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BACKPACK · FOOD / WATER / CANS
Tap food/water to use · Select 🥫 to throw
Controls, survival & evacuation
Building entry: Tap a house or press 🏠 (keyboard H) to walk to its door and hide. Tap again while hidden to leave. Some entrances are obstructed or full.

2D character preview: Based on v6.7.6. Near the player, survivors, fast pink infected and blind red infected use lightweight animated sprites when zoomed in. Buildings use simple colour-coded top-down footprints. Distant infected remain dots. Use Menu > View: 2D to switch to classic dots. Gameplay rules are unchanged.

Public playtest: v6.7.6 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, and Auto Pace chooses speed when navigation is active. 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 or tap open ground to use safe route-finding around buildings and nearby infected, or press Go Evac to use the same protection toward the selected evacuation point. 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 joystick movement cancels autopilot.

Building scavenging (Phase 2): Food and water no longer spawn on streets or at evacuation points. Buildings contain finite, randomly distributed stocks determined by floor area, with a 1 food : 2 water expected starting ratio; some are empty. Enter a building to search automatically, or choose Search Building (S) from the menu. Other green survivors share and deplete the same stocks, and may travel to buildings when supplies are needed. Upon entering, NPCs have a 25% chance to lock all intact doors against new green arrivals, including the player. The owner unlocks upon leaving; a breached door defeats a lock. Anyone already inside may leave at any time.

Inventory: Three fixed slots — food, water, and distraction cans — each holds up to 100 items. Auto-use consumes food and water when needed. Throwable distraction cans still appear outdoors.

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: Multiple evacuation destinations appear around the playable city. Use Menu > Next Route to select a different exit, then Go Evac; visible yellow markers can also be tapped. Survivors choose reachable exits based on distance, crowding, red/pink infected and deadlines, reconsidering as conditions change. Moving crowds near exits make location-based noise that attracts blind red infected. Pink attackers can overrun timed sites. When timed sites are lost, 5–6 untimed city-edge exits become available. The closest route is not always the safest.

Zoom: tap the floating + / − buttons on any device, or use the desktop mouse wheel. Drag or swipe the map to explore without moving your survivor, even while hiding. Tap ⌖ to re-centre on your player without changing zoom. The buttons never leave shelter or move you. Menu > Find Me also returns to you.

Toronto location selector: Generated neighbourhood (recommended) creates distinct Toronto-inspired streets and buildings offline for Downtown, North York, Scarborough or Etobicoke. The result is deterministic for the selected area and can be stored locally. It is not a real street map. Real Toronto GIS remains an optional internet beta; the original schematic map remains selectable. Location and geometry are remembered, not the unfinished game.

City graphics (v0.9): Streets have improved contrast, buildings have light depth, and offline-generated locations include small parks with tree canopies. Greenery is visual only and does not block travel. Map Detail toggles extra shadows, tree drawings and lane markings on slower phones. The four Toronto area layouts and gameplay are unchanged.

2D building colours: Eight simplified flat-colour types: House (blue), Store (orange), Warehouse (grey), Skyscraper (purple), Apartment (teal), Supermarket (green), Hospital (rose), School (gold). These are approximate visual categories inferred from footprints, not confirmed building uses or heights. All decorative rooftop lines and fixtures were removed for clarity. Existing entrances, collision, hiding, scavenging and shelter capacity are unchanged. No interior or transparent-roof rendering is included.

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 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.

Five-day pink lifecycle: Pink moves at 1.5× green survivor fleeing speed (6.3 m/s) at every pink age. Every new infection begins its own clock; after Day 5 pink turns permanently red. Reds are blind and follow sound only. Four pinks that each see a survivor enter the same shelter can break its door after five seconds. Pink never follow other pink. Broken doors stay damaged. Most buildings have four usable doors so survivors can try a different exit. 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.

Faster game time: Calendar time now advances by two in-world minutes per physics second. At 1× simulation speed, one 24-hour day takes about 12 real minutes (previously 24). Pink aging and hunger/thirst now progress according to this faster calendar. Walking, running, steering and physics remain at their previous 1× speeds. The separate Simulation Speed menu can still accelerate the whole simulation.

Green survivor needs: Hunger takes about seven simulated days to become fatal without any food; thirst roughly 48 hours without water. This simplified game model applies to the player and NPCs; weakness begins sooner. A full day/evening/night cycle is shown in the time display (one in-world day = 12 minutes at 1× simulation speed). Hidden green survivors stay sheltered until hungry or thirsty, then look for supplies when the route is safe and try to return. An emergency door breach can force them out. Pink detection does not require seeing other pink infected.

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 seek shelter when a pink enters their own 150 m danger radius. Once hidden, they stay there until they need food or water, or are forced out by a door attack. They seek safe nearby supplies and try to return to shelter. 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 blind and sound-only; crowd noise at exits can draw them into coarse, wall-checked movement.

Pink infected are different: they remain visible across Toronto. Outside the 300 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 infected independently see exposed green survivors within 150 m (the same as the active simulation radius). Their speed stays at 1.5× green survivor fleeing speed (6.3 m/s) until they become red. They never rally to other pinks. After five days they become permanently red and blind, even if chasing.

Zombie Outbreak 2D — New Game

2D Preview v0.9 · Engine v6.7.7 · Visual polish: roads, roofs, parks/trees and day/night colour. Offline Toronto generation; food/water remains 1:2.

1. Roads / street lines
Checking local cache…
Download Toronto road GeoJSON
2. Building footprints
Checking local cache…
Download Toronto building GeoJSON
Choose your outbreak location
Generated mode needs no downloads: layouts are inspired by the chosen Toronto neighbourhood, not exact real-world streets. Same neighbourhood and area produce the same roads/buildings; stored maps load faster on return. Real Toronto GIS is an optional beta.
Loading previous location…
Real maps: Contains information licensed under the Open Government Licence – Toronto. Classification colours are estimates.
Population
Generating local streets and buildings…
Recommended: generate a Toronto-inspired neighbourhood offline for instant play, with distinct street layouts and buildings by location. These are fictional approximations, not real street maps. Real Toronto GIS beta is optional and requires internet. Previously generated regions can be reused from local cache.
Built-in Toronto-inspired map · schematic street layout · no downloads