GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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Zombie Outbreak Mode

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Today we have added a unique Zombie Outbreak game mode.

Currently it is working on Windows version of the game, but will be unlocked for Web/Phone version later.

In this mode you are trying to survive against zombie hordes for as long as possible. You can only use items found in safe so resource management is an important aspect of this mode. The objective is to obtain zombie parts dropped by zombies and deposit them into safe.

The goal of this game mode is to earn Zombie DNA points.

For all zombie parts placed into safe you will be awarded with Zombie DNA points. You can accumulate thos points between games. Currently those DNA points serve no purpose, but in the future updates we will add options to spend them.

At this moment we want to see how players play and gather feedback to see what should be changed and/or improved.

Edited 4 minutes later by .
2 days ago Quote

Interesting update, it’s a lot of fun to play! Thank you for adding this mode. 

I have a few questions: 

- Are there plans to introduce a co-op or team-based version of this mode? If so, would the difficulty scale based on the number of players? 

- Do you already have a vision for what Zombie DNA points will be used for in the future? 

- How does the wave system work, are there a limited number of waves, or is it endless? 

- How often do items respawn in the safe, and is there a limit to how many DNA can be stored? 

- Are there different types of zombies with unique abilities or behaviors?

One piece of feedback: it can become quite difficult when a lot of zombies spawn while you're trying to loot bags to collect DNA. Since you can barely move when surrounded, you often end up losing a lot of DNA items.

I also had a few ideas/questions regarding progression and features:

- Will the cooldown time before playing again be linked to outbreak levels? For example, would a higher level (Outbreak Lv. 20) have a longer cooldown time than a lower level (Outbreak Lv. 1)? 

- Are there plans for a ranking page ( “Player X survived X outbreaks”)? 

- Could there be medals or achievements that players can earn for their performance?

2 days ago Quote
2 days ago Quote
Reply to

Interesting update, it’s a lot of fun to play! Thank you for adding this mode. 

I have a few questions: 

- Are there plans to introduce a co-op or team-based version of this mode? If so, would the difficulty scale based on the number of players? 

Yes, but for now we have to test in single player to measure sever load and balance things. In co-op there will be more zombies spawned per round.

- Do you already have a vision for what Zombie DNA points will be used for in the future? 

Yes. You will spend DNA on upgrades of the Zombie Mode, there will be a separate zombie perk tree.

- How does the wave system work, are there a limited number of waves, or is it endless? 

It is intended to be endless.

- How often do items respawn in the safe, and is there a limit to how many DNA can be stored? 

They respawn every 10 rounds. There is no limit on DNA.

- Are there different types of zombies with unique abilities or behaviors?

Yes. Currently you saw regular drone and and a speedy woman. On higher waves there are other types.

One piece of feedback: it can become quite difficult when a lot of zombies spawn while you're trying to loot bags to collect DNA. Since you can barely move when surrounded, you often end up losing a lot of DNA items.

Yes, that is part of the strategy - you have to decide how to move to collect DNA and was able to return them to safe.

I also had a few ideas/questions regarding progression and features:

- Will the cooldown time before playing again be linked to outbreak levels? For example, would a higher level (Outbreak Lv. 20) have a longer cooldown time than a lower level (Outbreak Lv. 1)? 

You will be able to reduce cooldown using DNA eventually.

- Are there plans for a ranking page ( “Player X survived X outbreaks”)? 

- Could there be medals or achievements that players can earn for their performance?

The goal is to implement zombie upgrades/perks first.

2 days ago Quote
2 days ago Quote


If it possible to more exp is much more better and it will be fun. (maybe at the beggining for this event.) After the upgrading to mode you can change to lower exp. In my suggestion

2 days ago Quote
2 days ago Quote

Will there be medals for this new mode? It would be amazing to add new medals for players to pursue new goals!

Edited 40 seconds later by .
2 days ago Quote
2 days ago Quote

This game mode is quite entertaining, but after round 10 it becomes extremely difficult.
What if the zombies gave points or money to buy ammo, medicine, and other supplies?
I think it would be a good incentive to give rewards for completing rounds, for example, 2 coins daily for reaching the end of a round.

2 days ago Quote
2 days ago Quote
Reply to

- Yes. You will spend DNA on upgrades of the Zombie Mode, there will be a separate zombie perk tree.

- They respawn every 10 rounds. There is no limit on DNA.

- Yes, that is part of the strategy - you have to decide how to move to collect DNA and was able to return them to safe.

- You will be able to reduce cooldown using DNA eventually.

- The goal is to implement zombie upgrades/perks first.

Thanks again for the detailed answers! that really helped clarify the direction and priorities.

I did a few more runs and tried to look at the mode more from a balance and systems perspective.

The core loop already feels strong, especially the risk/reward around collecting and depositing DNA,

so I tried to think of ideas that would support that without reducing the intended difficulty.

Since the DNA system and perk tree are still open, I put together a few concrete examples that might fit well:

Instead of focusing on raw stat increases, perks could be more situational and tied to the core loop, for example:

  • a small bonus while carrying DNA (to support repositioning in high-risk moments)
  • slightly faster deposit interaction to reduce exposure time
  • a very short, cooldown-based “escape window” (minor collision reduction when heavily surrounded)
  • a boost which allows you to gain regeneration of dealed damage of %5 of your HP 293 => 15 HP regeneration for X turns or while carring the DNA
  • It might also be interesting to structure the perk tree around light playstyles, for example:

  • Collector - safer / more efficient DNA gathering
  • Survivor - better recovery and positioning
  • Fighter - slightly improved combat consistency
  • This could add variety without creating one dominant build.

    For the cooldown system, the idea of reducing it with DNA sounds good it might become even more interesting if it’s part of a trade-off, where players choose between faster re-entry or saving DNA for stronger/specialized perks.

    Regarding the safe respawn every 10 rounds, I’m curious how this will feel in higher waves, where returning to the safe becomes more difficult due to density that might be an interesting point to monitor during balancing.

    Overall, I think the foundation is really solid, and I like the focus on testing and balancing first.

    I’ll keep playing and try to identify more consistent patterns, especially around scaling and player options in later waves.

    gif

    Edited 22 minutes later by .
    1 day ago Quote
    1 day ago Quote
    Anonymous

    Hi there, this is exciting. 
    Is there any minimum lv to play zombie mode?

    Edited 1 minute later by . Reason: alot of messy text.
    1 day ago Quote
    1 day ago Quote

    Right now, it’s possible to reach around round 20 without any healing items. With 3x tank (800+ HP) units that has regeneration, I was able to reach round 24. This shows that survivability is quite limited and heavily dependent on specific units.

    To add more depth and strategic challenge, you could place “Outbreak Medical Boxes” across the map. Players would need to actively search for and reach these boxes in order to heal. This creates an interesting dynamic, since players must decide when to move toward a box while avoiding being surrounded by zombies. 

    • Around 8 medical boxes distributed across the map (for example, 2 per direction)?
    • Each box becomes usable every 5 rounds (or restocks at that interval)?
    • Boxes contain healing items (meds) that players can use or has to be unlocked with DNA?
    • Should boxes be visible from the start or discovered dynamically?
    • Can they be used by all players or individually?
    • Should stronger healing options appear in later rounds?

    Is something like this already planned, or could it be considered for future updates?

    Edited 13 minutes later by .
    11 hours ago Quote
    11 hours ago Quote

    IMG-0066

    IMG-0065

    The current exp modifiers don’t really make sense. Since players always start without armed, exp tends to get reduced anyway, and because the rounds are essentially endless, you never truly “win.” This also makes the both modifier feel pointless.

    Zombie damage, in particular, should be much lower in the early rounds and gradually increase later on. Right now, it feels like the difficulty ramps up too aggressively.

    For example, at a certain point, zombies start appearing with armor and glock, while the units are still relatively weak. This creates an imbalance that makes the zombie feel unfair rather than challenging.

    Would be interesting if a meatshield or a meat could be thrown and the zombies are running to it for 1 round, so you can walk away if you got surrounded

    Edited 1 minute later by .
    8 hours, 1 minute ago Quote
    8 hours, 1 minute ago Quote
    Reply to

    The current exp modifiers don’t really make sense. Since players always start without armed, exp tends to get reduced anyway, and because the rounds are essentially endless, you never truly “win.” This also makes the both modifier feel pointless.

    Zombie damage, in particular, should be much lower in the early rounds and gradually increase later on. Right now, it feels like the difficulty ramps up too aggressively.

    For example, at a certain point, zombies start appearing with armor and glock, while the units are still relatively weak. This creates an imbalance that makes the zombie feel unfair rather than challenging.

    Would be interesting if a meatshield or a meat could be thrown and the zombies are running to it for 1 round, so you can walk away if you got surrounded

    maybe if the past every past 5 lvl give us more exp. more much better i guess. for example. ıf it loose 4th round it is 10- 70 around xp. When the past 5th round i could be more 100- 170 around something like that. 

    7 hours, 51 minutes ago Quote
    7 hours, 51 minutes ago Quote

    exp modifiers change total exp gain. Per round exp is irrelevant, active modifiers reduce overall efficiency. Either optimize them for Zombie Mode or remove them

    Edited 4 minutes later by .
    7 hours, 45 minutes ago Quote
    7 hours, 45 minutes ago Quote

    ZOMBIE MODE

    Edited 27 minutes later by .
    5 hours, 55 minutes ago Quote
    5 hours, 55 minutes ago Quote

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