Zombie Rush Survival · Teardown & Reference
Roblox · Zombie survival · Fresh breakout

Zombie Rush Survival

A co-op PvE wave-survival game for servers of up to 30 players with a full base-defense layer: on top of buying weapons, the team places turrets, barricades and traps, holding one shared arena against an endlessly escalating horde. The escalation never ends — the score is the number of waves you survive. A hybrid of co-op shooter and tower-defense on top of the classic "hold off the wave."

A complete design teardown of Zombie Rush Survival as a reference for a clone: core loop, economy, weapons, classes, defensive deployables, monetization and retention. Every number is pulled from in-game screens, and each system is broken down into decisions that can be ported into your own project. Identity metrics (likes, visits, peak concurrent, game-pass prices) are from Roblox's public pages.

Zombie Rush Survival icon
Developer
Undead Dev.
Release
May 8, 2026
Genre
Survival · co-op PvE
Server
up to 30 players
Currency
Zombux
Hit type
Fresh breakout
16 570
Peak concurrent
~34M
Total visits
96.95%
Positive ratings
30
Players per server
6
Defense classes
6 · 1 774 R$
Game passes · catalog
In-match currency is Zombux (in-game coins). The $ amounts on results screens are the same run cash. Real money is Robux (R$).
Part I · Positioning

Why this game is a polished niche breakout

Three takeaways that shape the teardown, and the promise the game sells itself with in a single line.

00 · Three takeaways

What makes this game interesting

Three design observations set the tone for the whole teardown: the turret-defense meta as the real core, light and fair monetization, and a level of polish rare for a fresh breakout.

01 · Core meta = turret stacking + melee

Defense wins the fight, not the weapon. In a single 47-wave run, turrets and deployables scored 2,946 of 3,216 kills — versus just 3 gun kills and 267 melee kills. The core meta is to build out the position with turrets and finish off with a bat/club, not to upgrade the gun.

02 · Light, fair monetization

6 game passes priced 149–699 R$ (a 1,774 R$ catalog): convenience, survivability and two exclusive guns — with no core-loop gate. Shooting, building defense and pushing past wave 40 are all free. That coexists with 96.95% positive.

03 · Polished breakout

6 classes, 6 weapon tiers, its own sound and tracers on every gun. Menu buttons are 3D weapon models, not flat icons. Undead Dev. landed a second hit on a familiar genre: 96.95% likes, peak 16 570 in ~2 months.

01 · Identity

"Fight endless waves… build defenses to survive with your team"

The store promise is the whole pitch, and it reads in a second: endless waves, upgrades, building defenses, co-op with your team. Genre, scale and mode all register instantly. Below are the vitals from Roblox's public pages.

Store description (verbatim). "Fight endless waves of zombies, get upgrades, and build defenses to survive with your team!" · 🔫 Buy powerful weapons and upgrades · 🧱 Place turrets, barricades, and traps! · 👥 Team up with friends · 🏆 Survive as many waves as you can · "Each wave gets tougher. How far can you get?"

Dossier

DeveloperUndead Dev. (verified)
Release dateMay 8, 2026
Last updateJune 16, 2026
GenreSurvival (co-op PvE)
Server size30 players
Positive ratings96.95%
Visits~34M
Peak concurrent16 570
In-match currencyZombux
Classes6
Weapon tiers6
Entry priceFree
Zombie Rush Survival store page
Store page.** Title "Survive the zombie onslaught," developer Undead Dev. Promo art: a girl beside a fighter beating back the horde under a night sky.
Game-pass list on the store page
Game passes in the store.** The full list of 6 passes: extra cash, fast reload, more ammo, x2 health, RPG, Stormlinker — 1,774 R$ in total.
Part II · How it plays

The loop, the first session, the arena and the feel of combat

The mechanical heart: a tight compounding loop, an instant entry, one shared arena, and gunplay that stays readable under chaos.

03 · Core loop

Wave → $ per kill → buy weapons and defense with $ → wave gets harder

A compounding loop: the team holds off the wave, every kill drips a flat payout of in-raid $ (~$10, not a growing multiplier), and between waves that money goes toward the next gun in the loadout and toward building defense — turrets, barricades, barrels. The key is the build phase: it is the placement of deployables that turns shooting into a game about resource allocation and position layout. This $ lives only inside the raid (in co-op, a shared wallet); the Zombux earned over a run are a separate meta-currency for upgrading in the lobby (see "Economy").

Core loop:

01 · Hub · Start
enter a co-op session of up to 30 players; loadout M1911 + bat, start with $20
02 · Wave · Combat
every kill pays a flat ~$10 of in-raid $; +$20 / +15 / +10 pop up in bunches on screen
03 · Buy · Weapon
$ goes toward the next gun in the loadout and toward in-raid upgrades
04 · Defense · Placement
you set down turrets, barricades and barrelsa second kind of decision: "where," not just "what"
05 · Harder · Escalation
horde density and strength grow wave over wave, new zombie types appear
06 · Score · Meta
the run endsthe result = the wave reached; trophies over the player = record
GIFPop-up payouts for kills
Flat payouts per kill. Every zombie drips a fixed amount — numbers pop up in bunches (+$20 / +15 / +10), rather than scaling like a streak multiplier.
Wave 11, payout stack
Wave 11.** A stack of kill payouts: +$20 / +15 / +10 / +10 in a row. It is exactly this flat pattern that proves there is no streak coefficient — the per-wave total grows because of the number of zombies.
GIFMelee with a bat, AoE
Melee. A bat swing hits an area — it mows down a whole cluster of zombies point-blank at once. It is melee that finishes off what the turrets did not reach.
Wave 3, bat, +$110
Wave 3, bat.** An AoE swing into a point-blank horde, +$110 per cluster. Melee stays strong the whole run — part of the core meta.
Wave 1, start of the run
Wave 1, start.** Equipped with the M1911, HP 100/100, wallet $20. There is no tutorial — combat starts right away.
What the loop delivers

Number-go-up on every kill, visible growth of the defense within the run, an endless wave counter as a built-in goal. Co-op for up to 30 makes failure forgiving and planning a team affair.

The key twist

The base-defense layer is a second kind of between-wave decision: not just "what to buy," but "where to place a turret, what to block an approach with." It is what sets the game apart from pure kite-and-shoot — and, as the kill-economy breakdown shows, it is defense that really wins the fight.

Shared economy

In co-op the in-raid $ is shared across the team: any kill tops up the shared raid wallet. This pushes toward role-splitting — someone farms kills, someone builds up defense on the shared money. Meta Zombux and star upgrades happen back in the lobby.

04 · First session

Zero tutorial, combat from the first second

The game is free, and there is no formal tutorial: a new player lands straight in a lobby with pad zones and starts fighting with an M1911 and a bat, $20 in pocket. You learn the economy, buying and defense over the course of the first few waves. The barrier to entry is zero, and the promise matches the very first action.

Lobby with spawn pads
Lobby.** Spawn pads by zone: change class, choose weapon, shop, void crate. The player simply walks onto the pad they want — no menu wall on entry.
Start of the run with the M1911
Starting loadout.** M1911 (ranged slot) + bat (melee), HP 100/100, $20. Combat is available immediately; the tutorial is baked into the first waves.
What hooks

Zero price barrier, instant readability of the idea, immediate combat, and co-op for up to 30 that makes a newcomer's failure forgiving. The first reward — Zombux — comes as early as the opening wave.

Learning by doing

The loop's logic — shoot → get Zombux → spend between waves — is grasped within a single wave. The lobby's pad zones replace a tutorial: the player discovers the systems by stepping onto them.

Early risk

The density of between-wave decisions (what to buy + where to place defense) and the visual noise of big hordes. For a newcomer on a phone this is a pain point — a lot has to be figured out alone, without prompts.

05 · Map · arena

One shared top-down arena around a central column

The game plays out on one shared arena seen from above: an open space around a central column/structure, with the horde spawning from all sides and closing on the team. The whole 30-player session unfolds here — the horde's scale grows with the number of players, not by swapping maps.

Wave 1, top-down overview of the arena
Wave 1, arena overview.** Top-down: the yellow floor around the central column, grey walkways along the edges. The horde files in from the spawn side; a co-op teammate is nearby.
A full lobby
Full lobby.** Many players at once — the arena and economy are built for servers of up to 30; the more players, the denser the horde.
Type of space

One enclosed arena around a central column. The horde spawns around the whole perimeter, so defense is built as a ring: turrets and barricades cover every approach, not a single chokepoint.

Scaling by players

Horde density scales with the number of players in the raid: a solo run is noticeably easier, while launching in a duo/trio/quad presses many times harder. Difficulty is tied to the team composition, not just the wave number.

Design meaning

One map = all the polish and balance concentrated in a single space. No dilution across a dozen arenas — instead the spawn patterns, top-down readability and ring defense are all finely tuned.

06 · Game feel

Every gun has its own sound, zero background music

Gunplay stays readable under chaos thanks to tracers and separated audio: each weapon has its own firing and hit sound, while there is no background music in combat at all — only gun and horde SFX. Headshots deal more damage, damage ramps up under sustained fire, and the minigun has a spray with a light auto-lock onto the nearest target.

GIFMinigun mowing down the horde
Minigun on the horde. A dense spray with a light auto-lock onto the nearest zombies; tracers draw lines of fire. Its own sound sets it apart from the other guns.
Wave 16, minigun, ZOMBIE KILL x3
Wave 16, minigun.** "ZOMBIE KILL x3," wallet $2 809. The spray mows the horde down in bunches — the visual feedback is built on mass clearing, not on a single hit.
Works

Separate audio per gun + tracers keep gunplay readable in a crowd. Headshots (more damage) and ramping damage under sustained fire reward accuracy and holding the target. The minigun has a spray with auto-lock. There is a "First person" toggle (V) even with the top-down camera.

Weak spot

The complete absence of combat music leaves long runs (23–28 min) without audio drama: no build, no musical marker for dangerous waves. With a repetitive mid-game, this amplifies the sense of a monotone audio backdrop.

06b · Run pacing

Strong hook, long escalation, a re-hook near wave 40

The shape of a run: an instant hook into combat on entry, then continuous escalation with no clear finale. A typical run lasts ~23–28 minutes and reaches wave 39–47. The risk is a repetitive mid-game; a partial re-hook comes from new zombie types, including the black one around wave 38.

Hook

Instant combat from the first second: no tutorial, the horde presses right away, the first Zombux drip in as early as the opening wave. The entry is consistently gripping.

Escalation

"Each wave gets tougher" — a continuous rising ladder of horde density and strength. Not an arc with an ending, but an endless build-up of pressure.

Length

A run of ~23–28 minutes to wave 39–47 (across the two sessions analyzed). Long enough for a session, but it needs events to hold attention through the middle.

Risk

A repetitive mid-game: between the early and late zombie types stretches a "same thing but denser" section. The black zombie appearing around wave 40 works as a re-hook.

Part III · Systems

Enemies, weapons, classes and defensive deployables

The game's balance backbone: a bestiary by wave, a catalog of 6 weapon tiers, 6 classes and their deployables — with real stats from in-game screens.

07 · Enemies · waves

From the green grunt to the black zombie of wave 38

The baseline is the classic green blocky zombie from wave 1. Over the run, variations are added: a fast red one (early waves), low crouching ones, a transparent one, an exploding one that leaves a poison cloud on death, and a black one around wave 38. The horde's count and density scale with the number of players.

Zombie typeAppearsTrait
Ordinary greenWave 1the basic enemy, walks straight to your position; makes up the bulk of the horde
Fast redearly wavesnoticeably faster than the grunt — forces you not to let the horde build momentum, a priority target
Low / crouchingearly wavesa low silhouette, harder to track top-down; slips under the line of fire more easily
Transparentearly-mida semi-transparent silhouette — harder to read in a dense horde
Explodingmid waveson death it leaves a poisonous green cloud — a denial zone that forces you to fall back from the spot
Black~wave 38a late, reinforced type; works as a re-hook in the dragging mid-run
Wave 5, fast red zombie
Wave 5.** The fast red zombie — noticeably quicker than the grunt, a priority to shoot down.
Wave 34, poison cloud
Wave 34.** A green column of poison gas from an exploded zombie rises above the defensive line — a temporary denial zone mid-fight.
Wave 38, black zombie
Wave 38.** The black zombie — a late, reinforced type, the run's re-hook point.
Wave 21, dense horde
Wave 21.** A dense horde under tracers, +$615 per cluster. This is what the pressure of the mid-run looks like.
GIFDense horde under tracers
Horde pressure. A dense wave crowds in from all sides under lines of tracer fire — this is what escalation looks like in motion.
GIFBarrel explosion
Explosive barrel. A placed barrel detonates on the approaching horde — area damage clears a whole sector at once.
Wave 7, burning explosive barrel
Wave 7.** A burning explosive barrel in position — a crowd-control deployable: it blocks an approach and deals 506>557 damage in radius.
Scaling by players. Horde density and count grow with the number of players in the raid: a solo run is noticeably easier, while a duo/trio/quad is many times harder. Difficulty is tied to both the wave number and the team composition.
08 · Weapons · 6 tiers

Six tiers, a tier default + a Zombux ladder + two Robux exclusives

Weapons are structured as 6 rarity tiers: each tier has a default gun (granted) and a shop ladder in Zombux with rising prices. Two Robux exclusives are pinned to every tier's shop — Stormlinker (699 R$) and RPG (399 R$), scaling to the tier. Unlocking and star-upgrading weapons happen in the lobby for Zombux; inside the raid itself you advance along your loadout to the next gun for $.

TierDefaultRarityDPS (cur.>upg.)ReloadMagUpgrade
L1M1911Common45>541.25>1.23s8>9150 Z
L2Sawed-off ShotgunUncommon
L3M1 GarandRare
L4MP5Epic432>5001.55>1.52s40>43975 Z
L5AK-47Legendary1057>12002>1.97s40>431 550 Z
L6MinigunMythical3440>38363>2.95s400>4221 925 Z

Summary table: prices and stats of every gun

WeaponPriceDPS / stats (where measured)
Tier L1 · Common
M1911 defaultupgrade 150 ZDPS 45>54, mag 8>9, damage 15>17
Makarov3 000 ZDPS 59, reload 1.15s, mag 10, damage 16
Tec-913 000 Z
Five-seveN51 000 ZDPS 89, reload 1.35s, mag 20, damage 20
Beretta 93R206 000 ZDPS 135, reload 1.3s, mag 24, damage 25
Tier L2 · Uncommon
Sawed-off Shotgun default
Double-barrel8 000 Z
Revolver31 000 Z
G18116 000 ZDPS 315, reload 1.55s, mag 32
Scorpion VZ441 000 Z
Desert Eagle1 678 000 ZDPS 529, reload 1.55s, mag 8
Tier L3 · Rare
M1 Garand default
Beretta PM-1224 000 Z
M59070 000 Z
FAMAS204 000 Z
FN FAL594 000 ZDPS 626, reload 1.8s, mag 25
MP71 730 000 Z
Tier L4 · Epic
MP5 defaultupgrade 975 ZDPS 432>500, mag 40>43, fire rate 1043>1073/min
UMP45 000 Z
G36C115 000 ZDPS 811, reload 1.55s, mag 45, damage 105
SPAS-12294 000 Z
M4 Benelli752 000 Z
Uzi1 924 000 Z
Tier L5 · Legendary
AK-47 defaultupgrade 1 550 ZDPS 1057>1200, mag 40>43
VSS90 000 Z
AUG209 000 ZDPS 1893, reload 1.8s, mag 50
AWM484 000 Z
Assaulter1 122 000 Z
DT MDR2 600 000 Z
Tier L6 · Mythical
Minigun defaultupgrade 1 925 ZDPS 3440>3836, mag 400>422
Flamethrower250 000 Z
M60598 000 ZDPS 6762, reload 3s, mag 400
Vector1 432 000 Z
HK MG43 420 000 Z
Robux exclusives · across all tiers
Stormlinker699 R$DPS 609, reload 2.3s, mag 12, targets 6
RPG399 R$DPS 130, reload 2s, mag 4–5, blast radius 14

Catalog: screenshot and card for every gun

All 36 guns in the game — by tier. The defaults and some purchasable ones are captured from the "Selected weapon" panel (with stats), the rest from shop cards. The Zombux price is the lobby unlock; the two Robux exclusives are broken out separately.

Tier L1 · Common

M1911 L1
M1911 L1
default · upgrade 150 Z
DPS 45→54, mag 8→9, damage 15→17. Starting gun.
Makarov L1
Makarov L1
3 000 Z
DPS 59, reload 1.15s, mag 10, damage 16.
Tec-9 L1
Tec-9 L1
13 000 Z
The tier's compact submachine gun.
Five-seveN L1
Five-seveN L1
51 000 Z
DPS 89, reload 1.35s, mag 20, damage 20.
Beretta 93R L1
Beretta 93R L1
206 000 Z
DPS 135, reload 1.3s, mag 24, damage 25.

Tier L2 · Uncommon

Sawed-off Shotgun L2
Sawed-off Shotgun L2
default · upgrade 350 Z
Shotgun — the L2 tier default.
Double-barrel L2
Double-barrel L2
8 000 Z
Double-barreled shotgun.
Revolver L2
Revolver L2
31 000 Z
Powerful but slow.
G18 L2
G18 L2
116 000 Z
DPS 315, reload 1.55s, mag 32.
Scorpion VZ L2
Scorpion VZ L2
441 000 Z
A rapid-fire SMG.
Desert Eagle L2
Desert Eagle L2
1 678 000 Z
DPS 529, reload 1.55s, mag 8.

Tier L3 · Rare

M1 Garand L3
M1 Garand L3
default
Rifle — the L3 tier default.
Beretta PM-12 L3
Beretta PM-12 L3
24 000 Z
The tier's submachine gun.
M590 L3
M590 L3
70 000 Z
Pump-action shotgun.
FAMAS L3
FAMAS L3
204 000 Z
Assault rifle.
FN FAL L3
FN FAL L3
594 000 Z
DPS 626, reload 1.8s, mag 25.
MP7 L3
MP7 L3
1 730 000 Z
A rapid-fire SMG.

Tier L4 · Epic

MP5 L4
MP5 L4
default · upgrade 975 Z
DPS 432→500, mag 40→43, fire rate 1043→1073/min.
UMP L4
UMP L4
45 000 Z
The tier's submachine gun.
G36C L4
G36C L4
115 000 Z
DPS 811, reload 1.55s, mag 45, damage 105.
SPAS-12 L4
SPAS-12 L4
294 000 Z
Combat shotgun.
M4 Benelli L4
M4 Benelli L4
752 000 Z
Semi-automatic shotgun.
Uzi L4
Uzi L4
1 924 000 Z
A rapid-fire SMG.

Tier L5 · Legendary

AK-47 L5
AK-47 L5
default · upgrade 1 550 Z
DPS 1057→1200, mag 40→43.
VSS L5
VSS L5
90 000 Z
Suppressed rifle.
AUG L5
AUG L5
209 000 Z
DPS 1893, reload 1.8s, mag 50.
AWM L5
AWM L5
484 000 Z
Sniper rifle.
Assaulter L5
Assaulter L5
1 122 000 Z
The tier's assault gun.
DT MDR L5
DT MDR L5
2 600 000 Z
Bullpup rifle.

Tier L6 · Mythical

Minigun L6
Minigun L6
default · upgrade 1 925 Z
DPS 3440→3836, mag 400→422. Top default.
Flamethrower L6
Flamethrower L6
250 000 Z
Area ignition of the horde.
M60 L6
M60 L6
598 000 Z
DPS 6762, reload 3s, mag 400.
Vector L6
Vector L6
1 432 000 Z
The tier's rapid-fire SMG.
HK MG4 L6
HK MG4 L6
3 420 000 Z
The catalog's top machine gun.

Robux exclusives · work across all tiers

Stormlinker R$
Stormlinker R$
699 R$
DPS 609, reload 2.3s, mag 12, targets 6.
RPG R$
RPG R$
399 R$
DPS 130, reload 2s, mag 4–5, blast radius 14.
Weapons menu, tier tabs L1-6
Weapons menu.** Tier tabs L1–6; the M1911 is selected (45>54). In the tier's shop — Stormlinker ⬡699, RPG ⬡399, Makarov 3 000, Tec-9 13 000. Menu buttons are 3D gun models.
Minigun in combat, wave 16
The top default in action.** The L6 Minigun on wave 16: a spray across the whole horde, "ZOMBIE KILL x3." You reach it via defaults, without buying expensive guns.
Balance takeaway. You reach the top L6 default (the minigun) cheaply — via the free tier defaults, upgrading them with stars in the lobby for modest Zombux. The expensive shop guns (tens of thousands to millions of Zombux) and the Robux exclusives are prestige and variety, not necessity. Buying a gun feels low-stakes: heavy firepower is available anyway, and defense wins the fight regardless.
09 · Upgrades

Star-based upgrading of weapons and deployables — in the lobby for Zombux

Upgrading runs on stars in the lobby for Zombux — for weapons, for deployables, and it is permanent progress: it carries over between runs. Each step raises specific stats: DPS, mag, reload speed on guns; DPS, range and HP on turrets. Inside the raid itself, stars are not leveled — there you only take equipped upgrades and place deployables for $.

WeaponDPSKey stat
M1911 (L1)45 > 54damage 15>17, mag 8>9
MP5 (L4)432 > 500fire rate 1043>1073/min, mag 40>43
AK-47 (L5)1057 > 1200mag 40>43
Minigun (L6)3440 > 3836mag 400>422
Deployable upgrading

Buildings are upgraded in the same place — in the lobby for Zombux. The Recruit's automatic turret, upgraded to 3.5★, reaches DPS 343, range 56>58, HP 279>307. It is this turret curve — not the weapon one — that decides the outcome of the late waves.

What is permanent, what resets

Permanent (in the lobby for Zombux): weapon and class unlocks + star upgrades of weapons and deployables — they carry over between runs. Resets every raid: the in-raid $, the guns taken along the loadout and the placed deployables — you accumulate them from scratch every run.

HUD, wave 28, deployable turret 3 stars
Wave 28, HUD. HP 200/200. The auto-turret's ★★★ is its permanent star level (upgraded in the lobby for Zombux); the $2 245** beside it is the cost to place it this raid, rising with each active turret.
10 · Classes · deployables

Six classes, each with three defensive deployables

All the role variety comes from 6 classes, unlocked for Zombux. Each carries its own trio of deployables — a turret, a barrier and a special device — with its own stats. The Recruit is free; the rest unlock for 50,000 – 400,000 Zombux. This is the core of the meta variety: a set of defensive tools is picked to suit the team composition.

ClassPriceRoleDeployables
Recruitfreestarter defenseAutomatic turret · Barricade · Explosive barrel
Doctor50 000 Zsupport: heal, buff, deflect pressurePulse turret · Buff tower · Healing station
Scout100 000 Ztargeting, marking, allied coverSniper turret · Recon tower · Ghost
Mech Hunter200 000 Ztraps: electricity, spikes, frostTesla · Spike trap · Ice mine
Firefighter300 000 Zarea damage at chokepointsFire turret · Fire barricade · Molotov barrel
Bomber400 000 Zexplosive: mortars, magnets, blast wallsMortar turret · Explosive barricade · Lure bomb

Deployable stats (build $ Zombux in-match)

Recruit free — free · starter set

DeployableBuildStats (cur.>upg.)
Automatic turret$120DPS 160>176, range 42>44, HP 143>157
Barricade$150HP 250>269 — blocks zombies
Explosive barrel$90damage 506>557, radius 15>16, HP 28

Doctor 50 000 Z — 50 000 Z · support

DeployableBuildStats
Pulse turret$170DPS 144, range 38, HP 156
Buff tower$190+50% damage, +3.5 speed, range 16, HP 260
Healing station$14014 heal/s, +5.5% repair, range 32, 60s

Scout 100 000 Z — 100 000 Z · control

DeployableBuildStats
Sniper turret$120DPS 269, range 63, HP 143
Recon tower$150+25% damage taken by targets, range 16, ping 5s, HP 260
Ghost$80range 24, 6s

Mech Hunter 200 000 Z — 200 000 Z · traps

DeployableBuildStats
Tesla$240DPS 160, range 25, 6 targets, HP 208
Spike trap$135damage 750, slow 25%
Ice mine$60damage 1100, radius 14, slow 50%

Firefighter 300 000 Z — 300 000 Z · area damage

DeployableBuildStats
Fire turret$150DPS 220, range 27, HP 156
Fire barricade$170HP 300
Molotov barrel$120damage 1300, radius 15, DPS 110, 4.5s

Build detail: the in-game "Firefighter" class description is untranslated — the card is in English ("Burn groups and punish zombies at chokepoints"), whereas the other classes are localized.

Bomber 400 000 Z — 400 000 Z · explosive

DeployableBuildStats
Mortar turret$240DPS 201, range 50, radius 14, HP 208
Explosive barricade$200HP 360, damage 1300, radius 14
Lure bomb$150damage 1800, radius 17, lure 48, 4s
Class list and the Recruit's deployables
Classes menu.** The list of 6 classes; the Recruit has an automatic turret, barricade, explosive barrel.
Doctor class
Doctor.** A support class: pulse turret, buff tower, healing station.
Mech Hunter class, Tesla
Mech Hunter.** A trap class: Tesla (DPS 160, 6 targets), spike trap, ice mine.
GIFTurrets firing on the horde
Turrets at work. Placed turrets fire on the horde on their own while the player finishes off with melee — the core of the turret-defense meta.
Wave 5, turrets firing
Wave 5, turrets.** Automatic turrets rake the approaches, wallet $400. The defense holds the line with no direct input from the player.
Part IV · Business model

Economy, monetization and retention

How the Zombux earning works, what the light monetization is built from, and what keeps the player around — with real screens and prices analyzed.

11 · Economy

Two currencies: $ inside the raid, Zombux — lobby upgrading

The game has two currencies. $ is in-raid cash: it drips from kills (flat ~$10, stacking +$20 / +15 / +10 — not a growing multiplier) and is spent only in the current raid on loadout weapons, upgrades and placing deployables, resetting to zero at the end of the run; in co-op the $ wallet is shared across the team. Zombux is the meta-currency: it is awarded per run (visible in the results) and spent only in the lobby on permanent weapon/class unlocks and star upgrading. The run's summary shows both lines: "Zombux earned" and "Total money earned $."

Wave 11, flat payout stack
Wave 11.** A stack of flat payouts +$20 / +15 / +10 / +10 — proof that a kill pays a fixed amount, with no streak coefficient.
Results screen, run 1
Run 1 summary.** Wave 39, 30 740 Zombux earned, time 28:33, total $42 962. Zombies killed — 3 074. A run economy on the scale of tens of thousands of Zombux.
Results screen, run 2, kill breakdown
Run 2 summary. Wave 47, 32 160 Zombux, 23:18, total $45 680. Kill breakdown: from gunfire — 3, melee — 267, deployables — 2 946**. Direct proof of the turret-defense meta.
Totals of the two runs

Run 1: 30 740 Zombux, wave 39, 28:33, total $42 962, 3 074 zombies killed. Run 2: 32 160 Zombux, wave 47, 23:18, total $45 680, 3 216 zombies killed. Per-session earnings — tens of thousands of Zombux.

Deployable cost rises

Inside a raid, each successive placement of the same deployable costs more while the earlier ones live: the auto-turret starts at $120 and by the late waves reaches $2 000+. Destroyed turrets bring the price back down — this is how the game curbs endless defense spam and forces you to protect what you have already placed.

What it gives the design

Flat payout + a shared $ wallet = a predictable, team-based in-raid economy. There is no farm-cheesing via a combo multiplier; the amount is honestly tied to the number killed. The shared $ wallet pushes toward role-splitting: some farm, others build up defense on the shared money.

12 · Monetization

Light pay-for-power: 6 game passes, cases, Zombux packs

The monetization is unobtrusive: 6 game passes at 1,774 R$ (149–699), multi-game "buff" boosts, a limited "Void Crate" case, a first-24h starter pack, Zombux packs and in-match cash. The core loop is locked nowhere — hence the 96.95% positive. Below are all the real prices.

Game passes (6 · 1 774 R$)

Game passPrice, R$Effect
Extra starting cash149+$2 000 cash at match start
Fast reload149faster reload
50% more ammo179+50% ammo
x2 Health199double player HP
RPG399unlocks the RPG across all weapon tiers
Stormlinker699unlocks the Stormlinker across all tiers

"Buff" boosts (once/game · sold in bundles)

Boost+1 game+3 games+5 games
+50% weapon damage205075
+50% Health205075
+50% Deployable power45100150
+50% Zombux55120175

The "Void Crate" case and the starter pack

Void Crate

Opening 1 = 129 R$ · 3 = 299 R$ · 10 = 799 R$. Odds: Common 37% · Uncommon 25% · Rare 15% · Epic 9% · Legendary 7% · Mythical 6.5% · Secret 0.5%.

Packs and one-offs

Starter pack — 49 R$ (+50 000 Zombux + 4 boosts ×2 games, ~24h limit). Zombux packs: 25k=79 · 75k=199 · 200k=499 · 600k=1 199 · 1.5M=1 799. In-match cash: +$20 000 = 79 R$, +$100 000 = 299 R$. Revive all = 35 R$, self-revive = 25 R$.

Void Crate and starter pack
Void Crate.** Openings 129 / 299 / 799 R$ with odds by rarity. Beside it — the starter pack.
Game passes and Zombux packs
Game passes + Zombux packs.** The full set of passes and purchasable currency packs (25k–1.5M).
Buff boosts
Buffs.** Four +50% boosts (damage / HP / deployable power / Zombux), in bundles for 1 / 3 / 5 games.
Game passes on the store page
Game passes in the store.** The same list of 6 passes on the public store page — 1,774 R$ in total.
Design meaning of the model

Cheap entry thresholds (two passes at 149) + one premium top-end at 699 cover the full price fan. No pass gates the core loop: shooting, building defense and pushing past wave 40 are all free. What is sold is acceleration and a safety margin, not access to the fun — hence the 96.95% positive.

Case UX critique

The "open 10" button at 799 R$ shows no discount relative to ten single openings (10×129 = 1,290). An explicit "−491 R$" price tag would lift the bundle's conversion — a missed value anchor.

13 · Retention

Dailies, record trophies, the case and the starter pack

Retention leans on a core loop with a built-in goal (beat your own wave) and a few hooks: a daily reward for joining the group and liking, trophies over the player = the max wave reached, a limited Void Crate and a first-24-hours starter pack.

Daily reward: join the group and like
Daily reward.** Gated behind two actions: join the Undead Dev. group and like the game — converting the daily into group subscriptions and into the like rate at once.
Daily

A reward for joining the Undead Dev. group + liking the game. A single hook converts straight into group growth and into the like rate — part of that very 96.95%.

Trophies = record

Trophies hover over the player, equal to the max wave reached. A public flex counter extends the tail of a session: beat your own wave record.

One-off hooks

The limited Void Crate and the first-24-hours starter pack create an early impulse to buy and a reason to come back while the offer is live.

14 · UX · HUD

A dense but readable HUD for top-down combat

The HUD is gathered along the edges so it does not clog the top-down scene: at the top — wave status and the team, on the left — upgrades and toggles, at the bottom — health and weapon slots, on the right — defensive deployables. Building placement runs in a grid mode with a range preview.

ZoneWhat it holds
Topwave number · auto-skip · downed counter · player names with their HP
LeftHP / ranged / melee weapon upgrades · Zombux purchase (Robux) · gear-shift block · "First person" toggle
Bottomown HP (X/Y) · melee and ranged weapon slots
Rightdefensive deployables · "hold for grid mode"
Clean HUD, wave 28
Wave 28, HUD.** HP 200/200; on the right — a deployable turret ★★★ for $2 245. Everything is pushed to the edges, the center of the screen kept clear for combat.
Placement preview, range, 15 studs
Grid mode.** A range preview of a building before placement ("15 Studs") — the player sees the turret's coverage zone before spending Zombux.
Part V · Takeaways for our design

What to port, what to build and the final rating

The practical layer: a pattern-transfer matrix, the prototype direction, a rating by dimension and the final verdict.

15 · Transfer

Pattern-transfer matrix

Five confirmed patterns of the game broken down into decisions for your own project: why it works, how on-trend it is for the niche, how to port it, what it costs and the final verdict.

PatternWhy it worksTrendTransferCostVerdict
Co-op wave-survival loop (kill → Zombux → weapon+defense → harder wave)a compounding core with number-go-up and a "how many waves can you survive" goal; co-op for up to 30 makes failure forgivingmature, stable demandUSE — the prototype's backbonemediumtake it as the foundation
A turret-defense layer as a second kind of decisiondefense really wins the fight (2,946 of 3,216 kills — turrets); "where to place" gives tactical depth and a differentiatorrising, rare in the nicheADAPT — the key twistabove mediumthe main differentiator
Flat economy with a shared wallet in co-oppredictable, team-based; no combo-cheesing, money honestly tied to the number killed; the shared wallet — role-splittinga proven co-op-game deviceUSE — the economy modellowcopy it directly
Weapon tier ladder (default + Zombux shop + Robux exclusives)top DPS available via cheap defaults, expensive guns = prestige; buying is low-stakes, but the variety fan is widestandard progressionADAPT — rebalance the stakesmediumtake the structure, fix the balance
Light monetization (6 game passes 149–699, core not locked)cheap thresholds + a premium top-end lift conversion without gating the fun; coexists with 96.95% likesa proven F2P standardUSE — the monetization modellowcopy the structure
16 · Prototype

What to build first

The minimal vertical slice of a clone: it should test both main hypotheses — whether the endless wave loop holds, and whether turret defense adds real tactics rather than decoration.

Build right away

A co-op arena (one shared, top-down) with the loop kill → Zombux → weapon + turrets → harder wave. Flat payout per kill, a shared wallet. One class with 3 deployables (turret, barricade, barrel) as the second kind of decision. 2–3 zombie types (grunt + fast + exploding) and rising density wave over wave.

Defer

The other 5 classes, the full catalog of 6 weapon tiers, cases, cosmetics, late special zombies. First prove the core of the "shooting + defense" hybrid, then layer on top.

Success test

Does the defense layer change the player's decisions (where to hold the line) rather than just decorate? Is the "buy + place" phase readable under pressure? Do they launch a second run for the sake of "further along the waves"?

17 · Rating

Final rating by dimension

A summary rating on a ten-point scale based on the teardown of all the game's systems: hook, core loop, economy, monetization, retention, the defense twist, polish and prototype potential.

8/10
Hook
8/10
Core loop
7/10
Economy
8/10
Monetization
6/10
Retention
9/10
Defense twist
8/10
Polish
8/10
Prototype potential

Strongest of all — the defense twist (9): turret defense really wins the fight rather than decorating it. Polish (8) rests on 6 classes, 6 tiers, its own sounds/tracers and a 3D menu. Retention is lower (6): beyond dailies and record trophies, there are no deep live-ops mechanics. Economy (7) loses a point on the devalued weapon purchase.

18 · Verdict

A polished breakout with a turret-defense meta

Zombie Rush Survival is a polished co-op survival game where defense really wins the fight and light, fair monetization does not lock the fun. Its strengths — polish, sound and tracers, class variety. Its weaknesses — devalued weapon balance, a repetitive mid-game and the case UX.

Breakout

A fresh (release 05/08/2026) co-op survival game from Undead Dev., which gathered 96.95% positive and a peak of 16 570 in ~2 months. It is defined by three things: the turret-defense meta (defense scored 2,946 of 3,216 kills in the analyzed run), light pay-for-power monetization (6 game passes 149–699 R$ with no core-content gate) and a high level of polish — 6 classes, 6 weapon tiers, its own sound and tracers on every gun, a 3D menu. For your own project the greatest interest is the pairing of the endless wave loop with a turret-defense layer and a flat economy on a shared wallet.

Weaknesses. The weapon purchase is devalued: top DPS is available via cheap defaults, expensive guns fall outside the stakes. The mid-run is repetitive until the late zombie types appear. The case UX does not show the "open 10" bundle discount. None of this breaks the core, but these are points worth fixing in a clone.

  • Co-op wave-survival loop: kill → Zombux → weapon+defense → harder wave
  • Turret defense as a second kind of decision — defense really wins the fight
  • Flat economy ~$10/kill with a shared wallet in co-op
  • 6 classes with trios of deployables — the core of the meta variety
  • Light pay-for-power: 6 game passes 149–699 R$, core not locked
  • Adapt: the weapon tier ladder — rebalance the purchase stakes
  • Adapt: show the bundle discount in the case (a missed anchor)
  • Avoid: a repetitive mid-game — add events between waves 20–35
Co-op, turrets spread out, melee
The turret-defense meta in action.** Co-op: turrets spread around the perimeter, the player finishing off with a golf club. This is exactly what "turret stacking + melee" looks like.
Wave 32, a wall of barricades and turrets
Wave 32.** A line of barricades and turrets blocks the horde's approach — a built-up position holds the late waves.
The key lesson for our design. This breakout's formula = a co-op wave loop readable in one line + a turret-defense meta that really wins the fight + a flat economy on a shared wallet + light, fair monetization + high polish. Weapons here are secondary; the differentiator and the main thing to port is the defense layer.
19 · Data

Sources and confidence in the data

Methodological transparency: where every value in the teardown comes from.

In-game systems

All values on combat, economy, weapons, classes, deployables and monetization are pulled from in-game playthrough screens: weapon and deployable stats, class and purchase prices, game-pass/case/boost price tags, case odds, run summaries (30 740 Zombux / wave 39 and 32 160 Zombux / wave 47) and the kill breakdown by source.

Identity metrics

The title, developer (Undead Dev.), dates (release 05/08/2026, update 06/16/2026), server size (30), likes (96.95%), visits (~34M), peak concurrent (16 570) and the prices of the 6 game passes — from Roblox's public pages.

Sources & credits

Zombie Rush Survival · design teardown and clone reference · 2026

Provenance. In-game numbers for combat, economy, weapons, classes, deployables and monetization — from the game's playthrough screens. Identity metrics and game-pass prices — from Roblox's public pages. The teardown is conducted as a design analysis of systems: each pattern is broken down into decisions that can be ported into your own project.