Chapter 24 — Ashfall Dead (Zombie Demo)
Part VI — Starter Worlds
A walkthrough of the zombie survival starter.
Setting
Section titled “Setting”Society has snapped in half. A safehouse, a handful of survivors, and the dead walking the streets. You scavenge, negotiate, hide, and decide who gets saved when there isn’t enough of anything.
Contents
Section titled “Contents”| Element | Description |
|---|---|
| Safehouse Lobby | Starting zone — barricade door, supply shelf, radio |
| Abandoned Gas Station | Loot zone — fuel pump, counter, storage room |
| Overrun Street | Hostile zone — roaming dead and broken glass hazards |
| Hospital East Wing | Boss zone — infection risk, collapsed ceiling, medicine cabinet |
| Hospital Rooftop | Lookout zone — signal fire, binoculars, helicopter pad |
| Dr. Chen | NPC — medic, wits 7, hospital supply-run quest |
| Rook | NPC — scavenger, fitness 6 |
| Sergeant Marsh | NPC — military leader, nerve 6, fitness 6 |
| Shambler | Enemy — slow, tough (hp 12, nerve 10) |
| Runner | Enemy — fast, fragile (fitness 7, hp 8) |
| Antibiotics | Item — reduces infection by 25 |
| Survival | Progression tree — scrapper → cool-headed / last-one-standing |
Ruleset: zombie-minimal
Section titled “Ruleset: zombie-minimal”| Stat | Role |
|---|---|
| Fitness | Strength, endurance, melee effectiveness |
| Wits | Awareness, scavenging ability, problem solving |
| Nerve | Courage under pressure, fear resistance |
| Resource | Range | Notes |
|---|---|---|
| HP | 0–30 | Physical health |
| Stamina | 0–20 | Exertion pool, regens 1/tick |
| Infection | 0–100 | Zombie virus, starts at 0, climbs on exposure |
Unique verbs: barricade (fortify locations), scavenge (forage for supplies).
How the Systems Interact
Section titled “How the Systems Interact”-
Dialogue — Dr. Chen briefs you on the hospital situation. Accepting the medicine run sets the
hospital-missionglobal flag. She explains the infection mechanic in-world. -
Environment — Two hazard types: roaming dead drain stamina (representing exhaustion from evasion), infection-risk zones raise the infection counter for human entities only.
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Cognition — The zombie hunger presentation rule makes undead perceive all living entities as prey. Zombies have nerve 10 (fearless) but wits 1 (mindless).
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Combat — Two enemy archetypes: shamblers are slow but tough, runners are fast but fragile. Different tactical challenges from the same combat system.
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Factions — The survivors faction groups all friendly NPCs (medic, scavenger, leader) with 0.6 cohesion, reflecting the fragile trust of desperate allies.
Install
Section titled “Install”npm install @ai-rpg-engine/starter-zombieimport { createGame } from '@ai-rpg-engine/starter-zombie';const engine = createGame(42);