Land. Explore, and build.
Drop on an empty outpost. Hand-mine your first ore. Place the first miner, the first smelter, the first turret. Nothing is symmetrical, because nothing survives being symmetrical.

A factory-building roguelite where one number rules them all. Yes, really.
Drop on an empty outpost. Hand-mine your first ore. Place the first miner, the first smelter, the first turret. Nothing is symmetrical, because nothing survives being symmetrical.

Miners feed smelters. Smelters feed the factory. The factory feeds the guns. Chain it, loop it, balance it. Then go build the next line while this one works for you.

Waves roll in. Some zombies are… different. Between waves, spend zombie XP on upgrades and patch the weak side. One metric scores the run: your ZPM on the final wave. After it, credits unlock new buildings, recipes, zombies. Every next run starts wider.










Maps, buildings, upgrades, operators. All reshuffled every run. No two games feed the line the same way.
Miners, smelters, conveyors, turrets. Chain them into lines that run without you, so you can build the next line.
Zombies arrive in waves. Some of them are… different. Your perimeter has to adapt. Good luck.
Every wave drops zombie XP. Spend it on new powers, patch the weak side, re-shape the run.
Credits earned between runs unlock new buildings, recipes, zombies, items. Every game different. Every next game wider.
The final wave scores one number: your Zombies Per Minute. Climb it. Your friends are watching.
Enzed Studio is a one-person game studio. One dev, one game, one metric. Zombies Per Minute is the first title. Designed, coded, scored and shipped out of a small room somewhere with too many monitors.
We make chunky, readable, number-go-up games with real systems underneath. If you wishlist ZPM, you help more than you think.