THE SHOW IS OVER.THE DEAD WANT AN ENCORE.
Hold the theater. Open the grounds. Find your way out.
One ability. Earn it with every elimination.
Survival milestones. Original calling cards. No store.
Your record in the dark. Exploration does not count.
Your career rewards are kept. Current weapons, perks and map progress will reset. Unused gums remain in your collection.
132 missions. Permanent research. Dangerous work in the dark.
All objectives track automatically across Survival runs. Pin up to three for your HUD. Each mission awards XP once; Exploration does not advance missions or career XP.
Career XP permanently unlocks usable equipment. Choose one starting weapon, one module and one earned finish. Changes apply on your next deployment, not mid-fight. XP is not spendable points or scrap.
One accepted contract per round. The normal horde continues while you work. Downing, the deadline, or abandoning fails the assignment without rewards. This board pauses the simulation; close it to continue.
Every infected yields 4 scrap, plus 2 for a critical elimination. Scrap is per-run. Craft one support item, close this board, then press T or tap Support to deploy. Research unlocks the recipes; it does not provide free items.
Press B for 132 automatically tracked missions, XP research, live contracts and support fabrication. Use T to deploy crafted support. Both ray weapons are rare Mystery Box results from the first run: the Ray Gun fires traveling splash bolts; Mark II fires three ammo-consuming pulses that can pierce three enemies each. Walls stop both. Ray Gun splash can hurt you up close. Career XP unlocks next-run equipment; points buy map equipment and scrap fabricates support.
Guard the windows. Buy a weapon. Restore power. Choose Casual, Standard, Veteran or Nightmare before starting. Casual is recommended: 200 health, 2,500 points, slower infected and 25 seconds to prepare. Existing saved nights keep their original difficulty. Quick Revive, in the lobby, can rescue three solo downs across a run. Jugger-Nog increases health to 250.
Use the supplies chest in each starting room. Spend 500 points to install an Auto-Barricader for that room: one missing board every 2.5 seconds, with 36 repairs before a 150-point battery refill. Automatic boards never give points or XP and never block a zombie already climbing through. The chest also sells healing, armor, ammo, stamina tonic and one emergency rescue kit. No main power or career unlock is needed. Solo pauses while shopping; co-op does not.
Buy your way through the Arcade and Auditorium. The Backstage switch activates Pack-a-Punch and most perk machines. Open the rear gates to the courtyard, then branch into the cemetery, glasshouse, veiled mausoleum, orangery walk, and crypt. Activate each seal and kill enemies within 8 meters to charge it. The Observatory requires power, all three complete seals, and its door price. Activate the final plinth and defeat 30 enemies in the Observatory. Endless survival continues afterward.
Modern loadouts have five unique flavors. Stocked entries in the first three slots start in your pocket. Pull another gum for free, wait for the machine, then collect separately. Select with 4/5/6 and chew with G. G starts a hand-to-mouth sequence. One collection item is consumed at the bite, not before; a down before the bite cancels safely. The same sequence and timers pause with the game. Earn a gum and essence every third round, with an Ultra guaranteed within 30 earned drops. Distill specific flavors with earned essence. The collection cards explain the full effect list and the new chew presentation makes activation easier to read mid-round. Exploration is unlimited stock and gives no persistent rewards.
Choose Energy Mine, Aether Shroud or Healing Aura in the lobby. Each elimination charges it. Press X or the mobile Field button to activate; your GobbleGums remain separate. The orange Rampage Inducer in the lobby toggles faster infected and spawning. At rounds 11, 16, 21, 26…, reach the Courtyard radio and call Exfil. Kill the required enemies inside the green ring, then stay inside for 2.5 seconds before the 70-second deadline. Missing extraction ends the run. Collect any Pack-a-Punch weapon before calling.
Jugger-Nog, Quick Revive, Speed Cola, Double Tap II, Stamin-Up, Mule Kick, Deadshot Daiquiri, Electric Cherry and Widow’s Wine all have working effects and dedicated machines. The glasshouse Wunderfizz rolls an unowned perk for 1,500; collect it separately. Ordinary purchases stop at four perks. Bonus-perk gums can raise that limit.
Hold Fire with full-auto guns, tap each semi-auto shot, and tap once for a three-round burst. Brief taps just before recovery finishes are buffered for 0.15 seconds. The Warden 12 reloads one shell at a time; Fire interrupts loading once a shell is seated. Other magazines transfer ammunition when seated, so switching early gains no ammunition. Tactical magazine reloads are faster than reloading an empty weapon. Press I to inspect; aiming or firing cancels inspection. Weapon animation strength changes presentation, not bullet recoil or damage.
Pack-a-Punch now reserves your deposited weapon. Pay 2,000 / 5,000 / 10,000 for tiers I / II / III, wait 3.4 seconds, then collect with F. You can switch to another carried weapon while it processes. Downing cancels the job and refunds its payment. Hold F near a damaged window to rebuild. Speed Cola repairs faster; Board Games repairs the whole window. Repair points have a per-window, per-round cap. Mystery Boxes cost 950, with a separate claim and a 12-second claim window. Mule Kick allows a third weapon. E throws a grenade; V melees; L toggles your flashlight. Widow’s Wine uses four shared web charges for protective bursts and web grenades, refilled each round or by Max Ammo.
DESKTOPWASD move · Shift sprint · Space jump · Ctrl crouch (press while sprinting to slide) · Left mouse fire · Right mouse sightsF use / hold to repair · G chew · C cycle gum · 4/5/6 choose gumI inspect · R reload · 1/2/3 weapons · Q/wheel switch · E grenade · V melee · L flashlightX Field Upgrade · H HUD details · M map · Esc pauseMOBILELeft thumb moves. Hold and drag Fire to shoot and aim. Use the secondary buttons for Reload, Switch, Grenade, Melee, Flashlight and Crouch. Tap Crouch while sprinting to slide; tap again to stand. Tap a pocket gum, then Chew. Hold Use to rebuild. Touch controls are absent on desktop.
Four ordinary perk slots. Bonus-perk gums can raise the limit. Quick Revive works before power; the other machines require the Backstage switch. Going down normally removes perks and Mule Kick’s third weapon. Aftertaste preserves the remaining perks during a self-revive; Self Medication rescues one down with your full loadout.
Two carried weapons, or three with Mule Kick. A new weapon replaces your currently equipped weapon when every carried slot is full. Mystery rarity and Forge tiers stack; reserve-only wall refills do not consume Wall Power.
The theater now relies on local lamps and your flashlight. Press L to toggle the beam; it has no battery drain. Flashlight shadows use Balanced or High quality and Cast shadows. Brightness and beam intensity remain adjustable.
Reflections and surface detail run on Balanced / High. Performance disables these effects. All artwork is included locally.
Ctrl crouches, or slides when pressed at a sprint. Jump buffers shortly before landing. Turning off bob does not change your aim or movement. Performance reduces render resolution and disables shadows and surface bump. Settings are saved on this browser. On mobile, landscape gives the clearest view.
This replaces the local career, collection, preferences and suspended solo run. Export your current save first to keep it.
Discard only the suspended run? Career XP and the gum collection are kept.
Solo autosaves every 15 seconds of simulation, on pause and when leaving the page. Backups contain your exact run and profile; keep one when changing browser, device or hosting address. Co-op is separate: it never overwrites a solo save. Browser storage can be cleared by your device; export important progress.
Hold the theater together. Host a squad, share the four-digit code, then ready up. Friends can join from Orbit or Dryeet. Choose the same destination.
01 NAME YOUR SURVIVOR / 02 HOST OR JOIN / 03 READY UP
One shared horde, doors and power. Each survivor keeps their own weapons, points, gums and perks. Hold F near a downed teammate to revive them. Opening a menu keeps the squad clock running; your solo save stays safe.