Surviving the Junkyard Haven, One Choice at a Time
Zombie Exodus: Safe Haven — Part Four continues the long-running interactive fiction saga as your group tries to hold onto a fragile sense of safety in a new base: a rural junkyard in Central Colorado. If you’ve been importing your protagonist and decisions from earlier parts, Part Four picks up with the weight of your past—relationships, alliances, rivalries, and hard-earned skills. If you’re jumping in fresh, the game also supports starting directly in the new chapters using a new original or premade character, making this a cleaner entry point for players who mainly want the latest content.
A Huge Expansion: Five New Chapters and Another Million Words
Part Four is positioned as a major content drop rather than a small continuation. It adds five brand-new chapters and roughly 1,000,000 words, pushing the overall project to more than 2,700,000 words total. The headline number is impressive, but what matters more for interactive fiction fans is the branching density: the game emphasizes that the number of possible routes is so large you can see radically different scenes across replays and still miss entire storylines.
Even within Part Four alone, the text volume and variability are substantial—roughly 70,000 words per playthrough is the claim, depending on your path. For Mac players looking for a long-form, replayable narrative experience (and one that works well in shorter sessions), this is the kind of game you can keep installed and return to repeatedly.
New Presentation Upgrade: Full-Color Character Portraits
While Zombie Exodus: Safe Haven is built around text and choice, Part Four adds a meaningful presentation upgrade: full-color character portraits. In a story that can involve a large roster of survivors and complicated interpersonal dynamics, portraits help keep faces and personalities distinct—especially when you’re managing a group, balancing romances, and tracking who trusts (or distrusts) your leadership.
Managing People: A Bigger Community and Deeper Relationships
Part Four leans into the “survivor community sim” side of the series. Your group can grow to as many as 26 characters, and there are up to 17 romantic options. Relationships aren’t just flavor text, either: you can commit more seriously by proposing to a partner, and the game even includes smaller bonding touches like getting matching tattoos.
This matters because the series thrives on consequences. The more people you bring into your haven, the more leadership decisions you’ll make—who gets protected, who gets trusted with responsibility, who gets denied, and who might leave (or turn on you) if you handle things poorly.
Base Building and Leadership: Turning a Junkyard into a Fortress
The junkyard haven isn’t just a setting; it becomes a system you shape. Part Four expands the base-improvement and defense choices, letting you build new structures and invest in protections that change how your group lives and how you respond to threats.
Structures and Upgrades
- Hydroponic farm for food sustainability
- Radio room to support communication and coordination
- Windmill for power and longer-term stability
- Zombie pit as a grim but practical element of defense and containment
Defenses and Reinforcements
- Minefield to deter or stop attackers
- Camera security system for monitoring and early warning
- Flamethrower defenses for when subtlety is no longer an option
Crucially, Part Four also supports different leadership fantasies: you can choose to be the hands-on leader who directs everything, or you can let others lead so you have more time for personal objectives—training, relationships, exploration, or research. That flexibility helps the roleplaying feel less “one true path” and more tailored to the character you’re trying to play.
Skills, Training, and Growth (Including Optional Companions)
Survival here isn’t only about gear; it’s about development. Part Four continues to expand skill growth and group training, including for an optional nephew or pet. In practice, this means your long-term planning isn’t limited to today’s scavenging run—you’re also building tomorrow’s competent survivors, deciding who becomes reliable under pressure and who remains a liability.
The Zeta Virus: Research, Cure… or Control
One of the most intriguing directions in Part Four is the push into research surrounding the Zeta virus—the disease responsible for turning people into zombies. This isn’t just a quest marker; it’s a moral and strategic axis for your character. You can pursue the hope of a cure, or explore darker possibilities—attempting to take over the virus for your own use. For a choice-based game, that kind of premise is fertile ground: it invites hard decisions, faction conflict, and potentially irreversible consequences.
New Places to Explore Across Central Colorado
Part Four adds new locations that broaden the world beyond the junkyard walls, each with its own opportunities for supplies, allies, secrets, and danger:
- Central Colorado University
- A strip mall
- A campground
- The abandoned town of New Breckenridge
Exploration in Zombie Exodus: Safe Haven is typically where the game’s tension spikes: the risk/reward calculus becomes immediate, and choices that sounded good back at base can collapse in the field when your plan meets reality.
Allies, Rivals, and Raids: Dealing with Other Survivor Groups
The zombie apocalypse is never just about zombies. Part Four continues to introduce survivor groups—some returning, some new—and gives you the agency to decide how your haven interacts with them. You can forge alliances, trade, or take the ruthless route and raid them for resources.
Trading includes items beyond the utilitarian basics, such as unique weapons and gifts intended for other survivors. That extra layer supports the social strategy side of the game: what you give, to whom, and when can matter as much as what you shoot.
Mac Notes: Requirements
Mac requirements weren’t provided in detail for this listing (the minimum and recommended sections are present but do not include specific hardware or OS versions). As with many interactive fiction releases, performance demands are typically modest, but you’ll want to confirm compatibility and platform details on the store page where you’re purchasing or downloading the game.
Why Part Four Is Worth Your Time on Mac
Zombie Exodus: Safe Haven — Part Four is for players who want a sprawling, highly replayable narrative where leadership, community management, and moral compromise are just as important as survival. Between the enormous word count, the expanded base-building and defenses, the deeper relationship options, and the new virus research arc, Part Four reads like a significant escalation—more systems, more story, and more room for your character to become either the haven’s protector… or its most dangerous variable.