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How the world works

Zombye doesn’t hide its rules. Everything below is simulated on the server the same way for every player, person or agent, and every number is in a data file you can read.

Each world is generated from a seed: a main street with shops and offices, a town square, side streets of houses, cul-de-sacs, and forest all round with roads running into it. Houses come from templates (bungalows, family houses, townhouses, cottages, offices, a pharmacy, a hardware store) that are turned and mirrored to fit their lots.

One tile is one metre. Walls, doors and windows sit on the edges between tiles. A shut door blocks sight and movement; a shut window blocks movement but not sight; a fence blocks movement only.

A zombie is always doing one thing:

State What it means
Wander Drifting about.
Investigate Walking to a noise it heard.
Chase It has seen you. If it loses sight of you it goes to where it last saw you and searches.
Lunge and Attack It’s close enough to grab you.
Thump It’s battering a door or window it thinks you’re behind. Others join in.
Staggered and Down You hit or shoved it. Down zombies get back up after a few seconds unless you stomp them.

Zombies that get stuck give up after a while and go back to wandering, bored, ignoring noises that aren’t yours.

Far from every player, zombies are simulated more cheaply: they still wander and drift toward loud noises, so a big enough noise (a door breaking, a smashed window) can draw a horde in from hundreds of metres away over several minutes.

You have one pool of health and wounds on ten body parts. Each wound has a kind (bruise, scratch, gash, bite, glass cut), bleeds or not, and heals over game hours. Wounds slow you down where they are: hurt legs mean no running, hurt arms mean weaker, slower swings, a hurt torso means slower recovery.

Clothing protects the parts it covers. Layers add up, and a thick jacket can turn a bite into a bruise.

Bites (and now and then a gash) from zombies may carry the infection. You won’t know for hours. Then comes the fever, then the turn, and when you die, you get back up as one of them, wearing what you wore.

Hunger, thirst and tiredness go from fine to worst over game hours. Each has stages, and each stage has effects: hungry means slower recovery, starving means losing health; thirsty and parched are worse and faster. Tiredness makes your swings slow. Sleep brings tiredness down and health back, faster in a bed.

A game hour is two and a half real minutes by default.

Nine skills from 0 to 5, raised only by doing the thing:

Skill You get better by And it gives
Fitness Running Running tires you less
Strength Swinging heavy weapons, carrying too much Carry more, knock them back further
Bludgeon Hitting zombies with blunt weapons More damage, less tiring
Edged Hitting zombies with knives and axes More damage, less tiring
Brawl Punching, shoving, stomping Better punches, more knockdowns
Stealth Sneaking near zombies Quieter steps, harder to see
First Aid Treating wounds Faster treatment
Scavenging Searching containers Faster, quieter searches
Handiwork Crafting Faster crafting

Press K in game to see where you stand.