NEW GAMES ADDED WEEKLY!
🔥 292+ FREE GAMES  •••  🆕 JUST ADDED: ADHD ON ACID SLOTS  •••  🎟 EARN TICKETS JUST BY PLAYING  •••  🏆 BEAT THE HIGH SCORES  •••  💬 THE FORUM IS NOW LIVE  •••  ⭐ NO DOWNLOADS — NO PLUGINS  •••  👾 TELL A FRIEND!  •••  
📖 SAS: DEAD ZONE← WIKI
SAS: Dead Zone screenshot

Hold the line, wave after wave. A top-down zombie survival shooter — planned, not yet built.

SAS: Dead Zone is a DESIGN VISION — a wiki for a game we haven't built yet. It's a top-down twin-stick zombie survival shooter in the classic Newgrounds mold: one (or two) SAS operators dropped into an overrun city, holding a position against escalating waves of the dead. Between waves you spend your kill-money on bigger guns, armor, perks and deployables, then dig in for the next assault. Endless waves, boss zombies, four loadout classes, drop-in co-op, and a leaderboard for the highest wave survived. This page lays out the vision — the horde, the arsenal, the classes and the maps — so it's ready to build.

VERSION Aby Deadbolt Interactive

STORY & LORE

The Outbreak

A containment breach at a research site turns a city into a Dead Zone overnight. Command can't send an army — they send YOU: a Special Air Service operator, or two if a friend joins. Your orders are simple and grim. Hold. Buy time. Thin the herd. Extraction is always 'inbound.'

The Loop

Each wave, the dead pour in from the edges of the map and you cut them down for cash. Survive the wave and a short BUY PHASE opens: spend at the crates on new weapons, ammo, armor, perks and deployables. Then the next wave hits, bigger and meaner. Every few waves, the ground shakes and a BOSS arrives. There is no finish line — only the wave counter, and how high you can push it.

Could Be A GameMaker Game

Most games on the site are hand-coded single-file HTML5 canvas builds. A content-heavy shooter like this — dozens of weapons, enemy types, particle-heavy carnage, tuned wave tables — is exactly what GameMaker (GMS2) is built for: sprite pipeline for real animated art, the object/event model for enemies and pickups, rooms as maps, and built-in collision and particles. GMS2 exports to HTML5, which drops straight into the portal's iframe. The one wrinkle is the Arcade SDK (leaderboard, achievements, tokens): it's a JavaScript/postMessage bridge, so a GameMaker build would wire it up through a small JS extension that calls window.parent.postMessage for submitScore / unlock / awardTokens. Very doable — worth prototyping the SDK bridge first.

CHARACTERS & ENEMIES

The OperatorYou — SAS, alone in a dead cityHERO

Top-down, twin-stick: one stick (or WASD) moves, the other (or the mouse) aims and fires. Reload, swap weapons, drop deployables, and don't let anything reach your back. Pick one of four classes before the drop.

Move WASD / stickAim Mouse / stickClasses 4
Second OperatorCo-op — a friend drops inALLY

The whole point of the genre. A second player joins for local co-op (or the vision extends to online). Shared cash pool, revives, and complementary classes — a Medic + Heavy back-line, a Recon scout — turn a desperate defense into a real fireteam.

Players 1–2Revives yes
NecrosisThe thing the outbreak was hidingBOSS

A bus-sized mound of fused corpses that arrives on boss waves — tanky, spawns lesser zombies, and hits like a truck. The recurring apex threat, scaling harder each time it shows up. Bring the rocket launcher.

Wave boss wavesThreat extreme

HOW IT PLAYS

Twin-Stick Survival

Move and aim independently — keyboard+mouse or a gamepad's two sticks. Enemies come from all sides, so it's about kiting, positioning, and never getting cornered. Reloads leave you vulnerable; manage them.

Waves & Boss Waves

Zombies spawn in escalating waves — more of them, tougher variants, faster. Clear a wave to bank the cash and open the buy phase. Every fifth wave (roughly) is a BOSS WAVE with a named horror plus its escort. The run is endless; the leaderboard tracks the highest wave you reach.

Cash & The Buy Phase

Kills drop cash (headshots pay more). Between waves, walk to the crates and spend: new weapons, ammo refills, body armor, perks, and deployables (auto-turret, barbed barricade, proximity mines, a med station for co-op). Nothing carries between runs — every run is a fresh scramble up the tech tree.

Loadout Classes

Pick a class at the drop: ASSAULT (balanced, cheap upgrades), MEDIC (heals and revives, weaker guns — a co-op anchor), HEAVY (extra armor and an LMG, but slow), or RECON (fast, crit-focused, loves the sniper). Class shapes your whole run.

Headshots, Gore & Juice

Newgrounds energy: chunky hit-feedback, ragdoll gibs, blood decals that stay on the ground, screen shake on the big guns, and a satisfying ka-CHUNK on every reload. Headshots are worth aiming for — more damage, more cash.

Deployables & The Fortress Fantasy

You can't out-shoot infinity, so you build a killbox: barricades to funnel the horde, turrets to cover your flank, mines on the chokepoints, a med station to hold. Reading the map and fortifying it is half the game.

THE HORDE

Concept art — eight zombie types, from the shambling basic to the Necrosis boss. Variants get faster and tougher on later waves.

Shambler
The basic dead. Slow, endless, dangerous in a pack.
Runner
Lean and fast — closes the distance before you can reload.
Bloater
Bloated and slow; bursts into a toxic cloud when it dies.
Spitter
Hangs back and lobs acid — the only ranged threat.
Armored
Riot gear up front. Flank it or go for the legs.
Screamer
Kill it fast — its shriek summons an extra swarm.
Hazmat
Leaks toxic gas; leaves a lingering hazard where it falls.
BOSS
Necrosis
A mountain of the dead. Tanky, spawns adds, hits like a truck.

THE ARSENAL

Concept art — ten weapon tiers, bought and upgraded during buy phases.

M9 Sidearm
Free starter. Infinite reserve, low damage.
SMG
Cheap, fast, chews through Shamblers up close.
Shotgun
Room-clearer. Devastating point-blank, useless at range.
Assault Rifle
The all-rounder. Good damage, good range, good everything.
LMG
Huge mag, suppressing fire — the Heavy's best friend.
Sniper
One-shot heads across the map. Slow, precise, Recon's pick.
Flamethrower
Cooks whole waves; damage-over-time and area denial.
Grenade Launcher
Arc explosives over barricades into the crowd.
Rocket Launcher
Boss-killer. Big blast, small ammo count.
Minigun
Top-tier. Spin up and delete everything in the cone.

LOADOUT CLASSES

Concept art — pick one at the drop; it shapes the whole run.

Assault
Balanced. Cheaper weapon upgrades, faster reloads.
Medic
Heals and revives; weaker guns. The co-op anchor.
Heavy
Extra armor and an LMG to start — but slow on his feet.
Recon
Fast, crit-focused, and deadly with the sniper.

WAVE STRUCTURE (CONCEPT)

Endless escalation. Numbers are a starting-point vision to be tuned once it's built.

WavesFeelNew threat
1–4Warm-upShamblers, first Runners
5★ BOSSFirst boss + escort
6–9RampBloaters, Spitters, Armored
10★ BOSSTougher boss, tighter buy money
11–19GrindScreamers, Hazmat, mixed hordes
20★ BOSSNecrosis proper
21+EndlessEverything, faster, forever — leaderboard territory

MAPS (CONCEPT)

MapHook
DowntownOpen crossroads — attacks from four streets
The MallTight corridors and chokepoints to fortify
Quarantine ZoneFences and gaps you can barricade into a killbox
The LabWhere it started — hazards, and the Necrosis home turf

BUY-PHASE MENU (CONCEPT)

CategoryExamples
WeaponsThe ten guns above, plus tier upgrades
Ammo & ArmorReserve refills, body armor plates
PerksFaster reload, more move speed, headshot bonus, life steal
DeployablesAuto-turret, barbed barricade, proximity mines, med station

PLANNED ACHIEVEMENTS

Ideas to register with the site once the game exists (TIX rewards TBD).

AchievementHow
First BloodSurvive wave 1
Dug InReach wave 10
Last Man StandingReach wave 25
Trophy HunterKill Necrosis
GunsmithOwn every weapon in one run
FireteamWin a co-op boss wave
CauterizedClear a wave using only the flamethrower
UntouchableClear a full wave without taking damage

VERSION HISTORY

VERSION A2026-07-17
  • Design vision only — the game is not built yet. This wiki captures the concept so it's ready to develop.
  • Established: top-down twin-stick zombie survival, endless waves + boss waves, cash/buy-phase economy, 8 enemy types, 10 weapons, 4 classes, deployables, 1–2 player co-op, high-wave leaderboard.
  • Open production question: build it in GameMaker (GMS2 → HTML5) for the content pipeline, wiring the Arcade SDK via a JS extension — prototype that bridge first.
  • All art here is concept art, to be replaced with real in-game sprites once development starts (version B onward).