- Release Year: 2014
- Platforms: Macintosh, Windows
- Publisher: ViWo Games
- Developer: ViWo Games
- Genre: Action
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Arcade
- Setting: Contemporary
- Average Score: 63/100

Description
Zoo Rampage is an arcade action game set in contemporary zoo environments like Africa, Arctic, and Jungle, where players control angry animals breaking free from their enclosures to destroy everything in sight, racking up scores while dodging the zookeeper, with support for 1-4 player local couch multiplayer and simple controls.
Gameplay Videos
Where to Buy Zoo Rampage
PC
Zoo Rampage Cracks & Fixes
Zoo Rampage Guides & Walkthroughs
Zoo Rampage Reviews & Reception
steambase.io (65/100): Mixed rating from 132 total reviews.
store.steampowered.com (62/100): Mixed – 62% of the 59 user reviews for this game are positive.
steam-backlog.com (64/100): Steam score Mixed based on 118 votes.
Zoo Rampage: Review
Introduction
Imagine flipping the script on every zoo visit you’ve ever had—suddenly, you’re not gawking at the enclosures; you’re the enraged inmate smashing through the bars. Released in 2014 by indie developer ViWo Games, Zoo Rampage channels the chaotic spirit of 1980s arcade classics like Rampage, but transplants the monster-sized destruction into a contemporary zoo setting. This bite-sized action game invites players to embody furious animals on a vengeance-fueled rampage, demolishing habitats, flattening visitors, and evading zookeepers in a frenzy of pixelated anarchy. While its premise hooks with gleeful catharsis, Zoo Rampage ultimately reveals itself as a nostalgic, multiplayer-friendly diversion hampered by brevity and repetition. My thesis: In an era of sprawling open-world epics, Zoo Rampage shines as a lean homage to arcade purity, ideal for couch co-op sessions but too shallow to endure as a modern classic.
Development History & Context
ViWo Games, a small indie outfit handling both development and publishing duties, unleashed Zoo Rampage on July 9, 2014, for Windows via Steam, with subsequent ports to Macintosh and Linux. Built on the Unity engine—a staple for cost-effective indie projects in the early 2010s—the game emerged during Steam Green’s explosion, when digital distribution democratized access for tiny teams. ViWo’s vision appears straightforward: recapture the mindless joy of Rampage (Bally Midway’s 1986 arcade hit, where players piloted giant mutants devouring cities), but localize it to a zoo for thematic irony. The “other side of the fence” hook cleverly inverts human-animal power dynamics, tapping into post-Angry Birds casual gaming trends where destruction yields satisfaction.
Technological constraints were minimal; Unity allowed diagonal-down 2D visuals and smooth physics without blockbuster budgets. System requirements reflect this modesty— a dual-core CPU and GTX 650 suffice, targeting mid-range PCs of the era. The 2014 gaming landscape was dominated by indies like Flappy Bird proving viral simplicity’s power amid AAA giants (Destiny, Watch Dogs). Zoo Rampage‘s local 1-4 player couch co-op nodded to living room gaming’s resurgence via Steam’s Remote Play Together (added later), positioning it as a party game in a multiplayer-saturated market. No major patches or expansions followed, underscoring its arcade roots: develop fast, release, iterate minimally.
Narrative & Thematic Deep Dive
Zoo Rampage eschews traditional storytelling for primal instinct, its “plot” boiling down to a single, anarchic premise: animals revolt against captivity. No cutscenes, voice acting, or dialogue exist; the narrative unfolds through environmental chaos. Players select from a roster of “angry animals”—elephants, rhinos, zebras, giraffes, gorillas, crocodiles, penguins, and more—each embodying zoo archetypes primed for payback. Thematically, it’s a satire on anthropocentrism: humans as fragile pests, enclosures as prisons, zookeepers as futile oppressors. Destruction multipliers reward freeing caged kin, symbolizing solidarity in rebellion, while score tallies gamify vengeance.
Deeper analysis reveals eco-allegory undertones—rampaging through “Africa, Arctic, Jungle” biomes critiques habitat exploitation, though undercut by gleeful cartoon violence. Special levels diverge playfully: Elephant Football pits beasts against goals on a stadium pitch, while Penguin Feeding has avian anti-heroes snatching fish from fishermen, blending rampage with absurdity. Characters lack depth; animals are power fantasies (e.g., elephant’s trunk smash vs. crocodile’s bite), visitors mere squishy fodder. Dialogue is absent, but onomatopoeic sound cues and UI prompts (“Poor Humans!”) inject juvenile humor. Ultimately, the “story” is player-driven emergent narrative—your rampage writes the tale—echoing Rampage‘s wordless mayhem but lacking emotional arcs. It’s thematic fast food: satisfying rebellion bites, no nutritional depth.
Gameplay Mechanics & Systems
At its core, Zoo Rampage is a tight arcade loop: select animal, rampage for 60 seconds, rack up destruction scores to unlock levels. Controls are idiot-proof—arrow keys/WASD for movement, spacebar/action button for attacks (charge, bite, stomp)—supporting keyboard or gamepad, with flawless local split-screen co-op for up to four players. Perspective is diagonal-down, offering clear top-down visibility of destructible zoos teeming with visitors, fences, stalls, and props. Primary loop: bulldoze humans (for multipliers), shatter enclosures to recruit AI allies, evade zookeepers’ nets/tranquilizers. Scoring tiers destruction: low for debris, high for crowds and combos.
Progression is linear across seven levels (three core zoos, two urban extensions, two specials), each escalating hazards. Animals differentiate subtly—rhinoceros barrels through walls, giraffe necks high objects—encouraging swaps mid-rampage. Innovative: Dynamic freeing mechanic spawns allied animals, snowballing chaos; football/feeding minisgames add variety. Flaws abound: Repetitive one-minute timers breed burnout; no online multiplayer limits reach; UI is sparse (score HUD, animal select), but buggy visitor freezing noted in reviews hampers flow. Achievements (45 total) pad longevity—grind 5,000 runovers—yet unlock trivially early. Systems cohere for explosive bursts, faltering in depth; it’s Rampage refined for Steam, not reinvented.
World-Building, Art & Sound
The game’s worlds are compact dioramas bursting with destructible detail, evoking toy-like zoos begging for ruin. Biomes shine: Africa’s savanna sprawls with acacia trees and watering holes; Arctic’s icy enclosures crack under polar paws; Jungle’s vines tangle charging herds. Urban extensions expand to city streets, while specials warp formula—stadium turf yields goals, fishing piers spew fish. Atmosphere thrives on escalation: Initial calm shatters into screaming pandemonium, props exploding in particle confetti. Visuals are colorful Unity 2D sprites—cartoonish animals with exaggerated animations (elephant trumpet-charge), humans as wobbly ragdolls. No photorealism, but cohesive indie charm suits arcade pace.
Sound design amplifies mayhem: Crunchy SFX for stomps/crunchies, panicked screams layering into cacophony, upbeat chiptune tracks swelling with destruction. Zookeeper shouts and animal roars punctuate, sans voice lines. These elements forge immersive catharsis—visual/audio feedback loops make every smash visceral, heightening co-op hilarity as friends collide in frenzy. Minor gripes: Repetitive loops grate post-hour, visuals lack polish (static backgrounds). Overall, it crafts a playground of pandemonium, where art/sound propel the “destroy everything” ethos masterfully.
Reception & Legacy
Launch reception was muted; MobyGames lists no critic scores, Steam’s 62% positive (59 Steam-purchased reviews, 132 total) deems it “Mixed.” Players praise “quick action” and co-op fun—”perfect gap-filler for kids”—but decry brevity (“7 levels done in 15 minutes”) and grindy achievements. User tags (Action, Indie, Casual) align, with curators lukewarm. Commercially obscure—$3.99 Steam price, collected by few—yet Steam features (Achievements, Trading Cards, Stats) boosted engagement. Reputation evolved minimally; RAWG notes 3-hour average playtime, Steam Backlog pegs 64/100.
Influence is niche: Homage to Rampage lineage (Rampage Miami, AI: Rampage), inspiring micro-rampages like Panda Rampage. ViWo’s Unity success hinted at indie viability for party destroyers, prefiguring Gang Beasts-style chaos. No remakes/sequels, but endures in sales bins as co-op curiosity. In history, it’s a footnote: Arcade revival amid 2014’s indie boom, reminding us simplicity sells… briefly.
Conclusion
Zoo Rampage distills destruction porn into a 15-minute riot, its animal uprising a joyous Rampage riff with co-op charm and biome flair. Strengths—intuitive controls, emergent multiplayer madness—clash with fatal flaws: scant content, repetition. ViWo Games crafted a competent indie trifle, not a timeless titan. Verdict: Recommended for Bargain Bin Couch Warriors (6.5/10). It claims no grand place in history, but as a palate cleanser between giants, it rampages a fond niche—proof arcades’ spirit persists, if fleetingly. Fire it up with friends; just don’t expect the zoo to stay standing.