SHOP UPDATE — COINS, UPGRADES & NEW CHARACTERS

The full Shop system is now live. Earn coins every run and spend them on permanent upgrades and new characters.

  • Coins drop from every zombie kill — collect before they disappear
  • Weapon upgrades: Damage and Mag Size, up to 5 levels each
  • DET. HAYES unlocked for 300 coins — Speed +55%
  • SWAT COLE unlocked for 500 coins — HP x2.3, Damage +45%
  • CMDR. VOSS unlocked for 800 coins — Phase shift every 10 seconds
  • CAPT. RAMOS unlocked for 1200 coins — Rage passive builds with kill count
  • Coins persist between runs — every session counts

WEAPON GUIDE — GLOCK, MOSSBERG, MP5 & M4A1

Each weapon has a specific role. Using the wrong gun for the situation will get you killed.

  • GLOCK-17: 15-round mag, 280ms fire rate. Your fallback — ammo-efficient, zero spread. Always reliable for stragglers.
  • MOSSBERG: 6 pellets per shot, 750ms reload. Devastating at close range against grouped enemies. Useless against Runners at distance.
  • MP5: 32-round mag, fires every 80ms. Best sustained DPS. Burns ammo fast — watch your reserves on long waves.
  • M4A1: Highest damage at 3.2x multiplier, near-zero spread, 95px bullet range. The only efficient weapon against Tank zombies.

Switch weapons with keys 1–4. While one reloads, swap to the Glock instead of standing empty.

ENEMY GUIDE — ALL 4 ZOMBIE TYPES EXPLAINED

From wave 8 onwards all four zombie types spawn together. Know what you're fighting.

  • NORMAL: Slow walker, medium HP. Dangerous in large numbers. Mossberg handles crowds.
  • FAST (RUNNER): Small, very fast, low HP. Always kill Runners before any other type — they reach you first.
  • TANK (PURPLE): Very high HP, huge hitbox. Use the M4A1 — it's the only weapon that takes them down without burning a full mag of anything else.
  • EXPLODER (ORANGE): Explodes on contact or death. Never let one get close. Never shoot with the Mossberg at close range — the blast damages you.

Priority order when multiple types are present: Exploders → Runners → Tanks → Normals.

4 ARENAS — DESIGNING THE MAPS OF DEAD CITY

Each arena has its own story, obstacle layout, and colour palette — and each one changes how you have to play.

  • POLICE PRECINCT: Desks and lockers as cover. The most forgiving layout. Best for learning the game.
  • DOWNTOWN: Burning city streets. Open sightlines between building columns. Ideal for rifle players who want distance.
  • ST. MARY'S HOSPITAL: Tight corridors formed by hospital beds. High-intensity — the MP5 dominates here.
  • RIVERSIDE CEMETERY: Scattered gravestones for cover. The most chaotic map — Exploders are especially deadly here due to limited escape routes.

All arenas share the same difficulty scaling. Only the layout changes. Choose the map that suits your playstyle.

DEAD CITY: LAST OFFICER STANDING — NOW LIVE

Dead City is officially live on GitHub Pages. Free. No download. No account. Click and play.

The game launched with 4 arenas, 4 weapons, 4 zombie types, 5 characters, a coin and shop system, a local leaderboard, and a full procedural audio engine built on the Web Audio API.

Every sprite, sound, and mechanic is hand-coded in vanilla JavaScript — no game engine, no libraries. Just HTML5 Canvas and code.

This is a solo project built out of genuine love for top-down pixel art shooters. It will keep getting updated. Feedback shapes every patch — use the Contact page.