Disbond delivers class-based zombie survival shaped by Counter-Strike’s zombie mode

How Bozz Studio’s Solo-Developed Shooter Blends Classic CS Zombie Mods with Class-Based Chaos

Bozz Studio joined Steam Next Fest, held from October 19 to 26, 2026, with a playable demo of Disbond, a round-based, first-person multiplayer zombie shooter in which every player starts as a human and, 20 seconds into each round, one of them turns into a zombie. From that moment, every player who gets bitten joins the horde, so the longer the round runs, the fewer survivors remain and the larger the infected side grows.

The premise is summed up in the game’s tagline: “One of you is already infected. You just don’t know which one yet.” On its Steam page, the studio presents Disbond as a PvP experience about barricading, escaping and retaliating to survive and lead the scoreboard, while constantly questioning who can be trusted. As the studio puts it, one bite turns you, and the wrong turn bites you.

Disbond is developed and published by Bozz Studio and, according to Inven Global, it is a solo-developed project. The developer explained that the game prioritizes fun over realism and draws inspiration from classics such as Unreal Tournament, Doom, Quake and Counter-Strike 1.6. The design also starts from a very specific observation: in Counter-Strike: Source’s Zombie Mode, players were reluctant to become zombies, which is why Disbond gives both humans and zombies their own classes and skills.

Two modes and eight classes

The game offers two modes. In Survival, humans team up and barricade themselves against the zombies, although they can also break away from the group to survive solo or grenade-plant the infected, with the goal of killing whatever comes and holding out until the round is over. In Escape, humans must reach an objective at the far end of the map, clearing obstacles, fighting through zombies and holding key points along the way.

Disbond includes eight playable classes, four for each side. On the human team, the Gunman deals extra shooting damage and its ultimate grants an exclusive grenade launcher; the Grenade Planter gains extra movement speed and takes less fall damage while carrying the knife, and its ultimate allows a dash; the Architect pays 50% less for props, and its ultimate lets the player place traps or disguise themselves as a prop; and the Exploder starts each round with four grenades instead of one, deals 50% extra grenade damage, and its ultimate grants a 20-second sprint.

The zombie side is made up of the Crawler (2,500 HP), who runs 10% faster than other zombies, jumps 1.5 times higher and can dash with his ultimate; the Smasher (4,000 HP), who suffers less knockback when shot and can charge at the humans; the Screecher (2,500 HP), whose ultimate blinds everyone looking at him for five seconds; and the Demon (3,500 HP), who has a double jump and whose ultimate lets him disguise himself as a survivor for 10 seconds or “cheat death” by turning invisible right before dying.

Disbond delivers class-based zombie survival shaped by Counter-Strike’s zombie mode

Weapons, props and destructible maps define the combat

Disbond also features an economy system. By pressing B, humans buy weapons, an option zombies don’t have, and according to the Steam page, every gun in a player’s hands was paid for with a kill. The arsenal includes handguns (9mm Pistol, Compact Pistol, Heavy Pistol and Revolver), SMGs (9mm SMG, .45 SMG and Dual SMGs), shotguns (Pump Shotgun and Double Barrel), rifles (Assault Rifle, Battle Rifle, Machine Gun, Sniper Rifle and Heavy Sniper) and a Flamethrower, along with High Explosive, Freezing and Anti-Gravity grenades. The list is completed by the knife, which the developer reserves for when it is already too late.

By pressing N, both sides can buy and spawn physics props. Humans stack them into barricades to fortify their positions, while zombies use those same props to climb to places they were never supposed to reach.

Zombies are faster than humans, but bullets knock them back, and headshots push them back even harder, a mechanic that, according to the studio, allows players to hold a corridor that two players shouldn’t be able to hold. Movement includes running, jumping, crouching and crouch-jumping, spawning props to reach ledges and hidden spots, platforming routes across every map and map-specific traversal such as cannons that fire players across the level, teleports, elevators and ziplines.

The game also includes destruction, physics and gore. Zombies lose limbs to the shots that kill them, props break, and parts of the maps themselves, such as roads, pipes and structures, can be destroyed, turning their destroyed-or-intact state into a tactical decision. Indestructible props still react to gunfire and move in the direction they are shot. Both humans and zombies have their own kill ladders for multi-kills and sprees. In its mature content description, the studio notes that the game contains realistic blood, corpses and a dismemberment system in which enemy limbs can be severed by weapon fire.

Disbond delivers class-based zombie survival shaped by Counter-Strike’s zombie mode

Six maps and matches of up to 32 players

Disbond will feature six maps, each designed as its own standalone biome and, according to the studio, made as different from each other as possible: Infected Town, The Bunker, The Final Stand, The Black City, The Underground Lab and Night Terror.

Matches support up to 32 players, with a minimum of five to start, and last 30 minutes, divided into rounds of up to five minutes. When there aren’t enough players, bots fill both sides so the round always runs, and online multiplayer takes place on dedicated servers.

One of the main points of the studio’s pitch is the absence of progression. Disbond has no unlocks that make players better, no levels, no progression grind and no weapons to farm for forty hours. Every round starts clean, and the only thing players carry into it is what they have actually learned. The studio lists some of those skills: reading a barricade before it fails, grenade-planting zombies when they least expect it, using knockback to hold a corridor and spawning a prop mid-chase to reach a ledge the horde can’t follow.

The game features an original score composed by Ivan Gerov. Its Steam language table lists eight languages, with full English audio and interface and subtitle support in English, Simplified Chinese, Bulgarian, French, German, Japanese, Korean and Russian. It also includes in-game chat.

The minimum PC requirements call for Windows 10 64-bit, an Intel Core i5-8400 or AMD Ryzen 5 2600 processor, 8 GB of RAM, an NVIDIA GeForce GTX 1660 6GB or AMD Radeon RX 5600 XT 6GB graphics card with DirectX 12 support, and 20 GB of storage. The recommended specs rise to Windows 11 64-bit, an Intel Core i5-12600K or AMD Ryzen 5 5600X, 16 GB of RAM, and an NVIDIA GeForce RTX 3060 8GB or AMD Radeon RX 6600 XT 8GB. Both require a broadband internet connection.

Disbond is listed on Steam as “Coming soon,” with no release date or price displayed on its store page. In the meantime, players can download the demo, request access to the game’s playtest or add the title to their wishlist to be notified when it becomes available. The Steam page also links to the game’s Discord, Instagram, TikTok and YouTube channels.

Would you survive a round of Disbond, or would you be the first one bitten? Tell us in the comments if you’re trying the demo this Next Fest!