Gate of the Dead · player guide

The camp

The camp is your home screen and the engine behind everything else. It's a map of Riverside Depot you can drag and zoom. Every building shows its level, a clock means it's being built, and fog covers the parts of town that haven't opened yet.

The camp in chapter 4: buildings with level numbers, materials along the top and two building crews along the bottom
Chapter 4. Materials along the top; the building crews, the COLLECT button and a strip of every building along the bottom.

Reading the screen

Along the top are your counters: Scrap Metal, timber, steel, food, water, survivors (housed out of beds) and the Mayor's energy. Along the bottom are your building crews, the Collect button and a strip listing every building with its level, which is handy for finding things on a busy map. Tap any building, on the map or in the strip, to open its sheet: what it does, what the next level costs in timber, steel, time and energy, and what's in the way if you can't build it yet.

A building sheet for the Headquarters at level 5, called the Depot, showing the cost of level 6
A building sheet. The Headquarters at level 5 is the Depot; level 6 needs 15 survivors.

Parts of town open as you go

The camp starts in the Gate Yard. The rest of town opens in stages, and each part has plots for particular buildings:

Part of townOpensWhat goes there
The Gate YardFrom the startHeadquarters, Gate, the first shelters, First-aid Tent, Woodpile, Scrap Heap, Lookout, Bike Rack, Watch House, Radio
The SquareHeadquarters 2The Canteen and a shelter
The FieldsFinish chapter 1Veg Patches, Rain Barrels, the Barn and a shelter
Workshop RowFinish chapter 2The Armoury, the Bullet Farm and a shelter
Clinic HillFinish chapter 3The Leaders' Hall, the School and a shelter
The MarketFinish chapter 4Training Yard, Archery Range, Trading Post and a shelter
The River BankFinish chapter 5The Dock and a shelter

A building also needs the Headquarters at a certain level before it can be built at all; Every building lists them.

Nothing goes higher than the Headquarters

This is the main rule of the camp. A Woodpile can't go to level 6 until the Headquarters is at 6. So when everything seems stuck, the answer is nearly always "raise the Headquarters".

The Headquarters itself needs survivors to go up: 3 for level 2, 5 for level 3, 8 for level 4, 11 for level 5, 15 for level 6, 19 for level 7, 24 for level 8, and so on up to 120 for level 20. Survivors come from held gate nights, the Road (one every third stage), Rescue missions, chapter chests and, later, the Dock.

The Headquarters changes its look as it grows: a Campfire, then the Depot from level 5, the Town Hall from 10, the Stronghold from 15 and the Citadel from 20. Most buildings change their name and look like this.

Survivors and beds

Survivors need a bed to work. You start with four beds, and each shelter adds two plus its level, so a shelter at level 5 sleeps seven. Several chapter goals ask you to house a number of survivors, which counts only those with a bed, so keep the shelters ahead of your head count. There are eight shelter plots in all, opening at Headquarters 1, 2, 7, 14 and 19.

Building crews and timers

Each build or upgrade takes a crew. You have one crew to start and a second at Headquarters 4. Starting a build costs timber, steel and 5 energy.

Early levels take seconds. From about level 7 the timers get real: roughly 20 minutes at level 7, an hour and a half at level 8, ten hours at level 10 and more than a day in the high teens. The Headquarters takes half as long again as most buildings; the Woodpile and shelters are quicker.

Ways to finish sooner:

  • Free finish: anything with five minutes or less to go can be finished free. Check your crews before you leave.
  • Speed-up tokens: 5, 15, 30 and 60-minute tokens from goals, chests, missions and the Road.
  • Scrap Metal: 3 for every minute left.
  • Watch an ad (optional): takes a quarter of what's left, or 15 minutes if that's more. Up to five ads a day across the whole game, and only if you choose to.

More on these in Materials and Scrap Metal.

Collecting

The Woodpile and Scrap Heap make timber and steel every hour, even while you're away, and hold eight hours of output. After that they stop. The Veg Patches, Rain Barrels and Bullet Farm make food, water and ammo the same way, but those go into stores with a limit; anything over the limit when you collect spoils. One Collect button gathers it all.

A good habit: collect, check both crews are busy, then go and play a night. If you play twice a day, about eight hours apart, nothing goes to waste.