4 Released Zombie Games for iPad & Android Tablets + 1 Alpha

Four released games, from one-handed horde action to aimed missions and base raids.

Zombie Defence — Rifle fire fans across a crowded extraction yard beside the escape pad in a staged HD Alpha scene.
Rifle fire fans across a crowded extraction yard beside the escape pad in a staged HD Alpha scene. · Zombie Defence · Alpha

Tablet play changes how far thumbs travel and whether aiming competes with movement. These four released games have current iPad listings; Android compatibility is model-specific, so check Google Play for your tablet before installing. Tablet comfort, layout scaling and performance have not been tested. The images show mobile gameplay, not confirmed tablet layouts.

Zombie Defence is separate from the released picks: it is an in-development browser Alpha, with native mobile releases planned.

The quick comparison

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

  1. 01Review score: 8.0/10
    Zombie Waves
    Jump to comparison

    Fit for this list: 9.1/10

    One-handed horde movement and roguelite skill builds
    • Fast-paced
    • Roguelite
    • Squad builds
    Platforms
    Android on Google Play (device eligibility varies); iPhone and iPad on the U.S. App Store (iPadOS 15 or later).
  2. 02Review score: 7.4/10
    DEAD TRIGGER 2
    Jump to comparison

    Fit for this list: 9.0/10

    First-person missions with selectable touch-control styles
    • Fast-paced
    • Tactical combat
    Platforms
    Android on Google Play (device eligibility varies); iPhone and iPad on the U.S. App Store.
  3. 03Comparison score: 8.1/10
    Into the Dead 2
    Jump to comparison
    A story-led forward run with weapon and ammo choices
    • Fast-paced
    • Tactical combat
    Platforms
    Standard Android Google Play and iPhone/iPad U.S. App Store editions; Netflix Into the Dead 2: Unleashed is a separate app.
  4. 04Comparison score: 8.0/10
    Left to Survive
    Jump to comparison
    Third-person missions that connect to survivor-base growth
    • Fast-paced
    • Shelter building
    • Base defense
    Platforms
    Android on Google Play (device eligibility varies); iPhone and iPad on the U.S. App Store (iPadOS 15 or later).
  5. 05Comparison score: 7.7/10
    Zombie Defence
    Jump to comparison
    A browser Alpha connecting active horde combat with lasting shelter choices
    • Fast-paced
    • Extraction
    • Shelter building
    • Crafting
    • Permanent progress
    Platforms
    In-development browser Alpha; no current Android or iPhone/iPad store app is established. 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

Zombie Waves

An overhead arena shooter that pairs one-handed movement with auto-aim and layered builds.

8.0 /10

Review score

  • Fast-paced
  • Roguelite
  • Squad builds
Platforms
Android on Google Play (device eligibility varies); iPhone and iPad on the U.S. App Store (iPadOS 15 or later).
Price model
Free to download with in-app purchases; Google Play lists ads and purchases that include random items.

Zombie Waves is the pick when you want movement to carry most of the live input. You steer one-handed while auto-aim handles firing, so the immediate decision is where to kite the horde and find a gap, not whether your thumbs can juggle movement and a reticle. That may reduce control switching on a large touch surface, but it also gives up shot-by-shot target priority. Compared with the aim-heavy missions below, its central challenge is spacing and timing.

Runs add more than 100 roguelite skills, bosses, heroes, gear and companions, changing how you build each attempt. Skill choices and upgrade screens create planning pauses around the horde action, while the combat itself keeps movement at the center. The cost is an upgrade-heavy loop, plus ads and purchases that include random items on Google Play. Choose Zombie Waves for crowd movement and evolving builds; skip it if precise manual fire is the point.

Zombie Waves mobile gameplay: a survivor channels lightning into a modeled city horde, with progress, health and timer HUD.
Portrait mobile gameplay from Malavida; the capture device and build are unknown. · Malavida

What works

  • One-handed movement leaves attention for positioning.
  • Skills, heroes and companions give runs several build directions.

Worth knowing

  • Auto-aim offers less shot-by-shot target choice.
  • Google Play lists ads, purchases and random-item purchases.

Zombie Waves: Comparison score

8.2 / 10 · Five equally weighted criteria.
Combat
8.7
Progression
8.6
Usability
8.4
Value
6.1
Fit
9.1

One-handed movement and auto-aim keep horde combat brisk; skills, heroes and gear extend progression. The control scheme is approachable, though upgrades add menus. Ads and random-item purchases reduce value; Fit is high for players who want movement-led runs.

The verdict

Choose Zombie Waves for one-handed arena movement and a broad skill-build loop.

02

DEAD TRIGGER 2

A first-person zombie shooter with mission regions, a large weapon pool and a staffed Hideout.

7.4 /10

Review score

  • Fast-paced
  • Tactical combat
Platforms
Android on Google Play (device eligibility varies); iPhone and iPad on the U.S. App Store.
Price model
Free with in-app purchases on iPhone/iPad; Google Play also lists ads.

DEAD TRIGGER 2 is the direct choice for first-person missions. Its mobile control options include touch targeting and an enhanced virtual joystick, so players can choose between direct target control and a stick-led setup. The visible HUD separates movement on the left from aiming, firing, reload and weapon actions on the right. This workload makes movement and precision aiming competing priorities during a firefight, a meaningful reach question on any broad touch surface.

Regions and mission battlefields give the campaign structure, while more than 70 weapons, gadgets and a staffed Hideout add goals between sorties. Those planning screens make progression easy to parse and provide a pause from live aiming, but the many actions still ask for coordination in combat. Google Play lists ads and in-app purchases alongside the free install. Choose it when first-person missions and equipment variety justify a busier active-control phase.

DEAD TRIGGER 2 first-person mobile scene with a rifle, reticle, movement stick and action controls at a gas station.
Official App Store gameplay image showing a first-person scene and touch HUD; the capture device is unknown and no zombie is visible. · DECA Games / App Store

What works

  • Touch targeting and a virtual-joystick option let players choose between control styles.
  • Regions, weapons, gadgets and Hideout specialists extend the mission loop.

Worth knowing

  • Movement, aiming and actions share a multi-control touch HUD.
  • Google Play lists ads and in-app purchases.

DEAD TRIGGER 2: Comparison score

7.7 / 10 · Five equally weighted criteria.
Combat
8.2
Progression
7.0
Usability
7.3
Value
7.1
Fit
9.0

First-person missions, varied weapons and gadgets support strong combat; regions and Hideout staff give progression clear goals. Multiple live inputs lower usability. Free entry is offset by Play ads and purchases; Fit is high for players seeking FPS missions and equipment variety.

The verdict

Pick DEAD TRIGGER 2 for first-person missions and a broad weapon choice.

03

Into the Dead 2

A forward-moving first-person survival action game built around chapters, stages and changing threats.

8.1 /10

Comparison score

  • Fast-paced
  • Tactical combat
Platforms
Standard Android Google Play and iPhone/iPad U.S. App Store editions; Netflix Into the Dead 2: Unleashed is a separate app.
Price model
Free with ads and in-app purchases on Google Play; Apple lists in-app purchases and an optional monthly VIP subscription.

Into the Dead 2 makes the route the main organizing idea: run forward through stages as zombies and obstacles demand quick steering and weapon decisions. Seven story chapters, alternate endings and events supply a campaign spine. The directed path can keep the immediate priority legible—survive what is ahead—without asking for free-roaming navigation. That makes its decision rhythm distinct from Zombie Waves’ crowd spacing or DEAD TRIGGER 2’s simultaneous movement and manual aiming.

Preparation sits between stages: choose weapons, tune ammo perks and bring a canine companion, then manage ammunition as the run advances. Loadout decisions and active forward movement have separate jobs, but the fixed route limits repositioning and exploration. Google Play lists ads and purchases; Apple lists in-app purchases and an optional monthly VIP subscription. Choose Into the Dead 2 for story-led runs and changing threats, rather than shelter building or open-map movement.

Into the Dead 2 mobile gameplay: first-person crossbow sights on an approaching zombie, with distance and ammunition HUD.
Mobile gameplay image from GameSpot.com.cn; its capture device, build and date are not identified. · GameSpot.com.cn

What works

  • Chapters and changing threats give the forward runs story context.
  • Weapons, ammo perks and canine companions add preparation choices.

Worth knowing

  • The route-led format gives less room to roam freely.
  • Ads and purchases sit beside the free install; Apple also lists a VIP subscription.

Into the Dead 2: Comparison score

8.1 / 10 · Five equally weighted criteria.
Combat
8.5
Progression
8.2
Usability
8.0
Value
7.2
Fit
8.8

Ammo and weapon choices create pressure along directed runs; chapters and events structure progression. A clear forward objective supports usability but restricts free movement. Ads, purchases and Apple’s VIP option temper value; Fit is high for players wanting story-led route action.

The verdict

Choose Into the Dead 2 for route-led story action and changing zombie threats.

04

Left to Survive

An over-the-shoulder zombie shooter that connects campaign missions to a survivor base.

8.0 /10

Comparison score

  • Fast-paced
  • Shelter building
  • Base defense
Platforms
Android on Google Play (device eligibility varies); iPhone and iPad on the U.S. App Store (iPadOS 15 or later).
Price model
Free with in-app purchases; Google Play lists ads and purchases including random items. The optional Premium Survival Pass adds progression benefits.

Left to Survive suits players who want aimed third-person combat tied to a survivor operation. Its mobile HUD places a reticle over the center of an over-shoulder view, with weapon and action controls around it; Apple’s release notes also describe optional PvE zoom for weak-spot shots. Compared with Zombie Waves’ auto-aim, this puts more target selection on the player. The reticle keeps the shooting priority explicit, while weapon and ability actions compete for attention.

Missions feed into survivor rescue, base upgrades and helicopter raids; solo and 2v2 PvP add another branch. This creates more between-mission priorities than a simple campaign shooter, but also more menus, events and progression to track. The Premium Survival Pass adds building, mission-reward and production benefits, a meaningful paid edge. Choose Left to Survive when third-person aiming and base growth belong in the same loop, not when you want the leanest setup.

Left to Survive iOS gameplay: an over-shoulder survivor aims at infected near an ambulance with reticle and touch controls.
Official iOS App Store gameplay frame with an over-shoulder view and touch HUD; capture device and build are not identified. · MY.GAMES / Pixonic / App Store

What works

  • Third-person missions feed into base upgrades, survivor rescue and helicopter raids.
  • Optional PvE zoom can bring zombie weak spots closer for targeting.

Worth knowing

  • Base, event and PvP systems add layers beyond campaign shooting.
  • The Premium Survival Pass adds paid building, mission-reward and production advantages.

Left to Survive: Comparison score

8.0 / 10 · Five equally weighted criteria.
Combat
8.5
Progression
8.3
Usability
7.5
Value
7.0
Fit
8.5

Aimed missions and boss fights support combat; heroes, equipment and encampment growth extend progression. Extra systems add touch and menu layers. Free entry faces ads and purchases, while the pass adds building, reward and production advantages; Fit favors players seeking linked shooting and base growth.

The verdict

Choose Left to Survive for third-person missions linked to survivor-base development.

05

Zombie Defence

An Alpha project pairing active top-down shooting, Scrap extraction and persistent shelter systems.

7.7 /10

Comparison score

  • Fast-paced
  • Extraction
  • Shelter building
  • Crafting
  • Permanent progress
Platforms
In-development browser Alpha; no current Android or iPhone/iPad store app is established. Native mobile releases are planned.
Price model
No released mobile price or final monetization terms are established; freemium is planned.

Zombie Defence links a Scrap run to preparation at home. Extracted Scrap supports station production, weapon crafting and research; cultivated lettuce and tomatoes can be eaten or cooked into meals that boost health or attack on the next deployment. The shelter is managed through fixed stations rather than freeform building. Combat is active top-down shooting. Touch moves with one control and fires at the nearest living enemy, while desktop cursor aim lets players choose direction. Assisted touch firing could leave more attention for movement and escape timing, at the cost of exact target choice.

The loop has a clear handoff: decide what to improve between runs, then protect the extraction route under pressure. Fixed stations make planning legible but constrain freeform shelter design; active combat still demands positioning as enemies close. Zombie Defence remains an in-development browser Alpha, with native mobile releases planned, so this comparison describes implemented systems rather than a released tablet edition. Follow the waitlist if extraction-to-shelter progression appeals.

Zombie Defence — Rifle fire fans across a crowded extraction yard beside the escape pad in a staged HD Alpha scene.
Rifle fire fans across a crowded extraction yard beside the escape pad in a staged HD Alpha scene. · Zombie Defence · Alpha

What works

  • Separate Scrap expeditions connect active fights to persistent shelter progress.
  • Touch firing uses nearest-enemy targeting while desktop play uses cursor aim.

Worth knowing

  • Fixed shelter stations limit freeform base design.
  • Nearest-enemy firing offers less target choice than cursor aiming.

Zombie Defence: Comparison score

7.7 / 10 · Five equally weighted criteria.
Combat
8.4
Progression
8.8
Usability
8.1
Value
8.1
Fit
5.0

Active top-down combat and extracted Scrap feed a persistent shelter loop with research, crafting and food preparation. Nearest-enemy touch fire lowers aiming demands but reduces target choice; fixed stations limit base freedom. Value remains provisional, while Fit 5.0 reflects that no mobile-store build is available.

The verdict

Follow Zombie Defence for its extraction-to-shelter direction as its planned mobile release develops.

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 Zombie Waves for movement-led horde runs, DEAD TRIGGER 2 for first-person missions, Into the Dead 2 for a guided story route, or Left to Survive for aimed combat connected to base growth. Zombie Defence offers a different extraction-to-shelter loop through its in-development browser Alpha; native mobile releases are planned. Join the waitlist to follow its progress.

Your questions, answered.

Zombie Waves puts movement first and auto-aim handles shots; Into the Dead 2 directs attention along a forward route. DEAD TRIGGER 2 and Left to Survive ask for more deliberate aiming and action control. Zombie Defence uses nearest-enemy touch firing in its browser Alpha, but it has no released tablet app.

DEAD TRIGGER 2 sends you back to its staffed Hideout and weapon choices, while Left to Survive links missions to survivor rescue, base upgrades and raids. Zombie Defence connects extracted Scrap to fixed stations, research, crafting and food preparation; it remains an in-development browser Alpha with native mobile releases planned.

Check each Google Play listing using the account linked to your tablet. Developers set compatibility by device, and availability can also vary by operating system and country. An Android listing is not a guarantee for every tablet; Zombie Defence has no released native mobile app yet.

Want to see what we’re building?

Zombie Defence is in Alpha. Join the waitlist.

Join the waitlist

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