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Zombie Mode

What Is It?

A Roguelite survival mode in BossRush — you're dropped into a map with nothing, facing endless waves of zombies. Clear each wave, pick a reward to grow stronger, but enemies scale up too. Survive long enough to extract and convert your Purification Points into cash; die and you lose everything.

Entry Requirements

  1. Purchase a Zombie Tide Invitation from the base merchant (consumed on entry)
  2. Use the invitation to open the map selection screen
  3. After confirming, optionally invest cash: 100 cash = 1 starting Purification Point (rounded down). Investing 0 is fine
  4. Upon entering the map, all your items are automatically transferred to storage (naked entry)
  5. Choose your starter loadout to begin

The invitation is not refunded on death. If an error occurs during loading, both the invitation and cash are automatically refunded.

Starter Loadout Choice

You must pick one of two loadouts upon entering:

LoadoutStarting Gear
MeleeRandom melee weapon ×1 (quality ≤5) + healing items (with guaranteed recovery items) + food ×3 + drinks ×2
GunnerRandom firearm ×1 + matching caliber ammo ×1000 + medical ×3 + food ×2 + drinks ×1

Core Loop

Preparation → Combat Wave → Settlement → Reward Selection → Preparation → ...

Every 5th wave is a Boss Wave; all others are normal waves.


Preparation Phase

  • Lasts 30 seconds countdown
  • A Safe Zone spawns at your feet (radius 8m, green circle)
  • Inside the Safe Zone:
    • Zombies are pushed outside the boundary
    • Zombies won't aggro you (threat suppression)
    • Attacking zombies with guns/melee weapons while inside breaks stealth (zone turns orange, zombies regain aggro)
  • Zone flashes yellow in the last 5 seconds as warning
  • A Supply Terminal (merchant NPC) spawns inside the safe zone
  • You can use the Zombie Tide Beacon to skip the countdown and start the next wave immediately (3-second channel)

Extraction Opportunity

After each Boss Wave, the preparation phase includes an extraction opportunity:

  • A prompt appears: "Extract Now" or "Continue Fighting"
  • Choosing extraction requires standing in the extraction zone for 15 seconds
  • Leaving the zone cancels extraction and starts the next wave
  • Successful extraction: Purification Points convert 1:1 to cash, return to base

Combat Waves

Normal Waves (non-multiples of 5)

  • Kill target: 32 + (current wave - 1) × 5 zombies
  • Zombies continuously respawn, max 50 normal zombies on the field at once
  • Population checked and replenished every second

Boss Waves (wave 5, 10, 15...)

  • No kill count target — defeat all Bosses instead
  • Boss count scales with wave number
  • Wave completes when all Bosses are dead

Ambient Pressure

  • Zombies spawn during both preparation and combat phases
  • Zombies actively track the player (trace distance: 500m)

Enemy Types

Normal Zombies

Base enemies using the Cname_Zombie preset. Drop 1 purification star (3–8 points).

Special Zombies

Stronger than normal with unique abilities. Drop 3 purification stars (30–60 points total).

TypeTraits
SprinterMove speed ×1.2, dash ability (12m distance, 8s cooldown)
ExploderHP ×1.3, detonates within 2.5m (1s delay, 4m radius, 80 damage)
PlagueHP ×1.5, speed ×0.95, green plague aura, releases poison cloud (4m radius, 3s duration, 8 DPS)
SummonerHP ×1.5, speed ×0.95, periodically summons 2 normal zombies (15s cooldown)
HarasserHP ×1.3, fires projectiles (speed 12, 25 damage), creates slow zone on hit (3.5m radius, 50% slow, 2s)

Exploders don't appear in the first 5 waves.

Elite Zombies

Powerful mutants carrying 1–3 affixes. Drop 5 purification stars (80–150 points total).

Base multipliers:

  • Normal elite: HP ×2.5 / Damage ×1.5 / Speed ×1.1
  • Enhanced elite (pollution ≥15): HP ×3.2 / Damage ×1.7 / Speed ×1.3

Affix System:

AffixEffectUnlock Tier
SwiftSpeed ×1.30
FrenziedDamage ×1.15, speed ×1.10
ToughHP ×1.40
StalwartHP ×1.15, 90% ranged damage reduction1
RegeneratingContinuous health regeneration1
BurstExplodes on death (4m radius, 40 damage)1
PlagueReleases poison clouds1
CommanderAura buffs nearby zombies (8m radius, +20% speed, +15% damage)3
Toxic AuraContinuous toxic damage3
SplittingSplits into 2 smaller zombies on death3
ShieldedHP ×1.25, periodic shield (25% max HP, 5s duration, 12s cooldown)3
AdaptiveAfter 5 consecutive hits from same source, gains 60% damage reduction for 8s5

Affix count by pollution:

  • Pollution < 5: 1 affix
  • Pollution 5–14: 1 (65%) or 2 (35%)
  • Pollution 15–24: 2 affixes
  • Pollution ≥ 25: 2–3 affixes

Spawn Probability

PollutionElite %Special %Normal %
0–41%5%94%
5–92%10%88%
10–144%15%81%
15–196%20%74%
20–248%25%67%
≥2510%30%60%

Boss System

Boss Waves appear every 5 waves. There are 5 Boss types. Each drops 8 purification stars (300–800 points total).

BossHP MultDmg MultScaleSpeedTraits
Titan×35×1.8×1.8×0.7Slow but extremely tanky, shockwave + damage reduction
Hunter×18×1.4×1.2×1.6Fast dash, low-HP frenzy
Splitter×25×1.1×1.5×0.95Summons minions, HP-threshold splits
Shielder×28×1.3×1.3×0.9Self shield + group shield aura
Corruptor×26×1.2×1.4×1.0Ground corruption zones + poison trail

Boss Abilities

Titan:

  • Shockwave: 6m radius, 60 damage, 12s cooldown, 1s startup
  • Fortify: 40% damage reduction, 4s duration, 20s cooldown

Hunter:

  • Dash: Teleports 15m toward player, 3.5m radius dealing 40 damage, 5s cooldown
  • Frenzy: Triggers below 30% HP — +50% attack speed, +30% move speed, size increase, lasts 15s

Splitter:

  • Summon: Spawns 4 smaller zombies (0.7× scale), 15s cooldown
  • HP Split: At 50% and 25% HP, splits into 2 small zombies (0.5× scale)
  • Death Burst: Explodes on death (4m radius, 45 damage) and spawns 2 small zombies

Shielder:

  • Self Shield: 35% max HP shield, 8s duration, 25s cooldown
  • Group Shield: All zombies within 8m get 35% max HP shield, 6s duration, 35s cooldown
  • Damage Reduction Aura: 15% damage reduction for zombies within 6m (passive)

Corruptor:

  • Corruption Zone: Places toxic circle at player's feet (4m radius, 8s duration, 6 DPS, 20% slow), 12s cooldown
  • Poison Trail: Leaves toxic path while moving (1.2m wide, 5s duration, 4 DPS)
  • Death Cloud: Releases poison cloud on death (5m radius, 6s duration, 5 DPS)

Boss Stuck Handling

If a Boss hasn't moved or taken damage for 45 seconds, it's teleported near the player.


Purification Points

The core currency of Zombie Mode:

  • Buy supplies: All merchant items cost Purification Points
  • Cash out on extraction: 1 Purification Point = 1 cash on successful extraction

Sources

  • Killing zombies drops Purification Stars (auto-magnetize within 30m)
  • Cash investment at entry (100 cash = 1 point)
  • "Purification Points" reward option

Star Drops

Enemy TypeStarsPoint Range (total)
Normal13–8
Special330–60
Elite580–150
Boss8300–800

High pollution grants bonus points: +10% per 10 pollution, up to +50%.


Pollution System

Pollution is the difficulty scaling mechanic.

Sources

  • +1 natural pollution per Boss Wave cleared
  • Some reward options add pollution (e.g., "Pollution Deal" contracts)

Effects

  • Enemy HP: +5% per pollution point
  • Enemy Damage: +4% per pollution point
  • Increased elite/special spawn rates (see probability table above)
  • More elite affixes
  • Higher-tier affixes unlock
  • Price inflation: At pollution 5/10/15/20/25, prices multiply by 1.1/1.2/1.3/1.4/1.5

Reward Selection

After each wave, choose from rewards:

  • Normal waves: 3 options
  • Boss waves: 4 options

Refresh options:

  • 3 free refreshes per node
  • Paid refreshes after (escalating cost: 100 → 200 → 350 → 550 → 800 points)

Reward Categories

CategoryDescription
AttributePermanent boosts to HP/speed/melee damage/ranged damage/reload speed/damage reduction
EquipmentRandom weapons/ammo/medical/armor/high-quality items
EconomyPurification points/free refreshes/healing
NPCTemporarily summon merchant/nurse/goblin/courier
FortificationDefensive structure supply packs
ContractHigh-risk high-reward trades (may increase pollution)
InsuranceKeep some items on death
Map EventHigh-value airdrop/elite squad
Projectile ModPenetration/burn/cold/poison/armor break/trident/shotgun spray/stasis/ricochet/fork/return/helix/trail
TriggerLifesteal/crit burst/purification siphon/second wind/doom pulse
MutatorCrit focus/bullet time/guardian shield/quick reload/dash boost
BattlefieldAmmo rain/purge aura/curse trap/black hole/gravity drag

Supply Terminal (Merchant NPC)

Spawns automatically in the safe zone each preparation phase. All items cost Purification Points.

Normal Wave Stock

ItemStockBase Price
Firearm1500
Melee Weapon1300
Accessory1260
Ammo120100
Helmet1350
Armor1400
Backpack1260
Totem1500
Mask1180
Medical380
Food430
Bait345

Boss Node Stock

After Boss Waves, stock quality increases (quality 3–6) with higher prices.

Nurse Services

ServicePriceUses
Heal 50% HP1205
Full Heal3002
Detox804
Stop Bleeding604
First Aid (revive insurance)5001

Fortification System

Obtained through rewards, fortification packs let you place defensive structures:

  • Foldable Cover — provides cover
  • Reinforced Roadblock — blocks zombie movement
  • Barbed Wire — slows and damages zombies
  • Emergency Repair Spray — repairs damaged fortifications

Normal wave packs contain 1 of each; Boss node packs contain 2 of each.


Failure & Death

  • Player death = game over, auto-return to base
  • All Purification Points are lost (no cash conversion)
  • Invitation is not refunded
  • Insurance rewards can preserve some items on death

Successful Extraction

  • Choose to extract during the extraction opportunity and stand in the zone for 15 seconds
  • Purification Points convert 1:1 to cash
  • Return to base with all acquired items

Tips

  • Investing cash is a solid strategy — starting Purification Points let you buy gear after wave 1
  • Melee loadout suits aggressive playstyles with more healing; Gunner loadout suits kiting with abundant ammo
  • First 5 waves are your buildup phase — use the safe zone to rest and shop
  • Always consider extracting after Boss Waves — it gets harder, but points also increase
  • Watch your pollution level — high-pollution elites are terrifying (3 affixes + enhanced multipliers)
  • Shielder Boss is the most annoying — group shield makes all zombies tanky, prioritize killing it
  • Hunter Boss frenzies at low HP — keep enough health to survive the dash
  • Don't fight Splitter Boss in tight spaces — split zombies will block your escape
  • Use the Zombie Tide Beacon to skip preparation when you're well-equipped
  • Projectile mods stack (most cap at 3) — Penetration + Burn is a universal combo
  • Lifesteal trigger is the best sustain option — grab it early

BossRush Mod for Escape from Duckov