Apocalypse Ride
2.5D car-vs-zombies side-scroller. Crush hordes, earn cash, upgrade your ride.
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thumb_up99upvotes
thumb_down24downvotes
hard_drive
36 MB
folder
175 files
build
Engine v26
About This Package
Apocalypse Ride
A 2.5D car-vs-zombies side-scroller. Drive across a ruined wasteland,
flatten hordes for cash, and rebuild your ride in the garage.
Drive
- D / W accelerate · A / S brake & reverse
- SHIFT nitro boost — glide off jumps (burns fuel fast, even faster in the air)
- E buy / select a car · ride out (E in front of the car / ENTER anywhere) · R restart a run
Survive
- Crush zombies for cash, chain kills for an uncapped combo multiplier
- Mind your fuel and hull — steep climbs drain the tank, build speed first
- Without a ram plow, plowing through a big horde bogs you down
Build
- 7 vehicles in a linear ladder — each new ride ≈ the last one fully upgraded
- 7 upgrades: fuel tank, engine, armor, wheels, nitro boost, roof turret, ram plow
- Every upgrade shows live on your car
Explore
- 10 maps: 9 city-to-city stages, getting longer and harder
- Lonely Desert — an endless, paid-unlock finale with massive hordes
- Day or night, your choice — night brings +30% zombies and +50% damage
Loading Screen
788
Total Users
1,167
Total Sessions
18.2 days
Total Playtime
Global Statistics
90.5K
best_combo
36.7M
best_distance_m
26.0K
cars_owned
236.6M
cash_earned
24.0M
distance_m
322.9K
max_car_upgrades
937.0K
zombies_killed
1.6K
runs_finished
453
night_runs_finished
1.7M
endless_distance_m
112.8M
versus_score
191.9K
versus_distance_m
Positive
Negative
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
0m - 1m
1
1m - 2m
13
2m - 4m
20
4m - 8m
5
8m - 16m
3
16m - 32m
9
32m - 1.1h
12
1.1h - 2.1h
1
2.1h - 4.3h
9
4.3h - 8.5h
11
8.5h - 17.1h
9
17.1h - 34.1h
4
68.3h - 136.5h
3
Package ID:
azeroht.apocalypse_ride
Created:
2026-06-13 17:50 UTC
Updated:
2026-06-19 21:51 UTC
Type:
game
Public:
Yes
Version:
292009
files:
175
Size:
35.9 MB
Engine Version:
26
Asset Version ID:
292009
Version Created:
2026-06-19 21:51 UTC
Hash:
1783543773
Manifest: Open manifest
Multiplayer:
No
Versus:
Unknown
Co-op:
Unknown
Max Players:
1
Min Players:
1
Tick Rate:
50
Game Network Type:
Multiplayer
Map Select:
Unrestricted
Map List:
facepunch.flatgrass
Rank Type:
None
Per Map Ranking:
false
Leaderboard Type:
None
Cs Proj Name:
Startup Scene:
scenes/garage.scene
Resources:
Game Settings:
Code Package References:
Jun 19, 2026
Added
- The Gauntlet leaderboard is front and centre - it now lives on a big wall panel in the garage (on your right as you leave the office), shows the live global top 10, and formats scores with thousands separators.
Improved
- Smoother roads - the driving surface was rebuilt finer, so the car no longer catches or stalls on small bumps.
- Ranked by your best run - scores each player by their highest single run, not the sum of all their runs.
Fixed
- No more purple lights - city street lamps, lit windows and sign bulbs that rendered violet now glow warm amber.
Removed
- The end-of-run fanfare - finishing a run no longer plays a victory sound (the music already stops at the end).
Sound overhaul, living roadsides & themed worlds
Jun 19, 2026
Added
- Roadside abandoned cars + ragdoll zombie corpses
- Distinct engine sound per car
- Rolling-wheel road noise
- Themed per-map worlds (backdrops/ground + 3D city streets, Gauntlet biome rotation)
Improved
- All-new realistic sound set
- Louder turret + ammo 15 -> 75
- Longer Gauntlet biomes
Fixed
- Saved game wasn't saving the Road Maps progress
16 June 2026 - Feedbacks from you
Jun 16, 2026
Added
- Night monsters - acid Spitters & fast Stalkers - night runs now field two exclusive threats: Spitters that hang back and lob acid at your car from range, and small, fragile Stalkers that sprint in for the kill. Day runs are unchanged.
- Night payday - night runs now pay +25% cash on everything (distance, kills, milestones, arrival) on top of the extra zombies - a real reward for the +50%-damage risk.
Improved
- Much less grind - distance pays ~70% more, the first-clear and re-clear bonuses are bigger, kill bounties are up 60%, and chassis prices were cut so each new car costs ~91% of your previous car's full investment (was 111%). Every run now buys several upgrades, and a new chassis lands in ~3-9 runs instead of 12-23.
- Lonely Desert repriced - the premium endless map now unlocks for $150,000, in line with the rebalanced economy.
- Wider route map - the stage-select board is roomier so routes and badges breathe.
14 June 2026 - Feedbacks from you
Jun 14, 2026
Added
- --First of all, thanks to @Yotsuyama @xJonder, @Lindox, @Leofric and @MotelBibleKinks for your precious feedbacks!--
- Hard-landing damage — slamming the ground after a big jump or a ravine drop now dents the chassis, scaled by how fast you fell, never enough to total your car in a single hit (and switched off once you've crossed the finish line).
- Cars shatter when destroyed — a wrecked car bursts into flying gibs (body panels and wheels) instead of just vanishing.
Improved
- Advancing now beats farming — reaching each new city pays a big one-time bonus, distance is worth more on harder stages, and endless maps pay reduced cash with capped milestones, so pushing forward earns far more than grinding the start.
- The Gauntlet is now a score chase — its kills and chained combos build a leaderboard score (distance + combos) instead of cash, with a live score readout and a launch notice in the HUD.
- Combo readout repositioned — it sits lower now and no longer overlaps your score.
Fixed
- The game always opens in the garage — you wake up on the bedroom rug beside your bed at launch, never dropped straight into a run.
Removed
- The night-Gauntlet money farm — repeatedly farming the free Gauntlet at night to afford chassis is no longer the optimal path (its kills now build score, not cash).
Jun 13, 2026
Added
- Route map defaults to Stage 1 + Day at every launch (your unlocks, money and cars are kept — only the next-run choice resets).
Improved
- Bastion Van & Cyber GT redesigned into detailed procedural bodies — an armored "wall on wheels" box van and a Cybertruck-style brushed-steel wedge.
- All vehicles enlarged (SizeScale 1.25) for more presence next to the player.
- Kill combo tightened — it now expires after 0.5 s without a kill (more skill-based), then the next kill restarts at x1.
Fixed
- Wheels are now centered and symmetric (no lateral offset) and sit beside the body under the fenders — no more clipping into the bodywork.
- Driver's head no longer sticks out of the cars — the seat sits just under each car's roofline.
- Roadside props in runs follow the slope and sit exactly on the rendered ground — no more floating or sinking on hills.
- Office sofa faces into the room (backrest against the wall) instead of sideways.
Jun 13, 2026
Added
- Fully procedural geometry — new ShapeBuilder helper (assembles N boxes into a single Model + colliders); the van, Cyber GT, wheels and ~20 props are now built in code.
- Project-local material Assets/materials/flat.vmat (core complex shader) — always shipped, so it can never go missing.
- 2 locally generated sounds — turret-shot.sound (turret fire) and music-bed.sound (6 s loopable pad), zero cloud.
- Dev tool tools/mcp.py — HTTP client for the s&box MCP server (diagnosis, asset create/compile, in-play verification).
Improved
- Tinted props — concrete grey for decor, black rubber for wheels, rust red for fuel cans, brown for dead trees (no more pure white from the flat material).
- Lit world material — terrain and ridges now catch the overcast sky light (slightly richer shading than before).
Fixed
- No more orange "ERROR" placeholders in the published build — all geometry is procedural, so it's guaranteed to ship (Cloud.Model assets weren't bundling reliably).
- Garage floor — a second direct override to white_flat.vmat (the last red surface) removed.
- Red/black error checkerboard everywhere (floor, terrain, mountains, props, city) — caused by materials/dev/white_flat.vmat removed by an s&box update; replaced with the project-local flat.vmat.
Removed
- All community cloud assets — no licensing question left for monetization.
- Both cloud sounds (Cloud.SoundEvent) and all Cloud.Model calls.
- Dead facepunch.cone_dev reference in the .sbproj.
First update
Jun 13, 2026
Added
- The Gauntlet — a free, shared, infinite competitive map available to everyone, with a fixed seed so all players race identical terrain (fair leaderboard).
- Global leaderboard — top scores for The Gauntlet (`versus_distance_m`) fetched from the s&box backend and shown on the TAB scoreboard overlay (your own row highlighted).
- TAB scoreboard overlay — sound volume slider on top, The Gauntlet leaderboard below.
- SFX volume slider — player-set game volume, saved and applied to the Master mixer.
- Enter to launch a run directly from the garage with the selected car.
- Auto-stop on arrival — the car decelerates smoothly to a halt when reaching the garage.
- Hide HUD with key `1` in runs and the garage (clean screenshots/video).
- Stats reliability — stats are flushed to the backend right after a run, and each reported
- stat is logged locally for verification.
- Day / Night mode — chosen by the player on the route map, applied to every map. Night brings +30% zombies and +50% damage they deal, plus dark skies and heavier fog. The route map shows the trade-off inline.
- Achievements & stats — run stats are now reported to the s&box backend (`zombies_killed`, `distance_m`, `cash_earned`, `runs_finished`, `night_runs_finished`, `best_combo`, `best_distance_m`, `endless_distance_m`, `cars_owned`, `max_car_upgrades`).
- 20 achievements hang off these stats, from *Roadkill Rookie* to *Lord of the Desert*.
- HUD toggle — press `1` in the garage to hide the HUD for clean screenshots.
Improved
- Run parallax reworked — a single coherent backdrop of 5 staged depth layers (3D ridges) from fast-scrolling foreground dunes to near-static distant peaks, replacing the old flat hill ribbons. Proper atmospheric perspective: farther layers are lighter, taller and slower.
- Desert apron — a flat desert floor now fills the gap between the road and the parallax,
- so the mountains rise from the plain instead of floating over a void.
- Heavy-traffic slowdown — crushing many zombies in quick succession progressively bogs the car down. A weak ram plow gets mired in the bodies; a maxed ram plow plows straight through.
- Spawn point — the player now spawns on the other side of the bed, closer to the office door.
- Route map — the `SELECTED` marker and stage badges no longer wrap to two lines.
Fixed
- Run start crash — guarded driver clothing creation when no local avatar is available.
- Bootstrap crash — an invalid `Start` gamepad code in the input config restored to `None`.
- Enter not launching — duplicate key binding never fired; now uses the Chat action.
- Player skin not applied — the garage character and the in-car driver appeared as a default citizen. The garage `Dresser` was sourcing from `OwnerConnection` (not set for a pre-placed single-player avatar); switched to `LocalUser` so it dresses from the player's s&box avatar. The in-run driver already uses `ClothingContainer.CreateFromLocalUser()`, so both now wear the
- player's skin.
- Parallax z-fighting — distant layers were cutting through the desert apron and flickering while scrolling. They are now pushed further out with shallow bases (sitting on the plain), with fog and far-clip extended to match.
Known Issues
- Cloud models showed as "ERROR" in the published game
Jun 13, 2026