GMod-Z

Our DayZ-style survival gamemode for Garry's Mod.

By the numbers

Everything every survivor has done on the server, all-time.

Survivors

1 online now
36Survivors
25New this week
222Hours survived
279Kilometres walked
74Deaths
2Prestiged

Combat

2,689Infected killed
1,074Infected headshots
9Survivors killed
51,604Shots fired
13%Accuracy
0Bounties collected

Scavenging

10,578Items looted
10Items crafted
215Meals eaten
205Drinks
719Wounds treated
0Fish caught

Trade & world

2,629Sold to traders
412Bought at traders
144Quests completed
0Open contracts
1Scavengers out
4Squads

Casino

$887,500Spent at the casino
$837,500Won at the casino

Records

All-time bests

Last updated . Updates every 5 minutes while the server is running.

How it plays

Everything comes down to one question: what are you willing to risk for what's out there?

Vitals

Energy and water drain over time, faster when you sprint. Bleeding drains blood, and low blood drains health. You can break a leg, catch cholera from dirty water, get food poisoning from bad food, and build up contamination in gas zones.

The infection

A hit from the infected that makes you bleed can infect you, and it gets worse by the minute. Tetracycline clears it early. Past 75% you're turning: fists only, no gear, and only the Doctor can cure you. Die while turning and your body gets back up as an infected, carrying everything you had.

Downed, not dead

Damage that would kill you puts you down instead, and a flare goes up over you, so friends and enemies both know where you are. Anyone can hold E on you for 8 seconds to get you up, and a first aid kit brings you back much healthier. Leave the server while downed or in combat and your character dies.

Loot that belongs there

Every loot spot holds an item matched to where it is: rifles at military sites, medicine in clinics, tins in houses. Take one and that spot refills on its own timer, and furniture can be searched too. Items come in five rarities, from common to legendary. Anything dropped vanishes after 10 minutes.

The infected

Civilian, rural, police, medic, military and hazmat infected, matched to the buildings they spawn near. They spot you by sight and sound: crouch to stay hidden and think twice before firing. Bleeding leaves a blood trail that anyone can follow.

Gear by weight

You carry by weight. Backpacks and vests add room, and vests stop torso hits but protect less as they wear. Hats show on your head, from a beanie to a traffic cone. Guns wear as you fire and a ruined gun won't fire, so keep a cleaning kit. Food goes off: freshness shows once you pick it up.

Choose where to start

After dying, click once the countdown ends to open the map and pick the region your next life starts in, or take a random spawn. Region picks have a 15-minute cooldown, so dying isn't a way to travel.

Story missions

The Quartermaster's story runs across five chapters, and the Trader, Doctor, Radio Operator, Tracker, Scavenger and Gunsmith each have their own, opening up as you go. Missions send you to named places on the map after named targets, with documents to keep in your journal, and some end in a choice that changes your reward. The Quartermaster also hands out daily field jobs.

Contracts board

Post what you want from F1 > Contracts: the item, how many, your price and the worst condition you'll take. Your money is held until it's filled, with a 5% fee, and a contract lasts 7 days. Anyone carrying the item hands it in for the cash, and it lands in your inventory, or your bank if you're away. Posting and filling happen in a safe zone.

Supply and demand

Prices move with the market: what everyone's buying gets dearer, what everyone's selling pays less, and buy prices climb as more money circulates among players. Every three in-game days the Broker turns up away from the camp, shown only as a rough area, and buys anything at better rates until his $25,000 is gone.

Stashes & strongboxes

Set down a crate or dig a buried stash to keep gear between lives, but anyone who finds one can open it, and crates can be smashed. Strongboxes only turn up in locked rooms: lock one and only you can open it, and a locked strongbox stays with you when you die.

Locked rooms

A key opens a locked room for 15 minutes. Inside is military loot, sometimes airdrop-grade, with 8 to 12 bandits guarding it. When time's up the door locks again, anyone still inside is put out and whatever's left is gone.

Fires, food & fishing

Build a campfire to cook and boil water. Wade in and fish with a rod you can craft. Raw fish lasts hours, dried fish lasts days. A lit fire at night will draw the infected.

Oil thumpers

Thumpers stand idle around the map until someone turns one on. It pumps buckets of oil into a tank anyone can take from, but every slam draws infected from around it, and the map shows it to everyone as seismic activity.

Progression

Earn XP from infected, survivors, bandits and loot, and rank up to 40. Your rank decides what you can buy: pistols from 3, rifles from 20, marksman rifles from 30, machine guns and launchers at 40. Twelve skills go up to level 5, from Field Medic and Gunsmith to Ghost and Haggler, then prestige for titles, appearances, skill points and bank space.

Humanity

Murder survivors and your humanity drops, and killing a fresh spawn costs extra. Kill bandits or revive strangers and it rises. Above 5,000 you're a hero: traders charge you 30% less and pay 30% more. Below 0 you're a bandit, and it works the other way around. Staying out of trouble slowly earns it back.

Squads, bounties & boards

Squads of up to six stay together between sessions, each member with their own colour, and draw plans on a shared map. Put money on someone's head and whoever kills them collects it. Kill streaks add a bounty on their own, and from $500 a target shows on everyone's map as a rough circle. The leaderboards rank kills, infected, longest life, longest shot and more.

Duels

Challenge someone nearby at the Duel Master. You both get the same loaned gun with the same parts, so nothing of yours is at risk, and a wall drops when the countdown ends. Duels have their own leaderboard.

More at the camp

The Doctor treats anything for money, including an infection you can't cure yourself. The Armorer repairs armour and weapons. The Tracker sells a rough location on another player for $3,000, and they're told. The Radio Operator calls in a world event early if you can pay for it. There's a slot machine too.

Vehicles

Cars spawn around the map. They need fuel and repairs, and explosions or crashes will wreck them. Helicopters can be flown as well, for about 10 minutes on a full tank.

Day & night

A full day lasts about two hours. Nights are short and genuinely dark: the infected see less far, but switch on your weapon light and you'll be seen from much further away.

Bigger events

A world event starts every two hours. As well as the ones below, a Toxic Outbreak floods a town with gas for 10 minutes, opens its locked rooms without a key and leaves caches of better loot inside. King of the Hill pays $5,000, XP and gear to whoever holds the hill longest in 15 minutes, and a contested hill scores nothing.

Seasons

The world changes with the calendar. In October the Headless Horseman rides at night, and candy buys prizes from the Pumpkin Merchant. In November any night can turn into a Blood Moon, with hordes of faster infected and a reward for lasting until dawn outside a safe zone. December brings snow.

The Trader Camp

The safe zone. Nobody can fight inside, and you can't walk in while combat-tagged. Everyone here works with what survivors bring them.

Trader

Run by the players

The trader starts each week empty and only sells what survivors have sold to them. Prices rise as stock runs low, so what's rare is expensive.

  • Guns keep the condition they were sold in, and each condition is listed and priced on its own.
  • Modded guns are sold with their parts. Stock guns stack; a modded gun is listed by itself with everything on it, and a gun with parts missing sells for less.
  • Stock is cleared every Monday at 00:00 UTC.

Gunsmith

Parts and fitting

Buys and sells gun parts. Filter by type, or by the gun they fit.

  • The fitting service kits out the gun in your hands: pick any parts that fit, and the Gunsmith fits them with whatever mounts they need, using your parts, its stock, or ordering them in for extra.
  • Its stock is cleared every Monday too.

Scavenger

Works while you are away

Send the scavenger out with food and drink, and they'll come back an hour or two later, in real time, with what they found. The bigger the job, the longer they're away, and it runs while you're offline or dead.

  • Rations: each food and drink pair buys another search. All of it gets eaten.
  • A weapon: a gun and its rounds keeps them safe. A melee weapon is risky, and with nothing at all they might not come back, and neither will anything they carried.
  • Gear: one vest, backpack, ghillie and mask. Rarer gear and a rarer gun search richer areas and bring back rarer finds. A backpack or vest carries extra finds home, armour halves the risk and a ghillie halves the rounds they use.
  • Everything that comes back goes to your inventory, or your bank if it's full.

Quartermaster

Missions

Missions are taken and handed in here, and tracked on your screen while you're out.

  • The main story, daily field jobs and weekly missions, for money, XP and gear, each on its own tab.
  • Three new weekly missions every Monday.

Banker

Kept between lives

Your bank is safe from death. Store what you can't afford to lose, and pick it up on your next life. Contract deliveries and the scavenger's finds land here when they don't fit in your inventory.

Locksmith

Strongboxes

Found someone else's strongbox? If it isn't locked, the locksmith will change the lock to yours for $750. A lock nobody can open can't be changed.

World events

Events rotate across the map, and each one is a race. The best gear in the game is out there, and so is everyone else.

Announced server-wide

Airdrops

A helicopter drops a supply crate under a parachute, guarded by military infected. Inside: a gun, boxes of its ammo and a part that fits it straight away. Follow the green smoke.

Marked on the map

Heli crashes

A burning wreck full of military gear, with a smoke column you can see for miles. The map only marks the area, so you'll have to search. Strip it bare and the fire goes out.

Bring a gas mask

Contaminated zones

A gas cloud forms, with hazmat infected and a rare cache at its centre. Without a mask, contamination builds fast. Loot the cache and the gas disperses.

Roaming

Bandits

Armed groups of three to five move across the map. Once one spots you, the whole group fights. Their bodies sometimes carry a key to a locked room full of military loot, and maybe a strongbox.

Controls

The essentials. Type /help in game for the field guide.

Keys

TAB Inventory: hold for a quick look, tap to keep it open
F1 Character, skills, squad, crafting, survivors, leaderboards, journal, contracts and settings
E Pick up, search, talk to the camp staff, revive, trade
C Customize the gun you're holding, inside a safe zone
M holdMap, with a map item. A GPS marks you, your squad and the safe zones
MMB Ping for your squad
H ALT Holster, free look (hold)

Chat

Local by default
/g Global chat
/t Trade chat
/s Squad chat
@ Message the staff
/pm Private message
/kit Starter kit: a pistol and ammo, map, GPS, binoculars and a knife, once every 24 hours
/bounty /rules Put money on someone's head; read the rules