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Chapter 24 — Ashfall Dead (Zombie Demo)

Part VI — Starter Worlds

A walkthrough of the zombie survival starter.

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.

ElementDescription
Safehouse LobbyStarting zone — barricade door, supply shelf, radio
Abandoned Gas StationLoot zone — fuel pump, counter, storage room
Overrun StreetHostile zone — roaming dead and broken glass hazards
Hospital East WingBoss zone — infection risk, collapsed ceiling, medicine cabinet
Hospital RooftopLookout zone — signal fire, binoculars, helicopter pad
Dr. ChenNPC — medic, wits 7, hospital supply-run quest
RookNPC — scavenger, fitness 6
Sergeant MarshNPC — military leader, nerve 6, fitness 6
ShamblerEnemy — slow, tough (hp 12, nerve 10)
RunnerEnemy — fast, fragile (fitness 7, hp 8)
AntibioticsItem — reduces infection by 25
SurvivalProgression tree — scrapper → cool-headed / last-one-standing
StatRole
FitnessStrength, endurance, melee effectiveness
WitsAwareness, scavenging ability, problem solving
NerveCourage under pressure, fear resistance
ResourceRangeNotes
HP0–30Physical health
Stamina0–20Exertion pool, regens 1/tick
Infection0–100Zombie virus, starts at 0, climbs on exposure

Unique verbs: barricade (fortify locations), scavenge (forage for supplies).

  1. Dialogue — Dr. Chen briefs you on the hospital situation. Accepting the medicine run sets the hospital-mission global flag. She explains the infection mechanic in-world.

  2. Environment — Two hazard types: roaming dead drain stamina (representing exhaustion from evasion), infection-risk zones raise the infection counter for human entities only.

  3. Cognition — The zombie hunger presentation rule makes undead perceive all living entities as prey. Zombies have nerve 10 (fearless) but wits 1 (mindless).

  4. Combat — Two enemy archetypes: shamblers are slow but tough, runners are fast but fragile. Different tactical challenges from the same combat system.

  5. Factions — The survivors faction groups all friendly NPCs (medic, scavenger, leader) with 0.6 cohesion, reflecting the fragile trust of desperate allies.

Terminal window
npm install @ai-rpg-engine/starter-zombie
import { createGame } from '@ai-rpg-engine/starter-zombie';
const engine = createGame(42);