Walker
Slow, relentless, never alone. The mass that eats your cades and your ammo.
Survivor field manual · vol. 0.2.5
Barricade the lab. Pack-a-Punch your guns. Drink the perks. Hold the line until the reactor blows — or you do.
— they always come back the next night. stay sharp.

File 01 — field systems
Old-school round-based survival welded to a modern gear economy. Every run is a race to out-build the horde before it out-numbers you.
Feed the machine your points; walk out with a re-tiered weapon — more damage, bigger mags, new firing behavior. All 45 weapons take the ladder, standard arsenal included.
Speed-reload, revive-fast, double-tap, electric reload nova, spare ammo — wall machines all over the map, each with a trick.
Press G, grab a crate, hammer it into the doorway. Barricades have real HP and armor — and the horde tears through if you stop repairing.
A real bag with weight, gear slots and item stats. Rotate items into the grid, equip a helmet and chest rig, right-click to use meds on a specific limb. Seven body zones — every one can bleed, fracture, or fail — and a four-tab stash to bank what you extract. (This whole page is styled after that in-game paper HUD.)
Turrets are deployables from the arsenal crate. A green ghost shows where they stick, red where they won't — place it and it mows the horde. Eight emplacements, each with its own report, tracer and muzzle signature, so your ears can read the line.
Buy a Soldier to hold a lane, an Upkeeper to patch the cades, a Drone to watch the sky. Real bodies with overhead health bars and a ten-verb order menu.
File 02 — requisition
Three tiers on every gun in the game — ×1.15, ×1.3, ×1.5 damage at 4,000 / 8,000 / 14,000 points. Bank the points, feed the machine, watch the numbers climb. Flip the stamp to see what a re-tier does — then pick a different gun.
File 03 — specimen dossier
The horde isn't just numbers. Specials break your formation, drag you off the line, and force the fight to move. Every wave mixes the roster — and it only gets meaner.
Slow, relentless, never alone. The mass that eats your cades and your ammo.
Closes the gap before you can reload. Punishes anyone reloading in the open.
Summons a fresh pack and scrambles your HUD. Kill it first or drown in adds.
Bursts into a toxic cloud on death. Great at close range — for the wrong team.
The thing containment failed on. A round-ending boss that soaks a whole team's firepower.
File 04 — personnel
Every operator drags a different edge into the breach — speed, muscle, or field medicine. More get cleared for duty the deeper your squad pushes.
The reference survivor. Balanced across the board, no weak spot — learn the lab on her.
Moves fast, reloads faster. Built for kiting the horde and running trains.
Soaks hits the others can't. The body that holds the cade while the squad works.
Keeps the squad breathing — faster revives, better meds, more per bandage.
Personnel file sealed. Clearance granted to squads that reach the deep waves.
File 05 — standing orders
Between waves, nail up cades, drop turrets, reinforce the choke points.
The horde escalates every round — runners, howlers, bloated, and worse.
Kills pay points. Loot corpses for brass, meds and gear to fill your bag.
Pack-a-Punch a weapon, buy a perk, unlock a door, push deeper into the lab.
File 06 — field photographs
Real captures from the current build. Lighting, UI and the nuclear-lab arena are still being polished — this is the game as it plays today.
File 07 — comms
Svera Defense runs a dedicated server. Grab the build, launch it, connect by IP — or stand up your own for your friends.
| OS | Windows 10 / 11 (64-bit) |
| CPU | Quad-core 3.0 GHz+ |
| Memory | 8 GB (16 rec.) |
| GPU | GTX 1060 / RX 580+ |
| Storage | ~6 GB free |
| Network | Broadband · UDP 7777 |
| Squad | 1–8 co-op |
File 08 — field loadout
A Dark-and-Darker-style loadout: slot four passive perks and two active abilities before the raid. Every perk is a real skill-tree node — earn it, equip it, feel it.
Reload, bandage, nail and loot all 18% faster. The tempo build everyone learns on.
+40 to your max health pool. Soak the hit the others can't and hold the doorway.
Every round bites 15% deeper. Turns a good wave into a cleared one.
Barricades you nail gain an armor shield and more base HP — and the carpenter perk makes your nails hold longer. The wall holds because you built it.
A burst of +30% move speed and +25% action speed for 8 seconds. Kite the horde, revive a friend, run the train — then it's on cooldown while you earn it back.
Your turrets fire 40% faster with +25% range for 10 seconds and instantly repair 25%. Make the sentry line sing at the exact moment the wave breaks.
File 09 — field medicine
Tarkov-grade vitals. Spring a bleed and a countdown starts, fracture a leg, black out an arm — then patch the exact limb with the exact tool, channel bar and all. Drag a med onto a body zone, or right-click to quick-use.
35 HP. Black it out and you're down. Protect it with a helmet.
85 HP. The engine room — losing it ends the run. Plate carrier goes here.
60–65 HP each. Blacked limbs cost you aim and speed until you splint them.
Bandage stops bleed. Tourniquet clamps the worst. Splint sets a fracture. Surgery restores HP. Painkillers push through.
Buy the Regen skill and it clears your bleeds and heals your limbs back over time — hands-free.
File 10 — hold the line
Grab a crate, hammer it into the doorway, and it becomes a living part of the fight — with real health, armor, and a horde that adapts to tear it down.
Hammer nails into a prop, then spend points to rank it Wood → Reinforced → Metal → Steel → Diamond. Watch the green HP bar and the steel armor bar climb.
Zombies keep hammering the structure at 2–30 damage a hit, the wood heaving harder the closer it is to giving. The chew even climbs in pitch as it weakens.
When the nails go, a player-placed prop breaks loose: zombies shove it, knock it back, and pour through the gap. Nothing about a broken cade is safe scenery.
Every string of headshots you land pumps extra HP into the healthy barricades you nailed — and the Carpenter perk makes every nail you drive tougher. Offense literally feeds your defense.
Drop MG, shotgun, tesla, rocket or flame turrets from the arsenal crate — or spring for the heavy cannon, the Scorcher or the Suppressor — wire traps into the choke, and repair the line with your hammer between waves.
File 11 — standing orders (keys)
Everything you do in the raid, one card. PC / keyboard + mouse.
| Move · Sprint · Jump | WASD · Shift · Space |
| Fire · Aim | LMB · RMB |
| Hammer / nail a prop | RMB with hammer |
| Reinforce (upgrade) a cade | E on a maxed cade |
| Carry / place a prop | G |
| Use med on a limb | drag in bag, or right-click |
| Lean (peek) | Q · E |
| Inventory · Field Notes | Tab / I · F3 |
| Interact / loot corpse | F |
File 12 — after-action rankings
Every extraction is logged. Deepest wave wins; total kills break the tie. Sign in on the site and your best run climbs the board automatically.
Loading field summary…
| # | Survivor | Squad | Wave | Kills |
|---|---|---|---|---|
| Loading standings… | ||||
Live board syncs from /api/leaderboard · full standings · sign in to rank your runs
File 12b — squad net · live transmissions
File 13 — field dispatches
Fresh from the lab. The launcher pulls every one of these the next time you start — the full patch log has the whole story.
The SVERA field launcher installs once and keeps the game current — real byte counts on the download, every one of the 4,326 files named as it unpacks, and the latest dispatch on the front page. Plus: the server list finally backs out on Esc or B, hosting caps at 20 instead of 4, and the in-game browser can see the internet at last.
Everything from the 0.2.3 dispatch, downloadable now — plus full Xbox controller support end to end, true-first-person legs, third-person lean, a third-person aim fix, photographed shop portraits for every weapon, HUD toggle options, and Pack-a-Punch for the standard arsenal.
Multi-deck hallways, hull quakes that chip your health, leaks that flood the bilge with real rising water, and a crew-only elevator — the dead take the stairs. Plus three new turrets, the FAL, SV-98 and RPG-7, a Tarkov-feel handling pass with Q/E lean, and a squad you can finally see.
Regular zombies now attack barricades — the common horde swings at whatever blocks it instead of standing arms-out at dead wood. Big cades are reachable, props underfoot count, and the free arsenal crate stops spawning in your face.
First-person arms and all eleven special zombies are back in the packaged build — both were missing from the download before. Waves now genuinely scale as they climb, the mystery box pays out instead of jamming, corpse-loot rarity is fixed, and match XP is counted once.
Zombies now pour through a barricade the instant it's destroyed instead of grinding on dead wood, and they keep hammering structures at 2–30 damage a swing. Jump finally feels right — air control fixed — and you physically shove zombies now instead of clipping through them.
A full survival-journal UI pass: reworked HUD strips, the LOADOUT grid, the FIELD NOTES skill tree, and a Dark-and-Darker-style perk & skill loadout — 4 passive perks + 2 active skills on cooldown. Drag-and-drop the grid bag; right-click your gear.
Seven-zone Tarkov vitals — bleed, fracture, tourniquet, surgery. Pack-a-Punch, a wall of perks, buyable turrets, corpse looting and wall-buys.
File 14 — the road ahead
Svera Defense is in active development. Here's what's live today and what's coming down the line — the launcher pulls every drop automatically, and the full operations board has the whole plan.
Six maps, 45 guns, eight turrets, squad units, vitals, the four-tab stash, full controller support — the whole co-op hold, live in v0.2.5.
Gamepad inventory navigation, quick-med hotkeys, wall-buys for the new guns, the mystery-box beam, turret Pack-a-Punch.
True first person rebuilt on ALS, more maps in the Bellows spirit, boss waves, a squad kill feed, stash sync on the official server.
Full Steam launch, community maps if the horde cooperates, seasonal events. Written in pencil, not ink.
File 15 — frequently asked
Yes — the full co-op build for Windows, free to download. No account required to play.
1–8 survivors co-op. Solo it, or bring the whole crew to hold the line.
Only to climb the leaderboard. Sign in on the site and your best wave + kills post automatically.
Yes — grab the build, run ZombieSurvival.exe Arena01 -server -port=7777, and share your IP.
Windows 10/11, a quad-core CPU, 8 GB RAM and a GTX 1060 / RX 580 do it. ~6 GB on disk.
It's pre-release — expect sharp edges. Post it on the bug forum and we'll chase it.
File 16 — release order · no account required
The full co-op build for Windows. Auto-updates to the latest patch every time you launch.
Run the installer once. It downloads and verifies the game, then every launch after only pulls the small patch — and shows patch notes, the ladder and who's online while it works.
Get the Launcher · 3 MB installerWindows may warn that the publisher is unverified — the installer isn't code-signed yet. Choose More info → Run anyway.
Prefer the old script launcher? SveraLauncher.bat · SveraLauncher.ps1 (grab both into one folder, run the .bat).