Latest
Oct 27 · 42.22 pre-release: ladders and crowbar break-insOct 21 · The Indie Stone on Java mods: download responsiblySep 28 · Build 42.21 Stable: zombie duplication fixesAug 26 · Security fixes on every branchAug 17 · Servers now handle up to 254 playersJul 29 · Build 42 goes Stable
1Day

Day 1: arm up, bag up, lock down

Goal: end the day indoors with a weapon, a bag, two days of food and full water bottles.

  • Close curtains, lock doors and search every room of your spawn house before stepping outside.
  • Take anything that can hit: a kitchen knife, hammer, frying pan or rolling pin. Upgrade the moment you see a bat, crowbar or axe.
  • Grab the biggest bag you can find. A school bag beats your pockets; a hiking bag beats everything early on.
  • Fill every bottle and pot you find at the sink. Water is easy today and hard later.
  • Loot your own street only. Sneak, peek through windows, skip any house with more than two zombies.
Tonight: sleep upstairs if you can, curtains shut, lights off. Do not loot in the dark.
2Day

Day 2: find a base and a toolkit

Goal: pick the house you will live in and collect the tools that make everything else possible.

  • The base: two floors, few ground-floor doors and windows, curtains everywhere, and stores within walking distance. A quiet street beats a big house.
  • The toolkit: hammer, saw, screwdriver, nails and a few planks. Check garages, sheds and toolboxes.
  • Escape route: tie two sheets into a sheet rope and hang it from an upstairs window (it needs a nail). If the stairs are overrun, you climb out.
  • Start a stockpile room: food in one place, water in another, tools in a crate. Organized survivors live longer.
A warehouse yard at night with vehicles and a chain-link fence
Warehouses: good loot, bad lighting · Official screenshot, The Indie Stone
3Day

Day 3: the big supply run

A gun store at night
Supply runs: gun stores, groceries and hardware shops · Official image, The Indie Stone

Goal: one careful trip to the stores that matter, then home before dark.

Grocery or general store

Canned food, dry food, a can opener, bottled water and drinks.

Pharmacy

Bandages, disinfectant, painkillers, antibiotics, vitamins.

Hardware store

Nails, tools, garden supplies, gas cans, seeds.

Bookstore or library

Skill books and magazines. These are worth more than guns in week one.

  • Clear the outside of a store before going in. Shops often hold a crowd.
  • Do not overfill your bag: heavy loads slow you down and tire you out.
  • Mark every store you visit on your map with a pencil, with a note on what is left.
4Day

Day 4: fortify and stock the house

Goal: a base that can survive a bad night.

  • Barricade ground-floor windows with planks and nails (hammer in hand). Start with the windows facing the street.
  • Water reserve: fill pots, buckets, bottles and the bathtub while the taps still run.
  • Eat the fridge first. Fresh food spoils, and once the power is gone it spoils fast. Canned and dry food can wait.
  • Clear your street. One zombie at a time, at a fence or doorway. A quiet street means safe loot later.
  • Sit down and read a skill book in the evening. Reading is quicker sitting down.
5Day

Day 5: learn, grow and plan for the cut-offs

Goal: skills and supplies that keep you alive when the water and power stop.

  • Read first, then practise. Skill books multiply the XP you earn. Carpentry and Cooking are great first picks.
  • Magazines teach recipes: look out for the generator magazine, and recipes for rain collectors and traps.
  • Water plan: find a river or lake on your map, collect empty containers, and know how you will boil water.
  • Food plan: seeds and a trowel or shovel for later. In Build 42 crops have seasons, so check what grows now.
  • Watch TV and listen to the radio while the power is on. Some channels teach skills.
A mechanic's garage with cars on lifts and the vehicle repair screen open
Keep your car running · Official screenshot, The Indie Stone
6Day

Day 6: wheels and the long game

Goal: a way out of town, and a safer place to sleep.

  • Car keys are often in houses near the car or on zombies. Check a car's condition and fuel before you rely on it.
  • A car is a loot truck: its trunk carries far more than a bag. Park it facing the exit.
  • Engines and alarms are loud. Never start a car next to a crowd, and drive away if an alarm goes off.
  • Keep a spare gas can full. Fuel matters more every week.
7Day

Day 7: review, rest and reset

Goal: know where you stand before week two.

  • Count your food and water days. If either is under a week, make it your next job.
  • Check every wound and bandage in the Health panel.
  • Update your map: stores looted, stores left, danger zones.
  • Sleep properly. Tired survivors make fatal mistakes.

If the water and power are still on, enjoy it. On default settings they can cut out at any point in the first month.

Survival systems
WPlan

Water: the first thing that runs out

  • While taps run: fill everything, including the bathtub.
  • When the taps stop, the water left in sinks, toilets and tubs is no longer safe. Boil it or purify it before drinking.
  • Rain collectors catch water for the long term. You need the recipe and some Carpentry to build one.
  • Rivers and lakes never run dry. Boil that water too.
  • In Build 42.21, 86 more fluid containers can purify water in the right oven, so most pots and bottles will do.
FPlan

Food: eat smart, not just a lot

  • Fridge and freezer food first. After the power cut, fridges and freezers warm up over the day, then food starts to rot.
  • Canned and dry food last for months. Keep them as your emergency stock, and keep a can opener with them.
  • Cook raw meat and eggs. Raw or spoiled food makes you sick, and sick survivors fight badly.
  • Food changes your weight. Overeat junk and you put it on; go hungry and you lose strength.
  • Long term: farming (mind the seasons), foraging, fishing and trapping.
PPlan

Power: life after the lights go out

  • Lights, fridges, ovens, TV and radio all stop when the power goes.
  • Cook on a campfire, barbecue or fireplace instead.
  • A generator brings power back, but you must read its magazine first, keep it fuelled, and run it outside. They are loud.
  • Collect flashlights and batteries now. Nights are long.
+Plan

Health: small problems become big ones

  • Bandage every wound, disinfect it, and change dirty bandages.
  • Get wet and you get cold. Change into dry clothes and stay warm, or you will catch a cold.
  • Endurance, fatigue, hunger and thirst all lower how well you fight. Never go out tired.
  • Panic and stress make things worse. Books, music and a full stomach help.
✓Check

You are ready for week two if…

  • You have a base with a sheet-rope escape and barricaded ground floor.
  • You have at least a week of food and water stored.
  • You have a good weapon and a spare.
  • You have bandages, disinfectant and painkillers.
  • You have read at least one skill book.
  • You know where the nearest river, hardware store and gas station are.
W2Next

Week two: what changes

Goal: turn a week of scrambling into a routine you can repeat.

  • Fresh food rots first. Eat what is in the fridge and the freezer while the power lasts, then move to canned and dry food.
  • Plan for the shut-offs. Water and power go off at a random time on default settings. Fill every container you own before then, and keep a way to boil or purify water.
  • Read skill books first. Books speed up XP, so read them before you practise that skill.
  • Expand your range. Clear one more street, pick one store to visit, and write down where you found what. The map helps.
  • Think about the long game. Start reading about farming and crafting before the loot thins out.
NTips

Nights: how to stay safe in the dark

A snowy town at night
Nights and winter: stay inside · Official image, The Indie Stone
  • Be indoors before dusk with curtains closed and doors locked.
  • Keep lights low and out of sight from windows. Light draws attention.
  • Sleep only when you are in a room you can seal, and keep an exit route ready.
  • If you hear glass, a siren or a helicopter, stay quiet and stay put until it passes.
  • Use the night to craft, cook, read and plan, not to loot.
+Tip

Choosing your base: a checklist

  • Few entrances, so there is less to barricade.
  • Curtains or blinds on the windows.
  • Enough storage for your loot and water.
  • Useful buildings close by: a store, a hardware shop, a clinic.
  • A manageable number of zombies nearby.
  • At least two exits, and an escape route you have walked before.
  • Pick a temporary house first, then upgrade once you know the area.

Close curtains and secure doors and windows as soon as you move in.

+Tip

Loot priorities

  1. Food and clean water.
  2. A weapon and a backup.
  3. A backpack or bigger bag.
  4. Medical supplies: bandages, disinfectant, alcohol wipes, painkillers and tweezers.
  5. Basic tools: hammer, screwdriver, saw, nails and a knife.
  6. Useful clothing.
  7. Store what you do not need yet at base instead of carrying it.
+Tip

Combat rules that keep you alive

  • Separate zombies from groups and keep them in front of you so they cannot surround you.
  • Retreat when a fight turns bad, especially when tired or injured.
  • Walk around blocking groups instead of fighting them when you can.
  • Walk by default. Sprinting drains Endurance, so save it for emergencies.
  • Treat bleeding as soon as it is safe, and check the Health panel after taking damage.
  • Do not ignore moodles.
+Tip

Stockpile before the shut-offs

  • Water containers, so you have a reserve when the taps stop.
  • Generator, fuel and tools.
  • Building materials: planks, nails, sheet metal.
  • Food and cooking equipment.
  • Keep clean water and food at base, and carry enough for longer trips.
+Tip

Build 42 starter tips

  • Week one: secure food, water and a place to sleep. Find a hammer, screwdriver, saw and knife.
  • Use skill books and TV only when it is safe.
  • Back up your saves before any Unstable patch. Build 41 worlds do not work in Build 42.
  • Start with no mods, then add them one at a time.
  • Official Multiplayer and Host (Co-op) are in the main menu. Unstable updates can break ongoing games.
+Power

Generators

A lit building at night
Generators keep the lights on, and draw attention · Official image, The Indie Stone

To connect a generator you need one of: the Electrician or Engineer occupation, or the magazine How to Use Generators. Some guides say Electrical 3 also works.

Range

20 tiles around it and 3 floors up or down on default settings. One connection powers everything in range.

Fuel

Add petrol from any container while it is off. Two overlapping generators each burn fuel as if alone.

Starting

Needs fuel and condition above 0. At condition 50 or lower, starts fail half the time, and a failed start still makes noise.

Repair

Use Scrap Electronics while it is off. Each scrap restores 4 + half your Electrical level (4 at level 0, 9 at level 10).

Noise

Heard 20 to 25 tiles away depending on the model. A roof does not muffle it.

Indoors

Never. Fumes poison the whole building until it is switched off.

Where to find

Sheds, garages, warehouses, storage units and industrial buildings. The magazine is best found in electronics stores and bookstores.

You cannot pick up a connected generator. Disconnect it first.

+Food

Cooking without power

Campfire

No power. Build with 3 stones, add fuel and light it.

Wood stove or fireplace

No power. Burn wood.

Charcoal BBQ

No power. Charcoal or wood.

Propane BBQ

No power, but needs a propane tank.

Oven, stove, microwave

Need grid or generator power. No metal in the microwave.

Evolved recipes

Soup or stew

Pot or bucket with water. Up to 6 ingredients. Raw meat is fine.

Stir-fry

Frying pan. Up to 4.

Roast

Roasting pan. Up to 6.

Sandwich

Bread slices or baguette. Up to 4. Cook meat first; you can grill it.

Salad

Bowl. Up to 6. No cooking, so cook meat first.

Hot drink

Mug or cup. Up to 3.

  • Take food off the heat once cooked. A sandwich cooks in about 5 minutes and burns at about 20.
  • Burnt food cannot go into recipes.
  • Below Cooking 7 you cannot use rotten ingredients. At 7 to 8 they give about 5% of their value, at 9 to 10 about 10%.
  • Fridges and freezers only help while they have power.
+Water

Water after the shut-off

A river in autumn
River water is tainted: boil it first · Official image, The Indie Stone
Pipes

Sinks, tubs and toilets keep some water for a while. Fill everything early.

Water dispensers

Clean while stocked.

Rain collectors

The water is tainted. Boil it or use purification tablets.

Rivers and lakes

Tainted. Never drink raw.

Wells

Clean and large. You find them on the map; you cannot build one.

Plumbing

A pipe wrench links a sink to a collector, but it does not clean the water.

Boil water on any heat source, or use purification tablets.

?Q&A

Quick answers

When do the water and power shut off?

On default settings, at a random time in the first month. Check a tap or a light switch; if nothing happens, it is over.

What is the helicopter event?

Early in a run, a helicopter flies over and draws zombies for miles behind it. When you hear it, get inside and stay quiet until it is gone.

Should I clear my whole town in week one?

No. Clear your street and your routes to stores. Fighting more than you need just risks bites and wears out weapons.

Is it worth getting a car in week one?

Yes, if you find keys and fuel. It carries far more loot and gets you out fast. Just remember engines are loud.