Games

Zombie Destroyer

A roguelite survival-action where you hold back endless zombie hordes with weapons and relics. 241 skill nodes and relic combinations make every run a different build, and prestige carries growth across runs.

2026In progressAI-assistedFeatured

Screenshots

3

Overview

A roguelite survival-action. Auto-fire through waves of zombies and survive. Each run you combine skill nodes and relics to grow stronger.

Inside a run

There are 241 skill nodes. They run from basics like weapon knockback and magnet pickup all the way to prestige-only CORE nodes, and you buy them to open the tree your own way. The 20 relics decide what kind of build you end up with.

Ten zombie types come at you, each variant with its own pattern. The 80 stages are cut into chapters, with one boss per chapter.

The 12 kinds of cells zombies drop go into the incinerator and come back out as resources. All 8 weapons and 78 workshop upgrades hang off that recovery loop.

For game feel there are particle pools, damage numbers and a retro camera effect.

Recent work (2026-07)

Prestige rewards were folded into CORE skill nodes, so growth that persists across runs and growth within a run now meet on the same tree. Zombie cells were separated from ordinary drops and tied into the incinerator pipeline. AoE detection moved to a grid approach with a dedicated Enemy layer, which cut the per-frame work. Steamworks.NET was integrated and the store asset package prepared.

How it was built

Design, data modelling, implementation and art drafts were iterated in collaboration with AI. Static and dynamic JSON sit in separate layers, and display strings are split into Korean and English translation files. As the data grew, skill nodes stopped being hand-written. They are produced by a generation script now and checked by a validation one.