7 Best Games Like Vampire Survivors With Base Building

Horde runs feel different when the reward becomes a workshop, a stronger camp or a town you can actually arrange.

Jun stands beside a shelter generator while Mara watches the ruined street from the open doorway.
Home improvements give the next trip into danger a purpose. · Zombie Defence

If you want Vampire Survivors with somewhere meaningful to spend the spoils, start with Crafty Survivors for a village full of character upgrades, Cast Out Colony for a town you can arrange, or FatalZone for a mercenary camp behind familiar auto-shooter runs. BALL x PIT gives that same run-to-home appetite a ricocheting twist. Zombie Defence connects a persistent shelter to more hands-on zombie shooting.

The test for this list is what a home investment changes next. Does a facility unlock a new character, improve a starting loadout, support resource production or open a different fighting plan? Decoration alone is not enough. We also separate a permanent home from a camp that lasts only through one multi-day attempt: Deadly Days belongs to the latter group, while Necrosmith mixes between-attempt hub improvements with temporary battlefield development.

All six competitors are considered in their released desktop editions. Zombie Defence is a browser Alpha in development. The selections range from close survivors-likes to clearly identified strategic variations, with five editorial scores based on documented design rather than claimed hands-on testing. Start with the kind of building you want, then choose the combat rhythm you enjoy.

The quick comparison

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

  1. 01Comparison score: 8.6/10
    Zombie Defence
    Jump to comparison
    Active shooting with shelter projects that reshape the next deployment
    • Manual aim (desktop)
    • Shelter building
    • Crafting
    • Permanent progress
    • Extraction
    Platforms
    Browser Alpha in development; native mobile releases are planned. Waitlist signup does not grant immediate access.
  2. 02Comparison score: 8.7/10
    Crafty Survivors
    Jump to comparison
    A close survivors-like with a village full of character-building systems
    • Roguelite
    • Shelter building
    • Crafting
    • Permanent progress
    Platforms
    Windows and macOS via Steam; single-player.
  3. 03Comparison score: 8.5/10
    Cast Out Colony
    Jump to comparison
    Actually arranging a permanent town between bullet-heaven attempts
    • Roguelite
    • Shelter building
    • Permanent progress
    • Loot builds
    Platforms
    Windows via Steam; single-player. The listed interface language is English.
  4. 04Comparison score: 8.8/10
    BALL x PIT
    Jump to comparison
    A substantial home-building loop with a ricocheting twist on horde combat
    • Roguelite
    • Shelter building
    • Permanent progress
    • Loot builds
    Platforms
    Windows and macOS edition via Steam; single-player.
  5. 05Review score: 8.4/10
    FatalZone
    Jump to comparison

    Fit for this list: 9.5/10

    Classic auto-shooter runs feeding a persistent mercenary operation
    • Roguelite
    • Shelter building
    • Permanent progress
    • Loot builds
    Platforms
    Windows via Steam; single-player.
  6. 06Comparison score: 8.1/10
    Necrosmith
    Jump to comparison
    Building the army and its support tower instead of steering one hero
    • Shelter building
    • Crafting
    • Roguelite
    • Base defense
    Platforms
    Windows PC edition via Steam; single-player.
  7. 07Comparison score: 8.1/10
    Deadly Days
    Jump to comparison
    Functional camp rooms supporting a sequence of squad scavenging trips
    • Roguelite
    • Squad builds
    • Shelter building
    • Crafting
    Platforms
    Windows, macOS and Linux via Steam; single-player. This is the original Deadly Days.

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

The games

01

Zombie Defence

Spend the same run on immediate weapon power and lasting shelter investment, then return with a different weapon, doctrine or packed meal.

8.6 /10

Comparison score

  • Manual aim (desktop)
  • Shelter building
  • Crafting
  • Permanent progress
  • Extraction
Platforms
Browser Alpha in development; native mobile releases are planned. Waitlist signup does not grant immediate access.
Price model
Public launch pricing and monetization are not confirmed.

Zombie Defence makes the home-versus-run decision arrive while the zombies are still coming. A campaign level-up offers two battle cards and a shelter investment. Another weapon upgrade could rescue the current fight; banking supplies or boosting shelter production could make the next one easier. You are choosing when the run should pay its own way, rather than waiting for a results screen to spend everything.

The shelter then gives those resources competing jobs. Scrap can go toward room and station upgrades, a crafted weapon, research or production inputs. Consider the Arsenal’s Deadeye and Suppression doctrines: one favors heavier, slower shots, while the other leans toward faster, lighter fire. Choosing a doctrine closes its rival route. That is a change to how you intend to fight, not merely a larger number attached to the same starting rifle.

Preparation also reaches beyond the workbench. Grow edible crops and turn them into a meal for the next deployment, or invest in water and production capacity first. A separate Scrap expedition lets you search a ruined city for shelter materials; collected Scrap survives its end, including defeat, up to storage limits. Permanent shelter development also survives failed battles, although a sector defeat can levy some stored supplies.

The tradeoff is a more hands-on rhythm than Vampire Survivors. Desktop play separates movement from cursor aiming, with firing and ammunition management to handle; touch fire targets the nearest living enemy. At home, this is fixed-layout room and station management with expansion choices. Pick it for purposeful preparation and active horde combat, rather than for laying out a freeform town.

Zombie Defence Alpha research screen with Deadeye selected beside the mutually exclusive Suppression doctrine.
The Alpha research panel displays Deadeye’s damage, range and firing-speed tradeoff, alongside the alternative Suppression path. · Zombie Defence · Alpha

What works

  • Campaign upgrade choices directly trade present firepower against home investment
  • Crafting, permanent doctrines and meals change what you take into the next fight
  • Persistent stations give recovered materials several worthwhile uses

Worth knowing

  • Fixed-layout shelter management offers limited architectural freedom
  • Aiming, firing and ammunition management ask more of you than a movement-only auto-shooter

Zombie Defence: Comparison score

8.6 / 10 · Five equally weighted criteria.
Combat
8.4
Progression
8.8
Usability
8.1
Value
8.1
Fit
9.4

Active aim and ammunition decisions support Combat, while competing shelter projects and permanent doctrines deepen Progression. Fixed stations keep management legible but constrain construction. Value reflects the linked systems rather than a confirmed launch offer. Fit is high for meaningful home preparation, with a more involved combat style than an auto-shooter.

The verdict

Zombie Defence is the strongest fit here for players who want to personally fight for a shelter project and feel that project in the next deployment.

02

Crafty Survivors

Rebuild a village whose Forge, Tailor Shop and other facilities unlock new ways to shape your crafters before another horde stage.

8.7 /10

Comparison score

  • Roguelite
  • Shelter building
  • Crafting
  • Permanent progress
Platforms
Windows and macOS via Steam; single-player.
Price model
Paid full-release base game; optional Wicked Winter expansion sold separately.

Crafty Survivors is an easy starting point if you want to keep the familiar horde-and-level-up structure. Its heroes are artisans with distinct fighting ideas: a chef prepares enemies, a seamstress weaponizes her trade, and a sculptor makes destructive statues. Materials gathered from enemies return to a village that unlocks more characters, buffs and preparation systems. The building project and the next character experiment naturally pull in the same direction.

The Forge and Tailor Shop are the important examples. Upgrading them opens Smithing and Weaving, which improve individual characters through offensive and defensive skill trees. You can concentrate resources on a favorite crafter and alter their passive effects, rather than buying one universal upgrade and forgetting the village. Allocated points can be refunded without an extra gold or material charge, making the system useful for trying a different approach.

Control is unusually flexible, too. Skills can be set to manual or automatic casting individually. Automate the abilities that work well on their own and keep direct control over the ones whose timing matters to your build. That makes the jump from Vampire Survivors gentler than a game that suddenly expects you to manually operate an entire action bar.

The village is chiefly a collection of functional upgrades and character systems, not a town-layout challenge. There is also more preparation to consider as those systems open, and new characters bring their own learning curve. Choose it when the appeal of home is tuning the next run in detail, especially if you like developing several very different heroes.

Crafty Survivors Forge interface showing Axel’s skill tree and a Focus upgrade that reduces axe charging time.
The Forge combines a village-building upgrade with individual character skill trees; Axel’s Focus node is selected here. · Flannel Bear Games / Steam

What works

  • Village upgrades unlock characters and substantial preparation systems
  • Smithing and Weaving support character-specific offensive and defensive builds
  • Individual manual/automatic skill toggles let you choose your level of involvement

Worth knowing

  • Village development emphasizes facilities and upgrade menus over free placement
  • Learning distinct character kits and preparation systems adds complexity between runs

Crafty Survivors: Comparison score

8.7 / 10 · Five equally weighted criteria.
Combat
8.5
Progression
9.0
Usability
8.0
Value
8.6
Fit
9.6

Distinct character kits and configurable casting give Combat variety. Village facilities and refundable character trees make Progression especially strong. Those layers take time to learn, tempering Usability. The released base game supports Value without requiring the optional expansion. Fit is excellent for survivor runs funded by functional home upgrades.

The verdict

Choose Crafty Survivors for the closest familiar horde-run structure with a village that keeps opening new build choices.

03

Cast Out Colony

Place a colony around your long-term progression, with enrichment, functional buildings and inhabitants feeding back into arena survival.

8.5 /10

Comparison score

  • Roguelite
  • Shelter building
  • Permanent progress
  • Loot builds
Platforms
Windows via Steam; single-player. The listed interface language is English.
Price model
Paid full-release game.

Cast Out Colony puts the answer to “what did that run build?” directly on a grid. Between horde arenas, you develop a colorful settlement of homes, facilities, paths and other objects. Its insect heroes return to a town that looks increasingly like something you made. That visible ownership is the main reason to choose it over a survivors-like whose entire permanent progression fits in a shop window.

Building is also a source of power. Colony enrichment grants permanent stat bonuses, while structures can contribute their own boosts. The Skill Tree has a practical link to arena decisions: once built, it provides information about the paired skills used to obtain Mystic combinations. Some inhabitants can assist your survival, connecting the colony’s population to the action rather than leaving everyone as scenery.

The arenas retain active and passive skill choices, increasingly busy crowds and character-specific abilities. Optional auto-aim lets you concentrate on movement if that is the part of Vampire Survivors you most enjoy. The useful contrast with Crafty Survivors is emphasis: Crafty goes deeper into individual craftsperson systems, while Cast Out Colony makes the settlement’s arrangement and growth a more visible part of the reward.

You do need to want the quiet half. Placement and colony visits interrupt the rapid restart rhythm, and the town supports battles fought elsewhere instead of functioning as a defensive maze. If your ideal break between runs is moving a house, fitting in another facility and seeing the settlement improve, that interruption is the point.

Cast Out Colony building grid with a blue placement preview, mushroom houses, paths and a large central tree.
An editable colony grid gives homes, facilities and decorative objects a place in the growing settlement. · Wooshido / Steam

What works

  • Editable town layout gives permanent progression a visible, personal home
  • Enrichment and building benefits connect settlement growth to arena strength
  • Optional auto-aim preserves a movement-focused control option

Worth knowing

  • Town management slows the fight-restart cycle
  • Your colony is a support settlement rather than the arena’s defensive layout

Cast Out Colony: Comparison score

8.5 / 10 · Five equally weighted criteria.
Combat
8.0
Progression
8.6
Usability
7.8
Value
8.5
Fit
9.7

Arena skill combinations support Combat, and enrichment plus functional buildings make Progression tangible. Optional auto-aim helps Usability, while separate colony visits add management time. The complete paid game supports Value. Fit is exceptional for a survivors-like whose permanent upgrades take the form of a town you can arrange.

The verdict

Cast Out Colony is the pick for players who mean placing and arranging buildings when they ask for base building.

04

BALL x PIT

Fuse balls into escalating combat combinations, then rebuild New Ballbylon to unlock heroes, bonuses and a more productive support town.

8.8 /10

Comparison score

  • Roguelite
  • Shelter building
  • Permanent progress
  • Loot builds
Platforms
Windows and macOS edition via Steam; single-player.
Price model
Paid base game with released free content updates; the announced Risen Ballbylon expansion is separate and not yet released at this review date.

BALL x PIT keeps the pleasure of watching a small build become an unreasonable amount of damage, then changes how that damage travels. Your weapons are magical balls that ricochet through advancing enemies. Fusion turns the available balls into new combinations, so a run is both a survival problem and an experiment in what can bounce, split or interact next.

Its home half is substantial. New Ballbylon has a broad range of buildings that grant bonuses, unlock characters and open further upgrades. Heroes you leave at home can take automated jobs to maintain resource production while another ventures into the pit. A new recruit can therefore matter twice: as a different combat style to try and as another contributor to the settlement.

The Guildhall is a useful example of construction changing future decisions. Added in the released Shadow Update, it lets you reroll previously chosen character upgrades. The reward for building it is flexibility, rather than only raw strength. That gives returning to town a practical purpose when you want to revise the character behind your next ball-fusion experiment.

The catch is that this is a brick-breaking survival hybrid. Fighting an approaching formation with ricochets feels different from circling enemies in an open survivors arena. Town growth and resource work also take a share of your attention. If you welcome that change, it offers a particularly satisfying pairing of outrageous run builds and a home whose expanding functions make the next attempt more interesting.

BALL x PIT settlement with arranged buildings, golden fields, resource plots and visible construction progress bars.
New Ballbylon’s developed settlement mixes buildings and resource plots in an official in-game frame with the main HUD hidden. · Kenny Sun and Friends / Devolver Digital / Steam

What works

  • A functional settlement unlocks heroes, bonuses and further upgrades
  • Stay-at-home heroes can contribute to automated resource work
  • The Guildhall lets construction unlock character-build revision

Worth knowing

  • Ricochet lanes and advancing formations feel different from open-arena kiting
  • Settlement development adds another activity to the combat-and-upgrade loop

BALL x PIT: Comparison score

8.8 / 10 · Five equally weighted criteria.
Combat
8.8
Progression
9.0
Usability
8.2
Value
8.8
Fit
9.4

Ricochets and fusion give Combat a distinctive build puzzle. Functional buildings, recruitment and home jobs provide strong Progression. Managing two connected activities adds complexity to Usability, while the base game and released free additions support Value. Fit is high for the run-to-settlement loop, with brick-breaking combat as the main departure.

The verdict

Choose BALL x PIT when you want base building to be a major part of the loop and are happy to trade arena circling for ball-fusion chaos.

05

FatalZone

Upgrade the camp that equips and trains your mercenaries, while deciding how much of its strength to invest in a fighter who can die permanently.

8.4 /10

Review score

  • Roguelite
  • Shelter building
  • Permanent progress
  • Loot builds
Platforms
Windows via Steam; single-player.
Price model
Paid full-release game.

FatalZone gives a familiar zombie auto-shooter a personnel department, an equipment workshop and a reason to come home early. Movement and a developing combat build handle the horde; resources from expeditions improve a camp with seven functional buildings. It is a close fit if the desired addition is a meaningful preparation phase rather than a completely different kind of action.

What you build determines the support available to future fighters. The Training Hall improves mercenary skills, the Mercenary Base recruits replacements, and the workshop improves weapons and armor. Equipment also shapes the starting point of a deployment: weapons provide initial fighting skills, while armor supplies stats. A stronger camp changes what you can prepare before the first level-up even arrives.

Individual development is less secure than the facilities supporting it. Mercenaries gain experience and can pick up beneficial or harmful mutations, but they are mortal. That makes the evacuation helicopter more than an emergency exit from a crowded screen. Leaving early can preserve a fighter you have spent time developing, and preparing replacements becomes part of keeping the wider operation healthy.

This is fixed-building camp development, so it suits players who want strategic spending without arranging streets or defensive walls. The sharper tradeoff is loss: you can keep improving your base and still lose a favorite veteran. Compared with Zombie Defence, the weapon fire is more automatic and the attachment to vulnerable mercenaries plays a larger role in the return-home decision.

FatalZone camp hub showing service buildings, resource counters and the GO mission button.
FatalZone’s fixed camp gathers recruitment, training and other services around the next expedition. · Midhard Games / Steam

What works

  • Distinct camp services affect recruitment, training and starting equipment
  • Automatic attacks retain the familiar movement-and-build focus
  • Evacuation connects survival decisions to the value of a developed mercenary

Worth knowing

  • Fixed camp buildings offer little layout creativity
  • Permanent mercenary death can remove substantial individual development

FatalZone: Comparison score

8.6 / 10 · Five equally weighted criteria.
Combat
7.8
Progression
9.1
Usability
7.9
Value
8.6
Fit
9.5

Positioning, skill combinations and mutations support Combat. Camp services and mercenary development give Progression depth, with permanent character death adding consequence and management friction. A fixed hub helps keep Usability bounded. The full-release package supports Value, and Fit is excellent for automatic horde runs feeding a lasting base.

The verdict

FatalZone is the direct choice for zombie auto-shooting with functional camp upgrades and vulnerable veterans worth bringing home.

06

Necrosmith

Assemble undead from mismatched body parts, improve the tower’s machinery and let your creations explore and fight for the resources behind the next attempt.

8.1 /10

Comparison score

  • Shelter building
  • Crafting
  • Roguelite
  • Base defense
Platforms
Windows PC edition via Steam; single-player.
Price model
Paid full-release game; optional soundtrack sold separately.

Necrosmith reverses the usual survivors fantasy: the horde you are assembling is your own. Different heads, bodies and limbs contribute characteristics and attacks, letting you create a durable brute, a faster explorer or a stranger hybrid. Most of the action runs through those creatures rather than through one permanently controlled hero. The satisfying build is an army of combinations, not just the weapon orbiting your character.

The tower supports that experiment. Necro labs grow body parts, and magical machinery improves the undead operation. Progress includes both upgrades made during an attempt and improvements in the between-session hub. The useful reason to return is to strengthen the tools that produce and support future creatures. Keep those layers separate: improving the hub does not mean the complete battlefield and army survive every failed attempt.

Your creations explore, gather resources and fight automatically, but you can intervene. Hold-position commands let a creature remain where it is needed, and direct control is available for one unit at a time. That makes defending the tower a balancing act between what the army discovers outside and what remains available to protect the center.

This is the strategic outlier for players who like automated combat but want to build its supporting machinery. The home is a fixed tower and laboratory hub, not a place for designing rows of houses. Managing several creatures also changes the rhythm: if precise crowd-dodging with one avatar is the main attraction, Crafty Survivors or FatalZone is a closer continuation.

Necrosmith tower hub menu with magical devices, a resting white cat and the central Play button.
Necrosmith’s tower hub/menu presents the laboratory devices between attempts; this frame shows preparation rather than an active battle. · Alawar / Steam

What works

  • Body-part assembly gives the combat build a distinctive creative hook
  • Tower laboratories and hub improvements support future attempts
  • Automatic exploration can be supplemented with individual control and hold orders

Worth knowing

  • Indirect army management differs substantially from steering one survivor
  • Tower improvements do not provide a freely arranged settlement

Necrosmith: Comparison score

8.1 / 10 · Five equally weighted criteria.
Combat
7.8
Progression
8.4
Usability
7.5
Value
8.6
Fit
8.2

Creature assembly and selective intervention give Combat strategic variety. Laboratory and hub development support Progression, while overseeing autonomous units makes Usability more involved. The compact paid game supports Value. Fit is good for home-supported repeated survival attempts, but indirect army control is a sizable departure from Vampire Survivors.

The verdict

Choose Necrosmith for the pleasure of engineering the creatures and home machinery behind a survival attempt, with a clear shift toward strategy.

07

Deadly Days

Build a camp for the current roguelite attempt, spending scarce tools on rooms that change the squad’s next outing or on better custom weapons.

8.1 /10

Comparison score

  • Roguelite
  • Squad builds
  • Shelter building
  • Crafting
Platforms
Windows, macOS and Linux via Steam; single-player. This is the original Deadly Days.
Price model
Paid full-release game.

Deadly Days earns its place through how sharply its rooms affect the next trip, with one important boundary: the camp belongs to the current roguelite run. You develop it across successive scavenging days, then start a new camp after that attempt ends. Specialization unlocks provide the progress between whole runs. Choose it for a base that solves the present expedition’s problems, rather than an indefinitely preserved home.

Those problems have concrete building answers. A greenhouse supplies apples, a mechanic room automatically repairs some weapons, and a satellite uplink replaces an airstrike with an orbital laser. Tools recovered while scavenging pay for construction, particularly giving hardware stores a reason to matter. The same tools can also create and improve custom weapons. A room therefore competes with an immediately tempting equipment project.

Outings use a survivor group. You direct the squad and intervene with special powers while it gathers supplies from procedural locations; staying into the night brings more dangerous hordes. An extra stop can help finish tomorrow’s room, but the group still has to survive the decision. The attraction for a Vampire Survivors player is the accumulating combination of weapons, abilities and support, spread across a small operation instead of a lone hero.

Of these seven games, this is the clearest fit for someone who enjoys rebuilding around whatever an attempt provides. It is less suitable if losing the camp would spoil the appeal of base building. The reward is improvisation: a food-producing room, a weapons plan or a changed support attack can give successive days different priorities without requiring a sprawling city simulation.

Deadly Days camp screen showing a yellow bus, survivor equipment, resource counters and three numbered room doors.
The original Deadly Days places the squad, supplies and numbered base-room doors on its camp screen. · Pixelsplit / Steam

What works

  • Rooms directly affect food supply, weapon upkeep or combat support
  • Tools create a meaningful construction-versus-weapon spending decision
  • Squad abilities and scavenging routes add a different form of run-building

Worth knowing

  • The camp resets with the overall attempt; rooms are not permanent cross-run construction
  • Squad and supply management are more involved than one-character horde dodging

Deadly Days: Comparison score

8.1 / 10 · Five equally weighted criteria.
Combat
8.1
Progression
8.5
Usability
7.5
Value
8.5
Fit
7.9

Squad positioning and support powers sustain Combat. Rooms, custom weapons and specialization unlocks provide layered Progression, with supply oversight increasing the Usability demands. The complete strategic roguelite supports Value. Fit is more conditional here: home investment changes later outings within an attempt, but the camp does not persist across whole runs.

The verdict

Pick the original Deadly Days for a camp that shapes a chain of risky outings, provided you want to rebuild on a new attempt.

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?

For the closest familiar survivor loop, choose Crafty Survivors or FatalZone: the former develops distinct character kits through village systems, while the latter builds a mercenary operation around automatic zombie combat. Cast Out Colony is the best match for arranging an actual town, and BALL x PIT makes settlement growth a substantial partner to its ricochet builds. Necrosmith shifts the experiment into an undead army; Deadly Days makes camp spending a tactical choice within each attempt. Zombie Defence stands out when you want the next shelter project to change a fight you actively control, whether that means a crafted weapon, a permanent doctrine or a meal packed before deployment.

Your questions, answered.

Crafty Survivors and FatalZone are the most direct starting points. Both keep horde runs and level-up builds while giving recovered resources a functional home. Crafty Survivors emphasizes a village and character-specific preparation; FatalZone emphasizes training, equipment and a persistent mercenary camp. Cast Out Colony is the closer choice if you specifically want to place buildings.

Cast Out Colony offers an editable colony layout with homes, facilities, paths and decorative objects. BALL x PIT also develops a placed settlement with functional buildings and resource work. FatalZone, Crafty Survivors and Zombie Defence focus more on established facilities or station upgrades, so their appeal is what construction does for your next outing.

There are different layers. Crafty Survivors, Cast Out Colony, BALL x PIT and FatalZone have lasting home development, although FatalZone mercenaries can die permanently. Zombie Defence preserves shelter upgrades through defeat. Necrosmith has between-session hub improvements as well as temporary run upgrades. Deadly Days is different: camp rooms support successive days in one attempt, and its specialization unlocks carry across whole attempts.

No. On desktop you move, aim with the cursor, fire and manage ammunition. Touch fire targets the nearest living enemy. The similarity is the horde pressure and evolving run build; its shelter adds permanent crafting, research and preparation. It is currently a browser Alpha in development, and joining the waitlist does not grant immediate play access.

They answer the home-investment part of the search through different combat styles. Necrosmith lets you assemble an automated undead army supported by a tower and laboratory hub. Deadly Days uses a squad and rooms that change food, weapon upkeep or support attacks within a multi-day run. Choose them for strategy and preparation; choose the closer survivors-likes if controlling one hero through a crowd is essential.

Want to see what we’re building?

Zombie Defence is in Alpha. Join the waitlist.

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