ZOMBIENOTES

Survive the horde. Play the right note.

🎹 Checking MIDI devices…

HOW TO PLAY

All current rules, systems, and controls

Enemy Types

Open full enemy details with models, names, behavior patterns, and exact kill methods.

Difficulty Tiers

Open the complete difficulty design and tuning breakdown.

Streak and Ultimate

Every 5 clean hits adds 1 ULT charge. At full charge, Ultimate auto-casts. During week boss, Ultimate also removes 5 boss HP.

5 clean hits -> +1 charge -> auto cast

Chord Trial Reward

On success: +30 HP and +3 ULT charge. If you had 2+ charge before reward, it instantly triggers Ultimate and clears charge.

TRIAL SUCCESS: +30 HP +3 CHARGE

Daily Reward Draft

Each new day pauses action and offers 3 reward cards. Pick by playing the shown SPN note.

MEDKIT
CRYO WAVE
AEGIS SHIELD

Reward Pool

Includes +15 HP, +1 charge, guarded miss, +5 max HP, heat purge, surge damage, 10s freeze + spawn stop, and 5s invulnerability.

Pick one per day

All enemy classes, boss flow, and kill rules

NORMAL

Walker

Baseline zombie. Stable movement and normal castle DPS when it reaches the wall.

Kill method: play the exact note shown on its body card once.
FAST

Runner

Faster push unit. It reaches the castle earlier and forces quick target swaps.

Kill method: same as normal, but react earlier before it reaches melee range.
ARMR

Armored

Tank unit with multiple HP pips. Slower movement, harder to remove under pressure.

Kill method: hit the displayed note repeatedly until all HP pips are removed.
BOOM

Bomber

Explosive unit. If it touches castle range it detonates for heavy burst damage.

Kill method: focus-fire before contact. Do not let it trigger at the wall.
SIEGE

Siege Catapult

Only one can exist at a time. It enters, parks on the far left, and throws large rocks at the castle every 2 seconds for 10 damage.

Kill method: play octave hits (±12 semitones from its note) twice in a row.
BOSS

Week Boss: Abomination

Appears before a new week starts. Small enemies are cleared, boss enters the stage, then the 50-note sequence appears.

Boss input rule: play note cards strictly left to right. Front card only.
Boss model: 50 HP, slow movement, 20% castle HP per smash. Ultimate removes 5 boss HP.

Full mode logic and progression design

Input Matching (Core Rule)

NORMAL

Matches pitch class only. Octave does not need to match.

Example: C3 / C4 / C5 all hit a C target.
NIGHTMARE

Exact note is accepted first. Same pitch class is also accepted within ±1 octave.

HELL

Exact SPN only. No octave tolerance.

Exception: SIEGE always requires two consecutive octave hits (±12 semitones), in all three modes.

Note Pool (Reading Range)

NORMAL

C3-C6. Mostly natural notes, with common accidentals mixed in (C#, F#, Bb).

NIGHTMARE

A2-C6 full chromatic pool.

HELL

A1-C7 full chromatic pool with larger reading span.

Combat Pace / Pressure

Spawn Interval 3.6s -> 2.25s -> 1.65s
Base Zombie Speed 29 -> 40 -> 50
Chord Trial Time 11s -> 6s -> 3.1s

Elite Distribution

Higher modes introduce FAST / ARMR / BOOM / SIEGE earlier and with more aggressive caps.

SIEGE threshold: 2.6 min -> 2.0 min -> 1.6 min. Cap and horde bonus also increase by difficulty.

PAUSED

Press Esc to resume

THE CASTLE HAS FALLEN