studios | publisher     = RedSkull Interactive | director      = Alicia Mendes | producer      = Ryan Takashi | designer      = Hugo Tran | programmer    = Elaine Cho | artist        = Trevor Drax | writer        = Jenna Mallory | composer      = Dominic Fields | engine        = GraveCore Engine | platfo...&quot;</title>
		<link rel="alternate" type="text/html" href="https://fanverse.click/index.php?title=Undead_Protocol&amp;diff=5457&amp;oldid=prev"/>
		<updated>2025-04-05T11:24:11Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;{{Infobox video game | title         = Undead Protocol | image         = &amp;lt;!-- File:Undead_Protocol_Cover.jpg --&amp;gt; | caption       = Cover art | developer     = TitanForge Studios | publisher     = RedSkull Interactive | director      = Alicia Mendes | producer      = Ryan Takashi | designer      = Hugo Tran | programmer    = Elaine Cho | artist        = Trevor Drax | writer        = Jenna Mallory | composer      = Dominic Fields | engine        = GraveCore Engine | platfo...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Infobox video game&lt;br /&gt;
| title         = Undead Protocol&lt;br /&gt;
| image         = &amp;lt;!-- File:Undead_Protocol_Cover.jpg --&amp;gt;&lt;br /&gt;
| caption       = Cover art&lt;br /&gt;
| developer     = TitanForge Studios&lt;br /&gt;
| publisher     = RedSkull Interactive&lt;br /&gt;
| director      = Alicia Mendes&lt;br /&gt;
| producer      = Ryan Takashi&lt;br /&gt;
| designer      = Hugo Tran&lt;br /&gt;
| programmer    = Elaine Cho&lt;br /&gt;
| artist        = Trevor Drax&lt;br /&gt;
| writer        = Jenna Mallory&lt;br /&gt;
| composer      = Dominic Fields&lt;br /&gt;
| engine        = GraveCore Engine&lt;br /&gt;
| platforms     = Microsoft Windows, PlayStation 5, Xbox Series X/S&lt;br /&gt;
| released      = {{vgrelease|WW=October 28, 2024}}&lt;br /&gt;
| genre         = First-person shooter, survival horror&lt;br /&gt;
| modes         = Single-player, multiplayer, co-op&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Undead Protocol&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is a 2024 first-person shooter and survival horror video game developed by [[TitanForge Studios]] and published by [[RedSkull Interactive]]. It is heavily inspired by the [[Call of Duty: Zombies]] mode, featuring wave-based undead combat, supernatural storylines, and complex map-specific objectives. The game was released worldwide on October 28, 2024, for [[Microsoft Windows]], [[PlayStation 5]], and [[Xbox Series X/S]].&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&amp;#039;&amp;#039;Undead Protocol&amp;#039;&amp;#039; follows a round-based Zombies structure where players fight increasingly difficult waves of undead enemies while unlocking new areas, acquiring perks, and completing narrative-driven quests. The gameplay combines arcade-style shooting with puzzle-solving and resource management. Players can choose from a roster of operatives, each with unique backstories and passive abilities.&lt;br /&gt;
&lt;br /&gt;
The game includes five launch maps, each with its own aesthetic, environmental hazards, and &amp;quot;Final Trial&amp;quot; boss encounters. Key mechanics include a “Reality Rift” system allowing temporary access to alternate dimensions, and a crafting table that lets players fuse artifacts to create powerful weapons.&lt;br /&gt;
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===Game modes===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Classic Protocol&amp;#039;&amp;#039;&amp;#039;: Traditional round-based survival.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Anomaly Ops&amp;#039;&amp;#039;&amp;#039;: Narrative-driven solo/co-op missions.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Containment PvP&amp;#039;&amp;#039;&amp;#039;: Competitive 4v4 where teams sabotage each other&amp;#039;s survival zones.&lt;br /&gt;
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==Plot==&lt;br /&gt;
Set in the aftermath of a failed global bioweapon experiment, &amp;#039;&amp;#039;Undead Protocol&amp;#039;&amp;#039; follows the &amp;quot;Last Light&amp;quot; task force as they investigate outbreaks across the globe. The narrative is delivered through radio transmissions, cutscenes, and collectible data logs. The antagonist, a former scientist known only as **Mother V**, seeks to control the undead through a sentient AI-virus hybrid called **The Root**.&lt;br /&gt;
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Key characters include:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Elias Vahn&amp;#039;&amp;#039;&amp;#039;, a former military tactician haunted by guilt.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dr. Nia Carter&amp;#039;&amp;#039;&amp;#039;, a biotech engineer turned field medic.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Havoc&amp;#039;&amp;#039;&amp;#039;, a cybernetic soldier with unknown origins.&lt;br /&gt;
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==Development==&lt;br /&gt;
Development began in early 2021, with TitanForge Studios aiming to create a standalone Zombies-like experience that emphasized atmosphere, replayability, and lore depth. The studio released several developer diaries detailing weapon design, map creation, and sound engineering. &amp;#039;&amp;#039;Undead Protocol&amp;#039;&amp;#039; uses the proprietary GraveCore Engine, optimized for dynamic lighting and AI horde behavior.&lt;br /&gt;
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==Reception==&lt;br /&gt;
{{Video game reviews&lt;br /&gt;
| IGN = 8/10&lt;br /&gt;
| MC = 94/100&lt;br /&gt;
}}&lt;br /&gt;
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&amp;#039;&amp;#039;Undead Protocol&amp;#039;&amp;#039; received generally positive reviews, with critics praising its atmosphere, map variety, and depth of mechanics. Some noted that it closely mirrors Call of Duty Zombies, but many appreciated its darker tone and expanded lore.&lt;br /&gt;
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==Legacy==&lt;br /&gt;
The game developed a cult following due to its cryptic Easter eggs and hidden boss fights. A sequel is reportedly in development, focusing on cross-dimensional warfare and a reimagined perk system.&lt;br /&gt;
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==References==&lt;br /&gt;
{{reflist}}&lt;br /&gt;
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==External links==&lt;br /&gt;
* {{Official website|https://www.undeadprotocol.com}}&lt;br /&gt;
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[[Category:2024 video games]]&lt;br /&gt;
[[Category:First-person shooters]]&lt;br /&gt;
[[Category:Cooperative video games]]&lt;br /&gt;
[[Category:Video games developed in the United States]]&lt;br /&gt;
[[Category:Multiplayer and single-player video games]]&lt;br /&gt;
[[Category:Horror video games]]&lt;/div&gt;</summary>
		<author><name>Mob</name></author>
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