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BACKPACK · FOOD / WATER / CANS
Tap food/water to use · Select 🥫 to throw
Controls, survival & evacuation
Public playtest: v6.5.2 is an experimental build. Phone and tablet browser controls are supported; use smaller populations on slower devices. The simulation may run below real-time during large outbreaks.

Map: this game contains a Toronto-inspired street plan generated inside the HTML file. No download or separate map file is needed. The roads and buildings are a gameplay approximation, not an accurate tracing. Navigation and distant-population movement remain experimental.

YOU are the large green dot with a white ring. Desktop: click to move or use WASD / arrows, hold Shift to sprint, C toggles silent slow walking; Auto Slow activates near dormant red infected; AUTO also avoids their danger zones and stops if trapped. Touchscreen: left joystick moves, right RUN button sprints, STEALTH toggles silent walking, USE consumes the most-needed resource. Both sprint controls consume stamina.

Auto Pace: Enabled by default on phone and desktop. While moving, you sprint in clear areas when stamina permits, walk to recover, and automatically stealth near blind red infected. Near a visible pink threat, you sprint if you have stamina. The STEALTH and RUN controls remain manual overrides; Menu > Auto Pace toggles automatic pacing. Sprinting is loud and not guaranteed to outrun fast pink infected.

Mouse autopilot: click open ground to take a manual risk around buildings, or press Go Evac for AUTO to avoid nearby infected, then walks you there. It reroutes as local infected move and stops when the route becomes unsafe. Thin walls are checked by polygon-edge intersection. If no safe route is found, the player stops and the HUD says NO ROUTE FOUND; it never falls back to a straight wall-crossing route. Manual movement cancels autopilot.

Inventory: Three fixed slots — food, water, and distraction cans — each holds up to 100 items. Empty categories stay visible and can be refilled. Click/tap food or water to consume one item, or select a can to aim a distraction. Full categories leave extra pickups on the ground. Blue supplies are water; orange supplies are food. Walk within 10 metres to collect supplies. When a category holds 100, further pickups of that type remain on the map. Press 1 to eat, 2 to drink, and 3 for smart USE. Auto-use supplies consumes food/water when needed, drawing from your backpack. Food falls from 100 to 0 in about 20 game-minutes and water in about 12 game-minutes. Green NPCs also become hungry and thirsty; they may use nearby ground supplies, but do not share your inventory. Ground food and water are shared with NPCs and intentionally scarce. The starting pool scales mainly with playable map size: about 80 pickups on a 2 × 2 km map, 200 on 5 × 5 km, and 500 on 10 × 10 km at 50k population, with a modest population adjustment. Half are food, half water. Used pickups return after exactly 3 game-minutes. There is no HP or healing.

Distractions: gray tin icons on the map are throwable cans; they are additional to the usual food and water spawns. Tap a 🥫 slot or press T, then click/tap a location within 40 metres that has a clear throw path. The can makes a noise at the landing point, drawing blind red infected toward that sound. It consumes one can and has a 3 game-second cooldown. Click the slot again or press Escape to cancel aiming. You may throw from a shelter doorway without leaving hiding. Clicking a nearby building makes the can hit its outside wall. A bright circle shows your 40-metre throwing range. The existing noise/AI foundation is still experimental.

Evacuation: The yellow evacuation marker is your objective. Reach an evacuation zone alive while it is still accepting passengers. Vehicles and checkpoints have finite capacity. Food and water are optional survival resources you collect along the way. Timed evacuation sites now tend to spawn farther from the city center, and some pink infected may initially guard them. The HUD shows its distance, and an edge marker points toward it when it is off-screen. The Go Evac button asks autopilot to route there. Any timed evacuation point can be overrun by three or more pink infected sustained within 42 m, anywhere in the city. Under threat its marker says UNDER ATTACK; after overrun it turns red and stops accepting survivors. Untimed CITY EXIT fallback routes remain a last resort.

Zoom: the mouse wheel now goes much closer than before. Drag the map to pan; Find Me returns to you.

Buildings: grey polygons represent generated city buildings. They are solid — you and nearby visible agents cannot simply walk through them.

Hiding and shelter capacity: buildings hold a limited number of people based on area (about one person per 9 m², capped at 8 per building; 5×5 m holds 2, 7×7 m holds 5). Player and green survivors share the same limit. Click a grey building to approach a validated entrance. If the building fills, the entry is denied and you must find another shelter. Hidden people are silent. To leave, move or click outside; the doorway is used automatically. Green survivors spot nearby visible pink zombies from up to 150 m away and seek an available shelter. If all nearby shelters are full, they must keep fleeing instead of entering an already full building.

Design rule for the upcoming simulation rebuild: pink infected turn permanently red after 15 game-minutes (even mid-chase), and red infected are permanently blind and follow sounds only. v6.4.3 retains the permanent 15-minute transformation and sound-only red-zombie rules. Contact means roughly 1.5 metres with no wall between the two agents. Dormant red infected remain infectious on contact. Walls block transmission, and sheltered humans are excluded from infection searches.

Green survivor needs (v6.4.12): NPC greens also become hungry, thirsty and tired during travel and extended hiding. Shelter rest restores stamina, but food and water continue to decrease. Survivors may consume nearby outdoor food/water when safe, without magically collecting through walls. Severe deprivation eventually kills an NPC (gray counts under 'Deaths'), but hunger never forces a survivor to exit a dangerous shelter. NPC hunger now runs out after 30 simulated minutes and thirst after 15 minutes (twice as fast as v6.4.4); serious deprivation has a separate grace period. Hiding does not force a survivor into danger. Click/tap a visible green NPC dot to inspect their needs.

150 m active bubble: green survivors and dormant red infected only appear and run full AI within 150 metres of you. Nearby moving agents use geometry-aware steering; routes and shelter entries are still being improved. Exposed greens within sight range of a nearby pink also become active, even beyond your 150 m bubble. Nearby green survivors keep evacuation destinations, seek shelter when a pink zombie enters their own 150 m danger radius, and wait until the radius is clear before leaving. They move slowly near red infected and attempt to detour around them. Any building currently sheltering green survivors is tinted green; your own shelter is brighter. Beyond the bubble, most greens make infrequent, wall-checked evacuation progress, but those targeted by pink infected react locally by fleeing or seeking shelter. Distant reds remain sound-only and dormant.

Pink infected are different: they remain visible across Toronto. Outside the 600 m pink-only detail radius, pink dots are coarse outbreak markers: they move on coarse geometry-checked ticks and use a lighter, budgeted encounter simulation rather than the fully detailed nearby AI. Citywide evacuation overrun checks also work when the player is far away. The distant encounter simulation uses sight, collision-checked travel, sheltering and physical contact to infect distant survivors. Pink zombies see unobstructed green survivors within 450 m and run at 8.4 m/s, twice the v6.4.8 speed and faster than fleeing green survivors; their detailed chase works near the player; exposed greens within their 450 m sight range also run full AI so they can flee or seek shelter. A pink zombie always becomes permanently blind red after 900 game-seconds, even while pursuing a target.

Zombie Outbreak — New Game

Playtest v6.5.2 · Survive on a Toronto-inspired street map on desktop, phone or tablet. On phones, try 5,000 people first for a smoother experience; landscape mode provides more map space. Feedback and balancing are ongoing. No account required.

1. Roads / street lines
Checking local cache…
Download Toronto road GeoJSON
2. Building footprints
Checking local cache…
Download Toronto building GeoJSON
Population
Generating local streets and buildings…
An offline, Toronto-inspired schematic map. Streets and buildings are designed for gameplay, not real-world navigation. No online download required.
Built-in Toronto-inspired map · schematic street layout · no downloads