It was the fifth year. The city had long stopped being a city — it had become a route they walk.

You hold one block. The horde comes in along a road that winds through your yard, and you decide where to meet it: machine guns at the breach, a shotgun at the turn, a mortar behind the wall, a floodlight for the night. Between battles, you send people to the posts — the repair crew, the ammunition shop, the infirmary — and every sortie costs fuel and people.

Seventy maps in six sectors, each with its own road. The road is the level: its length, its turns, and how much of it one emplacement can cover. A long walk: the horde never rushes straight at the shelter, and that walk is your time to work.

Six kinds, six answers: the fatty soaks damage, the spitter breaks emplacements from range, the bomber blows them up, the screamer keeps the wave alive until you kill it, and the butcher decides the battle on his own.

Seven weapons that differ in what they do, not in how good they are: reach, splash, chain, slow — and the warden's pistol you fire by tapping.

A camp between battles: people at the posts, upgrades in four branches, fuel that runs out, and a sortie that costs both whether you win or lose.

Runs in the browser, with mouse or touch, in English or Russian. The game follows your system language and lets you switch it in Settings.

Controls: drag to pan, wheel or pinch to zoom; tap a weapon, then tap the yard to build; tap your own emplacement to read its numbers; tap an enemy to fire the warden's pistol. Start the wave early, because waiting out the timer buys nothing.

Credits: zombie and survivor sprites by Riley Gombart; flayed zombie by Clint Bellanger; props by Kenney, Unlucky Studio, and the Warlock's Gauntlet team; music by Alexandr Zhelanov and Matthew Pablo. The full list with licences is in the game's Credits screen.

Made with Godot 4.

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