Read it before dark
SURVIVAL GUIDE
Everything the Guide at camp tells you, in one place you can read while you're dead.
CONTROLS & HUD
Double-tap Shift opens your Survivor menu anywhere (stats, map, settings). Shift+F opens the world map. Tab shows the live map with everyone in camp. Right-click a gun to aim, R reloads (drop key), F swaps hands as usual.
VITALS: THIRST, INFECTION, BLEEDING
- Thirst drops like hunger. Water bottles, canteens and sodas fix it; at zero you take damage and slow down.
- Bleeding comes from cuts and bites. A bandage stops it; ignore it and it drains you.
- Infection starts with a bite. Antibiotics slow it, the camp Medic cures it, dying resets it. Infected survivors glow on the HUD so your party can see it.
- Heat is your gun's temperature: too hot and it jams. Noise is how far the dead can hear you — by day they need noise to find you (Quiet Day), by night they don't.
LEVELS & GUNS
Kills and survival give XP. Your level is on the XP bar and in TAB. Guns are locked by level: pick one up early and it's a club until you earn it.
| Level | Title | Unlocks |
|---|---|---|
| 0 | Rookie | Bats, machetes, knives, crossbows |
| 10 | Scout | First pistols (P2000, Glock) |
| 25 | Hunter | SMGs, pump shotguns |
| 40–50 | Marksman | Assault rifles, hunting rifles |
| 75 | Specialist | Heavy rifles, auto shotguns |
| 90–110 | Warlord | M249, Negev, AWP |
| 150 / 200 / 300 | Legend / Apex / Last Light | Titles only — and a meaner night |
Guns heat with fire, jam when hot or worn, and wear out; repair kits and the camp armourer keep them alive. Ammo is loot, trade or crafting — never free.
TORN DOLLARS
The only money left. You earn ⌽ for every kill (more for specials, more at higher level, ×1.5 on a blood moon), for surviving a blood moon, and for logging in day after day — the streak bonus climbs for a week. Check your balance with /td.
Camp traders buy and sell. Prices are alive: when everyone buys bandages, bandages get dear; dump a chest of scrap and the price sinks. They drift back over a couple of hours, and everything costs more while the blood moon is up.
THE HORDE
- Zombies scale to you. Their health, damage, speed and the chance of runners follow the level of the nearest survivor — so a level 5 and a level 60 walking together is the level 60's problem.
- Specials unlock as you climb: Ferals (fast) from level 10, Spitters (ranged) from 15, Miners (dig through walls) from 25, the Big ones from 40.
- Nights are harder than days. Blood moons turn everything up, pay double, and are announced in chat and Discord beforehand. Get inside, light up, stock up.
- Bandit raiders hold parts of the cities and shoot back. They drop the good loot.
CAMP & BASES
The spawn camp on the mountain is the only place nothing spawns and nothing can be broken. The Guide runs the briefing, the Medic cures infection, traders take Torn Dollars, and the bus goes to the city.
Out there, claim your base and build in tiers: wood → cobble → stone → reinforced → armored. Blocks placed straight at a high tier are weak until you hammer them up. Street lights in the cities are half dead — carry torches.
PARTIES & THE MAP
/party groups you up: shared waypoints, party members on the map and in TAB, no friendly fire. The world map (Shift+F) shows both cities, your waypoints and your party — never strangers. Set waypoints from the map or the Survivor menu.
Still lost? Ask in the Discord — someone's always awake.