
| ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan. | Status | Notes Latest Contributor: IGF TeamEdit notes |
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10 itemsAbout the Game
You do not play a hero. You build the party that fights for you.
Three survivors. Everything they can carry. A city that wants them dead.
Outbreak Z is a post-apocalyptic auto battler RPG built around a squad of three. They hold the line, pick their own targets, reload their own weapons and go down one at a time. Every decision that decides how that goes is yours: who you recruit, what they carry, what you level, and how far into the outbreak you send them.
Three survivors. Three jobs. No clones.
Scavenger. Your first survivor and the one who pays for the other two. The only one who throws grenades.
Deadeye. Glass cannon, thin on health. Nobody else in the squad can crit at all.
Enforcer. Claims the front post and eats the bites so the others keep shooting. Nobody else wears armor or regenerates.
All three fight the same wave at once, from their own posts on the line, each with their own target, magazine, health bar and death. The run ends when the last one falls.
Recruit them with Batteries earned by taking new ground. Bench one at the Bunker and their gear waits on them.

Gear is the whole conversation.
65 items, 58 of them equippable: 20 weapons, plus head, body and feet for every survivor.
Weapons are not reskins. A shotgun, an SMG, a marksman rifle and a fire axe differ in damage, fire rate, reload, magazine and reach, and melee weapons never reload at all.
5 rarities, and the good ones arrive as you take ground: Rare gear starts dropping late in world 1, Epics the moment you reach world 2, Legendaries at world 3.
Between hordes the squad picks the wreckage clean. Cars, dumpsters, whatever the outbreak left standing. 127 hand-placed loot areas across the campaign.
Carry space is limited. Turn up at a loot area with a full bag and you watch the good stuff stay on the ground.
Nothing is wasted: scrap junk into Gears, then spend Gears enhancing the gear you actually like, up to +50% on its main stat.
An upgrade tree that never stops paying.
17 upgrade lines, and every survivor levels their own. Where you spend is who they become.
Damage, fire rate, reload, health and dodge for anyone. Crit chance and crit damage for the Deadeye alone. Armor and regen for the Enforcer alone. Scavenging and the whole grenade line for the Scavenger alone.
Costs climb the way they should. There is always a next purchase in sight and always a reason to go back and farm for it.
You start out pulling the trigger yourself, one survivor at a time. Auto Attack is something you buy. Once it is paid for, the squad fights without you and the game becomes what you came for: the loadout, the tree, and the map.
Thirty areas. Three worlds. Every horde placed by hand.
Fight through a dead city, the sewers beneath it, and the woods past the edge of town.
30 areas, 222 authored waves. Nothing is generated, nothing is padded.
12 zombie types that ask different questions: Strays sprint in and eat your reload window, Bloaters soak everything you own, Behemoths lead the column so your bullets meet them first, Juggernauts are walls that hit like trucks.
Deploy from the Bunker to any area you have already cleared. Hit a wall, go back, farm it, come back heavier. Nothing is ever locked behind a wipe.
Legendaries worth the grind: the Golden AK, the Minigun, the Anti-Materiel Rifle, and the full Exo and Juggernaut sets.
Your run, your pace.
Windowed or fullscreen, on Windows, macOS and Steam Deck.
Buy once. No microtransactions, no daily login, no FOMO.
Sit with it and optimize, or leave it running and check in. Both work.
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