Yet Another Zombie Survivors Game Modes
One map, several exams. Badges do not transfer.
Yet Another Zombie Survivors is not one timer. After Isolated City Default, each map grows a set of modes that test the same squad in different ways. 0.9 split old Endless into Endurance and Infinite. 0.6 added Extermination waves. 0.4 added One Hit and an early Boss Rush. 1.0 rebuilt Boss Rush into a minute-ten finale and wrapped Hardcore, Torments, and arena bosses around the same maps. This page is the menu. Geography stays on maps. Ten-minute scripts stay on Hardcore and Boss Rush.
Modes unlock per map. Isolated City Hardcore does not gift Green Hell Hardcore. Hover the icon. Secret conditions exist. The unlock checklist is the box version. The Camp may assign a mode you have not unlocked; decline it. HUB quests are optional.
Default
The school. Survive about twenty minutes. Dawn arrives, leftover zombies die, the map starts unlocking the rest. Danger climbs to level six. This is the badge that opens the next map and most of the mode chain. Survive until dawn is the walkthrough. If you cannot Default, do not open anything meaner.
Endurance and Infinite
0.9 split Endless because players wanted two different toys. Endurance is the harder long run: survive twenty minutes with no finish clock, denser danger, elites that wind up faster. Infinite is the sandbox: break item slot limits, lawnmower for fun, show a leaderboard. Steam threads that say “stand in a corner for an hour” are Infinite talk, not a Default plan. Shield plus SWAT plus Ghost can look AFK on Infinite and still be a wipe on Endurance after minute thirty-five when one-shots arrive. Pick the mode that matches the question you typed.
Extermination
Wave-based pressure from the Green Hell era. Standard enemies can spawn as Elites with better stats and better loot. It is not Default with a new skin. Clear the wave, then loot, then move. Turret museums lose when the next wave spawns on your feet. Fire, rockets, and shield still work. Huntress decoy still steals axe attention.
Hardcore
Ten mean minutes. More damage, less forgiveness, turret clutter punished. Movement first. Workhorse squad. See the dedicated Hardcore guide. Happiness-style Training nodes that improve power-up quality matter because the last two minutes are a chest and a kite, not a DPS graph.
Boss Rush (1.0)
Race to minute ten, then the area’s final boss. Not the old elite spam. Burst guns. Range rules. Bio Lab’s ring still exists during the race. Dedicated page: How to beat Boss Rush.
One Hit
About five minutes. HP nodes are jokes. Joke dolls in five slots are a Steam bit, not a plan. Shield and kite still matter because “one hit” includes environment: worms, red zones, trains. Do not take Glass Cannon. Do not learn Bio Lab here.
Torments and challenges
1.0 added optional brutal modifiers for people who thought Hardcore was a handshake. They sit next to prestige as opt-in pain. Rules are in-game. This wiki will not invent a Torment list the tooltip already owns. When you are ready, prestige and Torments is the meta page. Until then, Default is the exam that still pays rent.
Suggested unlock order on each map
Default dawn → Endurance badge if you want the long-run credit → Hardcore → Boss Rush → One Hit. Extermination when the map offers it and you already Default. Infinite when you want a sandbox, not a lesson. Bio Lab repeats the same ladder with a poison rim; clear city first.
The gameplay video in this article is a Steam Fest demo capture of the auto-fire loop, not a 1.0 mode tutorial. Use it to remember that movement is the skill. Use the city Default clock to prove it.
Frequently Asked Questions
Quick answers to the most common questions.
Is Endurance the same as Infinite?
No. 0.9 split them. Endurance is the harder long run. Infinite is the sandbox.
Do modes unlock globally?
No. Each map has its own badges. Hover the icon.
What should I play after Default?
City Hardcore, then city Boss Rush. Later maps copy that ladder.
What are Torments?
Optional 1.0 modifiers for builds that already clear Hardcore. They are not the first-week path.