
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.
Damn, Zombies/Database
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.
Fourteen, in the wire's own index order — which is also the order of the server's price tables. A wall price of “Crate” means it is not chalked up anywhere.
| # | Weapon | Type | Damage | Interval | Range | Mag / reserve | Wall |
|---|---|---|---|---|---|---|---|
| 0 | Security Pistol | Ranged | 12 | 0.15s | 30 m | 16 / 96 | 1,500 |
| 1 | Exec Revolver | Ranged | 40 | 0.35s | 40 m | 6 / 64 | 2,500 |
| 2 | Nail Gun | Ranged | 7 | 0.10s | 18 m | 50 / 300 | 3,000 |
| 3 | Swag Blaster | Ranged | 24 | 0.60s | 25 m | 4 / 40 | 3,500 |
| 4 | Fire Safety Axe | Melee | 35 | 0.90s | 1.4 m | — | 750 |
| 5 | Golf Club | Melee | 22 | 0.60s | 1.6 m | — | Crate |
| 6 | Employee of the Year | Melee | 15 | 0.45s | 1.25 m | — | Crate |
| 7 | Facilities Shotgun | Ranged | 70 | 0.85s | 6 m | 6 / 48 | Crate |
| 8 | IT Support PDW | Ranged | 11 | 0.07s | 22 m | 40 / 320 | Crate |
| 9 | Sales Rifle | Ranged | 23 | 0.11s | 34 m | 30 / 240 | Crate |
| 10 | Performance Review Rifle | Ranged | 53 | 0.54s | 48 m | 20 / 140 | Crate |
| 11 | Synergy Beam | Ranged | 30 | 0.30s | 90 m | 40 / 738 | Crate |
| 12 | Intern SMG | Ranged | 15 | 0.09s | 26 m | 32 / 256 | Crate |
| 13 | Executive Letter Opener | Melee | 62 | 0.50s | 1.3 m | — | Crate |
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.

Grade 1/General staff
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.

Grade 4/Line management
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.

Grade 5/People & Culture
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.

Grade 10/Senior leadership
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.

Off payroll/Nothing rolls one
Rigged
The body the Executive puts in front of itself. It only ever runs, swings once, and dies. Every Scapegoat is rigged to blow the moment it does.

Round 7/Special round only
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.

Round 15/Special round only
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.

Round 23/Special round only
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.
Six vending machines at 7,500 points each, one of each per survivor ever. They stand apart in six different parts of the compound, and every one of them is past at least one bought door.

MOVE FASTER
+20% movement
The same figure as Health Boost on purpose, so the choice is fast or hard to kill rather than arithmetic.

STAY UP
+20% maximum health
And the difference handed over immediately, rather than left for you to heal into.

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.

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
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.

BLACK BELT
Double swing speed, +20% melee
Stacks with Performance Bonus for ×1.5 on a swing. It is the reason to take an axe into round 20.
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; every figure rises to +40% at four players.
Round
07
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
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
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.
The sky is on a schedule, and the schedule is the round number. Four fixed stops, everything between them a fade — and every stop is harder than the last. Health multipliers are the game's own: 1 + 0.1 × (round − 1), applied to every body on the field.


01
The sun, 62° up
It is the only stretch of a run where you can afford to walk somewhere rather than work out whether you have time to.


08
The sun, on the horizon
The office wiring begins to fail here. Ceiling panels go out for good — not on a timer you can learn, and not ones that come back — so you are holding the same rooms with less of them lit, and the first boss round is already behind you.


16
The moon, full and red
Their eyes come on with it: red for the staff, orange for the Executive. Once everything is glowing that colour is the only way left to pick the thing worth running from out of a car park full of them.


24
The sun, behind the moon
This is the last difficulty ramp the game has. Past it, more health only buys a round that takes longer rather than one that is harder: the danger stops climbing and the attrition does not.