7 Best Zombie Games With Loot and Extraction

The useful question is not just what you can loot. It is what you keep, what you risk, and when leaving becomes the smart move.

Mara retrieves a supply crate beside a warmly lit bunker exit.
Mara brings the haul home. · Zombie Defence

Zombie Defence is the strongest fit here for forgiving zombie loot runs: collected Scrap feeds a permanent shelter even when an expedition ends badly. ZERO Sievert offers detailed solo equipment raids, Modern Warfare III Zombies favors cooperative PvE exfil, and Hunt: Showdown 1896 supplies the strongest rival-player pressure. They answer different versions of the same question: is one more pickup worth delaying the exit?

Extraction can mean securing a stash, preserving a trained survivor, or simply escaping the current stage with a run still intact. This list separates those models instead of calling every survival game an extraction shooter. The seven entries include two broader undead-and-mutant settings, and the bus and helicopter roguelites are identified as such. Compare what the exit banks and what death removes before choosing how much risk you want.

Checked on 13 October 2026: Zombie Defence is a browser Alpha in development with a waitlist. The other entries are compared in their named Windows PC editions, with Deadly Days: Roadtrip still in Early Access. The scores are editorial judgments of their design and fit for loot-and-extraction play.

The quick comparison

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

  1. 01Comparison score: 8.5/10
    Zombie Defence
    Jump to comparison
    Forgiving Scrap extraction that builds a permanent shelter
    • Extraction
    • Manual aim (desktop)
    • Shelter building
    • Crafting
    • Permanent progress
    Platforms
    Browser Alpha in development; native mobile releases planned
  2. 02Review score: 8.6/10
    ZERO Sievert
    Jump to comparison

    Fit for this list: 9.0/10

    Solo equipment raids with configurable loss rules
    • Extraction
    • Tactical combat
    • Loot builds
    • Permanent progress
    Platforms
    Windows PC via Steam
  3. 03Comparison score: 8.4/10
    Call of Duty: Modern Warfare III – Zombies
    Jump to comparison
    PvE squad extraction with distinct weapon and schematic rewards
    • Extraction
    • Co-op
    • Manual aim
    • Permanent progress
    Platforms
    Windows PC via Steam (MWIII Zombies edition compared)
  4. 04Comparison score: 8.3/10
    Hunt: Showdown 1896
    Jump to comparison
    High-stakes bounty extraction against rival hunters
    • Extraction
    • Tactical combat
    • Co-op
    • Manual aim
    Platforms
    Windows PC via Steam (1896 edition compared)
  5. 05Comparison score: 8.1/10
    No More Room in Hell 2
    Jump to comparison
    Cooperative extraction that puts a developing survivor at risk
    • Extraction
    • Co-op
    • Permanent progress
    • Tactical combat
    Platforms
    Windows PC via Steam (1.0 edition compared)
  6. 06Review score: 8.1/10
    Deadly Days: Roadtrip
    Jump to comparison

    Fit for this list: 8.8/10

    Bus escapes with a backpack-built horde-clearing loadout
    • Extraction
    • Loot builds
    • Crafting
    • Roguelite
    Platforms
    Windows PC via Steam (Early Access)
  7. 07Review score: 8.4/10
    FatalZone
    Jump to comparison

    Fit for this list: 8.7/10

    Early evacuation to protect a trained mercenary
    • Extraction
    • Roguelite
    • Shelter building
    • Permanent progress
    Platforms
    Windows PC via Steam (edition compared)

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

The games

01

Zombie Defence

Loot containers, fight back to an extraction pad, and invest Scrap in a shelter that survives a failed outing. Collected Scrap is retained even on defeat, within storage limits.

8.5 /10

Comparison score

  • Extraction
  • Manual aim (desktop)
  • Shelter building
  • Crafting
  • Permanent progress
Platforms
Browser Alpha in development; native mobile releases planned
Price model
Launch pricing and monetization are not yet confirmed

Zombie Defence makes the destination of a haul unusually clear. Its dedicated Scrap expeditions send you into a ruined city intersection to open containers, work around cover, and return to a green extraction pad. These outings are separate from its wave-based combat modes. On desktop, you aim and fire with the mouse while managing movement, ammunition and reloads; touch fire assists by targeting the nearest living enemy. Looking for one more container still means exposing yourself to another fight.

The important loss rule is generous: Scrap already picked up is settled into shelter storage after extraction, defeat, or an interrupted run when the browser page reloads, up to the storage cap. You are not gambling a backpack of persistent guns against a total wipe. Field ammunition belongs to the outing, while shelter rooms, research and permanent weapon development remain. The challenge is collecting useful resources and reaching the exit under pressure, with a safety net for the investment you have already made.

That changes how to plan a trip. Check available storage and choose a purpose for the next haul before deploying: a room upgrade, weapon work, or processing Scrap into parts and ammunition. Those uses compete for the same resource, so collecting more does not remove the need to prioritize. An outing that supplies a specific shelter improvement has a clearer payoff than hoarding against a full cap. That makes the outward trip and escape satisfying goals without asking a defeat to erase your forward progress.

Zombie Defence survivor firing across a zombie-filled street with a green extraction point beyond the horde
Staged HD Alpha test capture: the survivor fires across the street with the green extraction point visible beyond the horde. · Zombie Defence · Alpha

What works

  • Picked-up Scrap survives defeat and interrupted outings, subject to shelter capacity.
  • Active combat gives container routes and the journey back to extraction real pressure.
  • A haul feeds concrete shelter, crafting and weapon investments.

Worth knowing

  • The safety net provides less gear-loss tension than a high-stakes extraction shooter.
  • Once shelter storage is full, extra Scrap cannot increase the banked haul.

Zombie Defence: Comparison score

8.5 / 10 · Five equally weighted criteria.
Combat
8.4
Progression
8.8
Usability
8.1
Value
8.1
Fit
9.1

Aiming, ammunition and return routes keep expeditions active, while permanent shelter investments make Scrap useful beyond one fight. Storage planning adds friction, and the forgiving loss model favors steady progress over a high-stakes gear economy.

The verdict

Zombie Defence’s forgiving extraction loop suits players who want an enduring home to improve and a useful haul even when an outing goes wrong.

02

ZERO Sievert

A solo wasteland extraction shooter with a persistent bunker, detailed equipment and a difficulty choice that changes how much gear death puts at risk.

8.6 /10

Review score

  • Extraction
  • Tactical combat
  • Loot builds
  • Permanent progress
Platforms
Windows PC via Steam
Price model
Paid game

ZERO Sievert is the adjacent pick for readers who care more about a dangerous salvage run than an exclusively zombie setting. Its radioactive wilderness contains mutants and armed human enemies, and the six procedural maps send you back to a bunker with the equipment and materials you successfully extract. Guns, ammunition, attachments, quest items and module ingredients compete for carrying capacity. A rifle can be worth taking home, but stripping its useful sight or unloading its ammunition may serve your immediate plan better.

Pick the loss rule before the loadout. The current presets protect your gear on Relaxed, Standard and Survivor, while Hunter risks most gear; Custom offers further settings. Start with a protected preset if losing an expensive setup would discourage experimentation, or choose Hunter if replacing equipment is part of the appeal. Successful extraction secures the haul and earns Hunter experience, so finding a wanted component is a good reason to leave before the bag is full.

The bunker gives that haul several destinations: traders, quests, weapon work and craftable modules. Tracking a module’s required materials helps decide which ordinary-looking object deserves space. The developer also documents leaving a temporary pile at an extraction point and returning to sort it, but it remains out in a hostile map; opening your inventory resets the extraction timer. Choose this if weighing an extra weapon against mobility is the attraction. Expect more equipment administration than Zombie Defence’s focused Scrap economy.

ZERO Sievert pixel-art firefight inside a pharmacy, with the player status HUD visible
A pharmacy firefight in ZERO Sievert shows the top-down view used for its equipment-heavy solo raids. · CABO Studio / Steam

What works

  • Selectable loss settings let solo players choose how punishing raids should be.
  • Attachments, ammunition and module requirements give small items practical value.
  • A persistent bunker connects successful trips to equipment and facility goals.

Worth knowing

  • Mutants and hostile humans broaden the setting beyond a conventional zombie outbreak.
  • Weight, item condition and equipment organization demand attention between fights.

ZERO Sievert: Comparison score

8.7 / 10 · Five equally weighted criteria.
Combat
8.7
Progression
9.2
Usability
7.8
Value
8.8
Fit
9.0

Weapon preparation, hostile AI and variable maps support demanding solo raids. Bunker modules and quests give loot lasting uses; equipment management adds a learning burden. Its extraction systems fit very well, although the setting extends beyond zombies.

The verdict

Choose ZERO Sievert for a detailed solo extraction economy, then select the loss preset deliberately rather than assuming every difficulty works alike.

03

Call of Duty: Modern Warfare III – Zombies

MWIII’s 2023 Zombies mode turns a shared PvE map into a deployment-and-exfil loop. Contraband, insured weapons, consumables and permanent crafting schematics follow different rules.

8.4 /10

Comparison score

  • Extraction
  • Co-op
  • Manual aim
  • Permanent progress
Platforms
Windows PC via Steam (MWIII Zombies edition compared)
Price model
Included with the paid Modern Warfare III game; optional in-game purchases

This is Modern Warfare III’s open-world Zombies mode, not a round-based Black Ops mode or free Warzone. You deploy alone or with a squad of up to three, complete contracts and missions, search the map, and call a helicopter to leave before the operation closes. Other squads share the PvE space and can cooperate. Threat zones make the decision practical: the next contract may offer something useful, but getting it still leaves you with a journey to exfil and a fight while the helicopter arrives.

Separate the weapon types before risking a favorite build. A contraband weapon is a particular gun in your stash; if you lose it on deployment, that copy is gone. An insured slot lets you bring a customized weapon, and losing it starts a cooldown rather than permanently deleting the slot. Gear such as your backpack and plate carrier is also something to protect. Successful extraction does not preserve every combat upgrade: weapon rarity and Pack-a-Punch levels reset, so an empowered field weapon is not an endlessly reusable finished build.

The most valuable find can be a schematic. Extracting one unlocks the ability to craft its acquisition for later deployments, subject to that recipe’s cooldown. A consumable acquisition is the item itself, while a schematic changes what you can make in the future. Even Wonder Weapons have a distinction: an unopened case can be extracted, whereas a deployed Wonder Weapon does not simply join your permanent gun collection. Those rules make a newly found recipe a good reason to shorten a trip rather than chase one more contract.

This is a useful middle ground if you want extraction stakes with cooperative shooting instead of enemy-player ambushes. You still need to manage a rucksack, protect equipment and understand what survives the exit. The larger purchase matters if Zombies is the only part of Modern Warfare III you want; evaluate that full-game cost against a dedicated extraction title.

Modern Warfare III Zombies Gear screen with a rucksack, perk acquisitions and contraband weapons
Official in-game Gear screen from MWIII Zombies, showing the rucksack and contraband loadout before deployment. · Activision / Call of Duty

What works

  • A PvE map supports cooperative contracts and helicopter escapes without competitive player killing.
  • Extracted schematics add permanent crafting options rather than only another disposable item.
  • Insured slots soften the loss of customized weapons.

Worth knowing

  • Rarity and Pack-a-Punch upgrades reset at extraction.
  • Different rules for contraband, insured gear, acquisitions and schematics take learning.
  • Access requires the larger Modern Warfare III purchase.

Call of Duty: Modern Warfare III – Zombies: Comparison score

8.4 / 10 · Five equally weighted criteria.
Combat
8.8
Progression
8.6
Usability
7.8
Value
7.4
Fit
9.2

Contracts, threat zones and helicopter defense provide varied squad combat. Schematics and insured slots support repeat deployments, but layered retention rules complicate preparation. Buying the full game solely for Zombies reduces its value as a specialist recommendation.

The verdict

Choose MWIII Zombies for cooperative extraction with meaningful stash decisions, especially if you already own the game.

04

Hunt: Showdown 1896

A PvPvE extraction shooter where undead enemies complicate the hunt, but rival players are the greatest threat to getting a bounty and your hunter home.

8.3 /10

Comparison score

  • Extraction
  • Tactical combat
  • Co-op
  • Manual aim
Platforms
Windows PC via Steam (1896 edition compared)
Price model
Paid game with optional in-game purchases and DLC

Bounty Hunt organizes a match around an objective rather than a shopping list. Track clues, locate a boss, kill and banish it, then carry a bounty token to extraction. Grunts and other monsters make the landscape dangerous, but taking the prize also gives rival hunters a reason to intercept you. The token makes its carrier trackable while granting limited Dark Sight information about nearby enemies. Leaving is a tactical contest, not an administrative button after a completed boss fight.

A dead hunter can mean losing both that character and the carried equipment. The Death Cheat trait is a specific exception: it can save the hunter from permanent loss, but it does not restore the lost equipment or health chunks. Even reaching an exit does not remove the danger. The standard extraction countdown is 30 seconds, and an enemy hunter entering the zone or a downed teammate can stop it. The September 2026 update also hid extraction points by default, with clues revealing some of them; plan from the information available in the match.

That structure makes information part of the haul. A bounty is valuable, yet broadcasting where you are changes the price of staying to chase another fight. You can prioritize getting a surviving hunter and loadout home over contesting every reward. Hunt is the strongest fit here for players who specifically want other people to threaten the escape. Its loot appeal is concentrated in bounties, equipment and hunter survival, so pick ZERO Sievert or MWIII Zombies if sorting a larger variety of salvage is the main pleasure.

First-person Hunt: Showdown 1896 gameplay near a boat with an extraction-point tutorial message
Hunt: Showdown 1896 gameplay with an extraction-point tutorial overlay; GameGPU capture from August 2024. · GameGPU / Crytek

What works

  • Bounty carriers create readable objectives and consequential escape decisions.
  • Extraction can be contested, sustaining tension after the boss dies.
  • Losing a hunter gives survival weight beyond the current match payout.

Worth knowing

  • Rival players make a successful PvE objective only part of the job.
  • Permanent hunter and equipment loss can erase a carefully prepared loadout.
  • Bounties are more central than broad container-and-crafting salvage.

Hunt: Showdown 1896: Comparison score

8.3 / 10 · Five equally weighted criteria.
Combat
9.1
Progression
8.4
Usability
7.2
Value
8.1
Fit
8.8

Boss tracking, sound-sensitive PvPvE encounters and contested exits give combat strong tactical depth. Hunter traits and equipment support preparation, but loss and information demands make onboarding demanding. Its bounty focus fits extraction better than broad salvage collecting.

The verdict

Choose Hunt for competitive extraction pressure and accept that the undead are only one part of the threat.

05

No More Room in Hell 2

Objective scenarios connect team tasks, shared Supplies and a final rescue. The current difficulty system determines when death can permanently cost a Responder.

8.1 /10

Comparison score

  • Extraction
  • Co-op
  • Permanent progress
  • Tactical combat
Platforms
Windows PC via Steam (1.0 edition compared)
Price model
Paid game

The 1.0 release makes an important choice explicit: leave early to preserve a life, or finish the mission for the proper payout. In Objective scenarios, a team works through tasks toward final extraction. Collected Supplies contribute to a shared total, and rarer supplies can occupy precious inventory space. An early extraction gives a small credit reward and no character progression. Final extraction grants character experience and Credits equal to the team’s Supplies, making a teammate’s useful collection part of your reward too.

Permadeath now depends on difficulty and the stage of the mission. Beginner and Normal allow respawning, but a team wipe before a respawn opportunity, or dying after extraction has been called, can still cost the Responder. Hard and Nightmare put that character at risk from deployment. A carried Rescue Beacon prevents the next instance of Responder loss, trading a loadout slot and a consumable purchase for protection. The beginner setting therefore softens the approach to extraction without making the final escape consequence-free.

That is a different kind of attachment from protecting one expensive rifle: surviving Responders develop into a roster you want to keep. Coordinating the last tasks matters because the team’s biggest payout and your character’s safety converge at the exit. Choose Objective scenarios for this experience; the separate Survival mode is organized around defending against waves. Solo Training also removes normal progression and permadeath, so it is a practice option rather than a substitute for the progression-bearing cooperative loop.

No More Room in Hell 2 player holding a pistol beneath an extraction helicopter with teammates nearby
Helicopter extraction in No More Room in Hell 2. This May 2025 Early Access gameplay capture predates the current 1.0 loss rules discussed here. · Aileene-Bjork Goodman / The Stallion

What works

  • Shared Supplies reward productive team looting.
  • Early and final exits offer a clear safety-versus-progression choice.
  • Difficulty settings and Rescue Beacons offer distinct ways to manage character risk.

Worth knowing

  • Leaving early sacrifices character progression and most of the possible credit reward.
  • Even lower difficulties retain permadeath risk around failed missions and extraction.
  • Solo Training does not provide the normal progression loop.

No More Room in Hell 2: Comparison score

8.1 / 10 · Five equally weighted criteria.
Combat
8.3
Progression
8.1
Usability
7.3
Value
8.0
Fit
8.7

Team objectives, inventory tradeoffs and vulnerable extraction windows make cooperation consequential. Responder development gives survival lasting value, while difficulty-specific respawns and loss rules require explanation. Objective mode is a strong fit for group extraction rather than solo stash building.

The verdict

Choose it when keeping a cooperative survivor alive matters as much as the supplies earned, and agree on the team’s exit plan before the final scramble.

06

Deadly Days: Roadtrip

A run-based horde shooter in which looting, fitting items together and fueling the bus determine when to move on. Its extraction is a stage escape inside a roguelite journey.

8.1 /10

Review score

  • Extraction
  • Loot builds
  • Crafting
  • Roguelite
Platforms
Windows PC via Steam (Early Access)
Price model
Paid Early Access game; optional supporter content

Deadly Days: Roadtrip attaches the exit decision to a bus. At each stop, gather fuel and equipment while the zombie threat grows, then decide when to leave for the next part of the journey. A tempting drop can improve the build, but staying to collect it also means surviving longer. This is a genuine leave-now-or-push-farther decision within a multi-stop run, rather than a traditional deployment that banks every extracted gun in an independent stash.

The backpack makes loot useful through arrangement. Item shapes occupy space, nearby pieces can strengthen one another, and crafting changes what a packed loadout can do. A strong pickup is not automatically an upgrade if accommodating it breaks an existing combination. That gives you a good reason to leave once the current setup is working: reaching another stop with a coherent build can matter more than collecting every object on the current map.

The lasting layer sits outside that trip’s assembled loadout. Apples and duct tape fund permanent upgrades, and rescued survivors add characters with their own talents and weapons. Treat the journey’s combat build as run-level progress, rather than assuming the bus has insured it for all later runs. The appeal is rebuilding combinations with better options available. As of 13 October 2026, the Windows version is still in Early Access; the developer has announced 29 October for 1.0, so that release and its console versions are still ahead.

Deadly Days: Roadtrip backpack grid containing weapons and support items beside a storage counter
The backpack arrangement interface in an earlier Early Access capture, marked build 0.13.4 from September 2025. · Pixelsplit / Sidekick Publishing / Steam

What works

  • Bus departures give horde runs a player-controlled stopping decision.
  • Backpack adjacency and crafting make the usefulness of loot depend on the build.
  • Permanent upgrades and rescued survivors give later journeys fresh options.

Worth knowing

  • Extraction advances the road trip rather than banking a conventional persistent gun stash.
  • Repacking equipment can interrupt the flow of shooting.

Deadly Days: Roadtrip: Comparison score

8.2 / 10 · Five equally weighted criteria.
Combat
8.1
Progression
8.5
Usability
7.6
Value
8.0
Fit
8.8

Horde pressure and backpack synergies make a pickup-versus-departure decision interesting. Survivor unlocks and permanent upgrades extend replay value, while repeated inventory rearrangement slows the rhythm. Its fit is strongest for run-based escape rather than persistent equipment banking.

The verdict

Choose it for the temptation of one more pickup and the satisfaction of making it fit, with bus escapes serving the larger roguelite run.

07

FatalZone

An auto-shooting horde roguelite with resource runs, a lasting camp and mercenaries who can be permanently lost. Calling the evacuation helicopter protects more than the current kill count.

8.4 /10

Review score

  • Extraction
  • Roguelite
  • Shelter building
  • Permanent progress
Platforms
Windows PC via Steam (edition compared)
Price model
Paid game

FatalZone’s core decision is how much to ask of one survivor. You steer a mercenary through hordes while attacks fire automatically, collect resources and shape the run with upgrades. Positioning and build choices do the work that individual trigger pulls would do in a manual shooter. When the outing becomes too dangerous, the game lets you call for an early helicopter evacuation instead of insisting on the full run.

The clearest long-term loss is the mercenary. A trained survivor can die permanently, taking that developed character out of the roster; the camp remains the structure from which you recruit and prepare replacements. Virus exposure can also produce helpful or harmful mutations, so continuing a trip is not simply a straight line toward a stronger veteran. Evacuation is worth considering when the survivor you are risking is more valuable to your future plans than another stretch of fighting.

Resources feed a camp with seven functional buildings, covering needs such as training, recruitment and equipment. That gives loot a destination without turning the game into a gun-stash simulation. The attraction is assembling capable survivors and deciding when they have done enough for today. Choose FatalZone if you want horde-scale action with a lasting cost to overconfidence; choose Zombie Defence if you prefer the permanent settlement to advance without putting an individually trained survivor on the line.

FatalZone camp management screen showing survivor support buildings and resource counters
FatalZone’s in-game camp management screen shows the facilities supported by resources from outings. · Midhard Games / Steam

What works

  • Early helicopter evacuation lets you stop before a valuable mercenary is lost.
  • Camp facilities give collected resources practical uses across runs.
  • Automatic attacks leave room to concentrate on movement and build decisions.

Worth knowing

  • Permanent mercenary death can remove a veteran developed across outings.
  • Mutations can create drawbacks as well as improvements.
  • Its loot economy centers on camp resources and survivor preparation rather than detailed gun trading.

FatalZone: Comparison score

8.4 / 10 · Five equally weighted criteria.
Combat
7.8
Progression
9.1
Usability
7.9
Value
8.6
Fit
8.7

Movement, skill combinations and evacuation choices support the auto-shooting combat. Camp facilities and veteran mercenaries deepen progression, while permanent character loss increases the cost of a failed run. It suits resource-and-survivor extraction more than granular equipment looting.

The verdict

Choose FatalZone for horde survival where knowing when to evacuate can preserve a character you have invested in.

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 the consequence you want to manage. Zombie Defence is the forgiving shelter-first option: collected Scrap remains useful after failure, so the next trip builds on the last. ZERO Sievert gives a solo player a denser equipment economy and selectable gear-loss settings. MWIII Zombies rewards cooperative exfil and schematic collecting, while Hunt makes rival hunters part of the price of a bounty. No More Room in Hell 2 and FatalZone put a developed survivor at stake; Deadly Days: Roadtrip makes each bus departure a decision about preserving a run’s build. Before setting out, identify the reward you came for and the condition that will make you leave. That is where looting becomes an extraction game rather than an endless search for more.

Your questions, answered.

No. Zombie Defence retains collected Scrap up to shelter storage capacity, including after defeat. ZERO Sievert changes its gear-loss rule by difficulty. MWIII Zombies distinguishes disposable contraband from insured slots with cooldowns, while Hunt can cost you both a hunter and the carried loadout. A game having an extraction point does not establish a universal full-loot-loss rule.

Scrap already collected is settled into shelter storage after extraction, defeat, or an interrupted outing when the page reloads, subject to the storage cap. Shelter rooms, research and permanent weapon development persist. Field ammunition is run-local. Checking capacity and choosing an intended upgrade before leaving makes the haul more useful.

ZERO Sievert is the clearest currently available choice for a solo equipment-and-extraction loop. Its difficulty presets let you choose whether gear is protected or more heavily exposed to loss. FatalZone offers a solo horde-and-evacuation alternative. No More Room in Hell 2’s Solo Training is useful for practice, but it removes the normal progression and permadeath systems.

MWIII Zombies has shared-map cooperative PvE, and No More Room in Hell 2 builds its Objective scenarios around cooperative survival. ZERO Sievert is single-player. Hunt: Showdown 1896 is the PvPvE choice here, so other hunters can deliberately contest your bounty and exit.

No. It carries the current road trip forward, with the assembled backpack build serving that run. Permanent upgrades and rescued survivors are the longer-term layer. Choose it for push-your-luck departures and item combinations, rather than expecting each bus stop to deposit a reusable gun collection.

Zombie Defence is in Alpha development. Join the waitlist for development news and playtest availability. For an available PC game with forgiving gear-loss settings, start with ZERO Sievert; for cooperative PvE extraction, try MWIII Zombies.

Want to see what we’re building?

Zombie Defence is in Alpha. Join the waitlist.

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