Horde Night

It is a simple Tower Defense aspect within the game with waves of Zombies attacking you and they will go through any bases structures and defenses to get to you!

Overview and Settings

The current in game day number can be viewed by going to your inventory (Default- TAB key) and looking in the top right hand corner which displays the day number in red when it is the actual day of Horde Night.

The arrival of the Horde of zombies will be announced with a voice saying the word “Brains!” at exactly 7pm with a Red Skull appearing at the top middle of your screen to indicate the horde has started. The Red Skull will disappear when the Horde Night Zombie attack is over although there may still be some Zombies left to kill as they do not automatically despawn when it’s over.

As you progress in the game and time advances the Horde Night will have more zombies that arrive in waves, so a year 2 horde night will have more Zombies spawning than a year one.

This Video setting determines the amount of Zombies that can appear on your screen at any one time. If this is set too low it can mistakenly seem like Zombies spawn out of thin air or too high and it lags the game.

Horde Night can be set when the game is created or by selecting the book symbol then click on “Information”when in the Inventory screen.

  • Zombie Wave Attack = Tick the box to switch them on.
  • Zombie Wave Attack Cycle = How often in days it occurs (Every 1, 3, 7, 10 or 15 days).
  • Zombie Wave Multiplier= Times the amount of waves in the horde (x1, x2, x3 or x4).

The Horde strength is determined in the “Zombie Strength” setting but not the Zombie Spawn Number.

FAQ

  • Can i log out to avoid the Horde? No, Single player will put you back to when it first starts (or just turn it off).
  • Can i outrun the Horde? No, it will respawn when you get far enough away from initial point of contact*.
  • What happens if i die and respawn? They will respawn near you or head directly for you if close to point of death.
  • Can the zombies swim to get me? Not swim, but they can at times glitch under the water and walk/run to you.
  • What are the best weapons to use? Firearms with lots of ammo, More information here.
  • Can NPCs assist me during Horde Night? – Yes, More information here.

* However, You can stay in the respawn screen for 20 mins and then respawn which might deactivate the Horde.

Horde DEFENSE/Strategies

The most common strategy against the horde is to construct a seperate Horde Base from which to defend from leaving your main base uneffected. This 2nd base or “Horde Base” will use traps and bolstered building structures to thin the numbers and keep them from getting to you longer with a “choke point” which focuses the Zombies through traps or AOE attacks.

If defending your main base then consider using concrete foundations with cement beams and walls whilst lining your base perimeter with wooden or iron walls. Keep your respawn bed well away from anything important as Zombies will destroy anything to get to you including storage boxes.

Keep a change of gear, meds, fresh weapons and ammo near the respawn point to get back into the action in case of not being able to retrieve your body very easily.

If Specials Zombies are selected:

  • The Spitters will quickly damage a base or its defences at range.
  • The Crawlers primarily try to get to you and do not do as much damage.
  • The Blowup Guys will run at you and explode when in Melee range (Use to cause infection until new Medical System was introduced).
  • BFZ primarily try to get to you and tear through anything in their way but can also jump and do not let them group up like this.

More on Special Zombies here.

Horde Night can be activated in the Admin Menu even if turned off in settings (More information is here).

Basic Horde Defence

Early game (first few Hordes) defence where the player fills in the 2 wooden traps behind them and then stands on the foundation using available ranged weapons.

Traps

All traps will damage you if triggered or walked into.

Explosives/Fire weapons will cause damage to nearby building Structures but it was reduced in update (0.0.8.7).

As of Update 0.0.8.6 -Molotov Cocktails, Homemade Grenades, Fire Trap, Explosive Arrows, Scent Decoy, Scent Decoy Arrows and Fire Arrows now have explosion and burning effects when destroyed on the ground.

Unlocked at start

1- Wooden Spikes– Basic 3 log trap which damages Zombies but doesn’t last too long.

2- Iron Spikes– A slightly tougher barrier requiring 4 Iron Ingots.

Traps that require Unlocking through the Technology Tree. Click 1 “then Technology”.

3- Landmine- Requires Weapon Craft 3+ and a crafted Homemade Grenade to unlock and explodes when walked over damaging everything in a small radius. It is consumed when triggered (HG and x1 Iron Ingot to build).

4- Fire Trap- Requires Weapon Craft 3 and a crafted Molotov Cocktail to unlock and ignites when walked through damaging everything in a small radius. It is consumed when triggered (MC and x5 Plant Fibers to build).

5- Log Trap- Requires Planks to unlock and will only activate once and then needs resetting (x2 Logs, x4 Planks, x30 Plant Fibers and x1 Simple Part to build).

9- Spike Trap- Requires Planks to unlock and will only activate once and then needs resetting (x10 Wooden Spears, x10 Planks, x15 Plant Fibers and x1 Simple Part to build).

Traps that require Unlocking in the Technology Tree and Electricity to power them

These Traps need to be connected to a working Battery Table (which is also connected to a power source Fuel Gen, Solar etc) and also a Switch. Each Trap can have their own switch or be connected in groups. Common practice is to add a light to the switch so status of traps is shown (On/Off). More information on Power and what Traps use is here.

6- Electric Gillnet- Requires Electrical 2, Mechanical 2 and Engineering 3. It will activate when walked through and will automatically to the raised position. Requires a Switch to turn On/Off but has its own light to show power status (x1 Motor, x5 Electrical Wire, x5 Iron Ingots and x5 Simple Parts to build).

7- Blade Trap- Requires Electrical 3, Mechanical 2 and Engineering 3 and once switched on it will rotate until switched off or power supply drained (x1 Motor, x5 Electrical Wire, x2 Advanced Parts, x2 Steel Ingots and x5 Simple Parts to build).

8- Flamethrower Trap- Requires Electrical 4, Mechanical 2 and Engineering 3 and once switched on it will shoot flames over a 10ft distance until switched off or power supply/ Fuel is drained. Has a 30L tank which requires manual filling of Fuel and a full tank will last 12 minutes (Game Day=45 minutes) (x3 Electrical Wire, x1 Advanced Parts, x3 Iron Ingots, x1 Steel Ingot and x2 Simple Parts to build).

10- Automatic Spike Trap- Requires Electrical 2, Mechanical 2 and Engineering 2. It will activate when walked over and will automatically reset. Has its own light to show power status (x1 Motor, x5 Iron Spears, x3 Electrical Wire and x5 Simple Parts to build).

Horde Base Defence Equipment (Non Traps)

A- Searchlight– Requires Electrical 4, Mechanical 3 and Engineering 4 and needs the Machine Table unlocked. Used for lighting up the area as Horde Night is dark. Could use Campfires and/or adjust brightness in Video Settings. More information on Lights is here.

B- Gatling Gun Tripod- Requires Electrical 2, Mechanical 4, Weapon Crafting 4 and Engineering 3 and also needs the Machine Table unlocked. It’s a static mount which requires to have an actual Gatling Gun for its construction (also x6 Steel Ingots, x3 Electrical Wire and x6 Simple Parts . Uses 7.62 Ammo from your Inventory when firing. Limited vertical fire arc.

A stripped down image showing the Technology Tree paths to unlock Traps.

More information on Technology Tree is here.

Horde Base Examples

This shows how using existing buildings can help defend against Horde Night in the early game.

This is trying to find a Horde Base to survive Year 20+ Horde Nights.

Trying out various locations. Note the use of Scent bait to group up the zombies followed up with Molotov Cocktails and/or Grenades.

Scent bait will not work on Special Zombies or Animals!

Molotov Cocktails and Grenades will do damage to Traps!

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