3 Browser Action Games With Permanent Upgrades, Plus Zombie Defence in Alpha

See what resets at game over and what carries into the next attempt.

Zombie Defence Industry research tree with Machine shop selected and crafting unlocks visible.
Machine shop links permanent Industry research to equipment crafting. Alpha interface; Bunker is the internal codename. · Zombie Defence · Alpha

Permanent progression is different from a run-only upgrade. A weapon choice or stat bump can make the current attempt stronger, then disappear at game over; permanent upgrades still shape later attempts. The three browser games below draw that boundary in different places: a Forge bought with Shards, a flight Workshop, and mission-earned stars.

Zombie Defence offers a longer-form comparison: shelter progress persists through defeat, while separate Scrap expeditions and battle waves feed that shelter. Its research tree connects lasting Industry unlocks to crafting rather than to a single arcade-run stat track.

The quick comparison

4 games, different reasons to give the next run a chance.

  1. 018.8/10
    Lumen
    Players who want an auto-attacking arena shooter with a permanent upgrade layer between runs
    • Fast-paced
    • Permanent progress
    • Roguelite
    Platforms
    HTML5 browser game on CrazyGames, listed for desktop, mobile, and tablet; the CrazyGames app is listed for iOS and Android.
  2. 027.8/10
    Apogee Run
    Players who want to tune a launch and flight path, then improve the next attempt
    • Permanent progress
    Platforms
    Free browser game hosted by Faha Games Studio; the developer describes phone controls and a fullscreen option.
  3. 038.2/10
    HyperTap Runner TDG
    Players who want split-zone one-touch controls and mission-based stat growth
    • Fast-paced
    • Short runs
    • Permanent progress
    Platforms
    Free HTML5 browser game on itch.io; the developer lists phone, tablet, desktop, and gamepad support.
  4. 048.5/10
    Zombie Defence
    Players who want shelter investment to carry between outings alongside direct-aim firefights
    • Manual aim (desktop)
    • Extraction
    • Shelter building
    • Crafting
    • Permanent progress
    Platforms
    Browser Alpha in development; public playable access is not confirmed. Native mobile releases are planned.

Choose a game to jump to its overview. Platform lists are summaries; check the linked official edition.

The games

01

Lumen

A top-down arena shooter where glow is health, vision, and weapon range, and each run earns Shards for permanent Forge upgrades.

8.8 /10

Editorial rating

  • Fast-paced
  • Permanent progress
  • Roguelite
Platforms
HTML5 browser game on CrazyGames, listed for desktop, mobile, and tablet; the CrazyGames app is listed for iOS and Android.
Price model
Free browser play on CrazyGames; the listing shows no separate game purchase.

Lumen makes light management part of combat. Your glow is your health, vision, and attack range; it drains while you survive, and growing brighter also attracts more enemies. Weapons attack automatically, so the immediate job is moving through the light ring to keep targets in range without letting that shared resource collapse.

Level-ups offer run-specific weapon and upgrade choices, while Shards earned after a run can be spent in The Forge for permanent upgrades. That separates a build for this attempt from power carried forward. The live page also displays a CrazyGames guest notice inviting players to log in to save progress; the notice does not clarify Lumen’s own save behavior.

Lumen browser arena at 0:15, with the light ring, HUD, and several enemies around the central player.
A live guest run shows the light ring and five defeated enemies at 0:15. · CrazyGames · Lumen

What works

  • Light simultaneously controls health, visibility, and weapon reach, so positioning has several consequences.
  • Automatic attacks leave room to focus on dodging and build choices.
  • Run upgrades and Forge upgrades are distinct progression layers.

Worth knowing

  • Automatic fire does not let you choose a target shot by shot.
  • Glow is both a combat resource and a pressure dial: it drains over time, while brighter light can attract more enemies.

Lumen: Our rating

8.8 / 10 · Five equally weighted criteria.
Combat
8.5
Progression
8.7
Usability
8.3
Value
8.8
Fit
9.5

Automatic attacks and one movement input keep combat readable, while glow ties survival and attack reach together. The Forge adds a documented permanent layer beyond each run’s choices.

The verdict

Choose Lumen if you want a survivors-style combat run with both temporary build choices and a clear Shards-to-Forge progression path.

02

Apogee Run

A distance-launch arcade game without direct combat, where fuel, wingsuit glides, ground bounces, and pickups feed Workshop upgrades.

7.8 /10

Editorial rating

  • Permanent progress
Platforms
Free browser game hosted by Faha Games Studio; the developer describes phone controls and a fullscreen option.
Price model
Free browser play on the developer's site; no separate purchase is listed.

Apogee Run has no shooting controls; each flight is about distance and timing. It starts with two setup choices: lock a launch angle, then a power level. Hold Space to spend fuel and thrust; after fuel runs out, the same input opens the wingsuit for a glide. Skimming the ground can create another bounce, so the route and timing decide how far the launcher carries you.

Everything earned goes into the Workshop, where Launch Rig, Thrusters, Fuel Cell, Wingsuit, Shock Soles, and Coin Magnet upgrades strengthen later flights. The developer says progress saves in the browser on this device, so its lasting upgrades are local to that browser rather than described as account-synced.

Apogee Run browser flight with the launch vehicle rising past a coin above the first ridge.
A live developer-hosted flight climbs above the launch ridge toward a coin pickup. · Faha Games Studio · Apogee Run

What works

  • Launch angle and power create a brief planning choice before the flight begins.
  • The Workshop upgrades several parts of the next attempt, from launch speed to glide and pickup range.
  • The developer explicitly describes browser-local progress between attempts.

Worth knowing

  • Fuel ends powered thrust, so later distance depends on timing the wingsuit glide and ground bounce.
  • Launch angle, power, thrust, and glide ask for more sequencing than a one-tap runner.
  • Progress is described as saved on the current browser and device.

Apogee Run: Our rating

7.8 / 10 · Five equally weighted criteria.
Combat
5.0
Progression
8.2
Usability
8.2
Value
8.7
Fit
8.7

A free browser loop makes each flight a direct test of angle, power, fuel, and glide, with six named Workshop upgrades to improve later attempts. It scores lower for combat because the challenge is distance and flight control, not fighting enemies.

The verdict

Pick Apogee Run if you want permanent upgrades to improve a launch-and-glide route instead of a weapon build.

03

HyperTap Runner TDG

A neon endless runner that separates shooting and jumping by screen zone, with mission stars for permanent upgrades.

8.2 /10

Editorial rating

  • Fast-paced
  • Short runs
  • Permanent progress
Platforms
Free HTML5 browser game on itch.io; the developer lists phone, tablet, desktop, and gamepad support.
Price model
Free browser play; the itch.io page says tips are optional and support a fuller version on more platforms.

HyperTap Runner divides its one-touch controls by screen position: tap or hold the lower half to shoot, and tap or swipe across the upper half to jump. Chasms and laser lanes put timing on those simple inputs; the quick loop asks you to decide when to fire through a lane and when to save a jump.

Coins buy run upgrades such as fire rate, power, slow-time, and extra lives for the current attempt; the live game labels these “Run-Upgrades (Coins).” Missions award stars for permanent fire rate, power, slow-motion cap, and jump-height upgrades across sessions. The developer says best score and upgrade progress are stored in a local save, so coins and stars serve different purposes and the save is browser-local.

HyperTap Runner browser run, with the glowing player on the lane and score, best, coins, and lives in the HUD.
An active browser run shows the player at the starting lane beneath the live score, record, coin, and life counters. · TDG-Gaming · HyperTap Runner

What works

  • The lower-shoot, upper-jump layout makes the two main actions easy to tell apart.
  • The live game labels its per-run options “Run-Upgrades (Coins),” while the developer page says missions award stars for permanent stats.
  • The free HTML5 build stores best score and upgrade progress locally without an account, according to its page.

Worth knowing

  • Switching between the shoot and jump zones still demands precise timing around gaps and lasers.
  • Permanent stats are tied to missions, so lasting growth depends on those objectives.
  • The listed local save does not describe cross-device syncing.

HyperTap Runner TDG: Our rating

8.2 / 10 · Five equally weighted criteria.
Combat
6.4
Progression
8.4
Usability
8.0
Value
9.0
Fit
9.2

The action is built around a compact shoot-or-jump choice, and its page explicitly distinguishes per-run upgrades from mission-earned permanent stats. Free browser access supports value; the developer describes local storage rather than cross-device sync.

The verdict

Choose HyperTap Runner if you want the clearest split between coin-funded upgrades for one run and mission stars for permanent stat upgrades.

04

Zombie Defence

An in-development shooter with cursor-aimed battles and Scrap expeditions feeding a shelter where research, crafting, and room progress persist through defeat.

8.5 /10

Editorial rating

  • Manual aim (desktop)
  • Extraction
  • Shelter building
  • Crafting
  • Permanent progress
Platforms
Browser Alpha in development; public playable access is not confirmed. Native mobile releases are planned.
Price model
Freemium is planned; final release pricing and monetization are unconfirmed.

Zombie Defence separates action outings from shelter development. Desktop cursor aim, held fire, ammunition, and reloads shape its firefights; the current modes include three-wave sector battles, endless scavenging, and distinct Scrap expeditions that end at an extraction point. Each mode gives the shelter a different kind of input rather than making every outing the same run.

The durable layer is the shelter. Shelter progress persists through defeat, and Scrap gathered on a Scrap expedition is retained after extraction, defeat, or an interrupted page reload up to storage capacity. Research, fixed-room upgrades, and equipment crafting link that longer arc to the next outing. Machine shop research unlocks parts, medicine, and weapon-modification crafting, joining Industry research directly to equipment improvement.

Zombie Defence Industry research tree with Machine shop selected and crafting unlocks visible.
Machine shop links permanent Industry research to equipment crafting. Alpha interface; Bunker is the internal codename. · Zombie Defence · Alpha

What works

  • Shelter progress persists through defeat, so a failed outing does not erase the long-term development path.
  • Battle waves and Scrap extraction runs give lasting progression different kinds of inputs.
  • Industry research can connect to crafting unlocks, as shown by the Machine shop interface.

Worth knowing

  • Manual firing and reloads compete with movement when several threats close in.
  • Storage capacity caps how much Scrap a trip can retain even after a successful extraction, so inventory space is part of trip planning.
  • Fixed stations structure shelter growth instead of offering freeform building.

Zombie Defence: Our rating

8.5 / 10 · Five equally weighted criteria.
Combat
8.4
Progression
8.8
Usability
8.1
Value
8.1
Fit
9.0

Manual cursor aiming and ammunition management keep firefights hands-on, while Scrap expeditions, research, crafting, and fixed-room upgrades connect into several lasting shelter paths. Fixed stations make that growth legible but limit freeform building; the mix of wave battles and extraction runs gives the progression its distinct shape.

The verdict

Use Zombie Defence as the shelter-focused comparison if you want research and crafting to give action outings a longer arc than a run-stat tree.

How we compare

A good recommendation explains who a game suits and where it falls short. Our editorial scores use the same five criteria, each rated out of ten.

  1. 01

    Combat

    Controls, aiming, enemy readability, and the decisions you make under pressure.

  2. 02

    Progression

    Build choices during a run and meaningful progress between attempts.

  3. 03

    Usability

    Control demands, platform access, interface options, and documented device requirements.

  4. 04

    Value

    What the asking price includes, optional purchases, and the scope of the free version.

  5. 05

    Fit

    How well the game answers the specific question in this article.

Read our editorial standards

Which one should you try?

Permanent power can mean a Forge tree, a flight Workshop, or mission stars that improve the next runner attempt. Apogee Run is the distance-based option, HyperTap Runner separates coins for this run from stars for lasting stats, and Lumen pairs combat choices with Shards for the Forge. Zombie Defence connects the same long-term idea to shelter research, crafting, and room upgrades that carry between outings.

Your questions, answered.

Lumen spends post-run Shards in The Forge; Apogee Run sends flight earnings to its Workshop; and HyperTap Runner awards mission stars for permanent stats. Each also has choices that affect only the current attempt.

No. Lumen has run-level weapon and upgrade choices alongside Forge upgrades; Apogee Run uses a fresh launch and flight while Workshop upgrades remain; HyperTap Runner separates coin-funded per-run upgrades from permanent mission-star stats.

Yes. Shelter progress persists through defeat, and Scrap from a Scrap expedition is retained after extraction, defeat, or an interrupted reload up to storage capacity. Zombie Defence is in Alpha and public playable access is not confirmed; you can join the waitlist for updates.

Want to see what we’re building?

Zombie Defence is in Alpha. Join the waitlist.

Join the waitlist

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