Current guide · Version 1.0

Yet Another Zombie Survivors beginner guide

Learn how runs work, how squads grow, and what to focus on during your first hours in version 1.0.

The short answer

Keep moving, let auto-aim handle targets, grow your squad through SOS calls, and choose upgrades that fit the run. Learn how the systems connect before worrying about advanced builds.

01 / Core loop

How a YAZS run works

Characters aim and fire automatically by default, while you steer the squad through an arena, survive enemy pressure, and make choices that change the run.

01

Start with one Survivor

You begin each run with one Survivor and can keep playing solo or recruit more through SOS calls.

02

Move while your squad attacks

Your Survivors aim and fire automatically by default, so focus on space, enemy pressure, hazards, and routes.

03

Build around each run

Weapons, abilities, upgrade choices, synergies, and items shape the squad during each attempt.

04

Answer SOS calls

Recruit as many as two additional Survivors, creating a solo, duo, or three-person squad.

05

Upgrade between runs

General and Survivor progression continue outside each run and prepare you for the next attempt.

02 / Squad basics

How to build a three-Survivor squad

A run begins with one Survivor. SOS calls can add up to two more, so the same basic loop supports a solo Survivor, a pair, or a complete three-person squad.

1Starting Survivor
2Duo after SOS
3Full squad

As the squad grows, weapons, abilities, and synergies can interact across the team. Use your first few squads to learn how each choice changes the run instead of chasing an old Early Access tier list.

03 / Movement & positioning

Movement and positioning basics

Automatic fire does not make movement automatic. Arena layouts, hazards, enemy pressure, and weapon range all make positioning meaningful. The safest baseline is to preserve space, watch the arena around the squad, and move before a route closes.

SpaceKeep an exit route visible.
PressureMove before the horde surrounds the squad.
HazardsRead the arena, not only the nearest enemies.

04 / Growing stronger

Upgrades during and between runs

Weapons & abilities

These are core parts of how the squad deals damage and develops during a run.

Evolutions

Weapons and abilities can develop into stronger forms as a run progresses.

Items

Items found during a run can enhance or reshape the current build.

Permanent progression

Between runs, General and Survivor progression provide longer term growth. Version 1.0 also adds a fifth rank.

Camp, Quick Run, and daily and weekly missions are part of the 1.0 experience.

05 / First-run habits

Five useful habits for your first runs

  1. 01

    Move with purpose. Preserve open space and scan for arena hazards while auto-fire handles the immediate targets.

  2. 02

    Notice SOS opportunities. Recruitment is how a one-Survivor run can become a team of two or three.

  3. 03

    Read each run as its own build. Weapons, abilities, synergies, and items shape the choices in front of you, so work with what you find instead of forcing every attempt into the same plan.

  4. 04

    Use permanent growth between attempts. Run progress and permanent progression are separate layers.

  5. 05

    Check the version on outside advice. A fresh 1.0 run should not be planned around an unlabeled Early Access tier list.

Version 1.0 note

A note on builds, rankings, and older guides

This guide focuses on the core systems in version 1.0. Build rankings, tier lists, item recommendations, evolution recipes, optimal upgrade orders, and detailed manual-aim or dodge mechanics need their own up-to-date testing, so they are not covered here.