HP
100 / 100
STAMINA
15:00 LEFT
DEV MODE
Y toggle
+ kill all + advance
` stress test
] random challenge
BS forced bonus
T subway
H endgame
SCORE: 0
30
/ 120
ROUNDS
RELOADING...
HEADSHOT
VITAL
+30 AMMO
Press SPACE to skip
⚠ INCOMING TRAIN ⚠
00:00 ████▓ 5G
Encrypted Channel — BASE
DEAD END STATION ABANDONED DON'T GO HERE STATION SINKHOLE BURNED OUT STATION COLLAPSED THE FRONT LINES FALLEN GONE DARK STATION SILENT DEAD HERE STATION VOID BOWEN STATION RIVERSIDE MERCY ABATTOIR GATEHOUSE TOWER GATE SILENT PERIMETER SHELTER TOWER RUST EMBER STAGING FIELD HOSPITAL PERIMETER GATEHOUSE MERCY SHELTER ABANDONED RIVERSIDE GATE FIELD HOSPITAL NORTH EAST SOUTH WEST
Open in Player / Full-Screen (F11) for the best experience!

Quarter Past Dead

The dead have risen underground

Select Difficulty
WASD Move  ·  Mouse Aim  ·  Click Shoot (hold)  ·  R Reload  ·  F Kick  ·  Right-click Aim
Shift Run  ·  Space Jump  ·  P Pause
100% 100% 50%
Headshots
Headshots detach zombie heads. Thrown heads bounce and explode — chain kills through multiple zombies.
Kick for Space
F costs 20 stamina but knocks back all zombies in front. Use it to breathe when surrounded.
Stamina Matters
Stamina regen has a 0.4s delay. Don't sprint constantly — conserve it for kicks and dodging.
ADS for Precision
Right-click aims down sights. Reduces spread dramatically. Worth the speed penalty for sustained fire.
Minute Progression
Every minute brings more zombies, tougher stats, and faster spawns. Difficulty scales smoothly — no safe moments.
Bijan Blessing
17% chance on bonus picks grants an extra buff. Stack armor early — max stacks give real damage reduction.
Challenge Phases
Odd minutes trigger 30s challenges with specific zombie types. Survive to return to normal spawning.
Subway Car
Does 60 damage to the player but kills zombies instantly. Portal lights glow 6s before impact — worth tanking if it clears a horde.
Zero External Assets
Every texture, sound, and model is generated at runtime. No images, no audio files, no 3D models.
Object Pooling
Zero GC spikes. Particles, damage numbers, pickups — all recycled.
Single HTML File
The entire game is one file. No build step. Open it in a browser.
60 Zombies, 60 FPS
Spatial hash steering + pre-compiled shaders = no hitches.
Procedural Audio
Every gunshot, explosion, and footstep synthesized via Web Audio API.
No Framework
Pure vanilla JS + Three.js. No React. No Unity. No excuses.
Throwing Zombie Heads
Physics-driven, bouncing, exploding. Yeah, really.
15-Minute Gauntlet
Escalating waves, challenge phases, and bonus pickups. Survive the full 15 minutes to win.