R
Raid training
Developer tools · this run never posts scores or pays scrap

Test panel

Jump to wave
Spawn a boss now
Missions (between waves)
WAVE 0
Generator
0
Pistol
Boss
Traps
LEVEL UP!

Zombie base defense

Last Light Outpost

Keep the generator running.

Move with the mouse · Click or B: bomb · Space: next wave · P: pause
New run

Choose a map

Commander

Starting base

AI Director

Daily challenge

Today's challenge

Same waves for everyone today. Armory upgrades are switched off.

Field guide

Scout report

Chopper mission

Wave 56 cleared

We survived

Briefing · 1 of 5

Last Light Outpost

The outbreak took the cities in a single night. The power grid went next.

Past the jungle, one generator still runs: the last light for a hundred miles. Everything left out there is drawn to it. Survivors come looking for safety, and the dead come looking for the survivors.

You command what's left of the garrison, with your two gunners, Rosa and Dex. Every wall, turret and bullet has to be earned from the zombies you drop. Send scouts into the jungle to build forward bases. Fly the chopper out to rescue anyone still alive. And if you last long enough, an army engineer named Gus can tunnel you to a second base.

Hold the light until dawn, and the chopper flies everyone out.

Briefing · 2 of 5

Your mission

⚡
Keep the generator runningIt's the heart of the base. If its health hits zero, the run is over.
56
Survive 56 waves until dawnThen keep going in endless mode to climb the leaderboard. Short on time? Quick run is 20 waves with double coins.
★
Grow beyond the wallsBuild four forward bases, rescue 8 survivors, and dig out a second base.
The road to dawn
WAVE 3Buy traps between waves: spike pits, tripwire flares and electric fences outside your walls.
WAVE 4+Random building raids: take your fire team into a warehouse, clinic or armory for coins, bombs and food.
WAVE 5First chopper rescue. Command flies in a scout chopper. Rescues repeat every 6 waves.
WAVE 8Scouts set up FOB Alpha, and a mayday comes in: rescue Gus the engineer. He digs a tunnel to a second base.
WAVE 15Gus can dig a second tunnel to your third base. All three bases are linked.
14 · 20 · 26FOB Bravo, Charlie and Delta. Each sends coin convoys home after every wave.
EVERY 5THA boss wave. Watch for the red bar at the top.
YOUR CALLStart in Ironhold (best), Haven or Fort Octane. At wave 8, Gus's tunnel takes you to one of the other two.
WAVE 56Dawn. You survived.
Briefing · 3 of 5

Pick your base

You choose where to start on the New run screen. At wave 8, rescue Gus the engineer and he digs a tunnel to one of the other two. At wave 15 he can dig a second tunnel to the last one.

★ Best startIronholdThe square outpost. Hire both gunners early and upgrade your hero fastest. Expand the outer ring, then build four wings: barracks, artillery, watchtower and airstrikes.
HavenA dome and five round rooms you dig out: sniper nest, turret nest, motor pool, strike team barracks and a searchlight. Hero upgrades cost 50% more, so it plays harder.
Fort OctaneA giant octagon with a turret tower on all 8 corners, an auto shop, forge, airplane hangar for bombing runs and barracks. Your FOB teams raid alongside you, then head home to regroup. Hero upgrades cost 25% more.
Briefing · 4 of 5

What to build first

Stand on a pad to pour coins into it. Here's a build order that works:

Waves 1–8 Dig in

  1. Walls first, since they're cheap. Walls hold zombies where turrets can hit them.
  2. Two turrets, then hire your first gunner at wave 2.
  3. Build the forge at wave 3 and forge a better gun as soon as you can afford it.
  4. Buy a bigger backpack once "Backpack full" keeps popping up.

Waves 8–25 Expand

  1. Expand the outpost at wave 8. It opens 3 more turret spots, the labs and the auto shop.
  2. Get every turret to level 3 and pick a type: Tesla for crowds, Frost to slow them, Sniper for bosses and armored zombies, Flame up close, Machine gun for everything.
  3. The science lab makes everyone faster. The bomb lab gives you bombs for bosses.
  4. Build wings from wave 10. Each adds a building and 2 more turrets.

Waves 25–56 Hold the line

  1. Keep your gun forged: aim for about 1 weapon level every 3 waves.
  2. Upgrade the generator and walls before boss waves.
  3. Upgrade the chopper hangar before the harder rescues from wave 23.
  4. At wave 8, rescue Gus, fund his tunnel (1,200 coins) and pick your second base. Answer its calls for help.

Stuck? A red outline on a pad is the advisor's top pick for your next coins.

Briefing · 5 of 5

Tips from the veterans

You shoot on your ownYour job is where you stand. Go to the thickest pack, and grab coins between waves.
Use your abilitiesPress 1 2 or tap the round buttons. They recharge, so use them every time.
Coins vs. scrapCoins build this run. Scrap is yours to keep, even when you lose. Spend it in the Armory.
Supply creditChopper supply runs pay credit. It spends first and never fills your backpack.
Hive QueenHer drones fly over walls and turrets can't hit them. You and your crew shoot them down.
JuggernautIts armor shrugs off turrets. Break the plates yourself.
Siege HowitzerIt shells you from range. Watch for the red circles, then go out and take it down.
Chopper missionsClimb over the mountains. Drop FLARES when a missile locks on. Hit HELLFIRE (Q) to ripple six rockets into tanks and flak. Hover low so survivors can climb aboard.
Blood MoonEvery 7th wave the zombies are faster, but coins are doubled.
The horde learnsThe AI Director reads your defense after every wave and counters it: spitters for flame turrets, diggers for frost, and the main push on your weakest side. Listen for Intel and press I to see why.
Start in IronholdNew to the game? Ironhold gets your two gunners early and has the cheapest hero upgrades.
Three bases, one waveWalk onto the tunnel hatch between waves to switch. Bases you leave take lighter damage, but still call for help: fixing, supplies or backup.
Fort Octane raidsBuild FOBs and their teams drop in mid-wave at Fort Octane. When they head home to recharge, hold the line until they return.
TrapsPress T or the spike button between waves. The game pauses while you place them. Fences need two taps.
Raids: stack, breach, clearWalk up to a door and your team stacks on it. BREACH kicks it, FLASH stuns the room first. A red door is locked: stand next to it, tap C4, then step back. Tap the ? button in a raid any time for the how-to.
The fatal funnelNever stand in a doorway while zombies can see you: you take 60% more damage. Step through and take a corner.
NoiseEvery shot and breach makes noise. Fill the meter and a horde comes: grab the cache and get to the van.
Tougher FOB opsProtect the relays at Alpha, every truck at Bravo, the camp and searchlight fuel at Charlie, and the runway at Delta.
Pick perks that fitAfter each wave you choose a perk. Turret builds love Overclock, and hero builds love Sharpshooter.
Tunnel fund paid

Where should Gus dig?

Gus can reach one more base. Pick it now: the tunnel stays open for the rest of the run. Zombies will attack both bases, so you switch between them between waves.

Tunnels

Travel to which base?

The next wave attacks the base you pick. Your other bases stay on alert and take lighter damage.

Raid

AI Director · enemy intelligence

What the horde learned

Decisions, newest first
World map · secret routes

Forward operating bases

Your elite scouts can slip out between waves to build four forward bases. Each has 5 operations. Built bases send supply convoys back after every wave.

Leaderboards

Top survivors

Earn scrap

Bonus missions

Short side rounds with their own rules. Scrap buys Armory upgrades, skins and next-run boosts. First clear pays 50% extra.

Permanent upgrades

Armory · 0 scrap

Scrap is earned at the end of every run, even a lost one.

Next-run boosts · used up when your next run starts
Crew & skins

Your crew

Survivor skin · 0 scrap
Crew names
Settings

Settings

Touch controls
Screen shake
Vibration (Android)
Save coins for operations
Voice radio (spoken tips)
Tutorial
Player

Move to another device

Progress
Developer
Wave cleared

Pick a perk

Turret reached level 3

Choose a turret type

Paused

Paused

Your run is saved at every wave break.

Outpost lost

The light went out

What went wrong
Damage by source
Perks