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Enjoy Playing Zombies Can't Jump 2

I love how Zombies Can’t Jump 2 takes that silly premise and runs with it. Instead of the usual “out-maneuver the horde” trope, here you’re strategically placing contraptions, barricades, and upgraded weapons because, well, these zombies really can’t jump. It’s this simple twist that keeps you chuckling even when you’re frantically patching holes in the wall or swapping ammo types on the fly.

The game’s core loop is super satisfying: you earn scrap from vanquished zombies, spend it on turret upgrades or nifty gadgets, then test out your defenses when the next wave rolls in. There are special types—armored bruisers that take multiple hits, speedy runners that try to sneak by, and the odd mutant that spits acid. You’ve got to plan ahead, mixing and matching towers and traps so no creepy undead creeper slips through.

Visually, it’s all bright colors and exaggerated character designs. The zombies look like they came straight out of a midnight cartoon, arms flailing and jaws chomping in goofy slow motion. The soundtrack is energetic with a hint of rock ’n’ roll, and every once in a while you get those silly one-liner voice clips when you buy a new turret or see your last trap get wiped out. It’s the kind of title where you’re grinning one minute and shouting, “No, not my defenses!” the next.

What really hooks you, though, is the variety of modes and challenges. After you nail the main campaign, there’s an endless survival stretch, daily puzzles with weird restrictions, and even a local co-op so you can team up with a buddy. Between the achievements, secret towers to unlock, and subtle tweaks in difficulty, I’ve found myself coming back just to tinker with new strategies. Zombies Can’t Jump 2 may be a simple idea, but it’s wildly entertaining once you dive into all its quirks.