Guides

Yet Another Zombie Survivors Getting Started

Your first Isolated City run, explained without a hidden tutorial.

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Getting Started

Yet Another Zombie Survivors does not ease you in with a long tutorial. You pick a team leader, drop into Isolated City, and the horde already knows where you are. That is the point. Awesome Games Studio built a bullet heaven where the squad aims and shoots on its own so your hands stay on movement, pickups, and upgrade choices. Version 1.0 is out as of 20 August 2026 on Steam, GOG, PlayStation, and Xbox. This page is the first-hour route that still works after that launch.

You control a single blob of survivors, not three independent avatars. The leader starts the run. Extra survivors can be rescued when the screen corners flash, up to a maximum of three including the leader. Rescued teammates contribute half of their leader perk. If you refuse a rescue you stay smaller and sometimes safer, because fewer bodies still occupy the same hit box logic in a crowd. Most players should accept the first two rescues they see.

What you actually do in a run

Hold a movement key or the left stick. Circle the map. Do not stand still to shoot. Weapons and abilities fire on timers. Your job is to keep an exit lane, vacuum experience gems, and pick a level-up that either evolves a gun or covers a hole in the current minute. Health kits look like red hearts and expire if you leave them. Magnets yank every gem on the map; save them for a pile you cannot walk into.

Default mode is the onboarding mode. Survive about twenty minutes. Dawn arrives, the remaining zombies die, and Isolated City’s next systems start unlocking. That dawn clear is the first real exam. If you want the minute-by-minute version, jump to Survive until dawn after you finish this page. If the keyboard mapping feels wrong, read Controls in the same sitting. E toggles aim mode. R toggles fire mode. Leave auto-aim and auto-fire on until you have a reason not to.

First squad and first spend

SWAT, Tank, and Engineer are available immediately. SWAT is the all-rounder: pistol into SMG into Assault Rifle, plus Helicopter Strike and a turret. Tank brings armor and later a Rocket Launcher. Engineer brings the Energy Shield that makes early crowds honest. A SWAT leader with Engineer and Tank rescued is still the default 1.0 learning squad. Compare it later on best squads and best builds.

After you die or win, Training unlocks. Training Points come from money picked up during runs. Every point is refundable. Put early ranks into Role Player for XP, Gotta Go Fast for movement, and Bigger Bullets for weapon damage. Do not marry a tree. The training guide explains the full refund loop, the nine survivor skill trees, and prestige. The short version: refund is free, stubbornness is not.

Unlocks that should happen in the first evening

Huntress unlocks after you survive fifteen minutes in a single run. She is the first extra you should chase because Eagle Eye feeds crit to the whole squad. Ghost needs one hundred boss kills. Medic needs two hundred health kits, which is slower than it sounds because kits only count when you are missing health. Mechanic needs thousands of ability activations. Ranger arrives with 1.0 as the ninth survivor and asks for ranks before she carries. The full list is in how to unlock survivors and the unlock checklist.

Maps open in sequence. Isolated City is first. Win Default there to reach Vile Wasteland, then Green Hell, Dead Terminal, and the circular Bio Lab. Modes such as Endurance, Hardcore, Boss Rush, and One Hit unlock per map through achievements. The maps walkthrough is the place to read hazards before you farm them. Hardcore is a ten-minute spike, not a longer Default: use How to beat Hardcore when dawn clears start to feel automatic.

Level-up hygiene for hour one

Take every new ability once so the kit exists. Then finish the leader’s weapon line. Weapons have no long cooldown, so an evolved Assault Rifle or Rocket Launcher does more work than a maxed gadget you cannot fire often. After the gun is evolved, dump points into the one ability that is actually clearing density: Helicopter Strike, Energy Shield, Bombing Strike, or Eagle Eye. Skip building four mediocre toys.

Items drop from chests and from some achievements. Equip the first useful chest you see. Five items in one run is an achievement, not a requirement. Glass Cannon and similar greed pieces wait until you already have lifesteal or a shield. Details live on the items page. Rank your leader by getting kills with that survivor as the starter: rank 2 at five thousand kills, rank 3 after another twenty thousand. Ranks double the leader perk and open extra power-ups.

What 1.0 changes for beginners

You now have a HUB between runs, optional story and survivor quests, and a prestige path. Quests accelerate meta-progression; they are not required to obtain almost everything. Bio Lab is not a first-night map. Boss Rush was rebuilt into a real timed boss gauntlet. Read version 1.0 when you want the feature list, and the 1.0 review if you are still deciding whether to buy. Official tracking stays on the Trello roadmap.

If a run feels unfair, it is usually one of four things: you stopped moving, you upgraded gadgets before the gun, you ignored a rescue ping until the map closed, or you spent Training Points on vanity instead of XP and speed. Refund the tree, pick SWAT, and take Isolated City to dawn again. The rest of the wiki is for the hour after that clear.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Do I need to aim?

No. Auto-aim and auto-fire are the default. Toggle them with E and R only if you want a twin-stick feel.

How long is a Default run?

About twenty minutes. Dawn ends Isolated City Default and unlocks the next layer of maps and modes.

Who should I pick first?

SWAT as leader, then rescue Engineer and Tank. Unlock Huntress as soon as you can survive fifteen minutes.

Can I reset Training Points?

Yes. Refunds are free. Change the tree whenever a map or mode asks for a different shape.