Zombies
Basics
Zombies are entities that spawn during night time around your gold stash with the goal to destroy it. They deal damage on touch. They lose damage during daytime.

Zombie Types & Tiers
Each type of zombie is recognized by its color, and within each type there are 10 tiers of zombies with different sizes and shades of the same color: as zombies get darker and larger, they are higher tiered.
Boss Waves
On wave 9, 17, 25, 33, 41, 49, 57, 65, 73, 81, 89, 97, 105 and 121, bosses will spawn at the start of the wave, replacing the regular zombie waves.
Party Members
The more members are in a party, the more zombies spawn.
Stats
Click below to view the zombie stats.
Details
Zombie Green
| Tier | Image | Health | Damage | Collision Radius (px) |
|---|---|---|---|---|
| 1 | 60 | 1 | 22 | |
| 2 | 200 | 2 | 22 | |
| 3 | 300 | 3 | 22 | |
| 4 | 500 | 5 | 22 | |
| 5 | 700 | 7 | 22 | |
| 6 | 1000 | 9 | 22 | |
| 7 | 1500 | 13 | 22 | |
| 8 | 2000 | 18 | 22 | |
| 9 | 2500 | 22 | 22 | |
| 10 | 4000 | 24 | 22 |
Zombie Blue
| Tier | Image | Health | Damage | Collision Radius (px) |
|---|---|---|---|---|
| 1 | 3000 | 24 | 22 | |
| 2 | 3000 | 20 | 22 | |
| 3 | 3500 | 24 | 22 | |
| 4 | 4000 | 26 | 22 | |
| 5 | 4500 | 28 | 22 | |
| 6 | 5000 | 32 | 22 | |
| 7 | 5500 | 34 | 22 | |
| 8 | 6000 | 36 | 22 | |
| 9 | 6000 | 36 | 22 | |
| 10 | 8000 | 30 | 22 |
Zombie Red
| Tier | Image | Health | Damage | Collision Radius (px) |
|---|---|---|---|---|
| 1 | 10000 | 40 | 22 | |
| 2 | 12000 | 41 | 22 | |
| 3 | 14000 | 42 | 22 | |
| 4 | 16000 | 43 | 22 | |
| 5 | 18000 | 45 | 25 | |
| 6 | 20000 | 47 | 25 | |
| 7 | 22000 | 49 | 30 | |
| 8 | 24000 | 50 | 30 | |
| 9 | 26000 | 52 | 30 | |
| 10 | 30000 | 54 | 32 |
Zombie Yellow
| Tier | Image | Health | Damage | Collision Radius (px) |
|---|---|---|---|---|
| 1 | 32000 | 68 | 25 | |
| 2 | 34000 | 70 | 25 | |
| 3 | 36000 | 72 | 25 | |
| 4 | 38000 | 76 | 25 | |
| 5 | 40000 | 80 | 25 | |
| 6 | 42000 | 82 | 25 | |
| 7 | 42000 | 84 | 25 | |
| 8 | 44000 | 86 | 25 | |
| 9 | 46000 | 88 | 25 | |
| 10 | 60000 | 94 | 25 |
Zombie Purple
| Tier | Image | Health | Damage | Collision Radius (px) |
|---|---|---|---|---|
| 1 | 70000 | 98 | 23 | |
| 2 | 72000 | 104 | 23 | |
| 3 | 74000 | 110 | 23 | |
| 4 | 76000 | 130 | 25 | |
| 5 | 78000 | 140 | 25 | |
| 6 | 80000 | 150 | 25 | |
| 7 | 82000 | 160 | 25 | |
| 8 | 84000 | 170 | 25 | |
| 9 | 86000 | 180 | 25 | |
| 10 | 88000 | 200 | 25 |
Zombie Orange
| Tier | Image | Health | Damage | Collision Radius (px) |
|---|---|---|---|---|
| 1 | 92000 | 170 | 25 | |
| 2 | 94000 | 220 | 25 | |
| 3 | 96000 | 240 | 25 | |
| 4 | 100000 | 260 | 25 | |
| 5 | 102000 | 280 | 25 | |
| 6 | 104000 | 300 | 25 | |
| 7 | 108000 | 340 | 25 | |
| 8 | 112000 | 380 | 25 | |
| 9 | 118000 | 400 | 25 | |
| 10 | 120000 | 440 | 25 |
Zombie Boss
| Tier | Image | Health | Damage | Collision Radius (px) |
|---|---|---|---|---|
| 3 | 18000 | 80 | 22 | |
| 5 | 40000 | 100 | 22 | |
| 7 | 80000 | 140 | 22 | |
| 9 | 100000 | 160 | 22 | |
| 11 | 180000 | 180 | 22 | |
| 13 | 240000 | 200 | 22 | |
| 15 | 320000 | 220 | 22 | |
| 17 | 360000 | 240 | 22 | |
| 19 | 420000 | 260 | 22 | |
| 21 | 480000 | 300 | 22 | |
| 23 | 520000 | 320 | 22 | |
| 25 | 560000 | 340 | 22 | |
| 27 | 660000 | 360 | 22 | |
| 31 | 660000 | 360 | 22 |
Credits: ABCxFF
Patterns
Special Waves
Wave 51 and 98 are special because zombies spawn even during daytime. Especially with wave 51, it will the largest amount of zombies in any wave.
Spawning Amount
After wave 140, zombies spawn with a pattern.
Wave 140 to 240
Zombies spawn at a constant amount every wave. Only Orange Tier 1, 9 and 10 zombies spawn in these waves, with a 50 : 20 : 40 ratio respectively per party member.
Wave 240 - 1000
The zombies enter a 10-wave cycle with the amount of zombies. On wave n % 5 === 1, the amount of zombie spawned is the least in the cycle, increasing gradually each wave until it reaches the maximum on wave n % 10 === 0, after which it will repeat the cycle again. The maximum amount of zombies (seen on wave n % 10 === 0) is the same as on waves 140 to 240.
Here is a table summarizing the zombie spawn amounts per wave by zombie tier (all of the Orange type) for 1 party member:
| Wave | Tier 1 | Tier 9 | Tier 10 |
|---|---|---|---|
n % 5 === 1 | 0 | 50 | 10 |
n % 5 === 2 | 50 | 0 | 20 |
n % 5 === 3 | 50 | 0 | 30 |
n % 5 === 4 | 50 | 10 | 30 |
n % 10 === 5 | 50 | 20 | 30 |
n % 10 === 0 | 50 | 20 | 40 |
After wave 1000
Zombie spawns stabilizes once again and spawns with the same amount and tier ratio as in wave 140 to 240.
Scoring
WARNING
This section is heavily in research. The information provided here may not be accurate in the future, as it is based on the knowledge we (as the community) have so far.
The table below shows the amount of score each player gets depending on the amount of players in the party, without any intervention from any player or the zombies dying of sunlight:
| # of players | Score |
|---|---|
| 3 | 2 199 780 |
| 4 | 2 200 000 |
The scoring system considers multiple different factors to award score:
- When an orange zombie dies to the base, the score is split between everyone in the base.
- When an orange zombie is hit by a pet, the score gain goes up by up to ?x.
- When an orange zombie is killed by a player, then the player gets full score, no one else in the party gets anything.
- When an orange zombie dies to sunlight, then no score is gained for any player.
Pathfinding
Pathfinding is the algorithm used by zombies to navigate the map and find their way to the player. Zombies will try to navigate their way to the Gold Stash, avoiding obstacles along the way. However, the pathfinding algorithm does not simulate objects in the same positions as the physics engine. This gives zombs.io a unique enemy aggression against bases, and key to many strong base types today.
Basics
Zombies will try to find its way to the Gold Stash and avoid obstacles in its way. However, if the pathfinding algorithm cannot find a short enough path to the Gold Stash, the zombie will simply move in a straight path towards the Gold Stash.
Obstacles
Resources like Trees, Stones and Neutral Camps are detected as obstacles. These objects have their bounding boxes processed differently by the pathfinding algorithm compared to their actual collision hitboxes (especially with Neutral Camps, which we'll touch on later).
Towers and defensive buildings (Wall, Door) are also detected as obstacles, except for the Resource Harvester and Slow Trap.
Bounding Box Calculation
Zombies detect obstacles differently from their actual collision hitboxes. Obstacle positions are computed on a 48×48px tile grid. For each obstacle, the bounding box is derived differently depending on the type, then is shifted by half a cell on each axis.
Cell Range
A unique bounding box calculation is used for each kind of resource:
- Trees are expanded outward by a radius of 70px before grid-snapping, meaning any tile the circle overlaps is included in the bounding box.
- Stones use the same method but with a smaller radius of 50px.
- Neutral Camps occupy exactly the single tile their center falls on, with no radius expansion.
Buildings retain their actual collision hitboxes before the next step.
Shifting
Once the cell range is determined, it is converted back to pixel coordinates spanning the full extent of those tiles. The center of this bounding box is then offset by 24px to the right and 24px to the bottom, which accounts for the positional shift mentioned above.
TIP
A script has been made to visualize the real bounding box for each obstacle type.
Spawning
WARNING
This section is under construction.
Changelog
January 18, 2022 - Minor Update
- Fix some hostility detection bugs with pets
- Party share keys now change when kicking players. New keys are broadcast to non leader party members after 5 seconds
- Add a 1 second kick party member cooldown
- Limit building delete range
- Add a 100 ms delete building cooldown
- Fix wave 14 not spawning zombies
- Afk checking is now more strict
- Internal infrastructure maintenanceAugust 23, 2021 - Minor Update
- Extend hostility detection to work on individual players to stop scripts that start new partys and kick themselves to undo the old hostility detection
- Fix one method of pet invulnerability
- Zombie day time damage is now based on % of max health instead of % of current health to fix max tier walls + low level waves from lagging out the server
- Lower party change cooldown to 1 second from 15 seconds because the disconnection exploit has been fixed for a while now
- Remove cooldowns for open party toggle and party names because the disconnection exploit has been fixed for a while nowMay 31, 2017 - Minor Update
- New Tier buildings - Tier 8 (Emerald) buildings are now available to build!
- Party function - Party leaders now can allow or disallow members from selling party buildings
- New Zombie tier - orange tiers!May 30, 2017 - Minor Update
- NEW TOWER - A new tower arrives! The spiky melee tower packs a punch, but it can only shoot in 1 direction. Press R when placing to determine which direction it will face. Choose it's position wisely, and this tower can do some serious damage to enemy zombies
- On-Hit Effects - When a zombie is damaged, you will now see an on-hit indicator showing that your towers have hit them!
- Waves - Boss waves were buffed, normal waves above level 100 were made more difficult, and bosses have started giving much more gold when you kill them
- Major Update coming soonMay 21, 2017 - Minor Update
- Added Kick function to party (only leader can kick).
- Added more purple zombies.
- Added a cooldown to using health potions to prevent abuse.
- Fixed a display bug with the party and shop menus.
- Server population should update much more frequently.May 17, 2017 - Major Update
- [PETS] You can now have a pet that fights along with you. Check out the shop for how to obtain the first one. You level your pet via killing zombies and monsters around the map. You can also evolve your pet to make it stronger!
- [MONSTER CAMPS] There are now monster camps around the map that you can kill for experience for your pet. You can also kill them for fun. They will do more things later!
- [BOSS WAVES] There are now simple boss waves every 8 waves. These check how defensive your base is, they aren't made to be too hard. Bosses also drop tokens which you use to buy special things coming in the near future.
- [HATS] Hats!
- A few more new zombies - purple tier!
- Pet whistle calls your pet to return to you.
- There are now damage numbers when you or your pet hit enemies.
- More performance optimization and fixes.
- When players leave your party, their gold mines will despawn to prevent abuse.May 14, 2017 - Minor Update
- [PERFORMANCE] Network and frame rates optimized for lower-end systems.
- [WEAPONS] Bombs now collide with buildings.
- [BASE] You can no longer place a gold stash too close to another player's stash.
- [PLAYER] You are now given 30s of invulnerability when you respawn.
- [PLAYER] Added F key to use a health potion.
- Zombies no longer pause and move in random directions.
- Chat messages now show directly above the player and in a chatlog.May 12, 2017 - Major Update
- [WEAPONS] Buffed weapons massively against zombies and increased gold cost to balance.
- [ZOMBIES] Added a new yellow zombie tier and updated assets for all of the zombies. End-game waves will be harder - teamwork is much more important for climbing waves and achieving high scores!
- [SHOP] Added new Shield item to Shop (press B) that absorbs damage from zombies only.
- [SHOP] Added new Timeout item that prevents the next wave from attacking for one day-night cycle. Use this to take time to rebuild your base/adjust!
- [ZOMBIES] Adjusted waves 35-50 (red zombie waves are harder now - be careful).
- [TOWERS/PVP] Towers now attack you if you attack another player's base!
- [WEAPONS] Normalized damage across towers, players and zombies to reduce PvP snowballing.
- Added changelog to homepage.
- Added feedback widget to homepage.
- Added featured YouTuber functionality - contact us on Discord, Twitter or via the feedback form if you're interested.
- Added share buttons to invite directly to your party after the game ends.