Walker
From wave 1Gaunt, hunched and relentless. The bulk of every wave.
Hold the line. Count the dead.
An arcade zombie siege. Three rings of walls, a horde that grows every wave, and the quiet in between to build, buy and repair before it comes again.
Open the supply depot. Buy weapons and ammo, place barricades, turrets and traps in the bands outside the core, and patch up whatever the last wave broke. Your backpack only holds so much.
The wave comes in surges from every side. Climb the stone stairs to the wall tops and fire over the parapet, throw grenades, and call in an airstrike when it gets ugly. Zombies can still reach up at you.
Every kill pays, and clearing the wave pays a bonus that grows with each one. Prices climb too, so spend it well. Then the quiet ends.
The fort is three concentric rings with four gates, then two, then one. Zombies have to chew through the barricades; you walk straight through them.

Three brick rings with stone stairs, fire lanterns on every wall top, cannons on the ramparts and a ruined, burning suburb all around.

An industrial yard with snaking baffle walls and an inner furnace hall. Same waves, a very different fight.

The redoubt on the hilltop above the harbour, with the Royal Navy firing broadsides from the river below.

A zig-zag firing trench, plank bridges and the HQ bunker. Trenches slow the horde, so it heads for the bridges.

A moonlit mission compound. Hold the plaza walls, fall back through the Long Barracks, make the last stand in the chapel.

A ruined factory in a snowy, burning city. Rubble-choked streets funnel the horde onto three north gates.






In-development screenshots from playtest builds. Art, maps and features may change before release.
Barricades + Bodybags is in development for Windows PC. Playtest builds are running now; follow the devlog for what changes next.