Everything from the past still exists today, it just isn't as nice as it was.
Green Dawn has been rebooted, not as a transhuman science-fiction zombie game but more of a contemporary game. It aims, like the original, to look at late-stage zombies; after all has been said and done, there's still a world out there. There's a number of things I'm looking into to make it unique.
It's going to be worked on at my site (), though I don't have much up there yet.
Infection
There will be ten strains of the zombie virus, each taking effect at various times, and measured by severity (when people turn, how quickly they turn, if they gain bonuses when turning). Low-level zombies (Strain I) transmit in an airborne fashion (and the majority of survivors have it, including the players). Dangerous zombies have Strains VII-X, and become tougher and may even turn before technical "death". These strains, however, are transmitted only by contact. There aren't any instant-turn strains left (though there were some when there were still more zombies, and they may be in some lab somewhere), though there are a couple rarer ones that have impact months or years after infection.
Society
People have begun to rebuild, and they are hopeful. They've sprung from the ashes, after all. Technology has largely survived, sans for the lack of a stable power grid and internet (again, conditional), though there is a race against time to preserve things that existed before. Prototyping machines and the like allow a society with fewer engineers to still produce fully viable technological wonders like computers, cyberware, and composite body armor, and even some things that don't start with the letter "c"! Life is still difficult due to the population loss-farming and agriculture is in high demand, and the setting I'm focusing on (my home, the desert) is a little bit bad for that, though it's possible to survive.
Also, due to the fact that infected people can be dangerous after their death, they are often secluded from less-infected or pure society. There are only a handful of enclaves of entirely uninfected people, and since the virus can be transmitted at worst like the flu and at best through bodily fluid contact, people are understandably paranoid about allowing people with infections in their midst, though checking for this is often difficult.
Technology
There is cyberware, and there are computers and manufacturing equipment that makes a lot of things easier and prevents a major backslide. Recovering the absolute peak of technology is still a concern, and without a reliable power grid and maintenance there are fears that many old artifacts could be lost forever inside crumbling buildings and through torrential floods. Cyberware comes with a cost; it makes people more likely to turn (since it is physical trauma) when infected with all but Strain I, though very expensive cyberware may be available to "turn back the tide". (Most!) Zombies cannot use cyberware, however, meaning that a guy with replacement limbs is less dangerous than his unaugmented counterpart in terms of actually being a zombie.