Horde Night Preparation

Survive Every Blood Moon in V3.0

Published July 17, 2026 · Updated July 22, 2026 · V3.0.1 · 12 min read

TL;DR

  • Your Game Stage determines how many zombies, what types, and when special enemies appear.
  • Game Stage = (Player Level + Days Survived) × Difficulty Bonus. Days Survived is capped at your level and reduced by 2 per death.
  • Build your horde base in the Forest biome for your first few hordes — Wasteland is 1.5× harder.
  • Stockpile 1.5× your estimated ammo. Running out mid-horde is how bases fall.
  • Use our free Horde Night Planner for exact zombie counts, wave breakdown, ammo estimates, and trap recommendations for your Game Stage.

1. How Game Stage Determines Horde Difficulty

Game Stage is the hidden number behind everything on horde night. It determines zombie count, zombie types, wave composition, and when special enemies like Demolishers start appearing. Understanding it is the difference between cruising through and getting wiped.

The Formula

Game Stage = (Player Level + Days Survived) × Difficulty Bonus

Player Level

Your character level (1–300). This is the primary driver of Game Stage. Each level adds 1 to the base before the difficulty multiplier. Higher level = more zombies and tougher variants.

Days Survived

Total in-game days alive. Capped at your player level — so a level 10 character with 50 days survived only gets credit for 10 days. Each death subtracts 2 days (down to a floor of 0), slightly lowering your next horde.

Difficulty Bonus

Scavenger=0.8, Adventurer=1.0, Nomad=1.2, Warrior=1.4, Survivalist=1.6, Insane=2.0. This multiplies the entire (Level + Days) sum — on Insane, your effective GS is doubled.

Party Scaling

Playing with friends? The game combines player Game Stages using diminishing returns. The highest player contributes 100%, the second 50%, third 25%, fourth 12.5%, and so on. Two level-80 players can face a horde well above what either would see solo.

Biome Multiplier

Your horde base location applies a second multiplier on top of your calculated GS. Forest=1.0, Desert=1.2, Snow=1.3, Wasteland=1.5. A GS 288 in the Wasteland becomes GS 432 effective — the difference between Demolishers spawning or not.

Example calculations

Early game — Day 7:
Level 10, survived 6 days, 0 deaths, Nomad, Forest:
GS = (10 + 6) × 1.2 = 19 × 1.0 (forest) = 19 → Easy, well prepared

Late game — Wasteland base:
Level 80, survived 70 days (capped at 80), 3 deaths, Insane, Wasteland:
Days = 70 − (3 × 2) = 64 → GS = (80 + 64) × 2.0 × 1.5 = 432 Extreme — Demolishers and radiated variants throughout

Mid game duo:
Player A: GS 80, Player B: GS 55. Party GS = 80 + (55 × 0.5) = 107.5 → 107. Each player faces the horde as if they were GS 107 — noticeably harder than solo for Player B.

Want your exact Game Stage? Use the Horde Night Planner — it pulls real data from gamestages.xml and entitygroups.xml so every zombie count and wave composition matches what the game actually spawns.

2. What to Expect at Each Game Stage

The table below is a quick-reference for planning. Exact numbers depend on your difficulty, biome, and party size — use the planner for precise counts.

Game StageRating~ZombiesKey ThreatsMin. Traps
< 20Excellent100–200Basic walkersWood Spikes ×20
20–50Good200–350Ferals beginWood Spikes ×40, Barbed Wire ×8
50–100Borderline350–500Cops appearElectric Fence ×4, Iron Spikes ×20
100–153Dangerous500–700Radiated zombiesBlade Traps ×4, Dart Traps ×2
153+Extreme700+Demolishers!Steel Spikes ×40, Blade Traps ×8, Shotgun Turrets ×4

⚠ Demolisher Alert: Demolishers start appearing at Game Stage 153. They carry explosive charges on their chest — when the light turns green, they explode, destroying blocks in a wide radius. Never melee them. Use AP ammo, turrets, or electric fences positioned to trigger before they reach your walls. A single Demolisher can undo hours of base building.

Weapon Tiers by Game Stage

Your weapon loadout should scale with your GS. Using underpowered weapons means running out of ammo or getting overrun.

GS RangePrimarySecondaryNotes
< 20Pipe weapons / BowWooden ClubAmmo is scarce. Melee what you can.
20–50Double Barrel / PistolBaseball BatStart stockpiling 9mm and shells.
50–100Pump Shotgun / SMGIron SledgeCops need burst damage to drop fast.
100–153Auto Shotgun / AK-47Steel ClubRadiated zombies regen — kill them fast.
153+M60 / Auto ShotgunRocket LauncherAP ammo mandatory for Demolishers.

3. Weapon & Ammo Planning

The most common cause of horde night failure is running out of ammo at 2 AM. Plan 2–3 rounds per zombie as a baseline, but this varies by weapon type and Game Stage — tankier zombies at higher GS soak more damage.

WeaponRounds/ZombieAmmo TypeKey Craft Materials
Shotgun2Shotgun ShellPaper + Gunpowder + Plastic
9mm Pistol / SMG39mm BulletBullet Casing + Gunpowder + Bullet Tip
7.62mm Rifle / AK-4737.62mm BulletBullet Casing + Gunpowder + Bullet Tip
.44 Magnum / Desert Vulture2.44 MagnumBullet Casing + Gunpowder + Bullet Tip
Robotic Turret0 (power)Forged Steel + Mechanical Parts
Rocket Launcher1 per 3–5HE / Frag RocketGunpowder + Forged Iron + Pipe

Real example: mid-game horde of ~350 zombies with a shotgun + 9mm split = approximately 420 shotgun shells + 420 9mm rounds. That means hundreds of gunpowder, bullet casings, and bullet tips. You need days of stockpiling.

Use the Crafting Chain Explorer to see every raw material behind each ammo type — from gunpowder down to coal and nitrate.

💡 Pro tip: At higher Game Stages (>100), bring Armor Piercing (AP) ammo for your primary weapon. Radiated zombies and Demolishers have significant armor — regular rounds lose 30–50% effectiveness. AP rounds require additional resources but pay for themselves in fewer shots per kill.

4. Horde Base Design Principles

A good horde base works with zombie AI, not against it. Zombies take the path of least resistance to reach you — design that path to be a death funnel.

The Killing Corridor

The most proven V3.0 design: a raised platform with a single elevated walkway leading to your fighting position. Zombies path toward that walkway because it is the only route to you. Line it with:

  • Electric Fences — stun zombies in place, stacking them up for AOE damage
  • Dart Traps — piercing damage through multiple targets in a line
  • Blade Traps — heavy sustained damage at close range
  • Shotgun Turrets — burst damage against Demolishers (aim at head height)

Use the Electricity Planner to calculate the total wattage for your trap grid and how many generators you need.

Material Choice

Your horde base material determines how many hits your walls can take before breaching. Demolishers at GS 153+ make material choice critical — here is a quick comparison:

MaterialHPCost/BlockVerdict
Wood500~5 WoodDay 7 only. Replace ASAP.
Cobblestone1,500~10 Cobblestone + CementGood for GS 20–50.
Concrete5,000~10 Concrete Mix + RebarStandard for GS 50–153.
Steel10,000~10 Forged Steel + ConcreteRequired for GS 153+ demolishers.

For a full cost breakdown and upgrade chain, see the Building Material Comparator — it traces every material from frame to steel using real blocks.xml data.

V3.0 Critical Change: Bears Fit Through 1×2

⚠ V3.0 alert: Bears (and Dire Wolves) can now fit through 1×2 openings. Old base designs that relied on narrow entry points to block large enemies no longer work. Audit your existing horde base and widen any 1-block-high openings to at least 2 blocks tall — or redesign with elevated fighting positions that zombies path to via stairs rather than ground-level corridors.

5. Biome Strategy: Where to Build Your Horde Base

Your horde base location applies a multiplier to your effective Game Stage. This is the single biggest lever you can pull — and the most overlooked.

Forest (×1.0)Safest

Build here for your first 3–4 hordes. Zombies are baseline difficulty. The forest is forgiving — use it to learn the mechanics and stockpile resources for later.

Desert (×1.2)Moderate

Move here around GS 50+. The 20% difficulty bump is manageable with concrete walls and electric fences. Bonus: oil shale is abundant for gas production.

Snow (×1.3)Hard

Wait until GS 100+ with steel walls. The 30% bump means radiated zombies appear sooner. The cold adds a survival layer — bring warm clothes and extra food.

Wasteland (×1.5)Extreme

Only build here with endgame gear (GS 150+, full steel, AP ammo, max perks). The 50% multiplier turns a manageable GS 200 into an effective 300 — demolishers guaranteed. The loot is better, but you have to survive to collect it.

6. Multiplayer: Party Scaling & Coordination

Playing with friends changes everything. The party Game Stage formula gives you tougher zombies, but coordination can more than compensate.

Party GS = GS(highest) + GS(2nd)×0.5 + GS(3rd)×0.25 + GS(4th)×0.125 ...

Weapon Specialization

Assign roles: one player on close-range (shotgun) to handle the front of the corridor, one on long-range (rifle) to pick off specials, one on explosives (rockets/grenades) for crowd control. Do not all use the same ammo type — you will compete for resources.

Shared Ammo Pool

Designate a community ammo chest near the fighting position. Everyone contributes 20% of their crafted ammo to it. If one player runs dry mid-horde, they resupply from the pool instead of dying.

Separate Horde Bases vs Combined

One combined horde base means tougher zombies but shared trap coverage and ammo efficiency. Separate bases means easier individual hordes but double the resource cost for two full sets of traps and walls. For 2–3 players, combined is usually better.

The Low-Level Friend Problem

A level 10 player joining a level 80 player's horde will face zombies scaled to the party GS (~120). They will die without help. Either have the low-level player focus entirely on repairs and resupply, or let them sit out the horde in a safe location.

7. Day-by-Day Preparation Timeline

A 7-day cycle that turns panic into process. Adjust based on your blood moon frequency setting.

Day 1 (post-horde)Repair all traps, walls, and electrical systems. Replace broken blade traps and spent turret ammo. This is your top priority — a broken trap at the start of the next horde is a preventable death.
Day 2Mine resources for ammo crafting: nitrate, coal, lead, iron. Aim to gather enough for 30% of your estimated ammo needs today.
Day 3Continue mining. Start smelting in the Forge — forged steel for traps, bullet casings and tips in bulk. Check your electricity grid: add or upgrade generators if your wattage is tight.
Day 4Craft ammo. All of it. If using the Crafting Chain Explorer, queue up the full BOM for your ammo types. Do not leave crafting for Day 6 — you will run out of time.
Day 5Cook food, boil water, craft first aid kits and splints. Run an infested quest for XP and loot. Check your weapon durability — repair everything to 100%.
Day 6Final prep. Place spare repair materials and extra ammo in accessible chests. Set bedroll. Double-check all electrical connections. Run the Horde Night Planner to confirm your numbers.
Day 7 (horde day)Eat and drink by 21:00. No crafting, no looting, no distractions. Take your position by 21:30. The horde hits at 22:00. Good luck.

8. Pre-Horde Checklist

Run through this in the final hour before the blood moon. Every unchecked item is a potential failure point.

1.Run the Horde Night Planner — know your exact GS, estimated zombie count, and ammo needs.
2.Ammo: 1.5× your estimate, pre-loaded into weapons and spare stacks in a quick-access chest.
3.Weapons: all repaired to 100%, backup weapon on hotbar (melee or secondary firearm).
4.Traps: all repaired, powered on, and tested. Electric fences unbroken. Turrets loaded.
5.Power grid: generators fueled, wattage within budget. Use the Electricity Planner to confirm.
6.Repair materials: stacks of the material your base walls are made of, in an accessible chest.
7.Medical: 5+ first aid bandages, 3+ splints, painkillers on hotbar.
8.Food and water: full bars by 21:30. Spare food and drink in hotbar slots.
9.Bedroll: set in a safe location near but not inside the horde base (backup spawn).
10.Multiplayer: weapon assignments confirmed. Community ammo chest stocked. Low-level players briefed.
11.SandboxCode settings: Blood Moon Frequency, Enemy Count, Zombie Speed — all confirmed.
12.Frame rate: lower graphics settings if needed. A lag spike during a Demolisher charge is fatal.

9. Common Mistakes

Building in the Wasteland too early

The 1.5× multiplier turns a routine Day 21 horde into a Demolisher party. Stay in Forest until GS 50+, then consider moving. The Wasteland is for endgame.

Underestimating ammo

The "2 rounds per zombie" rule breaks down at higher GS when radiated zombies have 2–3× effective HP. Always bring 1.5× your estimate. Leftover ammo is a good problem to have.

Ignoring the electricity grid

One broken wire = one dead trap. A generator that runs out of fuel mid-horde = all your traps go dark. Test everything on Day 6. Bring spare engine units.

No backup plan

If your killing corridor collapses (Demolisher explosion), where do you go? Always have a secondary fighting position and a clear path to retreat. A backup bedroll 50m away beats permadeath.

Fighting Demolishers at close range

Never melee a Demolisher. Their chest charge triggers on damage — one accidental headshot and your corridor is gone. Turrets and electric fences are the only safe ways to handle them.

Using the same base from last alpha

V3.0 changed bear pathing (1×2 openings no longer safe) and rebalanced biome multipliers. A base that worked in V2.6 may have fatal flaws now. Audit it with current data.

10. Tools to Help You Survive

Each tool below is powered by real V3.0.1 game data — not manual formulas. Use them together for a complete horde night plan.

11. FAQ

How is Game Stage calculated?
Game Stage = (Player Level + Days Survived) × Difficulty Bonus. Days Survived is capped at your player level and reduced by 2 per death. Biome applies a second multiplier: Forest=1.0, Desert=1.2, Snow=1.3, Wasteland=1.5.
How many zombies should I expect?
~100–200 at GS <20, up to ~700+ at GS 153+. Use the Horde Night Planner for an exact count based on your stats, difficulty, biome, and party size. The planner reads real spawn data from gamestages.xml.
When do Demolishers appear?
Game Stage 153+. Their chest explosive destroys blocks in a wide radius. Never melee them. Use AP ammo, turrets, and electric fences to stop them before they reach your walls.
Does party size affect horde difficulty?
Yes. Party GS = highest + second×0.5 + third×0.25 + ... Two players face roughly 1.5× the zombies of solo, but with coordinated firepower this is manageable.
Which biome for my first horde base?
Forest. The 1.0× multiplier means baseline difficulty. Move to Desert (1.2×) around GS 50+ and Snow (1.3×) around GS 100+. Wasteland (1.5×) is endgame only.
How much ammo do I need?
Plan 2–3 rounds per zombie baseline, then multiply by 1.5 for safety. For a mid-game horde (~350 zombies), that is roughly 420 shells + 420 9mm rounds. At GS 153+, bring AP ammo.
Where does the data come from?
All numbers come from gamestages.xml, entitygroups.xml, blocks.xml, and recipes.xml in the V3.0.1 game files. The Horde Night Planner uses the exact Game Stage formula from the game — not manual estimates.

Calculate Your Horde — Now

Enter your stats and get an exact zombie count, wave breakdown, ammo estimate, and trap recommendation — all from real V3.0.1 game data.

Open Horde Night Planner →