ZOMBIES BREAKOUT
Small changes. Different outcomes.
500 humans. One infection. Who will survive this time?
Experiment settings
Starting settings lock when you begin. Playback speed stays adjustable.
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.
| Unit | Health | Range / attack interval | Behavior |
|---|---|---|---|
| Rifle | 100 | 30 / 1.1 s | Retreats from threats. Each shot deals 8 damage. |
| Shotgun | 100 | 8.5 / 1.5 s | Keeps about 5 cells away. Up to 42 damage, hitting at most 3 enemies; retreats when surrounded. |
| Laser | 100 | 65 / 2.8 s | Deals 28 damage at long range and creates distance from nearby enemies. |
| Shield | 200 | 2.8 / 0.8 s | Deals 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. |
| Zombie | Adjustable; default 1000 | Contact / 0.85 s | Default 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 zero | Adjustable; default 22000 | Contact / 0.85 s | Default 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.