Survivors,
outlast the night.
Walk the field while your weapons fire on their own. Gather gems, choose upgrades, and hold out until dawn — ten minutes, if you can make it. Or switch to endless mode and see how long you last when dawn never comes.
- Time
- 0:00
- Best
- 0:00
- Felled
- 0
- Level
- 1
- Dawns
- 0
The horde is coming,
walk until dawn.
Move with WASD · arrows · or dragWASD / arrows move · weapons fire on their own · Space pauses · 1–3 pick an upgrade card
Press and drag anywhere on the field to steer · weapons fire on their own · tap a card to upgrade
How Survivors works,
in short.
- Step 01
You steer. Weapons fire themselves.
Move with WASD, the arrow keys, or by dragging a thumb anywhere on the field. Your weapons aim and fire on their own — an enemy that touches you drains health, so keep walking.
- Step 02
Gather the gems they drop.
Every fallen enemy leaves a gem. Walk near one and it flies to you, filling the gold bar along the top of the field. Fill the bar and you level up — your lantern glow shows your reach.
- Step 03Level 4 · Dawn 10:00Choose one.SparkPress 1VitalityNewPress 2OrbitalsPress 3
Pick one of three. Reach the dawn.
Each level pauses the night and deals three cards — a new weapon or a stronger level of one you own. The horde grows thicker and tougher every minute; last until the dawn mark (10:00 to start) and the night is yours. Prefer no finish line? Settings has an endless mode where dawn never comes, the elders keep rising, and the clock simply counts how long you stood.
Survivors questions, answered.
Four weapons, five levels each. You start with Spark; the other three arrive as upgrade cards. Each level raises the numbers, and the milestone levels add projectiles or reach:
- Spark — Fires bolts at the nearest enemies. Grows from one bolt at 11 damage to 4 bolts at 24, recharging in two-thirds the time. Its range is short on purpose — kills happen near you, so the gems land on your path.
- Orbitals — Charms circling your body, bruising whatever they touch. Grows from 2 charms at 12 damage to a 5-charm halo at 32, on a wider, faster ring.
- Nova — A shockwave bursting out of you that shoves the horde back. Damage climbs from 14 to 42, the wave reaches roughly two-thirds farther, and the fuse shortens — the knockback is often worth more than the damage.
- Comets — Called down from the sky onto nearby enemies, with a telegraph ring where each will land. Grows from one comet at 25 damage to a 4-comet shower at 62 with wider blasts.
Five passives, five levels each. Every level stacks on the last, and they multiply with your weapons into a build:
- Swift Boots — Walk 14% faster per level.
- Lodestone — Gems fly to you from 55% farther per level — watch the lantern glow around you widen.
- Vitality — +30 max health per level (healed on pick), and health regrows 0.5 per second per level.
- Might — All weapons hit 15% harder per level.
- Tempo — All weapons recharge 10% sooner per level.
Every level-up also patches you for 10 health on the spot. Once everything is maxed, the cards turn into Campfire Snacks that restore 40.