Survive the night. Fight the horde.

Survival Top-Down Shooter Zombies Wave Defense

About the Game

One More Night is a fast-paced top-down zombie survival shooter built for mobile browsers. Waves of the undead are closing in — arm yourself, scavenge for upgrades, and hold out as long as you can.

Explore a procedurally generated map with buildings to loot and yards to defend. Choose your weapons wisely: each one handles differently, from the precision of the crossbow to the devastating spread of the flamethrower. An XP gem system rewards aggressive play, dropping higher-tier gems from tougher enemies and later waves.

Features

Wave-Based Survival

Fight through escalating waves of zombie variants — small, big, and axe-wielding. Each wave is tougher than the last.

5 Weapons

Pistol, Shotgun, Crossbow, Flamethrower, and Dragon’s Breath. Each weapon has unique range, damage, and feel.

Procedural Maps

A 40×50 tile map with procedurally generated buildings, yards, and outdoor areas. Every game is a new layout.

Dynamic Lighting

Line-of-sight occlusion system casts shadows behind walls and props, creating tense exploration in the dark.

XP Gem System

5 tiers of XP gems from Common to Legendary. Tougher enemies and later waves drop higher-value gems.

Mobile-First

Designed for one-thumb play on mobile. Vertical canvas optimized for phones — also plays great on desktop.

Screenshots

Coming soon — gameplay screenshots and GIFs will be added here.

Update Log

Recent changes and improvements.

Feb 25

New Enemy Types: Runner & Spitter

  • Runner (wave 4+) — Fast, fragile green-tinted zombie. Closes distance quickly but dies in a few hits.
  • Spitter (wave 7+) — Purple ranged enemy that stops at distance and fires acid projectiles every 2 seconds.
  • Weighted variant pool ensures balanced spawns as new types unlock
  • Spitter acid sound effect (wet chirp) and wall-destructible projectiles
Feb 25

Boss Encounters

  • Boss fight every 5 nights — a massive 3-phase zombie with escalating speed and damage
  • Minion spawns every 8 seconds during the boss fight to keep pressure on
  • Boss HP bar at bottom of screen with phase indicator and color changes
  • Boss defeated rewards: 50 coins, guaranteed Legendary gem, and a bonus ability pick
  • “BOSS FIGHT!” announce and “BOSS DEFEATED!” celebration splash
Feb 25

Bug Hunt: 16 Fixes & Mobile Support

  • Fixed weapon balance: Flamethrower fire rate upgrade, Shotgun pellet scaling (+1/level), door timing pauses with game
  • Kill counter now shows wave-specific kills (e.g. “9 / 26 enemies killed”)
  • Coin rewards accelerate with wave number — late-game waves are more rewarding
  • Mobile HUD scales 1.5x for readability on phones
  • Nav icons and level-up cards enlarged on mobile
  • Portrait orientation prompt guides mobile players to landscape
  • Shop shows “NOT ENOUGH!” feedback when you can’t afford an upgrade
  • Improved hybrid device detection (iPad + keyboard, Chromebook)
  • Added favicon, fixed menu text cutoff, HUD no longer overlaps level-up screen
Feb 24

Balance Tuning & Gameplay Feedback

  • Splash background no longer stretched on desktop (cover-fit scaling)
  • Auto-aim now targets nearest enemy when mouse is idle (>200ms staleness check)
  • XP curve tapers at level 16+ (1.10x growth instead of 1.5x) — leveling stays achievable in late game
  • Coins now awarded per wave clear with visible HUD counter and “+N coins” popup
  • Gem drops tightened: wave 1 is ~83% Common (was ~62%), no more random Legendaries in early waves
  • Big enemy gem shift reduced so wave 5 big zombies drop Uncommon/Rare, not Rare/Epic
  • Admin panel now shows wave config, crit-adjusted DPS, and actual enemy HP
Feb 22

New Abilities, Hearts & Visual Polish

  • 3 new abilities: Headhunter (critical hits), Night Vision (expanded light), Second Wind (survive lethal hit)
  • HP bar replaced with Zelda-style heart system
  • Health packs are now pixel-art potion bottles; XP gems have outlines and sparkle highlights
  • Fixed death animations not rendering (were hidden behind walls)
Feb 21

Balance & Stability

  • Tuned XP gem drops: early waves now drop mostly Common gems, scaling to Rare/Epic in later waves
  • Fixed building transition freeze caused by camera callback failures
  • Removed dead code from XP system
Feb 20

Store Polish & Launch

  • Crisp store UI: sharp edges, icon columns, high-contrast cards
  • Game deployed to night.echoforge.games
Feb 19

Accounts & Economy

  • Account system with email verification
  • Coin economy with meta-upgrade shop
  • Polished pause menu with stats panel
  • Death screen overhaul
Feb 18

Weapons, Abilities & Lighting

  • Crossbow, Flamethrower, and Dragon's Breath weapons
  • Dodge, Regen, Blitz, and Shield abilities
  • Line-of-sight lighting with shadow occlusion
  • 5-tier XP gem system (Common to Legendary)
  • Nightly survival timer
Feb 17

Building System

  • Multi-floor building progression
  • Procedural buildings with rooms and yards
Feb 16

Initial Prototype

  • Core survival gameplay with zombies and wave system
  • Atmospheric horror: darkness, audio, damage feedback
  • Props, decorations, and spritesheet art
  • Joystick and WASD controls

FAQ

Is One More Night free?

Yes. One More Night is completely free to play in your browser with no account required.

Is my progress saved?

One More Night is a session-based game — each run starts fresh. There are no accounts or cloud saves. Your best runs live in your memory (and your bragging rights on Discord).

Is it better on mobile or desktop?

It was designed mobile-first with a vertical layout, but it plays well on desktop too. Try both and see what you prefer.

How do I report a bug?

Join our Discord and post in the One More Night feedback channel, or email [email protected].

Ready to Survive?

The horde is waiting. How many nights can you last?

Play One More Night →