The Horde Learns to Knock
— your barricades finally mean something to the common dead.
Regular zombies now attack whatever blocks them — cades included — for the same damage they deal players.
Survivor field manual · v0.9.8 · beta
Co-op wave-defense zombie survival. Barricade the lab, Pack-a-Punch your guns, patch the exact limb that's bleeding — and hold the line.
— they always come back the next night. stay sharp.
File 01 — what this is
Waves hit, you hold. Between rounds you spend points on guns, perks and walls — while a Tarkov-grade body keeps score: seven limb zones that bleed, fracture and fail, all managed on the same torn-paper UI this site is styled after.
Feed the machine your points, walk out with a re-tiered gun — more damage, bigger mags, new behavior.
Bleeds, fractures, blacked limbs. Bandage, splint, tourniquet — drag the med onto the limb that needs it.
Hammer crates into doorways. Cades have real HP and armor — and the horde chews through if you stop repairing.
A real bag with weight, helmet and rig slots, and item stats. Loot corpses for brass, meds and gear.
Auto, flame, tesla, cryo, rocket. Place them on the choke, wire traps, pick them back up when the wave shifts.
Speed-reload, double-tap, revive-fast, electric nova — wall machines all over the map, each with a trick.
Standings · the board clears every Sunday
This week's runs, deepest wave first. Every run posts itself when the squad goes down — map, kills, downs, points, units lost and how many queued together.
| # | Survivor | Map | Wave | Kills | Downs | Points | Units | Squad |
|---|---|---|---|---|---|---|---|---|
| Reading the board… | ||||||||
Full standings A dash means that run did not report the figure — older runs predate it.
File 02 — comms & kit
| OS | Windows 10 / 11 (64-bit) |
| CPU | Quad-core 3.0 GHz+ |
| Memory | 8 GB (16 rec.) |
| GPU | GTX 1060 / RX 580+ |
| Storage | ~6 GB free |
| Network | Broadband · UDP 7777 |
| Squad | 1–8 co-op |
File 03 — the photographs
Every one of these is a running build, captured in-engine at 1920×1080 with the HUD live — the same paper vitals, the same wave counter you get on wave one. Pick a map.
35 frames · 8 maps · captured in-engine
File 04 — field dispatches
The same dispatch log the launcher pulls on every start — newest first.
— your barricades finally mean something to the common dead.
Regular zombies now attack whatever blocks them — cades included — for the same damage they deal players.
— the squad was always there. You just couldn't see it.
Soldiers, upkeepers and drones were invisible, not missing — fixed, along with the ranks behind them.
— see the hit, trust the count.
Hit markers on every connecting round, plus accuracy, spawn and trap fixes across the board.
Full log · every dispatch on record
File 05 — release order · no account required
Free for Windows. The launcher keeps it current — every start pulls only the small patch.
Unzip the launcher anywhere with ~4 GB free and run SveraLauncher.bat. Windows may warn the publisher is unverified — the exe isn't code-signed yet; choose More info → Run anyway.
Dedicated server? Same zip — run ZombieSurvival.exe Arena01 -server -port=7777.
Prefer scripts? SveraLauncher.bat ·
SveraDefenseLauncher.ps1