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Wasted Colony

rated 3.77 / 5 stars
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Jul 20, 2012 | 8:39 AM EDT

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Guide small group of survivors through the zombie apocalypse. An entire city has been taken over by zombies and the player has to defend the last safehouse. Pick a leader. Send out your settlers in the city to search for survivors, resources or information. Produce weapons and traps. Repel the zombie waves and search for a cure to safe the city.

- Just update the game and fix some bugs, hope NG guys approve the update file soon. Thank you guys

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Rated 3 / 5 stars

This is basically, to put it lightly, a different version of Rebuild. If you want to play Rebuild without actually playing Rebuild, this is a half decent change of pace.

Whatever you do though, don't scout too far too soon, or danger to the fort will skyrocket. Start slow so your survivors can level up to handle the greater threats to come. Also, you have to build a workshop to build an entertainment room, and an entertainment room is required for a kitchen (be advised: kitchens are useless in the late game, you just have to scavenge left and right and you're set).

Traps are the key to keeping the fort safe most of the time (especially bear traps if you can afford them, but laser traps are even better), that way, you only need 1 guard until a raid comes, and can have everyone else doing something in the mean time. DO NOT respond to rescue requests (unless you're confident and have tons of guards on duty, which may not be the smartest thing), as frozz didn't give you a danger percentage of such missions.

As for rooms, you'll want up to three entertainment rooms, because mood is otherwise the hardest "resource" to get. You should arm the people working said rooms so you can switch them to guard duty in case everyone else is away when a raid comes. Storage rooms are also good so you can hold on to all the resources you are scavenging (although max storage goes up on its own after adding a floor, doing 1 turn after adding the new floor, and reloading the game, or at least it seems to happen). If you pick the Priest, the medical room is completely useless, and might be useless anyway with the other starting survivors.

Don't forget to scavenge a lot, that's how you get more weapons and armor, not just scrap and food. If you secure areas often through scavenging a lot, the game gets pretty easy (powerful weapons for everyone).

To win the game, you have to do a mission in the upper right most island. It will show a low danger level, but its a tough fight in disguise. You have to send your best guys in there 3 or 4 times, and you should kill the zombies and win the game eventually (they apparently don't regenerate the damage, and I'm not even sure you actually lose people on the mission, at least not the whole group).

In case you're wondering, these are the people you unlock after winning:

Singer (female): 0 for all weapons like the politician and 100 work. "Makes people happy."

Boxer: 100 melee, 0 with both gun types, 50 work. An alternate version of the fighter.

Chief (looks like a cow): 100 melee and work, 0 with both guns. "Able to cook."

They all "dislike commands," whatever that means, but this obviously isn't worth a replay after you win, so i don't care to find out.

P.S. There seems to be some glitch that if you leave the game after getting a generator, but you don't build a generator room and take a turn before leaving, then you can't build that generator room, so build that and spend a turn before leaving the game if you plan on finishing later.

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Rated 2 / 5 stars

i lost my whole team on missions with 0% risk
cmon man


Rated 5 / 5 stars

tots deserves a number two...........the game is so good no way anyone could misread that


Rated 3 / 5 stars

Interesting Game, with similar mechanics to Rebuild.

I was playing Pillow City, and I enjoyed it, so I looked into your backlog of games and found that most of the graphics from Pillow City came from this game, so I thought it might be worth checking out.

Like the zombie game Rebuild, it requires you to manage your resources very carefully, considering whether you can recruit more survivors and support the increase in population in a sustainable manner. A new mechanic is the Mood (Which is generated only through recruiting new survivors or the entertainment room)

This game is much, much more difficult than Rebuild because of several mechanics.

The Raids (similar to Hordes from Rebuild) are NEVER seen coming. In Rebuild, an approaching Horde is clearly visible, and thus a player can prepare accordingly. This game autosaves, and if you can be easily trapped in an unwinnable situation if all your survivors are out on the day of the raid. The game tries to alleviate this situation by reloading the previous day... and this leads to another problem.

In Rebuild, if in a pinch, you can order survivors to abandon any on-going mission to help hold the line when the base is under attack. In this game, even if you are to reload the game to a day before the Raid, if all survivors are out on a mission or building a room/floor, there is no way to prepare yourself for the Raid, forcing a New Game.

There is always the danger of being attacked at any time. In Rebuild, danger level can be detected via looking at the number of zombies surrounding the base (it is very visible) and in Rebuild 2, the danger level of a city tile is shown in 3 different color (Green for low danger, Red for massive amount of zombies). Thinning out the zombies by sending survivors to clear out city tiles is a viable tactic, to lessen the danger when a Horde inevitably attacks the base (or just to reduce the danger of random daily attacks)

In this game, you can also eliminate in nearby buildings (and they are never replenished, it seems). But the danger level seems completely sporadic. The number of zombies attacking you according to the Mission Summary after having your base attacked NEVER indicates how dangerous a Raid is (It can be 5 zombies attacking, but with a 100% Danger level with only 5 Guards defending). This on top of unpredictable Raids, makes preparing well NEARLY impossible. Keeping survivors home to prepare for it is almost a non-option, since food goes down very quickly in this game, with no easy way to recover it outside of scavenging! The Kitchen, which produces food at your base, only becomes available a little late into the game! And only if you assign survivors to make food, sacrificing defensive power and ability to scout, scavenge and recruit)

This game relies too heavily on luck for you to succeed, but still, most of the mechanics are strokes of brilliance, and is pretty unique even if placed next to Rebuild. If this was tweaked a bit more, I'm sure a lot more people would enjoy it!

I recommend making Raids telegraphed (like seen approaching the base) and allowing the Survivors to abandon their missions in a pinch. Those two are the main issue, and should make the rest of the game more enjoyable. Of course, that's a bit of a moot point now, but still something to consider if you plan to make a similar game (or a sequel, not spin-off like Pillow City)

I look forward to your next work!

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Rated 5 / 5 stars

one of my all time favourites. hen hao de youxi!!