Top-down zombie horde survival
Aim, move and build your weapon through zombie waves. Play three-wave sectors or endless Scavenge, then turn each run into lasting shelter progress.

- Manual aim
- Move and aim independently on desktop
- 3-wave sectors
- Clear a finite battle to advance the campaign
- Open-ended Scavenge
- Hold out as pressure keeps scaling
Zombie Defence is a top-down zombie shooter where movement and aim are separate jobs. Keep moving as the infected close in, point each shot where it matters, then shape a weapon build while the horde grows. Finish a three-wave sector or see how long you can last in open-ended Scavenge, and carry campaign progress back to the shelter.
Move away from danger while keeping your aim on it
The camera looks down on the survivor and the fight. On desktop, WASD moves, Shift sprints, and the mouse aims and fires. You can move in one direction while pointing the rifle in another, which matters when zombies approach from different sides. Sprinting creates space, but it is slower while firing, so choose when to reposition and when to plant your feet for a shot.
On touch screens, a left stick handles movement and the FIRE control shoots. Holding FIRE aims at the nearest living zombie automatically. That keeps the controls manageable on a phone while preserving the central survival decision: do you keep moving around the crowd, or spend a moment firing into the nearest threat?
- Desktop: WASD to move, Shift to sprint, mouse to aim and fire.
- Touch: left stick to move and hold FIRE to shoot toward the nearest zombie.
- Watch the crowd’s approach and keep room to change direction.

Build a weapon for the threats you are facing
Kills earn experience during a run. In a campaign deployment, each level-up offers two battle cards and one shelter investment. The battle cards can improve the rifle: Hair Trigger fires faster; Heavy Rounds adds damage and knockback; Split Shot adds two rays per rank. Other options increase magazine size or range, create an impact burst, or let shots ricochet from solid surfaces. If the weapon perk pool is exhausted, battle cards can instead restore health or add reserve ammunition.
Only the battle cards change this run’s combat. Faster shots increase output but still use ammunition. A larger magazine means fewer reload interruptions, while Split Shot spreads rays and can help cover a wider approach. Impact bursts reward hits near clustered enemies, but walls and cover can block the blast. The separate shelter card alternates with level: one banks research and scrap permanently, the other boosts passive shelter production for a limited time. No single pick removes the need to move, aim, and reload at the right time.

Choose a three-wave sector or an endless holdout
Sector battles have a clear finish: survive three waves to secure the operation and advance the campaign. Each wave sends a growing group of zombies into the arena. Clearing a wave brings a short pause before the next one and restores some reserve ammunition. Take that gap to read your health, current build, and space around you before the next crowd arrives.
Scavenge is the open-ended option. It has no final victory wave and no extraction timer; you decide how long to keep going. Enemy numbers and combat pressure rise with each wave. The active enemy population has a 70-zombie cap, but that limit does not stop enemy strength from increasing. Cleared waves contribute food, ammunition, energy, and scrap to the recovery bundle when the run ends.
Separate this run’s build from the shelter’s lasting progress
Battle cards shape the current fight and reset when the deployment ends. The third card at a campaign level-up is a shelter investment, not another weapon perk. These alternate by level: Recover Field Supplies banks research and scrap in shelter storage, while Overclock the Shelter boosts passive production for 30 minutes in a sector run (10 minutes in Scavenge). The timed boost can extend to a two-hour cap. The campaign also carries lasting progress between deployments through equipped weapons, research, modules, shelter technology, and provisions.
Between fights, shelter management gives the campaign a reason to revisit sectors and try another build. A failed deployment does not erase shelter upgrades or residents, though a sector defeat can levy some stored supplies. Scavenge provides a separate recovery route: supplies earned per cleared wave are awarded when the run settles, whether it ends through defeat or retreat.

Three decisions to make under pressure
The horde rewards small choices made before a safe lane disappears.
Keep an escape lane open
Circle away from the thickest part of the crowd and avoid backing into a wall. Sprint when you need space, then turn and fire when the lane gives you a clean angle.
Choose upgrades that work together
Pick a direction for this run: faster fire, heavier hits, more rays, or crowd damage. Add magazine or range when those limits are disrupting your rhythm.
Know when to stop Scavenge
Each cleared wave adds supplies, while later enemies grow tougher. End a run after a useful haul if low health or a poor build makes the next wave too risky.
Before you head out.
Questions about Horde survival in the current Alpha.
It presents the fight from above, so you can see the survivor, surrounding threats, and open space at once. In Zombie Defence, you control movement separately from aiming and fire into approaching zombies.
On desktop, move with WASD and point with the mouse; hold the mouse button to fire. On touch, use the left stick and hold FIRE, which aims at the nearest living zombie.
Yes. Sector operations run for three waves, while Scavenge is an open-ended wave survival mode without a final victory wave.
No. Scavenge is not driven by a countdown. Enemy pressure increases with each wave, and the active population caps at 70 while enemy strength continues to scale.
Level-up weapon cards build your rifle for the current deployment and reset afterward. Campaign weapon upgrades, research, modules, provisions, and shelter technology provide longer-term loadout progression.
Run cards can improve fire rate, damage, magazine capacity, or range, or add multiple rays, impact bursts, and ricochets. The available choices vary as you level up.
Each cleared wave adds food, ammunition, energy, and scrap to the recovery bundle. The campaign applies shelter storage caps when the run ends.
Connected systems
Follow the supplies, the people and the next decision.

Shelter
Manage an underground zombie shelter, upgrade production rooms, assign specialist residents, grow food and choose lasting research paths between active survival runs.

Extraction
Enter a ruined city alone, recover scrap from salvage containers, and reach the extraction pad while zombies close in. Your haul feeds a persistent shelter campaign.





Relationships
Meet five survivors, share branching conversations, and build friendship or romance through quiet moments between Zombie Defence expeditions.
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