Incoming transmission — 121.5 MHz — source unknown

Dead Signal — co-op zombie survival for 1–4 players

Scavenge by day. Hold the walls by night. Repair the radio and get out — alone or with three others.

1–4 players · online co-op Procedural map, every run Day to scavenge · night to survive
// transmission log — day unknown

The heat down south is brutal — and it's the one thing on our side: it leaves the infected slow.

There's a military base out there, and their old radio station somewhere in the sand. Find it. Fix it. Call them.

Radio detector · signal strong

One cycle, every day

Three minutes of daylight.
One minute of night.

No safe rooms. The clock runs, the sun drops, and every night sends more of the dead than the last. Your way out is a broken radio, somewhere on a map generated fresh each run.

Day 180 s

Dig for planks and iron, mine stone, raid the landmarks, raise your walls. In the heat, zombies move at 0.6× your speed.

Dusk 20 s

The screen darkens. Fall back behind the walls, reload, climb the tower.

Night 60 s

The horde spawns around you and runs at 1.1× your speed. Hold until dawn — every night sends more than the last.

Water ration

Thirst kills as surely as the dead

It drains all the time — 25 a minute by day, 10 by night, and the weather multiplies it. Drink at the well, carry rations, and welcome the rain: it refills the well too.

Below 10%−20%speed
At zero−40%speed
And then15damage / min
Water ration+50hydration

Threats · after dark

They grab. They break walls.
Some of them take a thousand rounds.

Zombie

The infected

They chase you, they grab you on contact, and when a wall is in the way they chew through it. Slow in daylight, faster than you at night.

Health50–120
Contact10–30dmg
Grab33%
Vs walls15/ hit
Speed0.6× · 1.1×
Zombie stats by difficulty

The boss

Bigger. Faster. Throws you across the sand.

From night 3 on, the horde can bring something worse: a thousand health, never slowed by the heat, and a hit that throws you out of your own walls.

Health1 000Every difficulty, any squad size
Damage60 + knockback150 against your structures
First appearanceNight 3 · 20%+10% each night, certain by night 11
More of themEvery 2 nightsUp to four bosses at once
⚠ No daytime slowdown. A boss still standing at dawn is a boss at full speed.
Full boss page

Arsenal

Five weapons. Ammo is never guaranteed.

Pistol

Pistol

Handgun
25dmg
100rpm
12mag

Balanced all-rounder. Your starting weapon on Hard.

AK-47

AK-47

Assault
22dmg
300rpm
30mag

Fast, slight spread. Also feeds the turret.

Shotgun

Shotgun

Close range
120dmg
67rpm
8mag

20° cone, up to five targets, damage falls off with distance.

Sniper

Sniper

Precision
150dmg
33rpm
5mag

Kills anything it hits at 1 800 range. Accuracy drops with distance.

Axe

Axe

Melee
⅓ ⅓ ⅓kill · half · miss
86rpm
ammo

Each swing: 33% instant kill, 33% half their health, else a miss.

Full weapon tables

Build & fortify

Turn the day's scrap
into a kill zone.

Spend what you dug up. Anything you place can be chewed through — and everything works better with a generator next to it.

Wood wall

1 plank · 150 HP

Cheap, fast. Shape choke points and block line of sight.

Stone wall

1 stone · 220 HP

Tougher than wood. The fallback once the planks start to give.

Barbed wire

1 iron · slows & bleeds

4 damage a second and a 2-second stun. Powered: 8 a second and it sparks.

Watch tower

6 planks · 450 HP

Fire over your own walls, out of reach. AI companions climb the free ones at night.

Turret

1 AK · 1 wire · 2 iron · 250 HP

Two shots a second, 12 damage each, fed with AK mags. Powered: triple fire rate.

Generator

3 iron · 2 wire

Electrifies wire, triples turrets, halves the radio countdown in its radius. Burns batteries or gas.

Every structure, cost and HP

The world

A map that's never the same.
Landmarks that always pay.

Generated fresh every game. Cars hold batteries, the ground hides planks and iron, rocks give stone — and five landmarks hold the best loot, with the dead still inside.

Police station

Police station

sidearms · shells
Hospital

Hospital

medkits · water
Military base

Military base

AK · sniper · ammo
Warehouse

Warehouse

stone · iron · planks
Radio station

Radio station

the way out

The quad

Three times your speed,
and it doesn't brake for anyone.

Top speedon foot
Durability300HP
Roadkill80dmg / zombie
FuelJerrycan

Found broken. Repair it, fill the tank — and don't ram a wall head-on.

Weather & hazards

The sky has a say.

Clear

Good visibility, nothing in your way.

all calm

Wind

Tumbleweeds, slower steps, and you dry out faster.

−10% speed · thirst ×1.5

Sandstorm

Visibility collapses, the sand holds you back, and the heat drinks you.

−25% speed · thirst ×2.5

Rain

The only weather that helps — twice.

refills the well · thirst ×0.5

Radiation border

Too far from the center and the ground turns radioactive: 2 damage a second, −20% speed, nothing can be built. The map has no walls — it has that.

The objective

Fix the radio.
Survive the countdown.

One broken radio station per map. Feed it the parts and a five-minute countdown starts before the helicopter lands. Boarding it is the win.

Locate

Follow the radio detector. The needle climbs as you get closer.

Deliver

From cars, crates and landmarks. How many of each depends on the difficulty you voted for:

wirebatteriesscrews

Survive

5:00 on the clock — 2:30 if a generator powers the console. The horde doesn't care that you've called for help.

Extract

The helicopter lands in the last seconds. Everyone still alive gets on. That's the win.

Co-op · 1–4 players

One world, four survivors.
Empty seats don't stay empty.

Four players share one seed on dedicated servers. Any slot you don't fill is taken by an AI survivor — and they pull their weight.

Server browser

Find and join live games from the in-game list. The server keeps the world running.

Lobby vote

Pick your survivor and vote on the difficulty before the run starts.

Reconnection

Dropped mid-run? Your survivor is held for 90 seconds — jump back in and claim them, gear and all.

AI companions

They dig, stock the town chests, shoot what comes close, climb free towers at night — and yes, they can die.

John
John
Jack
Jack
Lily
Lily
Ben
Ben

Difficulty · voted in the lobby

Pick how much you want to suffer.

Easyfor a first run

Night 1 horde
3
Your health
200
Start with
Shotgun + 12
Zombie HP
50

Harddefault

Night 1 horde
6
Your health
100
Start with
Pistol + 2
Zombie HP
80

Psychono bullets to start

Night 1 horde
10
Your health
100
Start with
Axe only
Zombie HP
100

Impossibleyou asked for it

Night 1 horde
12
Your health
80
Start with
Nothing
Zombie HP
120

Full difficulty table

Answer the signal

Get Dead Signal

Free on Android now. Steam when it's ready — wishlist to know the moment it lands.

New to the wasteland? Every stat, cost and rule is in the Field Manual.