One More Night: Runner & Spitter — New Enemy Types
Until now, every zombie in One More Night used the same strategy: walk toward the player. The difference between variants was just stats — how much HP they had and how hard they hit. Today we’re adding two enemy types that actually change how you play.
The Runner (Wave 4+)
Runners are green-tinted small zombies that trade durability for speed. At 1.8x normal movement speed and only half the HP of a regular zombie, they close the gap fast and die fast. The catch: they arrive in packs mixed with regular zombies, so you need to decide quickly whether to prioritize the runner barreling toward you or the big zombie lumbering behind it.
The Spitter (Wave 7+)
Spitters are the first ranged enemy in the game. These purple-tinted zombies stop at about 180 pixels from the player and start lobbing acid projectiles every 2 seconds. The projectiles are slow enough to dodge (150 px/s) but deal 8 damage each. They’re destroyed by walls, so positioning near cover matters for the first time.
If you close the distance, the spitter will fight back in melee — but at 0.5x speed and 0.8x damage, they’re not great at it. The tension is whether you can afford to rush them while runners and axe zombies are also chasing you.
Spawn Balancing
We reworked the variant selection system to use a weighted pool instead of a probability waterfall. This means unlocking new enemy types at later waves doesn’t accidentally inflate the spawn rates of earlier types. At wave 7+ with all types available, the mix is: 55% small, 15% runner, 10% each for axe, big, and spitter.
Play it now at night.echoforge.games. The spitters show up at wave 7 — let us know on Discord if the acid damage feels right.
— Bruno