Congratulations, you’re now a network admin in the middle of a zombie outbreak.
The zombies don’t care about your code readability. They just want to eat your data and move on to the next compromised device.
And here you are. Five lanes. Three geeks. Zero budget. Energy that doesn’t regenerate fast enough. Walkers and Sprinters who will get through because they always do. The zombies know you’re going to lose.
The only question is how many waves you survive before you hit restart and pretend it never happened.
Ready to defend the network? Play it at https://geeks.babylonpress.org/
Bring coffee. You’ll need it.
Technical details
Geeks vs Zombies — the world’s first zombie game powered entirely by the freshly released Babylon Flow Graph.
That’s right. No spaghetti code. No mysterious event listeners buried in 47 files. Just pure, visual scripting madness. The entire game’s interactivity — movement, attacks, wave logic, even the sound (will be implemented in future) of your network dying — is wired together using incredibly powerful Babylon’s new visual scripting system.
Think of it as the zombie apocalypse, but with a flowchart. You select a Hacker, click a tile, and somewhere in the depths of Babylon’s Flow Graph, a chain of blocks fires off: on pointer click → check energy → spawn unit → start attack animation. All without writing a single line of glue code.
The Flow Graph system is designed for building interactive logic by connecting nodes — events, actions, conditions. It’s the same system Babylon uses under the hood for glTF interactivity, meaning the game’s logic lines up with the standard. And now the Flow Graph is finally ready for prime time with a visual editor, debugging tools, and even physics blocks for when you want zombies to ragdoll. The apocalypse now runs on Babylon Flow Graph.
Disclaimer
The zombies are capsules. The geeks are boxes. The capsule zombies roll in like they’re waiting for their prescription. The box geeks stand there like they’re waiting for a meeting that could have been an email. The ground is a grid. The sky is a color. Everything works exactly as intended — and that’s the terrifying part.
The game is deterministic. Every failure is mathematically guaranteed. The capsules will come. The boxes will try. You will lose but you have a chance.
And that’s okay. Because at the moment there is only one level anyway.
Future updates? Maybe. More zombie shapes? Possibly. A second level? Feel free to create a PR ![]()

