CORDONFALL
The dead know your street
Pick any place on Earth. Every building on its streets is real, straight from OpenStreetMap. Choose one as your HQ, put soldiers on the rooftops, wall the streets, and hold for 10 nights while the horde pours in.
A siege on the street you know
Cordonfall turns a real neighbourhood into a battlefield. Streets become chokepoints, apartment blocks become strongholds, and a thousand zombies have to come down the roads you can see from your window.
Real streets
Any address or a pin on the map loads a 400 m circle of the real city: every building, road, park and river, heights and all. Two Istanbul districts ship bundled.
A horde, not a formation
Thousands of zombies flow down the streets toward your HQ, each at its own pace and gait. They hit whatever walls stand in their way, and they turn on whoever keeps shooting them.
Hold the line
Garrison the rooftops, barricade the streets, call in artillery. Scrap is scarce and every purchase is a choice. Lose the HQ and the run is over.
How a day and a night play
Each day you get ready. Each night the horde comes. Pick a phase.
Nine ways to hold
Your own street, ten nights in one HQ, the same challenge for everyone each day, a campaign across Istanbul, and a city-wide siege that every commander fights together. Then other commanders' streets to take, a day's scavenging in the fallen city, eleven minutes alone in the open, and a life in the real city for as long as it lasts.
Siege
The long run. One HQ, ten nights, a horde that grows every night until it stops being a horde and becomes a tide. Played on the same maps by everyone, so its board compares like with like.

Daily Challenge
Today's city and today's waves, the same seed for every player on Earth. A thicker horde, shorter breathers, and one or two twists: Fog, a Storm, Runners, or No air support.

Your Street
Play on the street you live on. The game finds it from your location (your browser asks first) or the address you type, shows it to you, and asks: is this your street? Then your building is the HQ, your neighbours' roofs are yours to hold, and the dead come up your road.

The Cordon
The campaign. The cordon around Istanbul has broken and falls back across the city, street by street, from Kuzguncuk's valley road to the old streets of Balat. Each mission is a stand on a map of its own: its HQ, the corners to hold, its nights and its budget.

The Siege of London
Shared Siege: a whole city at war, one week at a time: Camden Town, Hoxton and Whitechapel since 4 October, after Kadıköy's fronts. Every commander defends the same sectors against the same waves, every run is checked by the server, and the front moves with what the players hold.

Street War
Defend your street, attack theirs. Build a fortress on your own street with a 3,000-Scrap allowance (AUTO-BUILD lays one for you), test it against three hordes and publish it. Other commanders then come for it one night at a time, leading the dead themselves: they choose the dead, the side, the moment, and where to hide a nest. The server replays every attack before it counts.

Extraction
One day alone in the fallen city. A scavenger gets in from a post with only its gear, searches what it can, and gets out through an exit before dark with what it carries. The dead notice by sight, light and sound: sneak, hide, or run. What comes out goes into the Shelter, a bunker built up room by room between runs.

Eleven Minutes
One survivor in the open, eleven minutes to live through. Move with WASD, the arrows or a thumb; the weapons fire on their own. Every kill drops experience, and every level offers three cards: a new weapon, a better one, or an edge. The horde only grows.

Survival
One survivor in the real city for as long as it lasts, from its supermarket out. Eat, drink, sleep and keep warm; search buildings, board their windows and doors, and cross from one part of the city to the next. The world remembers: the next survivor finds what the last one left.

Few, and all of them counting
A commando who must not fall, and a handful of soldiers you recruit with scarce scrap. Up on a roof they fight differently: a sniper high up shoots farther, and a shotgunner is at home on a low one.
Ten ways to break a line
Most of every horde is walkers. The rest are there to find the gap in your defence. Filter them.
Walls, guns and fire from the sky
Barricade the streets they will take, put turrets where they will bunch up, and save your call-ins for the moment the line bends.
It does not wait for night
The city is never empty and never still. Scouting has its risks, and the horde has a will of its own.
Lingering zombies
Some two dozen stand about the whole city from the first day, up to 64 as the run goes on. They drift, wander, and come for the sound of your guns.
Grudges
A zombie that keeps taking rounds from one building turns on it and lays siege to the shooter. Now and then one goes after a defender it can see instead of the HQ.
Watchtowers
Put up a 10 m tower for four on clear ground. It sees over the rooftops, and entrenched it gets sandbags on top and razor wire round its foot.
Soldiers who get out
In a building coming down around them, soldiers sometimes break out on their own for the nearest one with room. Every shot crosses the street as a round in flight.
One city, six ways to see it
Every skin redraws the city: the map, the horde and the blood. Pick one.
The Siege of London
Three sectors in three London boroughs — Camden, Hackney and Tower Hamlets — one front a week. Hold a sector, earn Levy, climb to Mayor. The front settles every Sunday at 18:00 UTC.
Every order a key away
Press a key on your keyboard, or point at one, to see what it does. Space pauses, and you can give orders while paused.
The dead know your street
Runs on a phone, a tablet or a laptop. Add it to your home screen and it opens full screen, like an app.
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