Damn, Zombies/Database

Every number, written down

The compendium: every weapon, every archetype, every perk, every boss round and every phase of the sky, with the figures the game actually plays by. Nothing here is rounded for effect, and none of it is final — the game is in beta and these numbers move.

Weapons

18 weapons. Damage and ammunition are base values before perks or casino upgrades. Cold Shoulder deals no direct damage. Freezing does not cause instant kills; zombies shatter when killed above 50% frost.

#WeaponTypeDamageIntervalRangeMag / reserveWall
0Security PistolRanged120.15s30 m16 / 961,500
1Exec RevolverRanged400.35s40 m6 / 642,500
2Nail GunRanged70.10s18 m50 / 3002,000
3Swag BlasterRanged240.60s25 m4 / 403,500
4Fire Safety AxeMelee350.90s1.2 m—750
5Golf ClubMelee220.60s1.2 m—Not sold
6Employee of the YearMelee150.45s1.1 m—Not sold
7Facilities ShotgunRanged840.85s6.6 m6 / 48Crate
8IT Support PDWRanged110.07s22 m40 / 320Crate
9Sales RifleRanged230.11s34 m30 / 240Crate
10Performance Review RifleRanged530.54s48 m20 / 140Crate
11Synergy BeamRanged300.30s90 m20 / 369Crate
12Intern SMGRanged150.09s26 m32 / 256Crate
13Executive Letter OpenerMelee620.50s1.15 m—Crate
14CrossbowRanged1800.55s46 m1 / 24Crate
15HR Cold ShoulderRanged00.05s4 m100 / 1,500 foamCrate
16IT Hard ResetRanged38.50.65s20 m10 / 70Crate
17Motion CarriedRanged340.12s40 m20 / 160Crate

HR Cold Shoulder

Rare. Hold to spray slowing foam: 16 cartridges total, 100 foam each, draining at 20/s. Frost builds to a full freeze. Freezing does not cause instant kills; zombies shatter when killed above 50% frost. No direct damage. After 2 s without foam, zombies gradually thaw and recover movement and animation speed. Reloading replaces the cartridge and discards unused foam.

IT Hard Reset

Rare. Semi-auto electric charge with blue static. Chains to up to seven zombies total, losing 15% damage at each jump; the next target must be within 4 m and visible from the previous one. Scapegoat-empowered zombies take no electric damage: each hit adds 10% speed and 5% size, capped at +30% speed and +15% size. 80 rounds total, 2.2 s reload. Hip fire only; ADS is disabled. Base crate chance 1 in 60, before held weapons are excluded.

Motion Carried

The Boardroom Carbine: executive black, brass trim and green accents. Semi-auto only, 1.05-degree recoil and full power to 24 m. Fast 0.30 s equip, 0.12 s aim and 1.5 s reload, with aligned iron sights. Ordinary crate weight.

Before held weapons are excluded, Synergy Beam and IT Hard Reset each have a 1-in-60 chance; HR Cold Shoulder has a 2.5% chance. The troll has a 5% chance, and each ordinary weapon has a 107-in-960 chance (about 11.15%).

The undead

Eight archetypes. Four are rolled by the round director; four exist only because something else makes them — a summoner, or a special round. Health is the base figure, before the round multiplier. “Per blow” is the share of everything a survivor has that one hit takes off them.

Character portraits · promotional artwork

Promotional portrait of The Employee from Damn, Zombies.

Grade 1/General staff

The Employee

Health
40
Speed
0.85 m/s
Per blow
36%

Clock In

Weak alone, and it knows it. Arrives at 70% strength in round 1 and is not up to full until round 6 — the only body in the game that warms up.

Promotional portrait of The Middle Manager from Damn, Zombies.

Grade 4/Line management

The Middle Manager

Health
70
Speed
0.7 m/s
Per blow
48%

The all-hands

Every 90 seconds he stops and calls a meeting. The nearest five staff within ten metres come out of it 20% harder to kill and 20% angrier, for forty-five seconds. He will not address an empty car park.

Promotional portrait of HR from Damn, Zombies.

Grade 5/People & Culture

HR

Health
65
Speed
0.65 m/s
Per blow
44%

New Hire Orientation

When the field thins out she raises a requisition, and two or three new starters arrive beside her. One in twenty comes in at management grade. She is why the horde never quite ends.

Promotional portrait of The Executive from Damn, Zombies.

Grade 10/Senior leadership

The Executive

Health
200
Speed
0.55 m/s
Per blow
54%

Return to Office

Hurt it badly and it heals, runs, and puts a Scapegoat between you and it. Its eyes burn yellow while it does — which is the tell, and the only warning you get.

Promotional portrait of The Scapegoat from Damn, Zombies.

Off payroll/Nothing rolls one

The Scapegoat

Health
40
Speed
0.85 m/s
Per blow
—

Rigged

The body the Executive puts in front of itself. Every Scapegoat is rigged to explode. A zombie strengthened by its blast can deal at most 95% of your maximum health in one melee hit: survivable at full health, still lethal if wounded.

Promotional portrait of The Executive (boss), a special-round boss with moon-blue eyes.

Round 7/Special round only

The Executive (boss)

Health
1,470
Speed
0.61 m/s
Per blow
54%

Sends Scapegoats

×7.35 health, ×1.4 scale, moon-blue eyes

The whole of round 7. No employees, no managers, no HR walk in — what fills the compound is what the boss itself sends, two Scapegoats every fifteen to twenty seconds, aimed at whoever last shot it.

Promotional portrait of Head of People, a special-round boss with moon-blue eyes.

Round 15/Special round only

Head of People

Health
293
Speed
0.68 m/s
Per blow
44%

Seven starters at a time

×4.5 health, ×1.4 scale, moon-blue eyes

HR's routine with both its gates taken off: a clock instead of a cooldown, seven at a time, and no field test. Three of them at once, and a Head of Department beside them.

Promotional portrait of The Chairman, a special-round boss with moon-blue eyes.

Round 23/Special round only

The Chairman

Health
580
Speed
0.61 m/s
Per blow
54%

Golden Parachute, Take Credit

×2.9 health, ×1.4 scale, dies twice

Return to Office kept as its dying routine rather than its panic one, plus two abilities no ordinary Executive has. A bar you have to break twice, that the queue keeps mending, in the dark.

Perks

Seven vending machines at 7,500 points each, one of each per survivor ever. Headhunter Programme is in the main car park; the other machines are spread through the compound.

Machine artwork · Headhunter captured in-engine

Headhunter Programme vending machine from Damn, Zombies.

Headhunter Programme

MAKE IT COUNT

ADS aim assist, headshot focus, ×1.5 headshot points

The blue cabinet in the main car park unlocks sighted aim assistance and a head-target marker. Headshot hits and kills pay 50% more points. Firing pressure weakens the assistance; a pause restores it. This perk changes points, not headshot damage.

Speed Boost vending machine from Damn, Zombies.

Speed Boost

MOVE FASTER

+20% movement

The same figure as Health Boost on purpose, so the choice is fast or hard to kill rather than arithmetic.

Health Boost vending machine from Damn, Zombies.

Health Boost

STAY UP

+20% maximum health

And the difference handed over immediately, rather than left for you to heal into.

Fanny Pack vending machine from Damn, Zombies.

Fanny Pack

CARRY MORE

Double reserve ammo, every gun

It changes the gun's capacity, not the rounds in hand — so it holds through a restock and applies to every gun bought after it.

Performance Bonus vending machine from Damn, Zombies.

Performance Bonus

HIT HARDER

+25% weapon damage

Applied at the one place every point of damage passes through, so it is the same figure for the shot, the swing and the blast.

Just-In-Time vending machine from Damn, Zombies.

Just-In-Time

JUST IN TIME

Every reload, twice as fast

A rate, not a capacity: it halves the reload on the next magazine and on every weapon you pick up afterwards.

Ninja Certification vending machine from Damn, Zombies.

Ninja Certification

BLACK BELT

A third weapon, swung on its own key

It is mostly the slot: a melee weapon rides on your back on top of the two in your hands, and one key chops with it where you stand rather than switching to it. Worth +20% melee damage as well, which stacks with Performance Bonus for ×1.5 on a swing.

Special rounds

Three of them, eight rounds apart, and no two are the same encounter. All three replace the round's whole roster with a fixed handful of named bodies put down indoors, near a survivor, at one and a half times scale with moon-blue eyes lit from the first frame. Health totals below are solo, which already carries a +25% team-size bonus; at four players every figure is about a fifth higher again.

Round

07

The Executive

Bodies
1
Solo health
~2,940

One very long health bar

One body, and nothing else walks in. What fills the compound is what the boss itself sends: two Scapegoats every fifteen to twenty seconds, aimed at whoever last put a round into it.

Round

15

The Heads of People

Bodies
4
Solo health
~3,578

One very long queue

Three Heads of People and a Head of Department, each raising seven new starters at a time. Nothing here is hard to kill. There is simply always more of it.

Round

23

The Chairman

Bodies
3
Solo health
~5,072

A bar you break twice

A Chairman and two Heads of People, under the eclipse. The Chairman's dying routine puts it back up once — and the queue the other two keep feeding is still arriving while you do it again.

From round 24, ordinary rounds start carrying one to three of those same bodies as elites, rising to three by round 36. It is the game’s last difficulty ramp: the sky and the field’s empowerment both finish at 24, and health alone is a round that takes longer rather than one that is harder.

Moon phases

The sky follows the round number through four fixed stops. The health figures show ordinary round growth: 1 + 0.07 × (round − 1), before late-round empowerment. Special rounds and elite bodies retain their original 0.1 growth.

  1. The compound at round 1: the easiest the game gets. eight bodies on the field, and an employee arrives at 70% of its own strength — it is not up to full until round 6.

    01

    Midday

    The sun, 62° up

    Zombie health
    ×1.0
    Changes
    Baseline

    It is the only stretch of a run where you can afford to walk somewhere rather than work out whether you have time to.

  2. The compound at round 8: ordinary zombies have 49% more health than their base figures. the crowd is bigger, and more of it runs at you instead of walking.

    08

    The sun goes

    The sun, on the horizon

    Zombie health
    ×1.49
    Changes
    The lights start going

    Some office and yard lights begin to flicker. Most remain steady; later rounds add a small permanently broken subset. The first boss round is already behind you.

  3. The compound at round 16: ordinary zombies reach 2.05 times their base health. from here their empowerment rises to ×1.07 movement, ×1.14 damage and ×1.14 extra health by round 24. special rounds and elite bodies retain their stronger scaling.

    16

    Blood moon

    The moon, full and red

    Zombie health
    ×2.05
    Changes
    The whole field turns

    Their eyes come on with it: red for the staff, orange for the Executive. The world takes on a restrained red tint while darker fog reduces distant detail. Working lamps reveal what the weak moonlight cannot.

  4. The compound at round 24: the ramp finishes, and ordinary rounds start carrying boss bodies — one to three of them mixed into the crowd, rising to three by round 36.

    24

    Eclipse

    The sun, behind the moon

    Zombie health
    ×2.61
    Changes
    Elites in ordinary rounds

    A dim red-orange sky and denser dark fog shorten your view across the compound. Lamps remain useful pools of visibility; failures leave nearby silhouettes, not a completely black screen. The eclipse lighting holds from here onward.