The city is gone.. a wasteland, zombies, and the will to survive. Build a Tower, do loot runs at day time in your solar truck, get loot, built tower, defend at night..

By day, run the tower. Grow food, draw water, keep the power on, and give every survivor a bed and a job. Each survivor has their own face, moods and wants. Make rules for the tower, put people in charge, and decide who gets in at the gate. Build robots from scrap, bolt on arms, legs and guns, paint them however you like, and send them out to scavenge or set them to guard a floor.

By night, hold the walls. The dead come down both streets. Build walls, spike strips, tar traps, mines and turrets, post your people and robots on them, and keep the lights on until dawn. Your robots hunt the dead to whichever room is about to give way and fire through the window, until they are knocked out. When a wall is smashed, someone has to run up and fix it while the dead are still knocking. Or take the wall yourself: pick one survivor and fight it out in person. Everyone starts with something to swing, like a plank, a golf club or a tyre iron. The Weapon Bench makes better ones.

Between the nights, drive out into the city. Take the truck into eighteen districts across fifteen kinds of place, from the corner shops and the old metro to the hospital, the mall, the storm drains and the rooftops. Each run is its own side-on fight. Climb, loot, solve locks and breaker puzzles, rescue survivors, and get home with the parts your tower needs. Throw pipe bombs, molotovs, smoke bombs, flares and tripwires. Watch out for the named dead and the bosses at the far end, who drop the blueprints for better weapons. A blueprint stays yours even if the run goes wrong.

A bite is not the end, not yet. A bitten survivor has about a day before they turn. Slow it down with a shot, cure it in the Bite Lab, or sit them in the Waiting Room while you decide. If someone turns, let them go gently in the Slumberfier, or keep them in the Freezer until the Serum Lab can bring them home. Every kill leaves a sample. The factory rooms turn samples, scrap and food into medicine, soap, canned food and goods to trade.

You are not alone on the street. Two rival towers grow beside yours: The Rookery under Keeper Wren, and Fort Sprocket under Boss Rivet. They trade, ask for favours, make pacts and fall out with each other, and how you treat them changes how they treat you. The Rust Dogs raid by day. They knock your people out and carry them off, and you can pay, fight, or go and get them back. A beaten raider might even join you.

The struggle is the game. How long can you keep the lights on?