LOG ENTRY: THE ZOMBIE APOCALYPSE GLOW-UP NOBODY ASKED FOR (BUT I DID)
Yo, fellow glitch hunters! 🤪 I just warped back from the Stygian Snakewood timeline, and let me tell you, Hoenn is looking like a dumpster fire behind a Taco Bell at 3 AM. It is beautiful. If you remember the original Snakewood from the ancient era of 2010 (shoutout to the elder god Cutlerine), you know we’re dealing with the holy grail of edgy, nonsensical ROM hacking. This isn't just a remaster; it's a full-blown fever dream reimagined.
THE VIBE: EDGY TEEN POETRY MEETS SURVIVAL HORROR
I stepped out of the moving truck and immediately got slapped in the face by the atmosphere. The region is ruined, resources are scarce, and the vibes are immaculate. The local text boxes? Dialogue is pure brainrot (complimentary). Seriously, the humor is dark, fourth-wall-breaking, and makes about as much sense as a Magikarp using Hyper Beam. I love it.
FIELD NOTE: Do not expect a coherent plot. You are here for the chaos. Embracing the nonsense is the only way to survive without your brain melting.
ANOMALIES DETECTED: THE "PLAGUE" & ZOMBIE SQUAD
The local fauna has… issues. We aren't just catching Pidgeys here; we're catching necrotic abominations. The new Plague Type (a rebrand of the Disease type) is actually a sick mechanic. These things hit like a truck but can't switch out—basically the "Ride or Die" of typing. And the Soot weather? It’s choking out the sun and my frame rate (kidding, it runs smooth on 400% speed).
I managed to snag a few Zombie mon using the Necro Balls. These items are rarer than a shiny in Gen 2, so I had to actually think before throwing them. Disgusting, I know. I usually just spam A.
COMBAT DATA: NO GRIND, ALL GAS
Here’s the wildest part: No EVs. No IVs. The local physics engine (DemICE’s system) just yeeted the grind out the window. You catch stuff, it’s viable. This allowed me to rotate my team of undead monstrosities constantly without spending hours beating up low-level zigzagoons. The difficulty is definitely present—the hostile entities (Zombie Trainers) actually use strats—but since I don't have to math out my stats, I can focus on the pure adrenaline of battling a decaying Torchic.
VISUALS: 2010 DEVIANTART CORE
The visual landscape is a mix of "High Effort" and "MS Paint Masterpiece." Some sprites have been revamped and look legit terrifying, while others retain that crusty 2010 charm. This game is absolutely unhinged 💀 in its art direction. Seeing a high-res zombie next to a standard GBA sprite is the kind of aesthetic clash I live for.
FINAL LOG ENTRY
I didn't crash the simulation, which is honestly a little disappointing, but the sheer audacity of this region makes up for it. Don't play this seriously. Just don't. Treat it like a B-movie marathon on a handheld console.
- Best Moment: Battling a literal rotting corpse while the upbeat Hoenn trumpet music (presumably) played in my head.
- Worst Moment: Running out of Necro Balls because I tried to catch a glitched-looking Poochyena.
- Glitch Factor: Surprisingly stable for a world made of rotting code.





