God Save Birmingham will hold its second public beta test from November 2 through November 9, 2026, giving PC players another chance to try Ocean Drive Studio's physics-driven zombie survival simulator before release. The new Steam playtest, dubbed Beta 2, arrives after a run of closed testing and follows the game's first public beta in June, which drew more than 67,000 participants.
Publisher Kakao Games and developer Ocean Drive Studio are using the next test to introduce several substantial additions. The build includes an alpha version of co-op multiplayer, a new save function, broader cooking possibilities, more craftable equipment, and additional weapons. It also incorporates a number of changes shaped by feedback from the first public audience, particularly in the areas of zombie behavior, clothing, and ways to secure buildings.
For a survival game built around the dangers of navigating a zombie-filled medieval city, those revisions could have a considerable effect on how each attempt unfolds. Beta 2 is not simply a repeat opportunity for players who missed June's event; it is a chance to test systems intended to make the simulation more flexible, more persistent, and potentially more unpredictable.
When the God Save Birmingham Beta 2 test begins and ends
The public test begins on November 2, 2026, at 3:00 p.m. PT / 6:00 p.m. ET / 11:00 p.m. GMT. It concludes on November 9 at 10:00 a.m. PT / 1:00 p.m. ET / 6:00 p.m. GMT.
For useful background on this topic, read DUNK-brings-first-person-arcade-basketball-to-pc-in-2027/">DUNK Brings First-Person Arcade Basketball to PC in 2027.
Players interested in participating will need to visit the game's Steam page once the test begins and select the Request Access option. Access will be granted instantly for the active test build. The announced instructions make this a relatively straightforward public trial rather than a registration process with a later invitation wave, although players should still be mindful of the opening time in their region.
The week-long schedule provides a limited but meaningful window for the development team to gather fresh hands-on feedback. Public tests are particularly useful for a game with systemic survival elements, where large groups of players can expose unexpected strategies, technical problems, difficulty spikes, and gaps in the interactions between individual mechanics.
Alpha co-op is the most notable new feature
The headline addition in Beta 2 is an alpha build of co-op play. The description is important: this is an early version of multiplayer rather than a declaration that the mode is final or complete. Players entering the beta should expect that the feature is still being evaluated and refined. Its inclusion nevertheless marks a significant expansion for a game focused on surviving under pressure in a hostile setting.
For another perspective on this story, read God Save Birmingham Beta 2 Sets November 2-9 Public Playtest.
Co-op can change the rhythm of a survival simulator in several ways. Tasks that may be risky alone, such as searching structures, keeping an escape route clear, managing supplies, or holding back approaching threats, can become collaborative decisions. At the same time, multiplayer introduces its own pressures: groups need to divide resources, coordinate movement, and avoid turning a chaotic encounter into a bigger problem through poor communication.
For God Save Birmingham, the test will help show how its physical, hands-on approach works when multiple survivors occupy the same dangerous spaces. A simulation where objects, barricades, doors, windows, weapons, and zombies all matter in the moment can create memorable cooperative situations, but it also demands reliable synchronization and clear interaction rules. Beta 2 will provide a first public look at how the alpha implementation handles that challenge.
Saves, cooking, crafting, and weapons broaden survival options
Beta 2 also adds a save feature. That may sound like a basic convenience, but it is especially relevant in a survival experience where players can spend extended periods scavenging, preparing, and attempting to establish a safer position. The ability to preserve progress gives testers a better opportunity to engage with systems over time instead of treating every session as a short, isolated experiment.
The expanded cooking options and added craftable items point in the same direction. Survival is not only about defeating or avoiding zombies; it is also about making better use of the materials found in the world. More recipes and more objects to create could give players additional ways to plan around immediate needs, whether that means preparing for a longer outing, improving their tools, or responding to a changing threat.
New weapons are part of the update as well, though no specific weapon types have been detailed. Their addition should widen the range of approaches available when a confrontation cannot be avoided. In a physics-driven game, a weapon is not just a statistical upgrade on paper. How it handles in confined spaces, how it interacts with enemies, and whether it remains practical when panic sets in are all likely to matter.
Together, the save system, expanded crafting, cooking additions, and new weapons suggest a beta that is putting more emphasis on the full survival loop. Testers will be able to explore not just the immediate tension of escaping an attack, but also the longer process of managing a character's situation and making decisions that may pay off later.
Zombie variety responds to player feedback
Ocean Drive Studio has made changes based on feedback gathered from players, beginning with the undead themselves. Zombie aggression and behavior will now vary more by zombie type. That revision has the potential to make encounters less uniform, since players may need to recognize the kind of threat in front of them rather than relying on one response for every situation.
More distinct behavior can add uncertainty without necessarily making every enemy stronger. Some types may demand more caution, while others may create different problems depending on where the player encounters them. The key point is that the overall zombie population should have greater behavioral variation than it did in the previous public test.
That kind of change matters in a game whose tension depends on observation and improvisation. If players cannot safely assume that every zombie will react in exactly the same way, scouting and quick judgment become more valuable. Beta 2 participants will be able to assess whether this increased distinction makes threats easier to read, more challenging to manage, or both.
Clothing and fortification systems receive practical upgrades
Clothing has also been adjusted so that warmth depends on the material being worn. This adds a layer of practical consideration to outfit choices. Rather than treating all clothing as equivalent, players will have another reason to weigh what they carry and wear as they move through the game's world.
The exact balance of warmth values has not been outlined, but the system indicates that apparel is becoming a more meaningful part of survival preparation. A player may need to consider more than appearance or simple inventory space when choosing what to keep. As with the expanded crafting systems, the change supports a broader goal of making moment-to-moment survival decisions feel connected to longer-term planning.
Buildings should also offer more defensive possibilities in Beta 2. Additional types of doors and windows can now be barricaded or latched. In a zombie survival game, a door is often more than scenery: it can be a temporary barrier, a route to safety, or the weak point that determines whether a shelter holds. Expanding the set of structures that players can secure should create more opportunities to turn ordinary interiors into defensible spaces.
Of course, fortifying a location is rarely a permanent answer in a game built around pressure and scarcity. Barricading and latching can buy time, shape enemy movement, or let players prepare an exit, but they also encourage difficult choices about where to make a stand. The beta will show how useful these newly supported doors and windows prove during real player sessions.
A larger test after a busy first public beta
More than 67,000 players joined the first public Beta 1 test in June. That is a sizable group for an early test, and it gives context to the feedback-driven revisions now arriving in Beta 2. The new playtest comes after months of closed sessions, meaning the development team has had time to continue evaluating the game between public events.
There is still an important distinction between a beta build and the finished game. Features in this test, including the co-op component, remain subject to change as development continues. Players should approach the event as an opportunity to see the game's evolving systems and help put them through their paces, rather than as a final representation of the eventual release.
For those eager to step into God Save Birmingham's medieval zombie survival scenario, the next opportunity begins November 2 on PC via Steam. With instant access available through the Request Access button during the test period, Beta 2 offers a week to try its evolving simulation, experiment with new survival tools, and see how co-op changes the fight to stay alive.
Community
Discussion
Start the conversation.
No comments have been posted yet.