God Save Birmingham is shaping up as a detailed survival game that combines a zombie outbreak with a carefully researched version of 14th century Birmingham. The game is being developed in Unreal Engine 5 and is targeting a PC Early Access release on Steam in 2027.
Its survival systems are built around more than simply fighting zombies. You need to manage hunger, thirst, fatigue, injuries, equipment condition, and shelter while exploring a medieval city filled with infected residents.
Combat also gives you several ways to deal with enemies. You can aim for specific parts of the body, including the head and legs, depending on whether you want to deal heavy damage or knock an enemy down.
Environmental objects can become part of your survival strategy as well. Furniture and crates can be moved to block openings, while other objects can be thrown at enemies when conventional weapons are not enough.
| Feature | Details |
|---|---|
| Setting | 14th century Birmingham |
| Genre | Hardcore zombie survival |
| Engine | Unreal Engine 5 |
| Survival systems | Hunger, thirst, fatigue, injuries and equipment management |
| Combat | Targeted attacks and environmental interaction |
| Multiplayer | Cooperative play |
| PC release | Steam Early Access planned for 2027 |
| Consoles | Being evaluated |
Survival Depends on More Than Combat
Weapons in God Save Birmingham are not designed to last forever. Tools and other equipment wear down with use, while doors and barricades can require time and effort to break through.
That creates situations where fighting may not always be the best choice. You might need to move objects into defensive positions, avoid groups of infected, or find shelter before conditions become more dangerous.
Nighttime appears to play an important role in the survival loop, increasing the pressure to prepare before darkness arrives.

The game takes clear inspiration from detailed survival titles such as Project Zomboid, with several interconnected systems affecting whether your character remains healthy enough to continue.
The current build is still in development, so movement and combat may change before the Early Access launch.
Birmingham's Medieval History Shapes the Map
The choice of Birmingham is more deliberate than the unusual setting might suggest.
The development team selected the city partly because its medieval scale was manageable for the project's scope while still providing enough historical material to build a convincing world.
Historical research has played a major role in the game's design. The developers have studied old records, maps, floor plans, and material relating to medieval Birmingham to recreate important parts of the city.
Major locations include versions of the historic Bull Ring and St Martin's Church. These landmarks appear within a recreation of Birmingham designed around its medieval layout rather than the modern city.
Some creative changes are being made when necessary for gameplay, but the team is aiming to keep architecture, infrastructure, and the general layout as historically grounded as possible.
This gives exploration another purpose beyond finding food and weapons. The environment is also intended to function as a reconstruction of a city that looked very different centuries ago.
Cooperative Play Is Part of the Latest Build
Recent versions of God Save Birmingham have added cooperative multiplayer, allowing you to survive the outbreak with friends.
That should create additional options when dealing with larger groups of infected, gathering resources, and defending safe areas.
Dialogue is currently presented through text, while voice acting does not appear to be a major part of the present build. Several other elements remain unfinished as development continues.
The current plan is to release God Save Birmingham through Steam Early Access in 2027. Console versions are also under consideration, although no specific platforms or release dates have been confirmed.
Its combination of detailed survival mechanics, environmental interaction, cooperative play, and a researched medieval setting gives the project a distinctive direction. The next major test will be how well those systems work together once the game reaches a wider group of players through Early Access.



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