7 Best Horde-Survival Games With Guns

Shotguns, bullet storms and shrinking escape routes: find the kind of horde gunfight you actually want.

Mara fires a white-and-black rifle from behind rubble as zombies approach through a ruined street.
Mara holds the firing line against the approaching horde. · Zombie Defence

If you want to aim a gun while a crowd closes in, start with 20 Minutes Till Dawn or Crimsonland. If you want a whole arsenal firing while you steer through danger, Deep Rock Galactic: Survivor and Brotato take that idea in different directions. Zombie Defence adds ammunition, reloads and a persistent shelter to hands-on zombie shooting; Yet Another Zombie Survivors offers a customizable squad, and Zombie Waves brings gun-and-skill builds to mobile.

The important distinction is what your hands actually do. A manually aimed shotgun, an automatically targeted rifle and six auto-firing guns can all make excellent horde-survival games, but they ask for different skills. These seven picks earn their place through recognizable firearms, meaningful projectile behavior and sustained crowd pressure, across zombie outbreaks, alien caves and supernatural arenas.

The desktop editions are compared unless a mobile edition is named. Six picks are released games; Zombie Defence is a single-player browser Alpha in development, with waitlist signup for news and playtest availability. Scores are editorial judgments of documented design, with Fit focused on the gun-heavy horde experience.

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 an arsenal and shelter to build between battles
    • Manual aim (desktop)
    • Fast-paced
    • Crafting
    • Shelter building
    • Permanent progress
    Platforms
    Browser Alpha in development; desktop and touch controls implemented
  2. 02Review score: 8.6/10
    20 Minutes Till Dawn
    Jump to comparison

    Fit for this list: 9.8/10

    Aimed gunfire that grows into supernatural crowd-clearing combinations
    • Manual aim
    • Roguelite
    • Short runs
    • Permanent progress
    Platforms
    Windows and macOS via Steam; desktop edition compared
  3. 03Comparison score: 8.8/10
    Crimsonland
    Jump to comparison
    Straightforward arcade gun handling and score-chasing survival
    • Manual aim
    • Fast-paced
    • Co-op
    Platforms
    Windows, macOS and Linux via Steam; 2014 remaster compared
  4. 04Review score: 8.7/10
    Yet Another Zombie Survivors
    Jump to comparison

    Fit for this list: 9.3/10

    Combining a small squad’s firepower with flexible aiming controls
    • Squad builds
    • Manual aim
    • Roguelite
    • Permanent progress
    Platforms
    Windows via Steam; desktop edition compared
  5. 05Review score: 8.7/10
    Deep Rock Galactic: Survivor
    Jump to comparison

    Fit for this list: 9.1/10

    Automatic heavy weapons with mining and escape-route decisions
    • Roguelite
    • Exploration
    • Extraction
    • Permanent progress
    Platforms
    Windows via Steam
  6. 06Review score: 9.0/10
    Brotato
    Jump to comparison

    Fit for this list: 9.2/10

    Several guns firing at once in compact, shop-separated waves
    • Roguelite
    • Loot builds
    • Manual aim
    • Co-op
    Platforms
    Windows, macOS and Linux via Steam; desktop edition compared
  7. 07Review score: 8.0/10
    Zombie Waves
    Jump to comparison

    Fit for this list: 9.0/10

    One-handed mobile gun builds with heroes and robot support
    • Fast-paced
    • Roguelite
    • Loot builds
    • Permanent progress
    Platforms
    Android, iPhone and iPad

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

The games

01

Zombie Defence

Zombie Defence makes the magazine in your hands and the ammunition back at home part of the same survival problem.

8.6 /10

Comparison score

  • Manual aim (desktop)
  • Fast-paced
  • Crafting
  • Shelter building
  • Permanent progress
Platforms
Browser Alpha in development; desktop and touch controls implemented
Price model
Public launch pricing has not been announced

On desktop, movement and cursor aim are separate: you choose a firing lane, hold the trigger, sprint out of trouble and reload your weapon. Touch uses a movement stick and a FIRE control that targets the nearest living enemy. That distinction matters if the attraction is deliberately shooting the opening you want to escape through. Sprinting couriers, shielded officers and knockback-resistant heavies also give target selection a purpose beyond sweeping the nearest edge of the crowd.

The gunfire can change shape during a deployment. Split Shot adds extra rays to each cartridge, while Bank Shot sends ricochets off solid surfaces. Magazine, fire-rate and impact upgrades change how long you can hold a lane and what happens when shots land. A useful decision is whether your next level-up should solve the immediate crowd problem or take the shelter-investment option that banks a lasting benefit.

Back home, a nine-weapon arsenal gives crafting a concrete destination. A Breach Shotgun, Compact SMG, Watchman Rifle and Belt-fed LMG differ in cadence, range, damage, magazines and shot count. Scrap also feeds component and ammunition production, so reserving supplies for a weapon project can compete with keeping the current gun supplied. Those are persistent choices; the temporary battle cards reset after deployment.

Choose endless Scavenge when the goal is simply to hold against escalating waves. Separate city Scrap expeditions add container searches, routes and a return-to-pad objective when you want resources for the shelter. Collected expedition Scrap survives defeat up to storage capacity, so this loop rewards gathering and preparation without making every failed outing erase the haul. The tradeoff is attention: shelter projects and supplies share the spotlight with shooting.

A Zombie Defence defender fires bright rifle tracers through a surrounding zombie crowd in a rain-soaked yard.
Split rifle fire crosses a crowded yard in this staged Alpha test capture. · Zombie Defence · Alpha

What works

  • Independent desktop aiming, active firing and weapon reloads
  • Shot-splitting and surface ricochets give gun builds visible changes
  • Crafted firearms connect the next battle to lasting shelter projects

Worth knowing

  • Ammunition and shelter planning add work between gunfights
  • Touch targeting selects the nearest enemy rather than following a free aiming cursor

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 shooting and shot-changing cards give Combat its strength; persistent weapons and shelter projects support Progression. Managing supplies adds depth and interface demands. Value reflects the breadth of the implemented loop, with public pricing still unset. Fit is high for players who want gun handling and long-term preparation together.

The verdict

Choose Zombie Defence when surviving the next crowd should also fund the gun and shelter you want to return with.

02

20 Minutes Till Dawn

20 Minutes Till Dawn keeps a clear line between pointing the gun and building the storm that follows each shot.

8.6 /10

Review score

  • Manual aim
  • Roguelite
  • Short runs
  • Permanent progress
Platforms
Windows and macOS via Steam; desktop edition compared
Price model
Paid game

Directional aiming and active firing make the opening minutes immediately recognizable as a shooter. A shotgun gives you a spread to point into a pack; Dual SMGs offer a very different stream of fire. Reloading is part of the rhythm, and the option to disable automatic reloading when you stop shooting gives you more say over that rhythm. Leave yourself room to finish the magazine rather than treating a reload gap as an afterthought.

Then the supernatural systems start piling on. A gun build can ignite enemies, call down lightning and add further attacks around your own shots. The appeal is that the barrel still gives you a direction to care about while your upgrades expand what that direction can accomplish. Reaching level 20 opens a weapon-specific evolution choice, giving a promising setup another turn before the run ends.

For a first gun-focused run, choose a firearm whose cadence you like and read upgrades as answers to a practical problem: too little coverage, too much reload downtime or too little damage on the enemies blocking your route. Souls spent on runes and unlocks support later attempts. The main compromise is visual density: by late game, bullets, elemental effects and enemies can occupy the same small patch of screen.

A 20 Minutes Till Dawn survivor directs pale projectiles toward a red aiming reticle while monsters and red enemy shots surround the character.
Directed projectiles, fire and lightning effects overlap while the ammunition counter tracks the current magazine. · flanne / Steam

What works

  • Active aim and firing remain central to the gunfight
  • Magazine rhythm and weapon evolutions make firearms feel distinct
  • Runes and unlocks give failed attempts a continuing purpose

Worth knowing

  • Late-run effects can make the immediate danger harder to separate
  • Some weapon choices and builds lean toward summons or melee rather than guns

20 Minutes Till Dawn: Comparison score

8.8 / 10 · Five equally weighted criteria.
Combat
9.2
Progression
8.2
Usability
8.0
Value
8.9
Fit
9.8

Directional fire, magazines and interacting attack effects support excellent Combat. Runes and unlocks give Progression structure without preserving the run build. Busy screens and upgrade interactions take attention, while the paid desktop package offers broad replay variety. Fit is exceptional because deliberate gunfire remains meaningful as the crowd and the build expand.

The verdict

The strongest starting point here for a solo player who wants personal aim and spectacular bullet-heaven growth in the same run.

03

Crimsonland

Crimsonland strips the encounter down to a gun, a threatening crowd and the patch of ground you can still reach.

8.8 /10

Comparison score

  • Manual aim
  • Fast-paced
  • Co-op
Platforms
Windows, macOS and Linux via Steam; 2014 remaster compared
Price model
Paid game

This is a twin-stick arena shooter built around directly aiming into approaching monsters. Its arsenal ranges from a pistol to much stranger hardware, including the Triple Ion Rifle and gauss shotgun. Reloads matter, too: Fastloader is an explicit example of a perk that changes your firing rhythm. The resulting appeal is immediate. A better gun or a useful perk changes how confidently you can clear space in front of you.

The progression feeds that arcade core. Quest mode unlocks weapons and perks for the survival modes; kills during a session earn experience, and level-ups let you pick stacking perks. Your next attempt draws on a broader pool, but the challenge still comes back to aiming, moving and lasting longer. Choose ordinary Survival first if you want the clearest expression of that loop before exploring its other rule sets.

Up to four players can join local co-op, including the survival modes. That makes Crimsonland an especially useful pick when the desired evening is shared gunfire and a score to beat. Its open arenas offer less environmental routing than Deep Rock Galactic: Survivor, and the presentation is unapologetically bloody. Both are part of deciding whether this focused arcade style suits you.

A Crimsonland survivor fires yellow bullet tracers into a large monster crowd, with the aiming reticle, ammunition and progress bar visible.
Long bullet tracers cut into the crowd as monsters approach across the open arena. · 10tons / Steam

What works

  • Direct aim, weapon variety and reload-focused perks
  • Quest unlocks feed repeatable survival attempts
  • Up to four players in local co-op

Worth knowing

  • Open arenas put more emphasis on crowd movement than terrain exploration
  • Heavy blood and gore are central to the presentation

Crimsonland: Comparison score

8.8 / 10 · Five equally weighted criteria.
Combat
9.0
Progression
8.0
Usability
8.5
Value
8.7
Fit
9.7

Twin-stick control, a broad gun pool and reload perks give Combat a strong foundation. Unlocks expand the survival possibilities, though Progression is more focused than a campaign workshop. The simple arena premise supports Usability; several modes and local co-op support Value. Fit is excellent for gun-first survival and score chasing.

The verdict

Pick Crimsonland for the cleanest arcade version of shooting your own way through a horde, especially with friends on the same screen.

04

Yet Another Zombie Survivors

Yet Another Zombie Survivors turns the gun fantasy into a moving team: overlapping weapons, complementary abilities and one shared route through the crowd.

8.7 /10

Review score

  • Squad builds
  • Manual aim
  • Roguelite
  • Permanent progress
Platforms
Windows via Steam; desktop edition compared
Price model
Paid game; Steam demo available

You begin with one survivor and can recruit two allies, building a squad of up to three. A gun-focused team can grow around the SWAT survivor and bring heavier fire or explosive support into the mix. The squad aims and fires automatically by default, but the developer also provides manual aiming and firing options. You can enjoy the automatic setup or take more direct control instead of choosing a different game just to move the reticle yourself.

The useful question is what the next recruit contributes. More bodies are only part of the appeal; their weapons and abilities create different combinations, and the game also allows solo and duo runs. Concentrating on a favorite survivor’s equipment is another route. Treat team composition as a way to address how the crowd is reaching you rather than collecting every flashy effect just because it appears.

Permanent upgrades sit outside the run, while in-run items reshape the current team. Arena layouts and hazards keep positioning relevant even when the guns handle targeting. The compromise is that you command the group rather than separately placing each member, and this is single-player despite the squad on screen. Its pleasure lies in coordinating a small moving arsenal, not assigning three human players their own survivor.

A three-person Yet Another Zombie Survivors squad fires at zombies beside a stone wall, with a bright stream of flame crossing the arena.
The squad combines gunfire and a flame stream while large enemies approach through the sandy arena. · Awesome Games Studio / Steam

What works

  • Automatic defaults with optional manual aiming and firing
  • Up to three survivors create complementary weapon combinations
  • Solo, duo and full-squad runs support different build ideas

Worth knowing

  • The squad moves as a group rather than as independently positioned units
  • Single-player, so the visible team is not local or online co-op

Yet Another Zombie Survivors: Comparison score

8.8 / 10 · Five equally weighted criteria.
Combat
8.7
Progression
8.9
Usability
8.6
Value
8.4
Fit
9.3

Complementary weapons and control options support Combat, while team and survivor growth give Progression depth. Automatic defaults make the action approachable; roster and item combinations offer strong replay value. Fit is high for a gun-led squad, with group movement and automatic abilities shaping the experience more than individual weapon handling.

The verdict

Choose this when you want a squad’s worth of gunfire and build choices without giving up the option to aim for yourself.

05

Deep Rock Galactic: Survivor

Deep Rock Galactic: Survivor gives the guns their own trigger finger and gives you a cave full of decisions.

8.7 /10

Review score

  • Roguelite
  • Exploration
  • Extraction
  • Permanent progress
Platforms
Windows via Steam
Price model
Paid base game; Heavy Duty expansion sold separately

Aiming and firing are automatic, leaving you to steer a dwarf through alien swarms, mine resources and complete the assignment. The weapons are a major part of the attraction: submachine guns, autocannons and plasma carbines sit alongside the wider science-fiction toolkit. This is a good choice when watching a well-built loadout chew through a crowd is the reward, while finding a route is the hands-on challenge.

Projectile behavior still matters without manual aim. Pierce lets shots reach additional enemies, and overclocks can change the pattern itself. Omni Barrel, for example, gives compatible guns eight-direction fire. That is useful to compare with a tightly directed weapon: the shape of the attack changes which positions make sense when bugs are closing from several sides.

The cave prevents the run from becoming endless circles around an empty field. Mining, objectives and the timed return to the Drop Pod compete for your attention. Plan an exit before committing to a tempting pocket of resources; killing more bugs is only part of finishing the mission. Choose it for that moving problem of terrain and firepower. If directing individual shots is the main attraction, the automatic controls will be a weaker match.

A dwarf in Deep Rock Galactic: Survivor fires amid encircling bugs, flying cartridge cases and cave crystals.
Automatic gunfire and other weapon effects hit a bug swarm between the cave walls. · Funday Games / Ghost Ship Publishing / Steam

What works

  • A recognizable arsenal of sci-fi guns with distinct projectile patterns
  • Mining changes routes through the surrounding swarm
  • Objectives and extraction give each mission a destination

Worth knowing

  • Targeting and firing are automatic
  • Mining and mission duties divide attention with the firefight

Deep Rock Galactic: Survivor: Comparison score

8.7 / 10 · Five equally weighted criteria.
Combat
8.9
Progression
8.8
Usability
8.1
Value
8.8
Fit
9.1

Weapon patterns and cave routing make Combat tactical, and unlocks, upgrades and Masteries support Progression. Automatic fire reduces input demands, though multiple objectives take attention. The base game offers broad replay possibilities with paid expansion content separate. Fit is strong for heavy-gun spectacle and positioning, with no direct aiming role.

The verdict

The best fit here for gun-heavy survival where your decisive move is often digging an escape route before you need it.

06

Brotato

Brotato makes carrying too many guns the premise, then asks whether you can afford to make them work together.

9.0 /10

Review score

  • Roguelite
  • Loot builds
  • Manual aim
  • Co-op
Platforms
Windows, macOS and Linux via Steam; desktop edition compared
Price model
Paid base game; Abyssal Terrors expansion sold separately

Your potato can hold up to six weapons, and firearms are a substantial part of the pool: SMGs, flamethrowers and rocket launchers are all options. Weapons fire automatically by default, with manual aiming available. The gun-heavy appeal comes from combining several attacks around one moving character, then weaving close enough to collect materials without letting the aliens close the remaining gap.

Each wave ends at a shop, which makes the experience easy to divide into action and decision-making. Buy another gun, improve the loadout or keep resources for the next opportunity. Combining duplicate weapons is one way to strengthen a setup. For a firearm-focused run, give the purchases a shared purpose rather than automatically mixing every ranged, melee and elemental option offered.

This structure is ideal if you want frequent breathing space to rethink what the guns are doing. It also means the action is deliberately interrupted; someone seeking an uninterrupted last stand may prefer Crimsonland. Local co-op supports up to four players, and adjustable enemy health, damage and speed give you room to tune the challenge while learning a new loadout.

A Brotato character fires a large gun at nearby aliens while green materials lie around the wave-ten arena.
A firing gun, scattered materials and a shrinking timer show the action-and-collection loop during wave ten. · Blobfish / Steam

What works

  • Up to six weapons create dense, varied gunfire
  • Optional manual aiming alongside automatic weapon fire
  • Local co-op and adjustable enemy difficulty

Worth knowing

  • Frequent shop breaks interrupt sustained shooting
  • The weapon pool includes melee and other styles, so a gun theme is a build choice

Brotato: Comparison score

9.0 / 10 · Five equally weighted criteria.
Combat
8.9
Progression
8.7
Usability
9.1
Value
9.3
Fit
9.2

Six-weapon combinations and close crowd movement support Combat. Unlocks and shop decisions keep builds varied, while wave breaks and difficulty options support Usability. The paid base game offers strong replay value. Fit is excellent for multiple-gun builds, with shopping and automatic firing more central than magazine management.

The verdict

Pick Brotato when assembling the battery of guns is as enjoyable as steering it through the next wave.

07

Zombie Waves

Zombie Waves packages the gun-and-horde loop around one-handed controls, automatic aiming and a long-running mobile equipment collection.

8.0 /10

Review score

  • Fast-paced
  • Roguelite
  • Loot builds
  • Permanent progress
Platforms
Android, iPhone and iPad
Price model
Free download with in-app purchases; Android also lists ads and random-item purchases

The gun gives the run its center, while roguelite skills and powerful effects expand your ability to clear the surrounding zombies. Auto-aim takes precision targeting out of the main control task, so positioning and the next skill choice deserve your attention. This makes it a natural pick for someone who wants mobile firearm spectacle without steering a separate aiming stick.

Heroes, equipment and robot companions add several ways to develop that firepower. The practical attraction is returning to a familiar loadout and extending it over many visits, then building temporary skill combinations inside a stage. Start by understanding what the equipped weapon contributes and what your supporting skills add; a screen full of effects is more useful when it solves the crowd problem in front of you.

The purchase model is the important dividing line. It is free to download, but ads and in-app purchases are part of the Android listing, which also discloses purchases containing random items. That is a different spending structure from buying a complete desktop base game. Choose it for a continuing mobile collection as well as the shooting; the many progression layers are less suitable for someone who wants only a self-contained arcade run.

A Zombie Waves survivor faces a street full of zombies as lightning and attack effects hit the group below.
Gun combat mixes with lightning effects in this Android gameplay capture. · Malavida

What works

  • One-handed controls with automatic aiming
  • Guns, roguelite skills and robot companions work in the same battles
  • A mobile equipment collection that continues between stages

Worth knowing

  • Ads and in-app purchases, including an Android random-item purchase disclosure
  • Several persistent upgrade systems sit around the immediate shooting loop

Zombie Waves: Comparison score

8.2 / 10 · Five equally weighted criteria.
Combat
8.7
Progression
8.6
Usability
8.4
Value
6.1
Fit
9.0

Gun-and-skill combinations support Combat, and heroes, gear and robots give Progression breadth. One-handed auto-aim is accessible, although the surrounding systems add menu work. Ads, purchases and random-item spending weigh on Value. Fit is strong for mobile gun-heavy survival and less direct for players seeking precision aiming.

The verdict

The practical mobile pick for assisted-aim gunfire and ongoing equipment growth, provided that its free-download purchase model suits you.

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?

Choose by how much of the firing you want to control. 20 Minutes Till Dawn is the clearest mix of directed shots and escalating powers; Crimsonland is the focused arcade pick, with local co-op as a bonus. Yet Another Zombie Survivors gives you a flexible squad, Deep Rock Galactic: Survivor makes terrain the problem, and Brotato puts several guns and frequent shop decisions in your hands. Zombie Waves suits an ongoing mobile collection. Zombie Defence is the compelling choice when managing the magazine, crafting the next firearm and improving the shelter should all belong to the same survival loop.

Your questions, answered.

20 Minutes Till Dawn and Crimsonland use direct aiming. Zombie Defence has cursor aim on desktop, while touch fire targets the nearest living enemy. Brotato offers manual aiming alongside automatic weapon fire, and Yet Another Zombie Survivors has both manual aiming and firing options. Deep Rock Galactic: Survivor handles aiming and firing automatically; Zombie Waves uses auto-aim for its one-handed mobile controls.

Start with 20 Minutes Till Dawn or Crimsonland for released games where direct aiming and reloads are part of the fight. Zombie Defence also combines active desktop fire, magazines, reserve ammunition and weapon reloads, then connects the arsenal to persistent crafting and supplies. It is currently a browser Alpha in development; the waitlist does not grant immediate game access.

No. The selection focuses on games with substantial firearm-based horde combat, not firearm-exclusive arsenals. Brotato also offers melee weapons, 20 Minutes Till Dawn has summons and non-gun options, and Yet Another Zombie Survivors combines firearms with other survivor equipment and abilities. Choose gun-led characters and loadouts when that is the experience you want.

The Steam editions of Crimsonland and Brotato support local co-op for up to four players. Yet Another Zombie Survivors is single-player even though you control a squad, and Deep Rock Galactic: Survivor is a single-player spin-off rather than the original co-op shooter. The Zombie Defence Alpha is also single-player PvE.

Zombie Waves is the native Android, iPhone and iPad selection in this comparison. Its one-handed auto-aim controls and persistent equipment systems are the draw; check its in-app purchases before deciding how much to spend. The other named desktop editions are compared on their own terms, and Zombie Defence’s planned mobile-store releases are not available releases.

Want to see what we’re building?

Zombie Defence is in Alpha. Join the waitlist.

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