shiccup.

Swish Zombies

Round-based zombie survival with real verticality: barricade the windows, buy your way upstairs, then take the fight out into a dark city that pays better the further you go.

v0.13.19 · updated 24 Sept

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What's in it

Round-based zombie survival with real verticality, and now a city to get lost in. Barricade the windows, buy your way upstairs, flip the power, then take the fight outside: past the Perimeter Door lie rings of dark district that grow richer and deadlier the further out you go, and no two dead ends pay the same — one alley hides a supply cache, the next an ammo dump, the next a lit shelf selling ammo at district prices, and a ring's wall guns favour the alleys, so exploring one can pay with a gun. TWENTY-FOUR GUNS now, from a snub revolver to a belt-fed Millstone and a Thunderhead launcher on the last ring's wall, each with its own body, its own voice and a tier-5 evolution. One upgrade console holds the whole tech tree and the Compound you build with Scrap. A Guides screen explains every item, key and mechanic in four sentences — nothing in this game is a mystery you have to look up. And the map draws ITSELF as you play: fog lifts where you have walked, landmarks pin themselves where you found them, and it is all still there next run. FIVE MAPS, AND YOU EARN THEM: the Bunker and the Fieldhouse are open from the start, and Blackwater Landing's drowned boardwalk, Greyhallow Keep's five storeys of cold stone and Ashmoor Dig each unlock by ANY ONE of three routes — lifetime points, reaching a named round on the map before it, or rewarded ads. A locked card shows all three with your progress on each, so you always know exactly how far off the next place is. (Ashmoor Dig is built and still coming soon.) AND THE TWO NEWEST MAPS SAY WHAT THEY ARE: Blackwater Landing and Greyhallow Keep now wear a BETA badge with a WORK IN PROGRESS line — they are fully playable and everything you earn on them is kept, they are just still being worked on, and updates arrive on their own the next time the game loads. AND YOU CAN PUT IT DOWN: one saved run per profile, written at every round's end and whenever you pause, plus a SAVE & QUIT button — come back to CONTINUE on the map card and pick up the same run on the same round, with the same guns and the same doors open. AND YOU CAN CARRY A THIRD GUN: somewhere behind each map's hardest lock — the Hulk Den, the Strongroom, the Command Dugout, or the far side of the Perimeter Door — stands the Bandolier, and 12,000 points buys a third weapon slot for the rest of that run. On a keyboard 1, 2 and 3 now pull a slot straight out; Q still cycles. AND THE LUCKY CRATE SHOWS ITS WARES: spend the 950 and sixteen of the guns this crate can actually give you parade past above it, slowing down, before it lands on yours. AND THE TORCH FINALLY LIGHTS THE STREET: a proper beam that throws fifteen metres instead of one and a half, with a switch for it (F, the right stick, a touch button, or Settings) and three purely visual upgrades — brighter, wider, warmer — that do no damage at all. The blue zone on the floor is unchanged: it is still exactly what the gun will shoot. AND THE COMPOUND FINALLY BUILDS SOMETHING ON A SECOND MAP: the Perimeter Wall, the Watchtower and the Supply Line used to be three purchases that only ever did anything on the Bunker — on every other map you spent 10,500 Scrap on nothing. The yard is generated now, and the Fieldhouse has one: buy the wall and a walled compound with a gate appears in the parking lot outside the Loading Bay Gate, with a rally point that heals you the moment you step in, a shelf selling ammo, grenades and an extended mag, and a radio mast, a map table and a trophy plaque that each show up the day you pay for them. Buy nothing and the lot is exactly the lot it always was. AND THE FURNITURE IS FINALLY SOLID: the generator in the machine room and the vents on the roof used to be scenery you walked straight through — they stop you now, and you can shoot over the low ones. The touch buttons also keep the same order when you turn the phone, instead of the grenade button swapping places with the shop button. AND THE STREETS OUTSIDE THE FIELDHOUSE ARE ACTUALLY THERE: two whole bands of district — the facades, the wrecks, the kerbs, the lamp posts — existed in the game and were drawn by nothing at all, which is why out there looked like a torch in a void. They are drawn now, and it is a street with blocks either side of it. AND TWO MORE MAPS HAVE A COMPOUND: Blackwater Landing and Greyhallow Keep each get a second way home — the Eel Run and the Drovers' Postern, three parts or 1,250 points, with the parts hidden out past the Perimeter Door so you have to have earned your way outside to build the road back — and with a second route in place, the Perimeter Wall, the Watchtower and the Supply Line finally build a yard on those maps too. Greyhallow's terraces are a village again instead of a city. Twin-stick touch controls and beam auto-fire: the torch cone is the trigger.

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