TACTICAL SOLDIER – UNDEAD RISING released on the App Store today.


The game features a story driven campaign with hand-drawn comic book cut-scenes. 8 unique levels packed to the brim with a variety of flesh-craving undead and an equally nice selection of weapons to halt their rampage! Everything takes place in a full 3D world, with a freely moving camera allowing you to explore the bowels of the base. Our innovative action-camera system makes sure you see the blood spraying on the walls as the zombies eat their way into your squad!

iPad n’ Gravy:
“Tactical Soldier – Undead Rising isn’t just another zombie-based iPad game; it offers depth and complexity that many of its predecessors lack…. The game is visually appealing; comic book-inspired cut scenes help build the story line and the 360 degree perspective adds a “PC game” feel to a genre that often lacks complexity. Gameplay is smooth and the turn-based system works well in iOS.”

Digitally Downloaded:
“…Tactical Soldier: Undead Rising – a fairly straightforward strategy RPG dealing with a zombie invasion in a way that only B-grade entertainment can deal with. It’s no Disgaea, it’s no Final Fantasy Tactics, but it’s a rollicking good time nonetheless… It’s all balanced pretty well, although you’ll feel a definite sense of progression, you’ll also never get to the point where you feel too overpowered – important given the horror trappings. Weapons, too, are doled out conservatively, but you’ll never quite run out of ammunition – this isn’t a Resident Evil game.”

Check out our website www.tacticalsoldier.com for news, gameplay trailer and more about the game!


Company information:
About Team Tactical Soldier
Tactical Soldier is a global collaboration effort by the independent team behind games like ElectroCute, TouchWars, Smack Boxing, Smack Hockey and Monster Ball. The team has worked on proprietary titles for the last 3-4 years and has done game development as contractors for decades.

Years ago, the founders Magnus and Thomas met at a game developer conference in Oregon, USA and have since produced unique games under the “Full Control and WIT Entertainment” collaboration label. Although separated by hundreds of kilometers they have managed to reliably produce self-funded games in various genres and on various platforms, while maintaining their independence.

Daily work spans half the globe, as the team is all virtual. Andrey sits in the Ukraine and hacks away on his keyboard to code C# all day. John fiddles with his audio gear in Kansas, USA. Enthring enjoy a sauna in Finland banging away on their instruments. Pat inks story panels on the west coast of USA, Julie tunes the marketing machine in Denmark, Laurids is somewhere on Cloud 9 dreaming up designs etc. etc. The team’s connection into the indie collaboration network is broad and really shows what’s possible to do in a globalized world.