shiccup.

Patch notes

Swish Zombies updates

Every update to Swish Zombies, newest first. Now on v0.71.3, updated Nov 10, 2026.

November 2026

v0.71.3

Credits for the open-source parts

  • The game now carries the licence notices for the open-source graphics code it is built on, including the new sharpening.
v0.71.2

Sharper when the game eases off

  • On High and Ultra, when the game lowers its resolution to keep the frame rate up, the picture is now sharpened back up to your screen instead of being stretched soft (AMD FSR 1, open source).
  • At full resolution nothing changes, and Low and Medium look exactly as before.
  • One click now gives the game your keyboard on YouTube.
v0.71.1

More groundwork below

  • Behind the scenes: new lockers, planters and machinery for the underground mode, still switched off.
  • A locked locker's hint no longer says LOCKED twice.
v0.71.0

Groundwork for what lies below

  • Behind the scenes: the first pieces of a new underground mode are in the game, switched off for now. Nothing changes in your runs yet.
v0.70.1

Music

  • Music: a calm theme on the menus and a tense loop during a run, made for this game. Settings, Audio has a Music volume.
  • Continuing a saved run brings back the right zombies for its map.
v0.70.0

Vireo Ridge, a new map

  • A new map, Vireo Ridge: a house on a hill with a pool, a basement, a car lift in the garage and a whole upper floor to fight through.
  • Unlock Vireo Ridge with 200,000 points, or by reaching round 13 on Nightfall Bunker or Blackwater Landing.
v0.69.3

Sounds on time

  • Hits, reloads and zombie alerts now sound the moment they happen. Some of the new sounds started a little late, up to about two thirds of a second.
v0.69.2

New zombie voices, real roads

  • Zombies have new voices made for this game: groans, alerts, attacks, pain and death, each type pitched to its size, and no two walkers quite the same.
  • The Colossus, Brute and Shrieker get new roars, stomps and screams too. Prefer the old ones? Settings, Audio, Sounds: Classic.
  • In the photo look, the streets around the house are real asphalt, and the garage has a real concrete floor.
v0.69.1

Lamp Rings light the street

  • In the photo look, buying a Lamp Ring now clearly brightens the street around you, close to the house too.
  • PLAY starts the run faster: the photo look finishes its setup on the menu instead of on your first frame.
  • Fixed orange squares floating over the rooftops when a building fades out of the way of the camera.
v0.69.0

New sounds and real floors

  • New sounds for ten of the guns, hits, headshots, reload clunks and zombie howls, made for this game.
  • Prefer the old sounds? Settings, Audio, Sounds: Classic. The old synth sounds are still there too: Retro synth sounds.
  • The photo look gets real wood, tile, carpet, lawn, pool and stone floors, plus a new night sky and city skyline.
v0.68.0

A new photo-real look

  • The game has a new photo-real look: real lamp light and shadows, lamps that come on when you restore the power, and real 3D furniture and props in the houses.
  • Prefer the old look? Settings, Graphics, Look: Classic. It switches straight away, no restart.
  • Phones keep their touch controls; slower phones get a lighter version of the look.
v0.67.4

Zombies growl less, and only the close ones

  • Shooting a zombie plays the hit itself. A pain groan only comes with a big hit or a stagger.
  • Zombies now growl on their own, a few seconds apart, and only the nearest few. Farther ones sound quieter.
  • A zombie right behind you lets out a warning growl, and a zombie gives one alert growl when it first comes for you.
  • Not every kill groans any more. The hit sound still plays on every kill.
  • Phones no longer show the keyboard and mouse help on the title screen.

October 2026

v0.67.3

Muzzle flash stays on close rocket shots

  • When a rocket goes off right against a zombie in front of the gun, the muzzle flash still shows at the barrel.
  • The blast flash still shows at the target. Before, the blast replaced the muzzle flash, so a close rocket shot looked like it came from the wrong place.
v0.67.2

Sharper reflections on High and Extreme

  • High and Extreme graphics now show the sharper reflections they promised (they were stuck at the Medium size).
  • Behind the scenes: the Quality setting is now checked on every release.
v0.67.1

Power-up flash is easier to read

  • The power-up announcement in the middle of the screen sits on a darker plate, so its words read clearly over a bright street.
v0.67.0

Tin Lightning fires twice as fast

  • Tin Lightning (the upgraded Tinbox) fires from two barrels, left-right, twice as fast.
  • Carrying a gas can or a car battery now lets you hold a sub-machine gun too. Torch and cell still take pistols and revolvers only.
  • While you carry a locked item, the controls show how to put it down: Q on a keyboard, Swap on a touch screen, which drops it even when you hold only one gun.
v0.66.1

Cleaner reload sounds

  • Reloads now sound like one action on every gun: the magazine drops and slides back in with weight, and only the tube and break-action guns load loose shells one at a time.
  • Some new recorded reload clicks came out thin, so those steps use the game's original synth sounds instead.
  • Classic audio still works, and reloads play in it too.
v0.66.0

New gun and zombie sounds

  • Every gun — pistol, SMG, shotgun, sniper and heavy machine gun — now fires with recorded studio gunshots, shell-eject clicks and room echo.
  • Walkers, runners, skulkers, brutes and hellhounds have new recorded growls, snarls and attack cries.
  • Settings → Audio now includes a Classic audio switch if you prefer the original synth sounds.
v0.65.1

Volume that works

  • Settings: the SFX volume slider now changes the sound straight away, and the Vibration switch is gone (phones in the player can't vibrate).
v0.65.0

Classic Test

  • A test mode to try: add ?classic=1 to the game's address. Normal games are not changed.
  • Classic plays with a different set of numbers: zombie health and how many come each round, the most zombies on the map at once, and each gun's damage, fire rate, magazine and reload.
  • Points and your health stay the same in Classic. Wonder weapons keep their printed damage instead of growing with the round.
  • Behind the scenes: the game now follows only the official YouTube Playables size limits.
v0.64.0

Siege Preview

  • A test version of breakable houses. Add ?siege=1 to the game's address and play Larkspur Drive to try it. Normal games are not changed.
  • In the preview, doors are not bought: hold the button at a door to plant a breach charge, step back, and it blows the door open.
  • The wall between the living room and the kitchen is drywall. Bullets punch holes in it, and enough shots or one charge make a hole you can walk through.
  • Plant a charge on the living room ceiling and it creaks, swings down on its last edge, and lands as a ramp up to the bedroom. Zombies use the ramp too.
v0.63.0

Sharp From the First Second

  • The game now starts at your screen's full sharpness on every device. Phones used to start at a lower, blurrier resolution.
  • On a computer, Resolution now starts at Native. If you already picked a Resolution or a Quality level, your choice stays.
  • The YouTube version now uses the clean look: no blood, and fallen zombies fade away quickly. The website version is unchanged.
v0.62.0

Who Fits Where

  • Test option: add ?entrances=1 to the game link. Zombie-only entrances are still off by default.
  • Smaller zombies can use more ways in. Hounds and Skulkers can use every entrance: pet flaps, crawl vents, drains, drainpipes and all the rest.
  • Ordinary zombies are too big for the tight ones. They use coal chutes, cellar and attic vents, chimneys, floor grates, fire escapes and window wells.
  • Brutes now come in too, but only the big ways: up a fire escape or down into a window well. They climb slowly, and you can shoot them the whole way.
  • The Hulk and the bosses still use no entrance at all.
v0.61.0

A Settings Screen That Looks Like the Game

  • The Settings screen now wears the game's own colours: near-black with bone text, cyan for what is selected, a gold ring for where your keyboard or controller is, and red for danger.
  • Settings now opens on Controls instead of the long Graphics page, and the tabs run in the order you are most likely to want them: Controls, Gameplay, Audio, Graphics, Accessibility, Advanced.
  • Controls is split in two. Controls keeps look speed, sticks, buttons and key bindings. A new Gameplay tab holds fire mode, auto reload, the quest line, the compass and the camera.
  • Reduce motion and Screen shake now sit at the top of Accessibility, where you would look for them.
  • On a controller, A and Start no longer start a run behind the open Settings screen. D-pad moves, LB and RB change tab, B closes.
  • On a keyboard, Q and E change tab and Escape closes.
  • Every tab and the close button are full-size touch targets, on a phone held upright or sideways.
  • Nothing about how the game plays has changed.
v0.60.0

Tighter Sniper Zones

  • Snipers and marksman rifles now have a much narrower blue aim zone: about 40 percent tighter.
  • Sniper rifles go from 3 degrees wide to 1.9. Marksman rifles go from 4.5 to 2.8.
  • The blue zone is never tighter than the gun's own bullet spread, so it still shows where shots can land.
v0.59.0

A Pick Every Third Round

  • The card draft now comes every third round, after every hound round, and when a boss falls. Fewer picks, so each one counts for more.
  • Guns hit a little harder to make up for the fewer picks, and the starter pistol and rifle get a small boost.
  • Four new cards turn what you do into a perk. Waste Not can hand a round back after a headshot kill. Grit heals you on kills while you are hurt.
  • Fresh Legs fills your sprint when you open a door. Shake It Off gives you a burst of speed when you are bitten.
  • Three new cards come with a price the whole run pays. Head Start makes you much faster, and the zombies a little faster too.
  • Blood Money pays you more, but doors and the box cost more. Thick Skin gives you a lot more health, and the zombies a little more.
  • No card ever slows your own feet by more than 5%.
  • In co-op each player still drafts their own hand. A price paid by a card is paid by the whole room.
v0.58.0

Lighter Late Rounds, Sharper Windows

  • Busy late-round screens draw about 10 percent fewer things, and the game does less work per frame on High and Extreme.
  • The dark patch under each zombie is now drawn for the whole crowd at once. It looks the same.
  • On a PC, a Resolution size now means that many lines inside a window or an embedded page too, not only fullscreen. A 1080p pick in a small window no longer comes out soft.
  • Ambient shading and glow now follow the real picture size, so they are crisper and now step down with dynamic resolution.
  • Street lamps and the flickering windows in the distance no longer make a small mess every frame.
  • Nothing about how the game plays has changed.
v0.57.0

Ways In

  • Test option: add ?entrances=1 to the game link to try zombie-only entrances. It is off by default and solo only.
  • Zombies get in by more than the windows: pet flaps, vents, coal chutes, fire escapes and drainpipes to the roof, chimneys, floor grates and drains. Every map has 5 to 9 of them.
  • You see them coming. Each one walks up in plain view, then climbs, crawls or drops in with its own animation. Hounds scramble through, and Skulkers go quick and low.
  • You can shoot them the whole way in. A zombie hit on a wall flinches, and one killed halfway through a flap stays lying in it.
  • Larkspur Drive's workshop cellar window is back. Zombies hop down into its window well, then tear the boards off and climb in.
  • Brutes and bosses are too big for any of it. About half of the other zombies still come the usual way.
v0.56.0

Gun Card Clear of the Middle on Small Phones

  • On a short portrait phone (a 360 by 640 screen, or a 375 by 667 one) the gun card no longer reaches up into the middle of the screen.
  • The weapon icons and the upgrade pips now share one line, the name and ammo stay the same size, and the card is about 16 pixels shorter.
  • Bigger phones, phones held sideways and desktop screens look exactly as before.
v0.55.0

The Blue Zone Stops at Walls

  • The blue zone in front of you now stops at walls, shut doors and solid cover for every gun, not just the snipers. If a shot cannot cross it, the blue does not either.
  • Rifles get a much narrower zone: assault rifles go from 8 degrees wide to 5, and light machine guns from 12 to 8.
  • Pistols, SMGs and shotguns keep their size. They are just cut short at walls now.
v0.54.0

Work the Bolt

  • Bolt-action rifles no longer cycle like a pump shotgun. After each shot you lift the handle, drag the bolt back, drive it home and press it down.
  • The whole rifle comes off your shoulder: it rolls handle-side up, the muzzle swings and dips, and it jerks back with the bolt. It reads from the game camera and on a phone.
  • Applies to the Scarecrow, Widowmaker, Lancer, Nightjar, Pale Rider and Culverin. The Pale Rider's longer bolt throws its rifle the furthest.
  • Reloads that chamber a round work the bolt the same way, and the click lands as the handle locks.
  • Looks only: fire rate, reload time and damage are exactly as before.
v0.53.0

The Way Out Gets Harder

  • Overgrowth: the river winch now only turns from round 18, not round 10. Cranking it brings a much bigger crowd, 22 runners instead of 8.
  • Ashmoor Dig: the charge at the Support Line now waits until round 17, not round 10. Lifting it calls 5 runners, and setting it brings 12 from the road's two ends.
  • The first steps of both goals are unchanged, so you can still get the jar, the generators and the detonator early.
  • Leaving still costs 100,000 on both maps.
v0.52.0

Last Flight Out

  • Sub-Zero Station has a goal now. The Evac Helicopter stays grounded until the rotors are spun up, and leaving still costs 100,000.
  • From round 5, shoot the ice block in the Ice Caves: eight hits crack it open. You need the Cave Stair and Arrival Tube doors to get through.
  • Take the power cell from the broken ice and carry it to the helideck. You can sprint and keep a sidearm, but you have 45 seconds before the cold takes it.
  • Hold two seconds at the helideck to fit it. If time runs out or you go down, the cell goes back to the caves and the ice stays broken.
  • From round 10, hold the Landing Pad ring for 45 seconds while the rotors spin up. The horde surges and runners come in from the pad's windows.
  • The Scout Map (1,500 points) marks the ice block for everyone.
v0.51.0

Wake the Ferry

  • Overgrowth has a goal now. The Rope Ferry stays asleep until the river winch is cranked, and leaving still costs 100,000.
  • From round 5, take the jar from the spring at the south end and pour it into three basins, in any order. Each pour calls a few from the nearest edge.
  • The basins are the glyph stones in the south-west and north-west clearings, and the bowl on the idol's summit.
  • The jar carries like the torch: sprint and a sidearm, but no long guns, grenades or buying. You get 90 seconds, and the clock restarts at each pour.
  • If time runs out or you go down, the jar goes home to the spring and poured basins stay poured.
  • From round 10, crank the winch at the river's south pit: stay inside the ring for 40 seconds. The horde surges, and the river and the cistern send runners.
  • The Scout Map (1,500 points) marks the jar for everyone.
v0.50.0

Clear the Road

  • Ashmoor Dig has a goal now. The Rear Lines stay blocked until the road is blown clear, and leaving still costs 100,000.
  • From round 5, throw all three generators. Then find the detonator: it is hidden in one of three places each run, and you spot it once you are close.
  • From round 10, fetch the charge from the Support Line stash. It is heavy: slow, no sprint, a sidearm only. Three runners come when you lift it.
  • Carry it to the berm at the west redoubt and hold for a moment to set it. The road's two ends send runners at you.
  • Then the fuse is lit: you have 12 seconds to get clear of the red ring. Every zombie inside it is blown apart. You are hurt badly if you stay, but a wall shelters you.
  • The Scout Map (1,500 points) marks the detonator for everyone.
v0.49.0

The Warden's Toll

  • Greyhallow Keep has a goal now. The Sally Port stays barred until the keep's warden is broken, and leaving still costs 100,000.
  • First, feed the three stone urns: at the gate, in the cistern vault and in the Bailey Court. Kills near an urn fill it, eight each. Every fourth kill calls two more, and a full urn pays 750.
  • Then take the torch from the sconce upstairs and carry it to the Bailey Court. Light all four braziers in any order. Each flame sends a walker and gives you 90 more seconds.
  • You can sprint and keep a sidearm, but no long guns, grenades or buying. If time runs out or you go down, the torch returns to its sconce and lit braziers stay lit.
  • From round 10, stand alone in the ring on the Bell Tower for 4 seconds to toll the bell.
  • Then the Hollow Warden rises in the court. Break it to open the Sally Port. The usual boss waits until it is done.
  • The Scout Map (1,500 points) marks all three urns.
v0.48.0

The horde comes from out of sight

  • Zombies no longer appear in boxes behind the windows. They come in from out of your sight, along the streets and edges of the map, or up out of the ground.
  • A zombie that rises out of the ground shoves up through the dirt with a puff of dust.
  • On Larkspur Drive the windows work both ways now: zombies climb out of them as well as in.
  • On a very wide screen you will not see a zombie pop into view at the edges.
v0.47.0

Signal the Boat

  • Blackwater Landing has a goal now. The Motorboat will not dock until you call it in, and leaving still costs 100,000.
  • First, shoot the six lanterns standing in the lagoon: at the bridges, along the east leg and by the jetty. A lit lantern pays 300 and calls two zombies out of the nearest windows.
  • Aim at the lamp from a clear line and within 30 meters. A mangrove or a wall in the way blocks the shot.
  • Then, from round 10, hold the jetty ring for 60 seconds while the boat comes in. Runners come up the ramp as it starts.
  • The Scout Map (1,500 points) marks every lantern you have not lit for a minute.
v0.46.2

Guns and zombies sound as they did before 0.37

  • Guns, zombie voices and the clicks and clanks of reloading sound the way they did before version 0.37. The sound added in 0.37 is gone.
  • Everything newer keeps a sound: the Magpie and every other gun, the Skulker's click, rattle and glint, and your teammates' shots.
  • Nothing about how the game plays has changed.
v0.46.1

No more stuck bosses

  • In co-op, the boss no longer freezes when one of you is upstairs and another is in its yard. It goes after whoever it can reach, and the round can always end.
  • If nobody in its yard can be reached, the boss waits at the closest spot it can get to, and the zombies keep coming so the round still moves on.
  • On Ashmoor Dig, the three generators now stand right against their walls. Zombies can no longer get wedged in the gap behind them.
v0.46.0

Unseal the Blast Door

  • Nightfall Bunker has a goal now. The Blast Door is shut until you unseal it, and it still costs 100,000 to leave.
  • First, once the power is on, read the four door plates: in the Muster Hall, the Commissary, the Genset Hall and the Filter Gallery. Each read wakes a few zombies.
  • Then enter the code on the six buttons down the Crawl. A wrong button clears your entry, locks the panel for 8 seconds and sends runners.
  • Then turn both keys at the ends of the Crawl. A turned key stays turned for 12 seconds, so run for the other one.
  • From round 10, hold on for 40 seconds of red alert while the door grinds open. Skulkers come with it.
  • The Scout Map (1,500 points) marks every plate you have not read for a minute.
v0.45.0

Co-op, being tested

  • Up to four players can now play one run together online. It is being tested with a small group first, so it is not on the menu yet.
  • A bigger crew faces more zombies, tougher zombies and a tougher boss, so a crew of four lasts about as long as one player alone.
  • In a crew you see and hear your teammates' shots, reloads and falls.
  • Solo plays exactly as before: same zombies, same rounds, same saves.
v0.44.0

Every gun has a job

  • Heavy hitters fire slowly, hit hard and punch through two to four zombies. Bullet hoses spray small, fast hits and stop in the first body.
  • Every gun still kills a normal zombie in about the same time. What changed is how it kills: the gap, the hit, the kick and the zone.
  • Hair Trigger now suits the gun: a heavy gun gets much snappier, a hose barely speeds up but hits harder.
  • Guns now fire at their full rated speed. Some were waiting a fraction of a frame between shots.
  • Burst guns (Pale Rider, Surveyor, Harrier, Triplet) fire their whole burst from one press.
  • Snipers and marksman rifles aim in a narrow cone instead of a thin line. The cone stops at the first wall.
  • New wall gun: the Magpie, a 1,300-point marksman rifle.
  • The Doubletake is retired. The Poacher takes its walls, and old saves get a Poacher.
v0.43.0

Lights On at the Fieldhouse

  • The Fieldhouse has a goal now. Once the power is on, restart its three backup generators.
  • Each one takes a 3 second pull, then 20 seconds to spin up. Zombies go for a generator while it spins up, and if they wreck it you have to pull it again.
  • Then grab the game ball from the Hall of Fame and run it to the east hoop in 24 seconds. You cannot shoot while you carry it, but you can sprint.
  • From round 12, hold the final quarter: 90 seconds on the clock, and it only runs while all three generators are up.
  • Only then can you buy your way out on the Team Bus, for the same 100,000.
  • Fixed: on a phone, a long message (like a new objective) could sit off the top of the screen. It now shows in the middle, above your thumbs.
v0.42.0

Groundwork for co-op

  • Under the hood, the game can now hold up to four players in one run. Solo plays exactly as before: same zombies, same rounds, same saves.
  • A run saved on the last version still continues on this one.
  • Co-op itself stays switched off for now. It needs an online room server, which is not set up yet.
v0.41.0

Earn your way out of Larkspur Drive

  • Larkspur Drive has a goal now. From round 5 the car keys are hidden in one of four places in the house.
  • Then, from round 8, find the gas can and fuel the family car. From round 10, hold the drive for 15 seconds while the engine turns over.
  • Only then can you buy your way out in the car, for the same 100,000. The line at the top of the screen always says what to do next.
  • Stuck? The Map Board sells a Scout Map for 1,500 points. It marks what you are looking for. Finding it yourself pays 500.
  • The boss keeps coming back now: a few rounds after you beat it, it returns, a little tougher each time.
  • Prefer the old game? Add ?quests=0 to the address to switch the goal off.
v0.40.0

New grenades and an aim arc

  • Hold the grenade button to see where it will land. Let go to throw. A quick tap still throws at once.
  • Two new grenades on each map's grenade counter once the power is on. The Firepot leaves a pool of fire that burns whatever walks through it.
  • The Arc Can shocks what it hits, and the shock jumps on to zombies nearby.
  • You carry one kind at a time. Buying a different kind swaps your belt to it.
v0.39.0

The Skulker gets clever

  • Only the hooded Skulker hides and plans now. The rest of the horde just comes at you.
  • The Skulker watches your aim. Point at it and it ducks back, then peeks out from the other side.
  • It charges when you reload, run dry, swap guns, buy, throw a grenade or revive, or when you turn your back.
  • Two Skulkers work together: one keeps you busy while the other circles round to your side.
  • Every charge is warned: a rising click, a crouch, and its eyes flash when it spots you. You hear a scuttle when one goes round you out of sight.
  • It hits harder and takes more to put down. A hurt one backs off once, and it learns where its friends died.
  • Zombies get tougher sooner. From round 6 their health climbs faster, and by round 12 they are as tough as round 15 used to be.
v0.38.0

Blue zone: full size unless you run and gun

  • Standing still, or moving without shooting, you now get the base blue zone, full size. Nothing makes it bigger than that.
  • Moving while you shoot shrinks it to about three quarters of the reach and a narrower width. It eases in as you move and fire, and eases back out a moment after you stop.
  • Crouching no longer widens the zone and lying down adds only a little (10 percent). Both still steady your aim while you fire.
  • So the price of strafing and shooting at once is reach; stop, or stop firing, and you have it back.
  • Keyboard players now see a reminder on the gun card: C to crouch, hold C to lie down. Phones still have the stance button on the left.
v0.37.2

Zombies climb in through the windows

  • Zombies now climb in properly: they grab the sill, get a knee up, roll over, drop down and land in a crouch, instead of freezing in one pose and jumping inside.
  • Walkers clamber, runners hop over one-handed, and brutes haul their weight through.
  • Nothing about the fight changed: a zombie still takes exactly as long to come through as before.
v0.37.1

Grenades land where you throw them

  • Fixed: a grenade thrown under a balcony or an upper floor no longer pops up onto the floor above. It lands in the room you threw it in.
  • Fixed: a grenade that rolls off a cellar stair or the edge of a walkway no longer jumps up to street level.
  • A grenade that flies into the underside of a floor now bounces back down instead of passing through it.
v0.37.0

Guns and zombies, rebuilt from real sound

  • Every gun now has a sharp crack, a puff of fading air and a low thump, instead of a buzzing tone.
  • Reloads, latches, bolts and hinges are made of clicks, scrapes and rings, like real metal.
  • Zombies breathe and rasp now. Their voices used to buzz.
  • Big zombies sound bigger: lower voices with a rumble underneath.
  • Nothing got louder. The guns still sit in the same order, and the explosion is still the loudest sound.
v0.36.1

Smoother in long sessions

  • Long sessions no longer slow down and stutter. Memory the game held on to between rounds and between maps is now given back, so memory growth over a ten-minute run drops by about four fifths.
  • Switching guns, opening the crate and the Forge, and moving between maps no longer pile up hidden graphics data on phones.
v0.36.0

Smarter zombies

  • Zombies now circle to your sides and spread out instead of lining up behind each other.
  • A new hooded Skulker ambushes from cover from round 6. It waits where you cannot see it, peeks, then rushes.
  • Rounds run a little harder on most maps. Larkspur Drive, Greyhallow Keep and Ashmoor Dig bite the most.
v0.35.0

Fuel the car, for testing

  • Behind the scenes: a test version of Larkspur Drive where the way out has to be earned. From round 8 a gas can turns up in the Pool House.
  • Carry it to the family car on the drive and hold to fuel it for 4 seconds while the horde comes at you. Then the car is your way out, for the same 100,000.
  • The can is heavy. While you carry it you are slower, you cannot sprint, climb ladders or buy anything, and you only have a pistol. Swap puts it down, and you drop it if you go down.
  • It is switched off, so the game you play has not changed.
v0.34.0

New camera and crouch keys

  • Standing still now stretches your aim zone by up to a fifth, not a quarter.
  • Crouching stretches it by a fifth even while you walk. It does not add to standing still.
  • Lying down stretches it by half, the same for every gun.
  • Keyboard: hold Z and move the mouse to turn the camera. Hold Z and roll the wheel to zoom.
  • The mouse wheel on its own switches weapons again.
  • Keyboard: C is crouch now. Tap to crouch, hold to lie down. F still works too.
  • Phone: the turn button is gone. Drag the compass at the top to turn.
  • Phone: new players get small moving hints for the compass, pinch to zoom and the crouch button. Each one goes away for good once you use it.
v0.33.0

Sound balance and fewer stuck zombies

  • The light guns used to be drowned out by the zombies. The Vesper and the starter pistol now cut through a busy round, and quiet sounds like gun swaps, hits and idle groans come up.
  • The Thresher now shows the drum it reloads: the drum comes out, a fresh one goes in and the handle racks, in step with the sounds.
  • Zombies no longer stall on the end of a wall. Big ones like the Brute used to wedge on a door frame or a corner while a crowd pushed them. Every body now clears a wall end by its own width.

September 2026

v0.32.1

Cards that fit small phones

  • On a small phone, the cards you pick from between rounds now always fit on the screen. The longest cards used to push the heading and the REROLL button a little off the top and bottom.
  • Held sideways on a small phone, the cards now share the full width of the screen, so their names no longer break over three lines.
  • In Settings, the button that puts the camera zoom back to normal now says Reset instead of Run.
v0.32.0

Water in the pool

  • The pool at Larkspur Drive has water in it again. Wading through it slows you and the zombies down a little.
  • Rivers, swamps, moats, bogs and fountains on every map are now real water: it moves, catches the light, and is darker where it is deep.
  • Walking through water leaves ripples behind you and every zombie in it.
  • Shots, hits, kills and grenades in water throw up a splash.
  • You can't lie down in deep water. Going prone there puts you in a crouch.
  • Where zombies can walk and where they spawn is unchanged.
v0.31.2

If you can see it, you can shoot it

  • Your gun now locks on to a zombie as soon as part of it shows past a doorway or the edge of a window, and fires at the part you can see.
  • This works standing, crouched and lying down. A zombie fully behind a wall still cannot be shot, and your aim cone never grows to reach one.
v0.31.1

Pinch to zoom

  • On a phone, pinch two fingers above the sticks to zoom the camera. Pinch them together to see more of the room, spread them to come closer.
  • It works held upright or sideways, and it never gets in the way of the sticks, the compass, the turn button or the crouch button.
  • On a computer, the mouse wheel zooms instead. In first person the wheel still changes gun.
  • Your zoom is saved on this device. Settings has a Camera zoom slider and a button to put it back to normal.
  • Zooming out shows you more of the room, but it never changes how the zombies play. Every zoom plays the same game.
v0.31.0

Kick, and a crouch button

  • Firing now tightens your blue aim cone. It gets narrower and shorter the longer you hold the trigger, and opens back up when you stop.
  • Every gun kicks its own way. Machine guns and SMGs squeeze steadily, rifles in between, a sniper drops hard on each shot and recovers before the next, and pistols and shotguns barely move.
  • You never miss a zombie you can see inside the cone. Kick only changes how far and how wide the cone reaches.
  • Reloading, swapping guns, getting bitten and climbing all tighten the cone for a moment too. The Grip, Bipod Legs and accuracy cards steady it.
  • New: crouch. Tap F, D-pad down, or the new figure button on a phone. Crouching slows you down but widens and lengthens your cone and cuts the kick.
  • Hold the crouch button for half a second to lie down. You cannot move while lying down, but your cone reaches 50 to 80 percent further, most on snipers.
  • Tap again to get up, or just start moving. Getting up takes a moment.
v0.30.1

Half in view is in reach

  • A zombie standing at the edge of a window or a doorway, with half its body in view, can be hit with your melee and your grenades again.
  • The same goes the other way: a zombie half in a doorway can reach you. A zombie fully behind a wall still cannot.
  • The Fieldhouse is back to its old difficulty after a recent update made it much harder.
  • When you buy a door, its dark outline no longer hangs in the doorway while the door falls.
v0.30.0

Bad guns, and a pistol you will want to drop

  • Two new cheap guns on the wall in every starting room, 500 points each.
  • The Scarecrow is an old bolt-action rifle. It hits hard and a headshot drops a zombie, but it holds five rounds and the bolt is slow, so a crowd will catch you.
  • The Poacher is an old double-barrel. Two big shots, then a reload.
  • Forged, the Scarecrow becomes the Pitchfork: eight rounds, a faster bolt, and each round goes through two zombies.
  • Forged, the Poacher becomes the Brushfire: it reloads almost twice as fast and each shot leaves a patch of fire.
  • The starting pistol is weaker, carries less ammo, and the starting room no longer sells pistol ammo. By round 6 it takes six body shots to drop a zombie: buy a gun off the wall.
  • The forged pistol is unchanged.
v0.29.4

Walls are walls again

  • You can no longer shoot zombies through a closed door or a wall, even standing right against it. This holds for every gun, rockets and grenades included.
  • Zombies can no longer hit you through a closed door or a wall. Walkers, hounds, brutes and bosses all need a clear path to reach you. Windows work as before.
  • Blasts, sparks and bouncing shots stop at walls too.
  • Larkspur Drive: the dark outline that showed up in a doorway after you bought the door is gone.
  • Larkspur Drive: the swing set in the back yard has its top bar again, and the yard lamps have their heads.
  • On every map, tall things no longer lose their tops when you walk up to them: perk machines, counters, masts, statues, arches and trees.
v0.29.3

Hold to turn the camera

  • The quick 90 degree camera turn is gone. Tapping C or Z no longer spins the view on its own.
  • Hold C to turn the camera right, and Z to turn it left. It starts gently and speeds up.
  • Hold C and move the mouse to steer the camera exactly where you want it.
  • You can also drag the compass at the top of the screen to turn, on any device.
  • On a controller, hold RB to turn right and LT to turn left.
  • On a phone, hold the turn button between your thumbs, or drag the compass.
v0.29.2

Smarter zombies, for testing

  • Behind the scenes: a test version where zombies use cover. They come at you from the sides instead of walking down your gun, and they spread out instead of bunching up in the open.
  • From round 6 it adds the Skulker, a dark, stooped zombie with green eyes and a dry clicking call.
  • A Skulker hides behind corners near you, peeks out, and charges the moment you reload or run dry. If you can see it, you can shoot it.
  • It is switched off, so the game you play has not changed.
v0.29.1

Reloads sound like the gun

  • Reloading no longer sounds like loading shells one at a time on every gun. Each kind of gun now sounds like its own action.
  • Pistols, SMGs and rifles: the magazine slides out, the new one seats with a solid clack, and the slide or bolt slams home.
  • Revolvers: the cylinder swings out, the brass drops, all six go in together off a speedloader, and the cylinder snaps shut.
  • Break-open shotguns: open, the empties kick out, one shell per barrel, and it snaps shut.
  • The Thresher now changes its drum instead of loading ten shells and racking a pump it does not have.
  • Machine guns lay the whole belt in one go. The pump shotgun is still the one gun you load shell by shell.
v0.29.0

Stand still to focus

  • Your blue aim zone now breathes. While you move it gets shorter and narrower; stand still and within a second it grows longer and wider than before.
  • When you are fully focused, the edge of the zone glows brighter so you know you are at full reach.
  • Every kind of gun focuses its own way: shotguns barely change reach, sniper rifles gain the most reach, and SMGs mostly change how wide they spray.
  • The laser on sniper rifles still ends exactly where your shot would land, at every focus.
  • Two new body cards: Settle In (your zone opens up sooner when you stand still) and Sure Footing (your zone shrinks less while you move).
  • Steady Aim in the skill tree now also makes your zone focus faster.
v0.28.0

Doors that cost what they open

  • Larkspur Drive: every door out of the house now costs 3,000: the Patio, Balcony, Roller and Front Doors, and the Cellar Gate to the bunker. The backyard is earned now.
  • Larkspur Drive: the Kitchen Door is still 750 and the Cellar Door is now 1,000, so the power is 1,750 from the start and still inside the house.
  • Larkspur Drive: the yard lights now come on through any door out of the house, the Front Door and the bunker's Blast Door included.
  • No map's first door costs less than 750 any more: Blackwater Landing, Ashmoor Salient and Overgrowth went up from 500.
  • A door that only closes a loop, letting you run the horde in a circle, now costs at least 1,500. This changed seven doors on Blackwater Landing, Greyhallow Keep, Ashmoor Salient and Overgrowth.
  • The Fieldhouse, Nightfall Bunker and Sub-Zero Station are unchanged.
v0.27.1

A new way in, for testing

  • Behind the scenes on Larkspur Drive: a test version where zombies walk in from out of sight instead of climbing out of boxes by the windows. It is switched off, so the game you play has not changed.
v0.27.0

Fewer cards, bigger choices

  • You now pick a card after every second round instead of after every round. You still get one after every hound round, and killing a boss now gives you a card on the spot.
  • Stacking damage cards on one gun now pays off less and less past +25% extra damage, and never goes past +40%. Fire rate, magazine, reload and the rest still stack in full.
  • A big card's toll now makes the next round harder instead of slowing you down: faster, tougher or more zombies, or dearer doors and box. No toll slows you by more than 5%.
  • Three new body cards: Empty Sprint (a burst of speed when you reload an empty gun), Patch Up (every board you nail back heals you) and Shoulder Check (your melee slows the zombie you hit).
  • An epic card is now guaranteed after four drafts without one, down from six.
  • Ads still come about every eighth round, counted in rounds now rather than in cards.
v0.26.1

No zombie left behind

  • Fixed: if you dropped off the balcony into the yard before opening a door out of the house, the zombies still inside could get stuck with no way to reach you, and the round never ended.
  • Now any zombie that has no way to reach you is brought back round within about three seconds, and comes at you from somewhere it can walk.
v0.26.0

You can hear the hands

  • Every reload sound now lands on the moment you see it happen: the magazine clicks as it seats, the cylinder snaps shut as it closes, the lid slams as it comes down.
  • Pump shotguns now sound their pump after every shot, and bolt-action rifles their bolt.
  • Machine guns, marksman rifles and launchers have their own firing sound now. Before, they borrowed another kind of gun's.
  • Guns that share a firing sound no longer sound identical: heavier guns sit a little lower and lighter ones a little higher.
  • New handling sounds for racking a slide, working a bolt, loading from a clip, feeding a belt, loading a launcher's breech and swapping an energy cell.
  • Pulling the trigger on an empty gun sounds like that gun: a revolver's hammer falls, a launcher thunks, an energy gun fizzles.
  • Forged guns ring softly as their reload finishes.
  • Nothing about how any gun shoots or reloads has changed: damage, fire rate and reload time are exactly the same.
v0.25.0

Hands that work the gun

  • Reloads now use your hands. Your second hand fetches the new magazine from your belt, carries it to the gun and pushes it home, then racks the slide or the charging handle itself.
  • Revolvers swing the cylinder out by hand, shotguns are fed shell by shell at the loading port, and break-action guns are opened and closed by hand.
  • The Windlass and Bandsaw now reload like belt-fed machine guns, the way the Millstone already did: open the lid, lay the belt, close the lid. They sound like it too.
  • Pump shotguns now pump after every shot, with your hand on the pump. Bolt-action rifles work the bolt by hand between shots.
  • Launchers are loaded by hand, and energy guns have their cell pulled and pushed in by hand.
  • Heavier-hitting guns kick a little harder when you fire, and lighter ones a little softer.
  • The gun turns in toward you while you reload, so you can see what your hands are doing from the camera above.
  • Nothing about how any gun shoots or reloads has changed: damage, fire rate and reload time are exactly the same.
v0.24.0

Both hands on the gun

  • Your second hand now holds the front of every rifle, shotgun, machine gun, launcher and energy gun. Before, on most long guns it hung back by your trigger hand, well short of the gun.
  • Pump shotguns are held on the pump, and the Drumfire by its front grip.
  • You now stand side-on behind a rifle, shoulder forward, the way a shooter does. Pistols stay squared up.
  • Six guns sat wrong in the hand and now sit on their grips: the Longhorn, Millstone, Vesper, Harrier, Stitcher and Bandsaw. The three revolvers now sit a little deeper in the hand too.
  • Pistols and revolvers are held two-handed, with the second hand wrapped around the grip.
  • Nothing about how any gun shoots has changed.
v0.23.0

Walls stay walls on Larkspur Drive

  • A wall only fades when it is actually hiding you, a zombie you can see, or the machine you are standing at. Before, walls all over the house faded for things in other rooms and on other floors.
  • A faded wall now keeps a solid base and a dark outline, so it still looks like a wall and never like a doorway.
  • A zombie waiting outside behind a wall stays hidden until you could really see it, and every zombie fades in instead of popping in.
  • The ground around Larkspur's workshop, vents and guest cellar no longer opens into dirt pits that showed zombies spawning.
  • Larkspur's front and kitchen planters now have a tall garden wall, so zombies no longer seem to appear on the yard side of the house.
v0.22.1

Every card says what it does

  • Legendary cards now say what they do on a phone. Headhunter's Crown reads EVERY HIT IS A HEADSHOT; before, a small screen showed only its name, its toll and its number.
  • Evolution cards now name what the gun starts doing, for example HITS SET THEM ALIGHT or KILLS CARRY ON THROUGH.
  • A pick now always mixes things up: at least one body card, and never three cards for the same gun while anything else could be offered. The cards themselves are exactly as strong as before.
  • A greyed-out REROLL button no longer lets the gun panel show through it.
v0.22.0

Big cards have a price

  • Rare, epic and legendary cards now come with a toll: a one-round catch you pay in the next round. The card tells you the toll before you pick it.
  • Rare cards: your reload is 30% slower, or you move 20% slower.
  • Epic cards: no power-ups drop, or two extra runners come at you first.
  • Legendary cards: four extra runners, or you move 30% slower.
  • A toll lasts one round. Hound rounds never charge one; it waits for the round after. While a toll is on, a red tag next to your power-ups says which one.
  • Common cards, evolutions and Overdrive ranks have no toll.
v0.21.0

Cards that change how your gun works

  • New weapon cards change what a gun does, not just its numbers. Each one belongs to one kind of gun.
  • Pistols and revolvers: the last round in the magazine hits much harder. Burst pistols can throw a free fourth round instead.
  • SMGs and machine pistols: Drag Rounds keep a hit zombie slowed for longer, and slowed zombies take more damage.
  • Shotguns: Stopping Power staggers a zombie you land four pellets on. Bank Shot skips pellets that hit a wall into a zombie nearby. Slug Core punches pellets through the first zombie into the next.
  • Snipers and marksman rifles: a kill can put the round back in the magazine.
  • Heavy machine guns and energy guns: finishing a reload shocks the nearest zombies.
  • Burst rifles: every burst throws one more round, and it costs no ammo.
  • These cards are priced like every other card, so the game is no easier.
v0.20.0

More say in your picks

  • Don't like the three cards? Reroll them for points. The first reroll costs 300, and each one after that costs double, all run long. Two per pick at most.
  • Banish a card you never want to see again. You get three banishes per run.
  • Picks are more varied: the last two cards can be for your other gun, a second card for the gun in hand, or a body card.
  • You'll never be offered two body cards of the same kind in one pick.
  • New body cards: Lucky Charm makes power-ups drop more often, and Long Fuse makes One-Shot and 2x Points last longer.
v0.19.1

A softer lawn, a cosier house

  • The lawns on Larkspur Drive are a natural grass green now, not a bright neon green, even under the patio lamp.
  • More furniture in the house: a reading chair and two lamp tables in the living room, a second dresser and a reading corner in the main bedroom, and another chest of drawers in the kids' room.
v0.19.0

Larkspur Drive feels like home

  • The house on Larkspur Drive is a real home now: wood floors, a tiled kitchen, carpeted bedrooms, rugs, and warm cream walls.
  • Every room is furnished: sofas, a fireplace, a kitchen with an island, beds, dressers, a pool table in the basement and a grill on the patio.
  • The walls are decorated too: pictures, family photos, clocks, a mirror, a coat rack by the front door and a calendar in the kitchen.
  • Warmer, brighter lamps indoors, and a dusk sky outside, so the yard is dim but never pitch black.
  • A green lawn, a driveway and a garden path out front. The bunker under the yard still looks like a bunker.
  • Furniture is solid: walk around a sofa or a bed, not through it.
v0.18.5

If you can see it, you can shoot it

  • If you can see a zombie, you can shoot it. Low walls, railings and stair walls no longer stop your shots, and a zombie at the top of the stairs can be hit.
  • Your aim stays where you point it. Auto-fire only shoots zombies inside your aim cone.
  • Tapping to fire shoots where you are aiming. It no longer turns you toward the nearest zombie.
  • When you let go of the aim stick, your aim holds for a moment, then turns back to where you are walking.
  • The laser sight now ends exactly where your shot will land.
v0.18.4

The Colossus finds its way

  • The Colossus no longer gets stuck against walls in its arena. When something stands between it and you, it now walks around it instead of pushing into it.
  • In an open arena it still comes straight at you, just as before.
v0.18.3

No more fake doors

  • Opening a door no longer leaves a closed-looking door propped against the wall beside it. An opened doorway is now just an open doorway, on every map.
  • A door that can never be opened now shows why: it is welded or boarded shut and marked with a red X, so it never looks like a way through.
v0.18.2

Cleaner screen, bigger rubble

  • The compass strip no longer lets its reading cover the letters and ticks, at every UI Size and on phones.
  • The phone RELOAD button's label fits inside the button.
  • The Colossus's thrown rubble is bigger, and the mark where it will land is easier to see.
  • Fixed a rare round that never ended because hounds kept climbing in and out of the same window.
v0.18.1

Solid machines

  • You can no longer walk through the Forge or other machines.
  • Fixed your character's head getting stuck tilted after taking hits.
  • Fewer ad breaks: now at most one every 8 rounds.
v0.18.0

New first map: Larkspur Drive

  • New first map: Larkspur Drive. You start inside a family house on a quiet street, and it is the gentlest map in the game.
  • The first few doors open the crate, a perk, the cellar and the power switch.
  • The back yard stays dark until you open a door onto it, then the lamps come on.
  • The Forge is in a nuclear bunker under the lawn, and the other perks are in the guest house across the drained pool.
  • Nightfall now unlocks when you reach round 10 on any map. If you already had it, you keep it.
v0.17.0

The Colossus fights back

  • The Colossus is a real boss fight now: about eight times tougher, and it takes several magazines to bring down.
  • It fights in three stages. At two thirds health it roars, calls runners and shakes the ground in a ring around it: step in close or back right off.
  • At one third it throws rubble where you are running. Watch for the marks on the floor.
  • It cannot be hurt while it roars, and One-Shot and Wipeout no longer skip the fight. The health bar shows each stage.
  • Each roar knocks a Full Mags loose, the round holds off while you fight it in its arena, and it pays more Salvage.
v0.16.0

Fits your phone, and a UI Size setting

  • The game now fits phones: the HUD, menus and cards scale to your screen instead of a desktop's.
  • On a sideways phone the gun card no longer lies across the middle of the screen.
  • New UI Size setting in Accessibility: Small, Default, Large or Extra Large. It replaces Larger UI.
  • Text never gets smaller than 14 px and buttons stay easy to tap at every size.
v0.15.0

Seven maps, rebuilt

  • All seven maps have new shapes, from an icy ring hub to a sunken college arena with a real basketball court.
  • Getting surrounded is dangerous again: stand still in a pack and you go down, keep moving and you live.
  • Every perk has its own machine now, with its own look, sound and price.
  • The camera turns: drag or twist it, and a compass strip points to the power, perks, the exit and the crate.
  • Walls fade when they would hide a machine, the power or the exit, and nothing on screen is smaller than 14 px.
  • Fixed: a rare gun could be bought for 0 points, and zombies got stuck on some corners.
v0.14.0

Two new maps and a real boss

  • Two new maps: Overgrowth, a jungle ruin, and Sub-Zero, an ice station. Ashmoor Dig opens too.
  • Aim up and down as well as around: the gun follows the target instead of a flat line.
  • The Roaming Hulk is a real fight now, with tells you can read even on a phone.
  • The dead fall and stay down, and the Hulk has a body of its own.
  • A proper quality picker, and on a PC you can play in first person.
  • The last few zombies of a round come to you instead of hiding somewhere.
v0.13.19

The torch lights the street

  • The torch throws a real beam again, with a switch for it and three looks-only upgrades.
  • The Compound builds a walled yard outside the Fieldhouse, then on Blackwater Landing and Greyhallow Keep too.
  • The streets outside the Fieldhouse are actually drawn now, not a torch in a void.
  • The generator and roof vents are solid, and you can shoot over the low ones.
  • Blackwater Landing and Greyhallow Keep wear a BETA badge: fully playable, still being worked on.
  • Short phones get their whole HUD back.
v0.13.12

Save, quit, come back

  • One saved run per profile: SAVE & QUIT, then CONTINUE on the map card, same round, same guns.
  • The Lucky Crate parades the guns it can give you before it lands on yours.
  • The Bandolier: 12,000 points buys a third weapon slot for the rest of the run.
  • On a keyboard, 1, 2 and 3 pull a weapon slot straight out.
v0.13.7

Fixes and silhouettes

  • Fixed the pause button, and the layout on iPhone Safari.
  • Beam auto-fire aim has its own setting.
  • The draft's fourth card unlocks once per run.
  • Every gun has its own silhouette icon, so they are easy to tell apart.
v0.13.0

The content update

  • Sixteen new guns, twenty-four in all, each with its own body and sound.
  • Two new maps you earn your way into: Blackwater Landing and Greyhallow Keep.
  • One upgrade console holds the whole skill tree and the Compound you build with Scrap.
  • A Guides screen explains every item in four sentences.
  • The map draws itself as you explore, and remembers it next run.
v0.12.1

Lamps and fixes

  • Lamp rings light up the street around them.
  • Fixed the muzzle flash.
  • Going down plays out faster.
v0.12.0

Out past the door

  • Past the Perimeter Door lie rings of dark district, richer and deadlier the further out you go.
  • Scrap: a new currency you earn out in the districts.
  • The Compound: spend Scrap on a Perimeter Wall, a Watchtower and a Supply Line.
v0.11.0

Streets, a boss, a skill tree

  • Streets outside the walls to fight through.
  • The Colossus, a boss zombie, can show up.
  • Stores to buy from mid-run, and a skill tree to spend salvage on between runs.
  • Hits feel like hits, with clearer feedback.
v0.10.1

Guns you can hear

  • Guns have real models and their own sound effects.
  • Every gun has its own shot sound, and each shot sounds a little different.
  • The upgrade draft deals rare cards now.
  • Status effects on zombies.

Twin-stick and two maps

  • The game is rebuilt: twin-stick survival in the Nightfall Bunker.
  • A second map, the Fieldhouse, and an upgrade draft between rounds.
  • Touch controls with aim lock and auto-reload.
  • Beam auto-fire: the torch cone is the trigger.

Swish Zombies arrives

  • Round-based zombie survival in 3D, free in the browser.
  • Buy guns off the wall and hold off a shambling, jointed horde.