← Tiny Joy Lab Zombies BreakoutA sandbox experiment in survival and spread
中文 ↗ Ready to begin

ZOMBIES BREAKOUT

Small changes. Different outcomes.

500 humans. One infection. Who will survive this time?

200 × 200Closed arena / No obstacles

01

Live simulation

00:00
Humans alive500100%
0%0Infectedincl. patient zero
Share of starting population · Gray = deadDead 0 / Initial 500
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YOUR NEXT LITTLE EXPERIMENT

One tiny spark. Big trouble.

Press Start above, or tweak the settings below.

NO DOWNLOADS. JUST CURIOSITY.
Rifle 500Shotgun 0Laser 0Shield 0
Select a unit to inspect its type, health and vision range.
After one second, a random human becomes patient zero.Patient zero has not appeared
02

Experiment settings

Editable

Starting settings lock when you begin. Playback speed stays adjustable.

More settings+

1.0× uses the current baseline upgrade chance. 0× disables that upgrade.

03 How the simulation worksUnits and rules +

Everyone starts with a rifle. From second 12, each human receives one random upgrade check. The three upgrade sliders independently scale the baseline probabilities; 0× disables an upgrade. Human speed is 1. Rifle, shotgun and shield units see 30 cells; laser units see 100. Vision determines detection distance; firing range is separate.

UnitHealthRange / attack intervalBehavior
Rifle10030 / 1.1 sRetreats from threats. Each shot deals 8 damage.
Shotgun1008.5 / 1.5 sKeeps about 5 cells away. Up to 42 damage, hitting at most 3 enemies; retreats when surrounded.
Laser10065 / 2.8 sDeals 28 damage at long range and creates distance from nearby enemies.
Shield2002.8 / 0.8 sDeals 16 damage. Guards non-shield allies without chasing far from the group. Retreats when wounded, isolated or locally outnumbered. The forward 120° shield blocks hits and loses health; side or rear body contact from the same infected unit must last 1 uninterrupted second to infect. Turning speed is limited.
ZombieAdjustable; default 1000Contact / 0.85 sDefault base speed 0.98, contact radius 1.1 cells and vision 30 cells. Pursues the nearest visible human. Speed doubles with fewer than 3 humans in sight, including none; otherwise returns to normal. Each zombie can infect only one human at a time and needs 1 uninterrupted second of contact with that target. Breaking contact, target death or switching targets resets the timer; different zombies cannot pool contact time. Deals 18 shield damage.
Patient zeroAdjustable; default 22000Contact / 0.85 sDefault speed 1.65; does not receive the zombie vision-based speed boost. Larger body. Each frontal hit deals 100 damage to shield units, killing a full-health shield unit in two hits. Infection also requires 1 uninterrupted second of contact with a single human, one target at a time.

Zombies keep spreading after patient zero falls. The experiment ends when either side has no living units. Playback speed stays adjustable; other settings lock at the start. New experiment ends the current run and returns to setup. All simulation runs locally in your browser.

Start and share a challenge

Choose a population and health values. Open More settings to adjust unit upgrades and the seed, then press Start. Click units to inspect their vision and behavior. Pause to observe details, or start a new experiment to change settings.

A challenge link fixes all starting settings and the rules version. Playback speed does not change the rules. The same version, seed and settings reproduce the same experiment. Links share the starting setup, not a mid-game save. Switching languages preserves the setup and returns to the ready screen.

Same setup. Your experiment.

Share the complete starting settings and seed so a friend can replay this challenge.

SAME SEED. SAME CHALLENGE.

Let a friend try this experiment.

The link contains starting settings, a random seed and the rules version. It does not contain progress or personal information.

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