
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.
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.
| # | 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 | 2,000 |
| 3 | Swag Blaster | Ranged | 24 | 0.60s | 25 m | 4 / 40 | 3,500 |
| 4 | Fire Safety Axe | Melee | 35 | 0.90s | 1.2 m | — | 750 |
| 5 | Golf Club | Melee | 22 | 0.60s | 1.2 m | — | Not sold |
| 6 | Employee of the Year | Melee | 15 | 0.45s | 1.1 m | — | Not sold |
| 7 | Facilities Shotgun | Ranged | 84 | 0.85s | 6.6 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 | 20 / 369 | Crate |
| 12 | Intern SMG | Ranged | 15 | 0.09s | 26 m | 32 / 256 | Crate |
| 13 | Executive Letter Opener | Melee | 62 | 0.50s | 1.15 m | — | Crate |
| 14 | Crossbow | Ranged | 180 | 0.55s | 46 m | 1 / 24 | Crate |
| 15 | HR Cold Shoulder | Ranged | 0 | 0.05s | 4 m | 100 / 1,500 foam | Crate |
| 16 | IT Hard Reset | Ranged | 38.5 | 0.65s | 20 m | 10 / 70 | Crate |
| 17 | Motion Carried | Ranged | 34 | 0.12s | 40 m | 20 / 160 | Crate |
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.
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.
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%).
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

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. 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.

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.
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

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.

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
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.
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
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 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.


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
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.


16
The moon, full and red
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.


24
The sun, behind the moon
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.