5 Best Zombie Wave Survival Games (Plus Zombie Defence in Alpha)

The best wave loops give you a reason to prepare

Zombie Defence: staged Alpha test capture of an HD approach battle with split-shot fire and ricochets striking the advancing horde.
A staged Alpha test capture of an HD approach battle, with split-shot fire and ricochets striking the advancing horde. · Zombie Defence · Alpha

The best zombie wave survival games make the gap between attacks matter. Some let you buy weapons or build barricades; others ask you to spend a short trader break, shape an in-run skill build, or prepare a whole settlement before a scheduled horde.

These five released games show different kinds of preparation, from Yet Another Zombie Defense HD’s daylight setup to 7 Days to Die’s configurable Blood Moon schedule. Zombie Defence is listed separately in browser Alpha: its three-wave sector battles connect combat upgrades with a persistent shelter, while endless scavenging and Scrap expeditions remain separate modes.

The quick comparison

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

  1. 01Comparison score: 8.6/10
    Yet Another Zombie Defense HD
    Jump to comparison
    Daytime barricade and weapon prep
    • Base defense
    • Tactical combat
    • Co-op
    • Manual aim
    Platforms
    PC (Steam)
  2. 02Comparison score: 8.8/10
    Killing Floor 2
    Jump to comparison
    Round breaks with a trader economy
    • Co-op
    • Fast-paced
    • Tactical combat
    • Manual aim
    Platforms
    Windows PC (Steam)
  3. 03Review score: 8.0/10
    Zombie Waves
    Jump to comparison

    Fit for this list: 8.5/10

    Mobile runs shaped by skill picks
    • Fast-paced
    • Roguelite
    Platforms
    Android and iOS
  4. 04Review score: 8.3/10
    7 Days to Die
    Jump to comparison

    Fit for this list: 9.4/10

    Base preparation for scheduled Blood Moons
    • Shelter building
    • Crafting
    • Exploration
    • Base defense
    Platforms
    PC (Steam)
  5. 05Review score: 8.1/10
    They Are Billions
    Jump to comparison

    Fit for this list: 8.2/10

    Colony planning between timed swarms
    • Shelter building
    • Base defense
    • Tactical combat
    Platforms
    Windows PC (Steam)
  6. 06Comparison score: 8.5/10
    Zombie Defence
    Jump to comparison
    Three-wave sectors with shelter preparation
    • Manual aim (desktop)
    • Extraction
    • Shelter building
    • Crafting
    • Permanent progress
    Platforms
    Browser Alpha (development build); 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

Yet Another Zombie Defense HD

Use the daylight to buy gear and fortify a position before increasingly dangerous night waves.

8.6 /10

Comparison score

  • Base defense
  • Tactical combat
  • Co-op
  • Manual aim
Platforms
PC (Steam)
Price model
Premium purchase

This is a compact, wave-forward match: during daylight, you buy guns and ammunition, then use the remaining preparation period to place barricades and turrets before night. Darkness brings increasingly dangerous waves, so shopping and physical setup sit directly between attacks. The loop is easy to read: choose what to spend, decide where to fortify, then see whether the position holds.

Defense is the straightest fit for this topic; Endless and Deathmatch are separate mode choices, not one round that quietly continues forever. The Steam edition supports solo play, local co-op, and online co-op for up to four players. Its focus is a fixed defensive position rather than a roaming survival map, and the arcade loop offers little survivor-campaign growth between sessions.

Yet Another Zombie Defense HD: a daylight defensive layout with barricades and turrets ready for the next night.
A daylight barricade and turret layout in Yet Another Zombie Defense HD, ready for the next night. · Awesome Games Studio / Steam

What works

  • Daytime gives you a clear window to buy gear and fortify.
  • Barricades and turrets make placement part of preparation.
  • Solo play, local co-op, and online co-op for up to four players are supported.

Worth knowing

  • The holdout centers on one defensive site.
  • Arcade runs offer little survivor-campaign growth between sessions.

Yet Another Zombie Defense HD: Comparison score

8.6 / 10 · Five equally weighted criteria.
Combat
8.3
Progression
7.9
Usability
8.5
Value
8.7
Fit
9.8

Escalating night fights and hands-on barricade setup fit the round-prep question especially well. Tactical placement adds combat choices; the focused arcade loop limits campaign growth, while its premium price affects value.

The verdict

Pick it when you want the cleanest shop-build-defend rhythm before each night.

02

Killing Floor 2

Spend each Trader Time break on a loadout that can carry your team through the next Zed wave.

8.8 /10

Comparison score

  • Co-op
  • Fast-paced
  • Tactical combat
  • Manual aim
Platforms
Windows PC (Steam)
Price model
Premium purchase; optional paid content is sold separately

Killing Floor 2 makes the intermission itself a resource decision: clear a Zed wave, then use Trader Time to spend Dosh on weapons, ammunition, and armor before the next one. The trader’s clock keeps shopping focused, while up to six players share the pressure to buy useful gear. Classes and perks give the loadout a role, so each purchase can affect which lanes your team can hold.

Regular Survival matches use a set wave count and finish with a boss; the separate Endless playlist is its own mode. That distinction keeps this pick about round-to-round buying rather than marathon survival. Solo play is available if you want to learn the arsenal on your own, while co-op makes team roles more important. The tradeoff is pace: the timer limits deliberate shopping, and a full team’s firefights can feel busy at first.

Killing Floor 2: first-person rifle view inside a Horzine facility, with the wave, health, ammunition, and Trader distance marker visible.
First-person rifle view inside a Horzine facility, with the wave, health, ammunition, and Trader distance marker visible. · WSGF / czarman; Tripwire Interactive

What works

  • Trader Time turns each cleared wave into a focused buying break.
  • Classes and perks create distinct team roles.
  • Solo and up to six-player online co-op are available.

Worth knowing

  • The trader timer limits how long you can compare purchases.
  • The busiest co-op fights can overwhelm new players.

Killing Floor 2: Comparison score

8.8 / 10 · Five equally weighted criteria.
Combat
9.3
Progression
8.7
Usability
7.9
Value
8.4
Fit
9.7

The finite Survival playlist and Trader Time make its wave-to-wave economy a close match. Class perks support progression and co-op roles, while the quick buying window and dense fights ask for attention.

The verdict

Choose it when you want a short, tactical shopping break to shape the next round.

03

Zombie Waves

Build a run through one-handed mobile action, skill choices, stages, and boss encounters.

8.0 /10

Review score

  • Fast-paced
  • Roguelite
Platforms
Android and iOS
Price model
Free download with in-app purchases; Google Play also lists ads and random-item purchases

Zombie Waves keeps pressure inside portrait-mobile action rather than giving you a trader room. Its official store listings describe one-handed controls, auto-aim, stages, bosses, and more than 100 roguelite skills. As upgrade choices accumulate, they shape what the current run can do. That makes preparation an in-run build decision instead of a separate shopping or barricade phase.

The Google Play listing identifies ads and in-app purchases, including random-item purchases; Apple lists a free download with in-app purchases. This is the most accessible pick here for quick touch play, but its upgrade loop asks you to adapt while the run is moving. Players looking specifically for a clear stop between rounds, a repair period, or a place to build defenses will find a closer match in Yet Another Zombie Defense HD or Killing Floor 2.

Zombie Waves Field Trial gameplay: a lightning attack strikes a crowd in an urban courtyard beneath the trial HUD.
Zombie Waves Field Trial gameplay showing a lightning attack striking a crowd beneath the trial HUD. · Malavida

What works

  • One-handed controls and auto-aim suit mobile play.
  • Skill choices let each run develop in different directions.
  • Stages and boss encounters add structure to the horde action.

Worth knowing

  • Skill choices happen during a run rather than in a dedicated intermission.
  • The Android store lists ads and purchases that include random items.

Zombie Waves: Comparison score

8.1 / 10 · Five equally weighted criteria.
Combat
8.7
Progression
8.6
Usability
8.4
Value
6.1
Fit
8.5

Stages, bosses, and skill builds make wave runs varied, with one-handed controls easing entry. Its upgrades happen within the action rather than in a distinct inter-wave prep room, and listed ads and purchases temper value.

The verdict

Pick it for mobile skill-build decisions made during the action, rather than a separate preparation break.

04

7 Days to Die

Prepare a base and gather supplies between horde nights in a configurable survival sandbox.

8.3 /10

Review score

  • Shelter building
  • Crafting
  • Exploration
  • Base defense
Platforms
PC (Steam)
Price model
Premium purchase

The Blood Moon schedule gives this survival sandbox a natural prepare-and-defend rhythm: scavenge, craft, repair, and fortify before the horde night arrives. Traps, weapons, and base layout turn preparation into a long project rather than a brief equipment shop. World settings let players change horde-night frequency and enemy counts, so a campaign does not have to use the same cadence or pressure for everyone.

That freedom comes with a larger survival workload. Exploration, crafting, resource collection, and base upkeep sit alongside the horde nights, so this is not a string of compact arena rounds. It suits players who want days of planning to pay off in a defense; anyone looking for a quick, consistent break between attacks may prefer a trader-based shooter. Steam lists the full game as released for PC, with solo and online co-op play.

7 Days to Die gameplay: a first-person weapon faces infected in a city street behind spike traps.
First-person combat in a city street, with spike traps set between the player and the infected. · The Fun Pimps / Steam

What works

  • Horde nights give base preparation a clear deadline.
  • World settings let you adjust attack frequency and enemy counts.
  • Crafting, traps, and fortification support long-term planning.

Worth knowing

  • The broad survival sandbox takes more setup than a short arena match.
  • Base upkeep and exploration add work between horde nights.

7 Days to Die: Comparison score

8.5 / 10 · Five equally weighted criteria.
Combat
8.8
Progression
9.2
Usability
6.8
Value
8.5
Fit
9.4

Scheduled horde nights reward crafting, base layout, and adjustable preparation. The expansive survival systems support progression, while the broader sandbox takes more time and effort to learn.

The verdict

Choose it when the preparation is the point: build and stock a base, then see how it handles the next Blood Moon.

05

They Are Billions

Survival mode asks you to build a colony that can outlast a period of escalating infected swarms.

8.1 /10

Review score

  • Shelter building
  • Base defense
  • Tactical combat
Platforms
Windows PC (Steam)
Price model
Premium purchase

For a strategy counterpoint, Survival mode drops you into a random world and asks you to keep a colony alive for a defined period against infected swarms. Resources, homes, power, units, and perimeter shape the preparation. Real-time pause lets you place structures and issue army orders without racing a first-person reload. The campaign is separate and offers 48 missions plus a large technology tree.

This is not a regular shooter round and Trader cycle: infected also roam the map and react to noise, so threats can grow beyond a single scheduled attack. Choose it when the economy and defensive layout matter more than direct aiming. The RTS scale and colony systems have a steeper learning curve than an arena shooter, and Steam lists it as single-player, with no co-op option. A useful wave-prep comparison, but the least direct pick for players who want to fight each horde themselves.

They Are Billions gameplay: a fortified human colony with walls, towers, and utility buildings.
A fortified colony with walls, towers, and utility buildings in They Are Billions. · Numantian Games / Steam

What works

  • Survival mode gives the colony a clear period to outlast.
  • Pause lets you plan construction and army orders deliberately.
  • Economy and perimeter defense make preparation the core challenge.

Worth knowing

  • It is a real-time strategy game rather than a direct-control shooter.
  • Colony management has a higher learning curve than arena-based picks.

They Are Billions: Comparison score

8.1 / 10 · Five equally weighted criteria.
Combat
8.0
Progression
9.1
Usability
7.1
Value
8.2
Fit
8.2

Survival mode and colony defenses support thoughtful swarm preparation, while pausing makes command decisions flexible. Its strategic rather than shooter-based combat makes it a useful but less direct fit.

The verdict

Pick it for pauseable colony planning under swarm pressure, not for a first-person wave shooter.

06

Zombie Defence

Three-wave sector fights connect deploy-specific upgrades to a persistent shelter and separate Scrap expeditions.

8.5 /10

Comparison score

  • Manual aim (desktop)
  • Extraction
  • Shelter building
  • Crafting
  • Permanent progress
Platforms
Browser Alpha (development build); native mobile releases are planned
Price model
Freemium is planned; launch price and access terms are unconfirmed

Zombie Defence gives each wave break a destination. A sector battle has three waves, and XP offers three-card choices that can improve the current fight or direct investment toward a persistent shelter. Its fixed rooms add between-deployment preparation: the Salvage Bench makes weapon parts, while the Ammo Press produces ammunition. Desktop combat uses cursor aim; on touch, the fire control targets the nearest living enemy.

The broader campaign keeps this round loop distinct from endless scavenging and Scrap expeditions. Expeditions send you into city areas to gather Scrap and reach extraction; picked-up Scrap is retained after extraction, defeat, or an interrupted page reload, subject to storage capacity. Shelter progress also persists through defeat. Those linked systems make preparation meaningful, though station rooms constrain construction to a fixed layout.

Zombie Defence: staged Alpha test capture of an HD approach battle with split-shot fire and ricochets striking the advancing horde.
A staged Alpha test capture of an HD approach battle, with split-shot fire and ricochets striking the advancing horde. · Zombie Defence · Alpha

What works

  • Three-wave sector battles give each deployment a clear structure.
  • XP cards can improve the current fight or invest in lasting shelter growth.
  • The Salvage Bench and Ammo Press turn stored resources into useful prep.

Worth knowing

  • Shelter preparation uses fixed rooms and stations rather than freeform construction.
  • Storage capacity limits how much Scrap can be retained from expeditions.

Zombie Defence: Comparison score

8.5 / 10 · Five equally weighted criteria.
Combat
8.4
Progression
8.8
Usability
8.1
Value
8.1
Fit
8.9

Three-wave sectors, deployment choices, and station-driven preparation align closely with the topic. The browser Alpha is not publicly available, however, so it is less immediately useful than the released games listed here.

The verdict

Choose Zombie Defence when you want a three-wave sector to feed a persistent shelter, with endless scavenging and Scrap expeditions kept as separate ways to deploy.

    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 an actual shopping break, start with Yet Another Zombie Defense HD or Killing Floor 2; for a longer base project, 7 Days to Die makes preparation span the days before a Blood Moon. Zombie Waves turns planning into skill picks during a mobile run, while They Are Billions moves the same pressure to a pauseable colony. Zombie Defence pairs a three-wave sector with persistent shelter investment.

    Your questions, answered.

    Yet Another Zombie Defense HD uses daylight for buying gear and placing defenses; Killing Floor 2 gives you a Trader Time shopping window after each wave. 7 Days to Die stretches preparation across the days before its configurable Blood Moon schedule.

    No. Sector battles have three waves. Endless scavenging is a separate combat mode, and Scrap expeditions involve city scavenging and extraction. Scrap picked up on an expedition is retained after extraction, defeat, or an interrupted page reload, subject to storage capacity.

    Zombie Defence is in browser Alpha, and native mobile releases are planned. The website’s waitlist does not grant game access; no public release date or access promise is listed.

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    Zombie Defence is in Alpha. Join the waitlist.

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