Damn, Zombies/Database

Every number, written down

The compendium: every weapon, every archetype, every perk, every boss round and every phase of the sky, with the figures the game actually plays by. Nothing here is rounded for effect, and none of it is final — the game is in beta and these numbers move.

Weapons

Fourteen, in the wire's own index order — which is also the order of the server's price tables. A wall price of “Crate” means it is not chalked up anywhere.

#WeaponTypeDamageIntervalRangeMag / reserveWall
0Security PistolRanged120.15s30 m16 / 961,500
1Exec RevolverRanged400.35s40 m6 / 642,500
2Nail GunRanged70.10s18 m50 / 3003,000
3Swag BlasterRanged240.60s25 m4 / 403,500
4Fire Safety AxeMelee350.90s1.4 m750
5Golf ClubMelee220.60s1.6 mCrate
6Employee of the YearMelee150.45s1.25 mCrate
7Facilities ShotgunRanged700.85s6 m6 / 48Crate
8IT Support PDWRanged110.07s22 m40 / 320Crate
9Sales RifleRanged230.11s34 m30 / 240Crate
10Performance Review RifleRanged530.54s48 m20 / 140Crate
11Synergy BeamRanged300.30s90 m40 / 738Crate
12Intern SMGRanged150.09s26 m32 / 256Crate
13Executive Letter OpenerMelee620.50s1.3 mCrate

The undead

Eight archetypes. Four are rolled by the round director; four exist only because something else makes them — a summoner, or a special round. Health is the base figure, before the round multiplier. “Per blow” is the share of everything a survivor has that one hit takes off them.

Grade 1/General staff

The Employee

Health
40
Speed
0.85 m/s
Per blow
36%

Clock In

Weak alone, and it knows it. Arrives at 70% strength in round 1 and is not up to full until round 6 — the only body in the game that warms up.

Grade 4/Line management

The Middle Manager

Health
70
Speed
0.7 m/s
Per blow
48%

The all-hands

Every 90 seconds he stops and calls a meeting. The nearest five staff within ten metres come out of it 20% harder to kill and 20% angrier, for forty-five seconds. He will not address an empty car park.

Grade 5/People & Culture

HR

Health
65
Speed
0.65 m/s
Per blow
44%

New Hire Orientation

When the field thins out she raises a requisition, and two or three new starters arrive beside her. One in twenty comes in at management grade. She is why the horde never quite ends.

Grade 10/Senior leadership

The Executive

Health
200
Speed
0.55 m/s
Per blow
54%

Return to Office

Hurt it badly and it heals, runs, and puts a Scapegoat between you and it. Its eyes burn yellow while it does — which is the tell, and the only warning you get.

Off payroll/Nothing rolls one

The Scapegoat

Health
40
Speed
0.85 m/s
Per blow

Rigged

The body the Executive puts in front of itself. It only ever runs, swings once, and dies. Every Scapegoat is rigged to blow the moment it does.

The Executive (boss), a special-round boss in Damn, Zombies, at one and a half times scale with its moon-blue eyes lit.

Round 7/Special round only

The Executive (boss)

Health
1,470
Speed
0.61 m/s
Per blow
54%

Sends Scapegoats

×7.35 health, ×1.4 scale, moon-blue eyes

The whole of round 7. No employees, no managers, no HR walk in — what fills the compound is what the boss itself sends, two Scapegoats every fifteen to twenty seconds, aimed at whoever last shot it.

Head of People, a special-round boss in Damn, Zombies, at one and a half times scale with its moon-blue eyes lit.

Round 15/Special round only

Head of People

Health
293
Speed
0.68 m/s
Per blow
44%

Seven starters at a time

×4.5 health, ×1.4 scale, moon-blue eyes

HR's routine with both its gates taken off: a clock instead of a cooldown, seven at a time, and no field test. Three of them at once, and a Head of Department beside them.

The Chairman, a special-round boss in Damn, Zombies, at one and a half times scale with its moon-blue eyes lit.

Round 23/Special round only

The Chairman

Health
580
Speed
0.61 m/s
Per blow
54%

Golden Parachute, Take Credit

×2.9 health, ×1.4 scale, dies twice

Return to Office kept as its dying routine rather than its panic one, plus two abilities no ordinary Executive has. A bar you have to break twice, that the queue keeps mending, in the dark.

Perks

Six vending machines at 7,500 points each, one of each per survivor ever. They stand apart in six different parts of the compound, and every one of them is past at least one bought door.

The Speed Boost perk vending machine from Damn, Zombies, standing in the compound.

Speed Boost

MOVE FASTER

+20% movement

The same figure as Health Boost on purpose, so the choice is fast or hard to kill rather than arithmetic.

The Health Boost perk vending machine from Damn, Zombies, standing in the compound.

Health Boost

STAY UP

+20% maximum health

And the difference handed over immediately, rather than left for you to heal into.

The Fanny Pack perk vending machine from Damn, Zombies, standing in the compound.

Fanny Pack

CARRY MORE

Double reserve ammo, every gun

It changes the gun's capacity, not the rounds in hand — so it holds through a restock and applies to every gun bought after it.

The Performance Bonus perk vending machine from Damn, Zombies, standing in the compound.

Performance Bonus

HIT HARDER

+25% weapon damage

Applied at the one place every point of damage passes through, so it is the same figure for the shot, the swing and the blast.

The Just-In-Time perk vending machine from Damn, Zombies, standing in the compound.

Just-In-Time

JUST IN TIME

Every reload, twice as fast

A rate, not a capacity: it halves the reload on the next magazine and on every weapon you pick up afterwards.

The Ninja Certification perk vending machine from Damn, Zombies, standing in the compound.

Ninja Certification

BLACK BELT

Double swing speed, +20% melee

Stacks with Performance Bonus for ×1.5 on a swing. It is the reason to take an axe into round 20.

Special rounds

Three of them, eight rounds apart, and no two are the same encounter. All three replace the round's whole roster with a fixed handful of named bodies put down indoors, near a survivor, at one and a half times scale with moon-blue eyes lit from the first frame. Health totals below are solo; every figure rises to +40% at four players.

Round

07

The Executive

Bodies
1
Solo health
~2,705

One very long health bar

One body, and nothing else walks in. What fills the compound is what the boss itself sends: two Scapegoats every fifteen to twenty seconds, aimed at whoever last put a round into it.

Round

15

The Heads of People

Bodies
4
Solo health
~3,300

One very long queue

Three Heads of People and a Head of Department, each raising seven new starters at a time. Nothing here is hard to kill. There is simply always more of it.

Round

23

The Chairman

Bodies
3
Solo health
~4,670

A bar you break twice

A Chairman and two Heads of People, under the eclipse. The Chairman's dying routine puts it back up once — and the queue the other two keep feeding is still arriving while you do it again.

From round 24, ordinary rounds start carrying one to three of those same bodies as elites, rising to three by round 36. It is the game’s last difficulty ramp: the sky and the field’s empowerment both finish at 24, and health alone is a round that takes longer rather than one that is harder.

Moon phases

The sky is on a schedule, and the schedule is the round number. Four fixed stops, everything between them a fade — and every stop is harder than the last. Health multipliers are the game's own: 1 + 0.1 × (round − 1), applied to every body on the field.

  1. The compound at round 1: the easiest the game gets. eight bodies on the field, and an employee arrives at 70% of its own strength — it is not up to full until round 6.

    01

    Midday

    The sun, 62° up

    Zombie health
    ×1.0
    Changes
    Baseline

    It is the only stretch of a run where you can afford to walk somewhere rather than work out whether you have time to.

  2. The compound at round 8: every body takes 70% more killing than it did in round 1, the crowd is bigger, and more of it runs at you instead of walking.

    08

    The sun goes

    The sun, on the horizon

    Zombie health
    ×1.7
    Changes
    The lights start going

    The office wiring begins to fail here. Ceiling panels go out for good — not on a timer you can learn, and not ones that come back — so you are holding the same rooms with less of them lit, and the first boss round is already behind you.

  3. The compound at round 16: two and a half times the health of round 1, and from here every body on the field is empowered on a ramp — ×1.10 move, ×1.20 damage and ×1.20 health by the time it finishes.

    16

    Blood moon

    The moon, full and red

    Zombie health
    ×2.5
    Changes
    The whole field turns

    Their eyes come on with it: red for the staff, orange for the Executive. Once everything is glowing that colour is the only way left to pick the thing worth running from out of a car park full of them.

  4. The compound at round 24: the ramp finishes, and ordinary rounds start carrying boss bodies — one to three of them mixed into the crowd, rising to three by round 36.

    24

    Eclipse

    The sun, behind the moon

    Zombie health
    ×3.3
    Changes
    Elites in ordinary rounds

    This is the last difficulty ramp the game has. Past it, more health only buys a round that takes longer rather than one that is harder: the danger stops climbing and the attrition does not.