SURVIVE. KILL. EVOLVE.
A 2D top-down post-apocalyptic survival shooter. Fight waves of mutants in a ruined wasteland, level up, and survive as long as you can.
Current Version: v2.3
- HTML5 Canvas (vanilla JS game engine)
- React 18 + Vite
- TypeScript / Tailwind CSS
- pnpm monorepo
pnpm install
pnpm run devGame runs at http://localhost:5173
- Background music (ambient wasteland loop)
- Shooting SFX per weapon type
- Enemy hit / death sounds
- Player damage grunt
- Dash whoosh SFX
- Level-up jingle
- Volume slider in pause menu
- Crawler — low-profile fast enemy, hard to hit
- Bomber — explodes on death dealing AoE damage
- Boss enemy every 5th wave (large health pool, unique attack pattern)
- Boss health bar (top of screen)
- Enemy variety scaling with wave number
- Health packs dropped by enemies (small heal)
- Ammo crate drops
- Temporary power-ups (damage boost, speed boost, invincibility)
- Visual pickup indicators with rarity glow (common/rare)
- Multiple biome tile sets (ruins, desert, toxic swamp)
- Destructible obstacles (barrels, crates)
- Environmental hazards (toxic puddles, fire patches)
- Better procedural obstacle layouts (building-like clusters)
- Sniper Rifle — slow fire, high damage, piercing
- Flamethrower — short range, continuous damage, DoT effect
- Grenade Launcher — AoE explosive projectile
- Weapon rarity tiers affecting base stats
- Persistent high score leaderboard (local storage)
- Unlockable characters (earn via score milestones)
- Run statistics screen (accuracy, damage dealt, time survived)
- Achievement system with badges
- Improved tilemap with sprite-sheet textures
- Blood splatter / gore particles on enemy death
- Weather effects (rain, dust storm, fog)
- Day/night cycle with lighting changes
- Improved muzzle flash and explosion VFX
- Settings menu (keybinds, sensitivity, graphics quality)
- Mobile touch controls (virtual joystick + fire button)
- Accessibility options (colorblind mode, screen reader hints)
- Tutorial / first-run tips overlay
- Co-op multiplayer (WebSocket or WebRTC)
- Story mode with objectives and NPC dialogue
- Crafting system (combine pickups for upgrades)
- Base building between waves
- Procedurally generated map layouts per run
- Wiki expanded from 11 to 22 sections with detailed game data
- New sections: The Wasteland, Weapon Tactics, Enemy Behavior, Survivor Comparison
- New sections: Upgrade Deep Dive, Difficulty Settings, Combat Mechanics, Dash Mechanics
- New sections: Math & Formulas, Game Flow, Pickups & Drops, Energy Shield, Elite Enemies
- New sections: Challenge Runs, Version History
- Expanded Build Strategies (7 builds), Tips (20+), FAQ (11 questions)
- DPS calculations, damage formulas, scaling curves, and exact game data throughout
- Generic table renderer for data-heavy sections
- Full-page wiki redesign with sidebar navigation and fixed header
- Sidebar auto-highlights current section on scroll, click to jump
- New wiki sections: Wave System, Shop & Economy, Build Strategies, Scoring & Progression, FAQ
- Expanded descriptions for weapons, enemies, and survivors
- Build strategy cards with recommended loadouts
- FAQ section with common questions and answers
- Bullet list parsing in WIKI.md
- Coin economy: enemies drop coins, elite enemies drop 3×
- Random coin chests spawn in the world
- Between-wave shop with purchasable items
- Energy Shield, Armor Plating, Damage Boost, and more
- "How to Play" screen replaced with community-editable Wiki
- Wiki content loaded from
WIKI.md— anyone can edit it on GitHub via pull request - New sections: Upgrades reference and Tips
- Text descriptions sourced from WIKI.md; canvas previews + stats still auto-generated
- Hardcoded fallback if WIKI.md fails to load
- How to Play screen now renders canvas previews of all enemies, weapons, and character skins
- Full in-game wiki with visual cards for every game element
- Pre-game difficulty selection screen: Easy, Medium, Hard (default), Difficult, Extreme
- Difficulty multipliers affect enemy HP, damage, speed, spawn rate, player HP, drops, and XP
- Difficulty badge displayed on HUD during gameplay
- Game flow updated: Menu → Difficulty → Character → Weapon → Deploy
- "HOW TO PLAY" button on main menu
- Comprehensive guide screen: controls, gameplay tips, all weapons, all enemies, all survivors
- Color-coded cards with stats for weapons, enemies, and character bonuses
- New enemy type: Crawler — fast, low-profile centipede (size 7, speed 200, 30 HP)
- Detailed sprite: segmented carapace, animated legs, mandibles, glowing amber eyes
- Spawns from wave 2+, rebalanced spawn mix across all wave tiers
- Smooth fractional spawn curve — gentle wave 1 (runners only), brutes from wave 2
- Enemy damage scales +10% per wave
- Player gains +5 max HP per wave (slower than enemy damage growth)
- Health medkit drops from enemies (15% chance, heals 25 HP)
- Ammo crate drops from enemies (20% chance, +50% clip reserve)
- Elite enemies from wave 5+ (gold outline, 2× HP, 1.3× speed, 1.5× damage, guaranteed drops)
- "WAVE X" announcement overlay on wave transitions
- Pickups fade out and despawn after 15 seconds
- Dash ability (SPACE/SHIFT) with invincibility frames and speed burst
- 1.5s dash cooldown with HUD indicator
- Enemy obstacle collision and pathfinding
- Complete enemy visual redesign: spider legs (Runner), frog body (Spitter), hulk armor (Brute)
- Enemy health bars and low-HP flash effect
- Animated body parts and glowing eyes
- 6 playable survivors: Ghost, Viper, Rust, Reaper, Nova, Scorched
- Each character has unique canvas-drawn sprite and stat bonuses
- Pre-game weapon selection screen
- 3 enemy types: Runner, Brute, Spitter
- Weapon pickup spawning every 60 seconds
- Enemy spawn system reliability
- Core gameplay loop: movement, shooting, reload
- Wave-based enemy spawning with escalation
- XP leveling with upgrade cards
- 3 weapons: Pistol, Shotgun, SMG
- 3200×3200 world with camera, obstacles, minimap
- Main menu, game over screen, pause menu