Industrial zone combat environment

Combat System

Combat

Read the fight before it reads you. Every weapon has readable timing, catalog-driven stats, and clear feedback.

Demonstrations

Weapon Demonstrations

Pistol: Firing and Reload
Cinematic Demo

Firearm

Pistol: Firing and Reload

Shotgun: Close-Range Blast
Cinematic Demo

Firearm

Shotgun: Close-Range Blast

Machete: Melee Strike
Cinematic Demo

Melee

Machete: Melee Strike

Grenade: Throw and Detonate
Cinematic Demo

Explosive

Grenade: Throw and Detonate

Combat Actions

How you fight.

M
Melee

Machete Attack

Planned

Wide horizontal slash with readable wind-up. Staggers infected on impact.

K
Melee

Knife Attack

Planned

Fast forward stab. Low damage, rapid recovery, tactical interrupt.

A
Melee

Axe Chop

Planned

Heavy overhead chop. Highest melee damage. Slow recovery.

P
Firearm

Pistol Fire

Playable

Catalog-driven damage and fire rate. Muzzle flash, shell ejection, procedural audio.

R
Firearm

Rifle Fire

Playable

Semi-automatic fire with recoil pattern. Effective at medium range.

S
Firearm

Shotgun Impact

Playable

Spread damage at close range. Visible pellet spread and impact feedback.

R
System

Reload

Playable

Magazine and per-round reload. Animation-driven with clear timing windows.

W
System

Weapon Switch

Playable

Quick swap between equipped weapons. Catalog-linked equip animations.

G
Throwable

Grenade Throw

Planned

Arc throw with timed fuse. Area denial and group control.

D
Explosive

Dynamite

Planned

Placeable charge with manual or timed detonation. Ambush tool.

T
Explosive

Explosive Trap

Planned

Proximity-triggered device. Defensive positioning at choke points.

!
Feedback

Infected Stagger

Playable

Visual and audio stagger reaction when infected take melee or firearm damage.

X
Feedback

Infected Defeat

Playable

Ragdoll defeat animation. Loot drops on infected takedown.

!
Feedback

Player Damage

Playable

Screen-edge damage indicator, health bar response, directional feedback.

+
Recovery

Medkit Use

Playable

Channelled healing with clear timing. Movement limited during use.

R
Recovery

Defeat & Recovery

Playable

Death screen with respawn at last save. Inventory and state preserved.

The Loop

Explore. Fight. Loot. Survive.

Explore
Fight
Loot
Equip
Save
Continue

The core loop is built on tension: every room you enter might have supplies, or it might have them. The choice to push forward or fall back is always yours.