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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.

A small pile of Orange Zombies with the hitbox & HP shown. Note: script used to display the data

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

TierImageHealthDamageCollision Radius (px)
160122
2200222
3300322
4500522
5700722
61000922
715001322
820001822
925002222
1040002422

Zombie Blue

TierImageHealthDamageCollision Radius (px)
130002422
230002022
335002422
440002622
545002822
650003222
755003422
860003622
960003622
1080003022

Zombie Red

TierImageHealthDamageCollision Radius (px)
1100004022
2120004122
3140004222
4160004322
5180004525
6200004725
7220004930
8240005030
9260005230
10300005432

Zombie Yellow

TierImageHealthDamageCollision Radius (px)
1320006825
2340007025
3360007225
4380007625
5400008025
6420008225
7420008425
8440008625
9460008825
10600009425

Zombie Purple

TierImageHealthDamageCollision Radius (px)
1700009823
27200010423
37400011023
47600013025
57800014025
68000015025
78200016025
88400017025
98600018025
108800020025

Zombie Orange

TierImageHealthDamageCollision Radius (px)
19200017025
29400022025
39600024025
410000026025
510200028025
610400030025
710800034025
811200038025
911800040025
1012000044025

Zombie Boss

TierImageHealthDamageCollision Radius (px)
3180008022
54000010022
78000014022
910000016022
1118000018022
1324000020022
1532000022022
1736000024022
1942000026022
2148000030022
2352000032022
2556000034022
2766000036022
3166000036022

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:

WaveTier 1Tier 9Tier 10
n % 5 === 105010
n % 5 === 250020
n % 5 === 350030
n % 5 === 4501030
n % 10 === 5502030
n % 10 === 0502040

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 playersScore
32 199 780
42 200 000

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

md
- 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 maintenance

August 23, 2021 - Minor Update

md
- 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 now

May 31, 2017 - Minor Update

md
- 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

md
- 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 soon

May 21, 2017 - Minor Update

md
- 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

md
- [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

md
- [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

md
- [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.