A cooperative zombie survival roguelike that pushes players to their limits. Navigate through randomly generated floors of terror, where survival is never guaranteed and death is just the beginning of your next attempt. Built for the modern gaming generation that craves authentic challenge and progression through meaningful cooperation. Floor Zero is designed as a showcase of UEFN’s most cutting-edge systems — leveraging Scene Graph for modular, randomized floor design that feels handcrafted yet infinitely scalable. It proves what’s possible today, while being future-proofed for what’s coming next.
Team up with friends in a relentless fight for survival. Communication and coordination are your only weapons against the undead hordes.
Built in UEFN with random floor generation. Every descent into darkness brings new challenges, layouts, and terrifying encounters.
Every choice matters. Every resource counts. One wrong move could mean the difference between salvation and becoming another victim of Floor Zero.
Players start on a rooftop base camp of a doomed skyscraper. From there, the only way out is down. Each floor of the tower is randomly generated, filled with escalating threats, brutal encounters, and unpredictable modifiers that force players to adapt on the fly. The elevator never goes back up — survival depends on making the right choices at the right time. After each floor, players earn powerful cards, loot, or risky shortcuts that shape their run. Every descent tells a new story of survival, cooperation, and inevitable sacrifice.
A safe checkpoint between chaos. Customize your personal elevator with cosmetics and modifiers, prepare for the next descent, or face rare malfunctions that trigger horror-like side events.
Each run is shaped by the cards you collect — buffs, elemental perks, NPC favors, or utility upgrades. Build synergies on the fly and adapt to whatever the RNG throws at you.
Every descent is unique. Floors randomize layouts, zombie spawns, and modifiers. Rare events and elevator malfunctions break routine and keep players on edge.
Unlock faster leveling, permanent NPC allies, elevator and base camp cosmetics, and rebirth-exclusive upgrades. Progression fuels replayability without trivializing challenge.
After clearing the building, either escape with your rewards or descend into even deadlier sub-levels. The deeper you go, the greater the prizes — and the higher the stakes.
Survive solo or in squads. Difficulty scales with player count, while solo runs remain balanced. Cooperative trading of cards, chips, and loot adds layers of strategy.
We’re using the latest of UEFN's tools — Scene Graph’s prefab system to build modular, randomized floors that can be duplicated, iterated, and remixed for infinite variety. This ensures that every run feels handcrafted while remaining endlessly scalable.
NPCs in the rooftop base camp and within floors will come to life with natural voice, memory, and distinct personalities. Survivors rescued mid-run can remember player choices, adding immersion and narrative depth.
We’re laying the foundation for unique loot systems, consumables, and progression items beyond standard Battle Royale gear. Every card, modifier, or rare consumable will feel like a custom creation designed specifically for roguelike runs.
With Epic’s upcoming support for creator-made weapons, we’ll design firearms and melee gear from the ground up. Weapons can evolve dynamically within a run — gaining new firing modes, elemental properties, or unique mechanics tied to the card/boon system.




Players will encounter unique NPCs throughout the tower. Some can be rescued to join the rooftop base camp, unlocking shops, buffs, or quests.
When released, NPCs will utilize the new Persona Device to deliver natural, voiced dialogue that reacts to player actions and run state. This gives survivors and quest-givers true personality.
We will combine the Dialogue Device with short in-game cinematics to immerse players in story moments — like elevator malfunctions, survivor rescues, or boss introductions.
Bosses will feature bespoke mechanics powered by Verse: attack patterns, unique VFX, special arena modifiers, and animation-driven abilities (charges, slams, ranged attacks).



Game Designer & Producer
Riley specializes in game design, level design, and production. With a background in Quantum Builds and later Gamefam, he has led the design and structure of complex UEFN projects, focusing on player progression, worldbuilding, and replayable systems. Riley brings a strong design-first perspective to every project, ensuring gameplay feels both innovative and accessible.

Technical Designer & Producer
Damian is an expert in Verse scripting, systems design, and creative direction. Having produced large-scale UEFN projects at Quantum Builds and Gamefam, he excels at building advanced gameplay systems, progression mechanics, and technical frameworks that bring ambitious designs to life. Damian bridges the gap between creative vision and technical execution.
25M+ plays, award-winning survival experience, and official A24 "Talk To Me" integration. Known for long play sessions (55 min avg.), proving our ability to design deeply engaging systems.
Delivered high-profile projects for major partners, including Doctor Who, Samsung, Epic Games (Fortnitemares, Legends Landing), and Twitch Rivals. Demonstrates trust from leading global brands.
Over 250M total plays across our portfolio of Fortnite Creative maps. Multiple Featured and Limited Time Mode (LTM) placements, ensuring both visibility and broad audience impact.
Producers at Gamefam, leading Fortnite Creative projects from concept to live operation. Strong background in managing complex builds, progression systems, and branded activations.




Our team recently developed the official SpongeBob SquarePants roguelike experience using Unreal Editor for Fortnite, created in collaboration with Paramount as part of Epic’s mobile-first UEFN initiative.
The project required designing a full roguelike progression system, scalable enemy encounters, and mobile-optimized gameplay within Fortnite’s ecosystem. Through this work we gained deep experience pushing UEFN’s technical limits while delivering a polished, recognizable IP experience to a massive global audience.
This project demonstrates our ability to build ambitious, high-quality Unreal experiences and deliver them in collaboration with major partners.
We also have an amazing new character artist, animator, who made all of our SpongeBob enemies and characters.
Fortnite Developers on Twitter / X
Plankton has unleashed his mind control technology on Bikini Bottom and it’s up to you to stop him from decoding the Krabby Patty formula! Dive into action in SpongeBob Roguelike from @FnPuzzler and dismantle the machinations of Plankton and Karen: https://t.co/74GWnOoCkq pic.twitter.com/Kw0yLXnaHh— Fortnite Developers (@FNCreate) February 13, 2026
As part of Floor Zero's development, we plan to give back to the UEFN creator community by publishing regular Dev Logs. These updates will share technical insights, Verse code snippets, and lessons learned from building a large-scale roguelike system in Fortnite.
By making our development process transparent, we aim to help other creators learn how to use Epic's latest tools — like Scene Graph, Persona Device, and Custom Weapons — in their own projects.

As part of the development of our SpongeBob SquarePants roguelike built in UEFN, we also focused on giving back to the creator community. We published a detailed case study documenting our design process and technical solutions, along with publicly released Verse snippets and example device setups used in the project. By sharing these practical resources, we aim to help other creators learn from real production workflows, accelerate their own development, and further expand what is possible within the Unreal Editor for Fortnite ecosystem.


Epic Developer Community Forums
SpongeBob Roguelike: A Deep Dive into Custom Projectiles with Scene Graph
We are Puzzler Creations, a two person game dev studio run out of Ontario, Canada that has built games since 2013. Our latest UEFN project is SpongeBob Roguelike, a mobile-first action roguelike where Plankton has unleashed mind-controlled citizens and robots across Bikini Bottom while Karen works to decode the stolen Krabby Patty formula. Players dodge attacks, collect SpongeBob-themed upgrade cards, and try to push deeper into progressively harder chapters and boss stages. When the request f
Epic is introducing "Creator Communities" — new official forums where creators can share updates, events, and request feedback, visible from Island Pages, Creator Pages, Discover, and Island Lobbies.
Floor Zero will fully leverage this system.
By integrating with Epic's Creator Communities, Floor Zero will not just build a game; we'll build a lasting community where players are involved in the game's growth and evolution.
Over 1,200+ Discord members are already eagerly awaiting our next zombie game, demonstrating strong social proof and an active fanbase.
Our plans include exciting features like highscores, thrilling speedruns, and innovative community-designed floors to foster continuous player interaction.
Robust systems such as rebirth mechanics, persistent upgrades, and comprehensive achievements ensure our players remain captivated for the long term.

Providing high-quality 3D assets and modeling support to bring unique environments, props, and characters to life inside Floor Zero. Limbo is local to the UEFN Community.

Specializing in trailers, promotional videos, and ad campaigns to showcase Floor Zero across social media and reach new players. Moisty Media specializes in UEFN video content.

Dedicated community support through moderation, engagement, and event management to foster a safe, thriving player community. We have worked with several already and would re-hire.

We will donate a percentage of Floor Zero’s future earnings to Take This, a mental health nonprofit dedicated to supporting gamers and reducing stigma.
Creators will soon be able to sell in-game items directly in Fortnite Creative/UEFN maps:
Riley (Game Design, Level Design, Production) → $50,000
Focus on game systems, level layouts, design direction, and production.
Damian (Verse, Systems Design, Technical Direction) → $50,000
Focus on coding, progression systems, AI, and technical implementation.
Build foundational gameplay systems: elevator progression, floor generation, and basic zombie AI. Develop the core loop with rewards/boons and persistent progression framework. Deliver an internal prototype showcasing the unique roguelike elevator concept.
Design the rooftop base camp hub with NPC interactions, customization, and player progression systems. Integrate the card & boon system with early card pools and modifiers. Add cooperative scaling for solo/squad play and refine replayability mechanics.
Expand content with new enemy types, card varieties, and elevator malfunctions. Implement community features: highscores, achievements, and rebirth system. Final polish pass, balancing, and production of launch trailer/marketing assets. Soft-launch with targeted testing → public launch.
Contact Info
Riley Longman – rileygdev@gmail.com

FLOOR ZERO: ZOMBIE ROGUELIKE