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About Zombie Down

Work through a twelve-location zombie map with three difficulty tiers, where the pricier stages are gated behind coin costs.

A portrait zombie game fronted by a twelve-location stage map with three difficulty tiers; the map is what you actually see first, and it gates locations behind coin costs.

What greets a first load is not a level. It is a "Daily Check-in" panel: seven day cards in two rows, paying 200, 200, 200, 300, 300, 500 and 700 coins, with Day 1 pre-selected and a yellow "Receive" button carrying a video icon (frame 1). Closing it with the red cross is the first thing you have to do to see anything else.

Behind it is the map (frame 2): twelve location cards in a four-row grid, each with a name, a difficulty label and a star count, and each showing a zombie holding a torch. Four cards carry a coin figure and no padlock — "Wilderness 200 Easy" (teal, and the one drawn with a highlight border), "Tunnel 400 Easy" (green), "Town 800 Norma" (dark red) and "Ruins 2000" (green, labelled "| Hard", its zombie in gold armour). The other eight — Forest, Factory, Basement, Hospital, School, Prison, Laboratory and Nightclub — are dimmed orange under a large padlock. A red "HOT" tag sits at the top-right corner of every card in rows two to four, nine cards in all, so Ruins is the only unlocked card wearing one. Note how the difficulty text actually renders on the locked cards: "| Hard", with the leading bar.

Every card shows "★0", and the coin counter at the top-left of the map reads 0 (frame 2). That combination is the honest description of a new session: nothing banked, two-thirds of the map locked, and a bottom bar offering "Rhythm King", "Sign In", "Shop" and a heart badged "+400" with a video-play icon. We captured the map and the check-in; our run did not get into a combat round, so this page describes the structure you can see rather than the shooting itself.

Gameplay screenshots

Captured from the build running on this page, not promotional art. Every claim in the guide above names the frame it comes from.

Zombie Down — The first screen: the "Daily Check-in" panel, seven days paying 200 to 700 coins, Day 1 selected, with a video-backed "Receive" button.
1 The first screen: the "Daily Check-in" panel, seven days paying 200 to 700 coins, Day 1 selected, with a video-backed "Receive" button.
Zombie Down — The map behind it — twelve location cards, four of them priced (Wilderness 200, Tunnel 400, Town 800, Ruins 2000), eight dimmed under a padlock, nine wearing a red "HOT" tag, every card reading ★0, plus the coin counter and the bottom bar.
2 The map behind it — twelve location cards, four of them priced (Wilderness 200, Tunnel 400, Town 800, Ruins 2000), eight dimmed under a padlock, nine wearing a red "HOT" tag, every card reading ★0, plus the coin counter and the bottom bar.

How to Play

  1. Dismiss the "Daily Check-in" with the red cross before anything else — it covers the whole map on first load (frame 1).
  2. Take the free day-one coin reward while the panel is open, since the location cards are priced in coins.
  3. Start on Wilderness. It is the card drawn with the highlight border and the cheapest of the four priced ones at 200 (frame 2).
  4. Read the difficulty label before committing: Easy, Norma and Hard are printed on the card, and the Hard ones are the locked tier.
  5. If you are short of coins, the "+400" heart in the bottom bar is the rewarded option; the Shop is the non-rewarded one.
  6. Come back to the map between runs — locations unlock individually, so the card you could not afford is the one to aim at next.

Locations, not levels

Progress is expressed as places — Wilderness, Tunnel, Town, Forest, Factory, Basement, Hospital, School, Prison, Laboratory, Ruins, Nightclub — each with its own difficulty label and star count (frame 2). Four of the twelve show a price and no padlock on a fresh load; the other eight are locked.

Three difficulty tiers, printed on the card

The labels read Easy, Norma and Hard (frame 2). "Norma" is what the card actually says — the text is truncated in the layout, and the Hard cards print it as "| Hard" with a leading bar. Both are the game's own rendering rather than a different mode.

Coins, stars and a rewarded heart

The check-in pays coins on a seven-day ladder that runs 200, 200, 200, 300, 300, 500, 700 (frame 1), the map spends them on locations, and the bottom-right heart badged "+400" with a video icon is the other way in (frame 2). "Sign In" sits in the same bar, but there is no account requirement to reach the map.

Tips & strategies

  • Every card on the map reads "★0" on a fresh load, so stars are something you earn per location — the frames do not show what the maximum is or what moves it.
  • Eight of the twelve cards are padlocked at the start. That is a coin problem, not a progression-order problem you have to solve.
  • The "Rhythm King" entry in the bottom bar is a link to a different game, not a mode inside this one.
  • "Sign In" is offered but not required to reach the map — you can play without an account.

Where players go wrong

  • Spending the first coins on the highest-numbered location. Ruins costs 2000 and is labelled "| Hard".
  • Leaving the check-in panel open and tapping through it — it sits over the whole map (frame 1).
  • Assuming the "HOT" tags mean unlocked content. Nine cards wear one and eight of those nine are padlocked.

Playing on phone, tablet and desktop

Portrait, and the map is a single screenful — twelve cards, a coin counter and a four-button bottom bar, with no scrolling needed on a phone. On desktop the same layout runs in a tall window with the bar pinned at the bottom. Nothing in the captured frames is keyboard-driven.

Frequently Asked Questions

Why does a Daily Check-in pop up before the game?

It is the first thing the build shows. The panel offers seven days of coin rewards, 200 up to 700, with a "Receive" button; close it with the red cross to reach the map (frame 1).

How many locations are there?

Twelve are printed on the map: Wilderness, Tunnel, Town, Forest, Factory, Basement, Hospital, School, Prison, Laboratory, Ruins and Nightclub. Four show a coin price and no padlock on a fresh load — Wilderness 200, Tunnel 400, Town 800 and Ruins 2000; the other eight are padlocked (frame 2). Ruins is priced but unlocked, which makes it the expensive trap on a first visit.

Do I need to sign in?

No. A "Sign In" button sits in the bottom bar, but the map is reachable without it.

What does the heart labelled +400 do?

It carries a video-play icon in the bottom bar (frame 2), which is the usual marker for a rewarded video — you watch one and receive 400 of whatever the heart counts.

Can you describe the combat?

Not from what we captured. Our run reached the check-in panel and the location map but did not get into a round, so we have left the shooting mechanics out rather than write them from the blurb.

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