Open World Zombie Survival · Strategy · Cosmo Cheats
HumanitZ
Top-down survival in a dead country. Four bars, thirty five kilograms, and a very long walk home.
Welcome to the Cosmo strategy hub for HumanitZ. Yodubzz Studios spent more than two years in Early Access, from the August 2023 launch to the 1.0 release in February 2026, turning a top-down zombie sandbox into a full open world survival game: solo or co-op for up to four survivors, proximity voice chat, repairable vehicles, dynamic weather, eleven professions and an optional permadeath mode. Everything below is vanilla, mechanics only knowledge, from the first hour to the radio tower network that ties the map together.
Figure 1. Section 06 of this page is "Zeek Variants". These are the five entries it lists.
01 · First Hour Priorities
What you do before dark on day one decides whether the next week is survival or scavenging.
Choose your spawn on purposeFour starting points. Starter Spawn hands you a repairable car and basic kit; West Road pairs the best loot with the worst crowd.
Solve water before anything elseA bottle and a pond gives Dirty Water. Boil it over a campfire or use a purification tablet.
Respect the 35 kilogram limitYou carry 35 kg. Weight, not danger, is why most early loot runs get abandoned halfway home.
Swing, do not shootMelee is quiet, costs no ammunition, and kills almost everything early. A gunshot downtown is an invitation.
Loot the outskirts firstDetached houses, sheds and roadside garages hold the same nails, tape and tins at a fraction of the density.
Strip every hood you passFan belts under some hoods, fuel pumps under most, batteries in cars and garages. Collect before you need them.
Build the workbench before the wallsThe bench is your dependable source of nails, and nails gate almost every later build.
02 · Vitals & Conditions
Four bars, three conditions, and a weather system that quietly ties them together.
Four bars run your survivorHealth, Hunger, Thirst and Stamina. Hunger and Thirst do not kill directly: when either empties it drains Health.
Hunger burns half a bar a dayRoughly half the bar empties per in-game day. Two days of food is the minimum before leaving known ground.
Stamina is a combat resourceSprinting, vaulting, swinging and working draw the same bar. Fight down to half, never to empty.
Temperature tracks the weatherWeather is dynamic and body temperature follows it. Rain and night chill you, and a cold survivor recovers slowly.
Infection is managed, not curedA green skull icon sits beside your health. A hit risks infection, a bite pushes it near fifty percent.
Bleeding is the fastest killerA bandage stops it. Untreated, it puts you on the ground during a fight you were winning.
Coughing means sicknessSickness does no direct damage, but the sound carries and pulls zeeks toward you. Treat it before quiet work.
03 · Professions at Character Creation
Eleven starting professions. The perk is permanent, so pick for how you actually play.
UnemployedNo perk at all. The honest pick for a pure vanilla run, the worst one while you are learning.
MechanicFifty percent more effective with Repair Kits, which restore installed car parts. This keeps one vehicle alive all game.
Junior Biodiesel ResearcherFifty percent more fuel from every Fuel Can. Fuel limits long drives, so this halves your search time.
Emergency Medical TechnicianTwenty five percent more effective with all medical items. It matters most on a permadeath save.
Apprentice GunsmithFifty percent more effective with Gun Repair Kits, which also service bows and crossbows.
Amateur BoxerYour hands deal three hundred percent more damage unarmed. A silent backup weapon that never breaks.
FarmerMore seeds recovered from raw vegetables. The multiplier turns one lucky tomato into a permanent garden.
Food Service WorkerFifteen percent more effective with all food items, the resource you spend most often.
Sunday FishermanBetter odds on every catch. Fish recipes are the ones that do not spend water bottles.
Car SalesmanBetter terms with traders. The traders you reach over the CB radio deal in car parts, fuel and weapons.
Outdoors ManMore meat from every animal you hunt. With a stove and a fat converter it becomes a food loop.
04 · Skills & Level Progression
One point per level. These are the nodes that change how a run feels.
One point per level, no refundsExperience accrues from play and each level grants one point. There is no cheap respec.
Two families of skillsWeapon skills branch by what you carry: firearms, bows, melee. Survival skills cover crafting, building, movement and carrying.
Beast of Burden comes firstIt lifts carry capacity from 35 kg to 55 kg. Twenty kilograms is one trip you never have to make again.
Movement nodes compoundSprinter cuts running stamina cost by ten percent and Speed Stealth speeds up crouched movement.
Aim nodes before damage nodesSteady Aim removes twenty five percent of firearm sway, Smooth Aim reduces bloom while moving, Bow Stamina covers archers.
Builder nodes fund the baseResourceful halves building resource costs, Make It Last adds fifty percent durability to improvised weapons.
05 · Weapon Families at a Glance
Nine weapon families, ranked by the stat that matters outdoors: how far the sound carries.
Family
Noise
Best For
Improvised Melee
Quiet
Pipes and planks you craft on day one. They break fast, so carry a spare and keep duct tape.
Bladed Melee
Quiet
Machetes and axes. Best single target damage in melee and the most reliable head strikes.
Blunt Melee
Quiet
Bats and hammers. Better stagger than blades and gentler on durability when tape is scarce.
Heavy Melee
Quiet
Two handed weapons that flatten a walker in one swing. Brutal on stamina without Power House.
Bow
Near silent
Ranged kills that do not call the street. Arrows are recoverable, which makes it viable far from base.
Crossbow
Near silent
More damage per bolt than a bow, slower to reload. A Gun Repair Kit services it.
Sidearm
Loud
The emergency answer indoors. Light to carry, easy to feed, the least catastrophic gun to fire.
Shotgun
Very loud
Runners and anything inside arm reach. Assume the district heard it and plan the exit first.
Rifle
Loud, and it travels
Clearing a route at distance and the only sensible reply to a bloater. Ammunition is the limit.
06 · Zeek Variants
Five zeek behaviours. Identify which one you are looking at before the first swing.
WalkerSlow, numerous, everywhere
Shambling movement and a short detection cone
Dies to two or three clean melee strikes
Dangerous only in numbers, which is most of the time
Bring
Any melee weapon and the patience to fight one at a time.
Take
Easy experience and a safe way to learn swing timing.
Never let a group form a semicircle around you. Back into a doorway or a fence line so only one can reach you.
RunnerFast, agile, hard to track
Closes distance before you can reposition
Dodges and weaves, so precision shots miss
Low health once you actually connect
Bring
A shotgun or an automatic weapon. Single shot rifles will not land.
Take
Nothing worth the ammunition unless it is already on top of you.
If a runner spots you, stop retreating and commit. Turning your back is how a single runner becomes a chase across a town.
ScreamerHorde caller, top priority
Shrieks the instant it sees you
The scream summons everything in earshot
Otherwise physically unremarkable
Bring
A bow, a crossbow, or a melee weapon and a quiet approach.
Take
The kill only counts if it happened before the scream.
Sweep for screamers before you open any loud container or start a fight. One missed screamer converts a routine run into an evacuation.
BloaterSlow tank with a knockdown
Large health pool that shrugs off melee
Stomps the ground to knock you off your feet
Very slow, so kiting always works
Bring
A rifle and open ground. Melee against a bloater is a losing trade.
Take
Fight it only if it stands between you and something you need.
Being knocked down next to a bloater means the walkers behind it reach you first. Keep a full body length of space at all times.
SpitterRanged toxin, lingering hazard
Releases a toxic cloud on death and at close range
The cloud persists after the body drops
Infection risk climbs sharply inside it
Bring
Any ranged option. Kill it from outside the cloud radius.
Take
Antibiotic supplies before you go near one, not after.
Never melee a spitter in a corridor. If you do catch a dose, treat the infection immediately rather than pushing on with the run.
07 · Noise, Stealth & Engagement
Every fight here is decided by who heard it and where it happens.
Three things make noiseGunfire, sprinting and breaking objects. Each has a radius, and every zeek inside it starts walking over.
Crouch is the indoor defaultCrouched movement cuts your noise footprint and your silhouette, and Speed Stealth removes the speed penalty.
Head strikes end fights fastestAimed head strikes drop a walker in far fewer swings, saving stamina and durability at once.
Fight in a chokepointDoorways, stairwells and fence gaps reduce a crowd to a queue. Open ground is where numbers win.
Night is for base workVisibility collapses and a torch advertises you. Spend dark hours crafting, cooking and repairing.
Maintain weapons before they breakDuct tape repairs melee, a Gun Repair Kit repairs anything ranged. A weapon that snaps mid fight was a decision.
08 · Vehicles & Road Travel
A working car is the difference between a map you visit and a map you live in.
Five parts and a tank of fuelA dead car needs a Fan Belt, a Fuel Pump, a Battery, a Starter and four tires, plus gasoline.
Know where each part livesBelts and pumps live under hoods, batteries in cars and garages. Starters and tires cost you a detour.
Craft fuel when you cannot find itA Fuel Can comes from two oil, four bottles of liquor and one empty can. Never pass a liquor cabinet.
Repair Kits mend parts, not tiresEach use restores an installed belt, pump, battery or starter by five percent. Carry spare tires.
Watch the condition barVehicle condition sits above the fuel gauge and falls whenever you use the car as a weapon.
The horn is a tool, not a toyT runs the headlights, H sounds the horn. Use it to pull a crowd off a building, never by accident.
Park like you expect troubleOff the road, facing your exit, close to the building you are clearing. Anything else is scenery.
09 · Shelter, Stations & Supply
The bench order, the build costs, and why your kitchen keeps running out of water.
Workbench, then everything elseNails gate rain collectors, compost bins, farm plots and most fortification, and the bench makes nails.
Rain Collector: four wood, one tarp, one ropeThen you wait for weather. Two or three turn water from a daily errand into a background process.
Compost Bin: six wood, ten nailsIt converts organic waste into fertiliser, so you stop depending on finding ready made bags.
Plant under open skyA plot with clear space above it is watered by rain. Roof one over and you hand water it forever.
Chemistry Station is the medical tierInfection Inhibitor and Infection Treatment are crafted there. Until you build one, every bite is only postponed.
Stove and fat converter if you huntCooked meat keeps longer and feeds better than raw, and the converter turns carcass fat into material.
Fish and meat spare your waterMost recipes spend water bottles; raw fish and meat recipes largely do not. Cook before you hoard.
Choose the site, not just the buildingHigh ground for sightlines, central for travel time, floor space for benches and a garden.
10 · Radio Towers, Traders & Co-op
The tower network is the campaign, and the reason to keep a CB radio.
Every tower starts brokenRadio towers are scattered across the map and none of them work when you arrive. Repairing one is a project.
Four components, every timeA Car Battery, Electronics, an Electrical Cable and a Radio Receiver. The first three come from vehicles and garages.
The receiver is the bottleneckRadio Receivers drop in police stations and military checkpoints, and a city music outlet has better odds.
A repaired tower pays four waysIt reveals map, marks points of interest, becomes a respawn point, and unlocks the next frequency.
Tower progression is linearTower one points at tower two, tower two at tower three. In order is also the fastest way to see the map.
Air drops follow the towersBringing the network back online enables air drops, the best source of equipment you cannot craft.
Four survivors, four professionsCo-op runs to four with proximity voice chat. Mechanic, medic, gunsmith and farmer cover different systems instead of stacking.
11 · Pro Tips
Habits that compound across a long save.
Carry capacity is the real progressionEvery weight improvement, from Beast of Burden to a car outside, beats any weapon you will find.
Quiet kills are the whole gameMelee, bows and crossbows clear a district without announcing it. Firearms are an emergency tool.
Scout screamers before you commitTake one slow lap of a location before the first swing. It is the cheapest insurance here.
Never travel on the last of anythingOne bandage, one bottle, a weapon at low durability. Any two together and you walk home.
Treat infection like a clockIt is suppressed, never removed, so every hour of delay is health you pay back later.
Let the world water your farmCollectors and open sky over the plots turn food into a system that runs while you are away.
Permadeath changes the correct playWith permadeath on the optimal line is boring: shorter runs, earlier retreats, more spare parts.