Zombies hear, see and smell you
Senses with sandbox-tunable sight, hearing and memory, so sneaking, lighting and noise discipline matter.
Senses with sandbox-tunable sight, hearing and memory, so sneaking, lighting and noise discipline matter.
Scratches, lacerations, deep wounds, fractures and burns on each limb, treated with bandages, splints, disinfectant and sutures.
Nights get truly dark; flashlights, lamps and lit windows attract attention.
Large groups drift across the map over days, drawn by noise and events, so a quiet base can suddenly be in the path of a horde.
Belts, holsters and straps let you attach weapons and tools for instant switching mid-fight.
Each weapon has reach, swing time, knockback and multi-hit; exhaustion and heavy load make you miss.
slow to fast over time
Push zombies away bare-handed, knock them down and finish them with a boot; the only free weapon you always have.
Backpacks, duffel bags and pockets with capacity and weight reduction; encumbrance slows you and tires you.
Power a building with a generator, fuel it from gas pumps and cans, keep it maintained and away from bedrooms.
Positional groans, footsteps, rain and the silence of an empty town; sound is how you survive.
Dirty and hard to pass off-road, like in MudRunner
Books multiply skill XP for a while; recipe magazines unlock crafts you did not know.
Zombies pound on doors, windows and barricades until they give; a besieged house becomes a timed problem.
Each item craft is a minigame instead of just a progress bar
Light sources, time of day and indoor darkness that reads clearly at the isometric angle.
Walls hide when you walk behind them; upper floors, roofs and basements are navigable.
PZ's two-pane inventory with drag, transfer-all, filters and the context menu that does everything.
Fresh food rots on a clock unless refrigerated or frozen; the power cut turns every fridge into a countdown.
Cars with keys, batteries, fuel, flat tyres and a hood full of parts; running zombies over costs you the windshield.
Rain, winter and wet clothes drain body heat; wrong clothing in the wrong season can kill as surely as zombies.
Remove and install tyres, batteries, brakes and engines with the mechanics skill; a car becomes a project.
Utilities fail after a few weeks; the world gets dark and dry and every plan changes.
Guns are loud enough to pull a whole town, need ammo and magazines, and skill decides whether you hit.
Planks, metal sheets and bars nailed over openings; zombies have to chew through them first.
Throwables that burn, blast or distract; crafted from loot and dangerous to the thrower.
Houses and cars have keys; break in by smashing a window, prying a door or finding the key on a corpse.
Some corpses are not corpses; crawlers lunge at your legs from under cars and bushes.
Plant seeds, water, fertilise, fight mildew and aphids, harvest and save seeds for next year.
Seeing zombies, darkness and pain raise panic, lowering accuracy and vision; beta blockers, books and time calm you.
Carpentry, cooking, aiming, sprinting and more level up by doing, with books and traits speeding them up.
You must sleep; beds, tiredness, pain and panic change how well you rest and whether you wake up in time.
Taps stop working; collect rain, boil or bleach it, and plumb barrels into sinks with a wrench.
Weld metal walls, bars and crates; needs a welding mask, torch and scrap.
Weather fronts change visibility, noise, temperature and zombie behaviour.
Some houses are alarmed; breaking in sets off a siren that pulls every zombie within blocks.
Cook on an open fire, but fire spreads through grass, buildings and zombies alike.
Leather, denim and layered clothes add bite and scratch defense per body part, at a cost in heat and mobility.
Pick a job and balance positive and negative traits for starting skills, recipes and quirks.
Eat and drink every day; moodles warn you, then strength and health follow.
Every item you wear shows on your body, gets bloody and torn, and dirty clothes matter.
Soups, stews, stir-fries and sandwiches built from whatever ingredients you have, with spices and skill changing the result.
Weapons wear down and break; maintenance skill, duct tape, glue and spare parts keep them going.
Build a base from planks and nails, from a simple rain collector to a two-storey fort.
Dirty bandages and untreated wounds get infected; antibiotics, painkillers and rest change the outcome.
Pick up beds, shelves and stoves and rebuild a kitchen wherever you want.
Rip clothing into strips, patch holes, add leather or denim pads to raise defense.
The icon stack that tells you hungry, tired, panicked, wet, in pain, with levels and tooltips.
Bites almost always infect, scratches sometimes do; fever, then death, then a new zombie wearing your clothes.
Cleared areas slowly fill back up unless you keep them clear, with sandbox control over rate and peak day.
Search mode reveals berries, mushrooms, herbs, stones and twigs depending on the area and your skill.
Sandbox-defined abundance per category, with optional respawn in unvisited containers.
Set snares and cages with bait in the right zone; check them before something else does.
Keep livestock for eggs, milk, wool and meat; feed them, fence them, butcher them.
Fish by hour and weather, with bait and rod quality changing what and how much you catch.
Hook a trailer or a dead car to haul loot and move wrecks out of the road.
Early-days broadcasts tell the story of the outbreak and teach skills; later it is static and a lone voice.
Sandbox-selectable zombie speeds and crawler variants that change how every fight and escape plays out.
What you eat changes your weight and strength over weeks; underweight and obese traits appear and disappear.