# MadEpidemic: Outbreak Command — Complete Player Manual

## 1. What the game is

MadEpidemic: Outbreak Command is a two-layer outbreak strategy and tactical survival game.

You are simultaneously:

1. **City commander** — you manage Havenport district by district, decide where to spend scarce strategic resources, watch infection spread through neighboring areas, manage trust and faction relationships, and decide when direct intervention is worth the risk.
2. **Field operator** — when you deploy into a district, the game becomes a real-time top-down survival mission. You move, aim, shoot, reload, sprint, dodge, throw grenades, rescue survivors, collect pickups, build defenses, earn field levels and choose perks.

The important rule is that the two layers are connected. A tactical mission is not a separate arcade mode. Its success or failure changes the district and advances the strategic simulation by one day.

This build is a vertical slice. It has a persistent campaign and escalating missions, but it **does not yet contain a final campaign victory/defeat ending**. Your practical goal is to keep infection under control, preserve Humanity/Stability/Trust, increase Research, recover specialists and maintain enough resources to keep responding.

---

## 2. First five minutes — recommended new-player flow

1. Open the game and look at the six district cards in **City Command**.
2. Notice that **Central Transit begins at 42% infection** and connects to every other district. It is the main citywide transmission corridor.
3. Click a district. Read the right-side panel before committing to an action.
4. For a safe introduction to combat, deploy a mission with a lower kill target such as **Old Town — Civilian Evacuation** or **Mercy Medical — Hospital Extraction**.
5. In the mission, use **WASD** to move, mouse to aim, and **left click** to shoot.
6. Press **1–4** to test the Pistol, Rifle, Shotgun and Marksman weapon.
7. Use **Shift** to sprint. Do not empty the entire Stamina bar unless you need to escape.
8. Use **Space** to dodge when an infected is about to reach you.
9. Use **R** to reload before your magazine reaches zero when possible.
10. Use **G** to throw one of your three starting grenades at dense groups.
11. Hold **Q** to open the build wheel. Be aware that tactical structures spend your persistent campaign resources.
12. Complete all mission requirements. Rescue missions require both the kill target and the stated number of survivors.
13. Return to Command and compare the district's new infection/infrastructure values with the previous values.
14. Reassess the whole city before taking your next action, because the completed mission advanced the campaign one day.

Press **F1** at any time to open or close the in-game handbook.

---

## 3. Command View — global campaign statistics

### Humanity

Humanity is the broad civilian-survival outcome of the campaign.

It can rise through humane/rescue-oriented choices. For example:

- Evacuation: +4 Humanity.
- Medical Aid: +2 Humanity.
- Successful Old Town Civilian Evacuation: +8 Humanity.

At day-end, Humanity loses 0.6 for every district above 65% infection.

### Stability

Global Stability is recalculated at the end of each day from the average Stability of all six districts.

District Stability matters twice:

- Higher Stability helps reduce infection growth.
- Lower Stability increases a district's displayed Threat score.

### Research

Research represents global outbreak knowledge and response capability.

Research is strategically important because it directly reduces infection growth at the end of every day.

Research can be increased through:

- Research Team strategic action: +10.
- Mercy Medical mission: +14.
- Central Transit mission: +6.
- Downtown mission: +8.
- Recovering Dr. Maya Chen: +6.

### Trust

Global Trust is recalculated from average district Local Trust at day-end. Some actions also alter it immediately.

Quarantine is intentionally politically costly: local Trust −8 and global Trust −3 before the day-end recalculation.

---

## 4. Campaign resources

The shared command stockpile contains six resources.

| Resource | What it is used for |
|---|---|
| Supplies | Strategic interventions; automatically consumed each day |
| Medicine | Medical Aid; Med Stations; automatically consumed each day |
| Fuel | Quarantine and especially Evacuation |
| Scrap | Barricades, Turrets and Shock Traps |
| Tech | Research Teams and Turrets |
| Ammo | Strategic ammunition stock; currently rewarded by Harbor operations |

Every day automatically consumes:

- **3 Supplies**
- **1 Medicine**

This happens in addition to whatever you spent on the action or structures that caused the day to advance.

### Important field-economy rule

Tactical construction uses the **same persistent strategic stockpile**. Building a Turret in a field mission really removes 30 Scrap and 10 Tech from Command resources.

---

## 5. Havenport districts

### Downtown — Commercial Core

Starting values:

- Population: 46,200
- Infection: 23%
- Power: 81%
- Medical: 76%
- Stability: 62%
- Local Trust: 58%
- Supplies: 54%
- Mutation: 10%

Neighbors:

- Mercy Medical
- Old Town
- Central Transit

Mission: **Command Relay Recovery**

### Mercy Medical — Medical District

Starting values:

- Population: 18,800
- Infection: 16%
- Power: 88%
- Medical: 96%
- Stability: 71%
- Local Trust: 74%
- Supplies: 63%
- Mutation: 7%

Neighbors:

- Downtown
- Ironworks
- Central Transit

Mission: **Hospital Extraction**

### Ironworks — Industrial Belt

Starting values:

- Population: 26,100
- Infection: 31%
- Power: 69%
- Medical: 41%
- Stability: 56%
- Local Trust: 45%
- Supplies: 77%
- Mutation: 15%

Neighbors:

- Mercy Medical
- Harbor Ward
- Central Transit

Mission: **Power Station Defense**

### Old Town — Residential Quarter

Starting values:

- Population: 33,700
- Infection: 11%
- Power: 74%
- Medical: 55%
- Stability: 68%
- Local Trust: 67%
- Supplies: 46%
- Mutation: 5%

Neighbors:

- Downtown
- Central Transit

Mission: **Civilian Evacuation**

### Central Transit — Transport Hub

Starting values:

- Population: 22,900
- Infection: 42%
- Power: 57%
- Medical: 34%
- Stability: 38%
- Local Trust: 39%
- Supplies: 36%
- Mutation: 22%

Neighbors:

- Downtown
- Mercy Medical
- Ironworks
- Old Town
- Harbor Ward

Mission: **Containment Breach**

Central Transit is strategically dangerous because it begins with the highest infection and is connected to all five other districts.

### Harbor Ward — Port & Warehousing

Starting values:

- Population: 29,400
- Infection: 27%
- Power: 64%
- Medical: 47%
- Stability: 52%
- Local Trust: 51%
- Supplies: 81%
- Mutation: 13%

Neighbors:

- Ironworks
- Central Transit

Mission: **Supply Run**

---

## 6. Infection states and Threat

### Infection labels

- **Stable:** below 15%
- **Unstable:** 15%–29.99%
- **Outbreak:** 30%–54.99%
- **Critical:** 55% or higher

### Threat rating

Threat is not simply the infection percentage.

The current Threat score is based on:

`Infection + (Mutation × 0.6) + ((100 − Stability) × 0.2)`

Thresholds:

- Guarded: under 28
- Elevated: 28–47.99
- High: 48–64.99
- Extreme: 65+

A district can therefore become more tactically dangerous even if infection stays similar, because Mutation rose or Stability collapsed.

---

## 7. How day-end infection spread works

Every strategic action, successful mission, failed mission or aborted mission advances the campaign by one day.

The game then calculates a new infection value for every district.

The day-end infection change contains these parts:

### Base growth

Every district begins with **+2.2** infection-growth pressure.

### Neighbor pressure

Only neighbors that are more infected than the current district add pressure.

For each more-infected neighbor:

`(neighbor infection − current infection) × 0.018`

The pressures from all higher-infection neighbors are added together.

### Mutation pressure

`Mutation × 0.025`

Higher Mutation therefore makes infection harder to suppress.

### Infrastructure defense

The following is subtracted from growth:

- Medical × 0.022
- Stability × 0.014
- Global Research × 0.006

This is why Medical Aid and Research can be more useful long-term than repeatedly applying a one-time infection reduction.

### Infrastructure degradation

If a district ends the infection calculation above 35%:

- Power loses a random 0.8–2.2
- Medical loses a random 0.7–1.8
- Stability loses a random 0.6–1.7

If a district is above 55%:

- Local Trust loses a random 0.5–1.7
- Mutation gains a random 0.5–1.4

This creates a deterioration loop if a district is ignored for too long.

### Every third day

A random strategic event occurs. Current possibilities are:

- Grid cascade: selected district Power −8.
- Volunteer convoy: +8 Supplies.
- Unusual pathogen markers: selected district Mutation +7.
- Local radio restored: global Trust +4 and selected district Local Trust +5.

---

## 8. Strategic actions

Every strategic action has an immediate effect, then advances one day.

### Quarantine

Cost:

- 8 Supplies
- 3 Fuel

Immediate effect:

- District Infection −12
- District Stability +5
- District Local Trust −8
- Global Trust −3
- Emergency Authority reputation +5
- Civilian Coalition reputation −7

Use when rapid local transmission reduction is worth the political cost.

### Evacuate

Cost:

- 10 Fuel
- 7 Supplies

Immediate effect:

- Evacuates 8% of the selected district's current population
- District Infection −6
- District Local Trust +4
- Humanity +4
- Civilian Coalition +6
- Emergency Authority −2
- **Every neighboring district immediately receives +2.2 Infection**

Evacuation saves people but deliberately models the risk of exporting infection.

### Medical Aid

Cost:

- 12 Medicine
- 5 Supplies

Immediate effect:

- Medical Capacity +16
- Local Trust +8
- Infection −4
- Humanity +2
- Civilian Coalition +5
- Research Network +2

Medical Aid has a smaller immediate infection reduction than Quarantine but improves the Medical stat that continues helping in future day-end calculations.

### Research Team

Cost:

- 5 Tech
- 4 Supplies

Immediate effect:

- Global Research +10
- District Mutation −6
- Intel Level +1
- Research Network +8
- Civilian Coalition −1

Research is a strong long-term action because global Research helps suppress infection growth in every district.

---

## 9. Field missions

### Downtown — Command Relay Recovery

Requirements:

- 28 infected kills

Rewards:

- Infection −8
- Research +8
- Trust +5
- Intel +1

### Mercy Medical — Hospital Extraction

Requirements:

- 22 infected kills
- 1 rescued survivor

Rewards:

- Research +14
- Medicine +18
- Infection −10
- Trust +5

### Ironworks — Power Station Defense

Requirements:

- 32 infected kills

Rewards:

- Power +18
- Scrap +20
- Infection −7
- Stability +6

### Old Town — Civilian Evacuation

Requirements:

- 20 infected kills
- 2 rescued survivors

Rewards:

- Infection −7
- Trust +10
- Humanity +8
- Supplies +8

### Central Transit — Containment Breach

Requirements:

- 38 infected kills

Rewards:

- Infection −16
- Stability +8
- Trust +4
- Research +6

### Harbor Ward — Supply Run

Requirements:

- 26 infected kills

Rewards:

- Supplies +24
- Ammo +40
- Scrap +22
- Infection −6

### Failure

If you die:

- Selected district Infection +5
- Selected district Stability −4
- Then the normal day-end simulation runs

### Abort

Aborting a mission still advances the campaign by one day, but does not apply the normal mission reward.

---

## 10. Tactical controls

| Key / input | Action |
|---|---|
| WASD | Move |
| Arrow keys | Move |
| Mouse | Aim |
| Left mouse | Fire |
| Shift | Sprint |
| Space | Dodge |
| 1 | Pistol |
| 2 | Rifle |
| 3 | Shotgun |
| 4 | Marksman |
| R | Reload |
| G | Throw grenade |
| Hold Q | Open build wheel |
| ESC | Pause/resume |
| F1 | Open/close manual |

### Starting player stats

- HP: 100 / 100
- Shield: 0 / 50
- Stamina: 100 / 100
- Normal movement speed: 220
- Sprint speed: 335
- Dodge speed: 520 during the dodge movement window
- Starting grenades: 3

### Sprint

Sprint drains 28 Stamina per second.

When not sprinting, Stamina regenerates at 20 per second.

### Dodge

Dodge:

- costs 18 Stamina
- movement burst lasts 0.18 seconds
- cooldown is 0.9 seconds
- grants 0.28 seconds of invulnerability

Use it for avoiding contact damage, not simply for faster travel.

### Shield behavior

Damage is applied to Shield first. If the incoming damage is larger than remaining Shield, only the absorbed amount is removed from Shield and the leftover damage correctly passes into HP.

---

## 11. Weapons

### Pistol

- Damage: 24
- Fire interval: 0.28s
- Magazine: 15
- Starting reserve: 60
- Reload: 1.0s
- Spread: very low
- Pellets: 1
- Penetration: 0

Use for controlled accurate shots and ammo conservation.

### Rifle

- Damage: 19
- Fire interval: 0.105s
- Magazine: 30
- Starting reserve: 90
- Reload: 1.55s
- Spread: moderate-low
- Pellets: 1
- Penetration: 0

Use for sustained DPS against ordinary waves.

### Shotgun

- Damage: 13 per pellet
- Pellets: 8
- Potential raw close-range damage: 104 if all pellets land before armor/headshot effects
- Fire interval: 0.68s
- Magazine: 8
- Starting reserve: 32
- Reload: 1.9s
- Spread: wide

Use at close range against grouped or high-HP targets.

### Marksman

- Damage: 100
- Fire interval: 0.92s
- Magazine: 5
- Starting reserve: 20
- Reload: 2.1s
- Spread: extremely low
- Penetration: 1

Use for precision headshots, armored targets and lane penetration.

### Headshots

A headshot deals **2× damage**.

Headshot detection uses a smaller hit region above the infected body's center.

### Accuracy

Accuracy is:

`projectiles/pellets that hit ÷ projectiles/pellets fired`

The Shotgun counts eight pellets as eight shots for this calculation.

---

## 12. Infected bestiary

### Normal

- Base HP: 50
- Speed: 75
- Contact damage: 13
- Base score: 100

General-purpose baseline infected.

### Runner

- Base HP: 35
- Speed: 145
- Damage: 9
- Score: 140

Fast and fragile. More common as district Infection rises.

### Tank

- Base HP: 180
- Speed: 48
- Damage: 22
- Score: 260

Slow but durable. More likely with higher Mutation and when you heavily use structures.

### Spitter

- Base HP: 65
- Speed: 62
- Contact damage: 10
- Score: 190

Can deal a 6-damage ranged spit attack when within roughly 330 tactical units. The ranged attack has a cooldown.

### Armored

- Base HP: 150
- Speed: 56
- Damage: 16
- Score: 250
- Armor: 35%

Incoming bullet damage is reduced by 35%. Director weight rises with Mutation and explosive-kill history.

### Crawler

- Base HP: 28
- Speed: 175
- Damage: 8
- Score: 170

Fastest standard infected. More likely with higher district Infection.

### Screamer

- Base HP: 55
- Speed: 54
- Damage: 7
- Score: 220

Periodically accelerates the next infected spawn, effectively calling reinforcements.

### Breacher

- Base HP: 130
- Speed: 75
- Damage: 25
- Score: 270

Becomes eligible when you have built more than two structures. Prefers structures as targets.

### Boss

- Base HP: `520 + tactical wave × 65` before additional wave/district scaling
- Speed: 42
- Damage: 32
- Score: 1200
- Armor: 15%

The first infected spawned on every fifth tactical wave becomes a Boss. Bosses generate three pickups on death.

### Scaling

All infected HP receives additional scaling from:

- tactical wave number
- selected district infection

Speed also grows slightly with tactical wave number.

---

## 13. Adaptive Infection Director

Enemy selection is weighted rather than fixed.

The director reacts to your actual situation and behavior.

### Higher district Infection

Raises the weight of:

- Runner
- Crawler
- Screamer

It also reduces the relative Normal weight.

### Higher Mutation

Raises the weight of:

- Tank
- Spitter
- Armored

### Building structures

Every structure built increases Tank weight.

After more than two structures are built, Breachers become eligible, with additional Breacher weight for each structure.

### Explosive kills

Explosive kills increase Armored weight during the operation.

### Post-mission mutation feedback

After a successful mission, the district receives a small Mutation adjustment:

- Explosive kills: +0.03 Mutation each
- Headshots: −0.015 Mutation each

This is intentionally subtle, but it means combat style can feed back into the strategic simulation.

---

## 14. Tactical waves

The first tactical wave starts with a target spawn batch based on approximately 42% of the mission kill requirement, with a minimum of 7.

After a batch is fully spawned and all currently active infected are killed, the next tactical wave starts if the mission kill target is not yet complete.

Later wave batch size rises and is capped at 22.

Every even field wave can present a perk choice through field leveling, and every fifth wave begins with a Boss spawn.

---

## 15. Tactical buildings

Hold **Q** and click the structure to deploy it ahead of your current aim direction.

### Barricade

Cost:

- 15 Scrap

Base durability:

- 220 HP

Purpose:

- blocks/absorbs attacks
- especially useful for creating time and controlling approach lanes

### Turret

Cost:

- 30 Scrap
- 10 Tech

Base durability:

- 140 HP

Behavior:

- searches for nearest infected
- range: approximately 300 tactical units
- fires every 0.28 seconds
- 18 damage per shot

### Shock Trap

Cost:

- 12 Scrap

Base durability:

- 60 HP

Behavior:

- 4 charges
- triggers within approximately 50 units
- 65 damage per activation
- destroys itself after final charge

### Med Station

Cost:

- 20 Medicine

Base durability:

- 100 HP

Behavior:

- if you are injured and within approximately 80 units, heals 8 HP
- healing cooldown: 1.5 seconds

### Combat Engineer perk

All newly built structures gain **+45% durability**.

---

## 16. Pickups

Standard enemies have a base 24% pickup chance. Scavenger Network raises this to 42%. Bosses always cause pickup drops and create three items.

### Health

- Normal: +26 HP
- With Field Medic: +40 HP and +10 Shield

### Shield

- +28 Shield, capped by maximum Shield

### Ammo

Adds half a magazine worth of reserve ammunition to every weapon:

- Pistol: +8 reserve
- Rifle: +15
- Shotgun: +4
- Marksman: +3

The values are rounded upward where needed.

### Scrap

- +4 persistent campaign Scrap

---

## 17. XP, score and field progression

Each infected has a base score value.

On death, score is multiplied by a small kill-count combo factor. The factor grows by roughly 1% per current kill up to a 2× ceiling.

XP gained is approximately 35% of the enemy's score value.

### Field level-up

When XP reaches the threshold:

- XP overflow carries into the next level
- Field Level +1
- next XP threshold ×1.36
- maximum HP +5
- HP is fully restored

Every even Field Level opens a perk selection.

---

## 18. Perks

### Trauma Recycling

Heal 3 HP whenever you kill an infected.

### Rapid Cycling

Weapon fire intervals are multiplied by 0.72, meaning weapons fire approximately 28% faster.

### Scavenger Network

Pickup chance increases from 24% to 42%.

### Volatile Rounds

Projectile impacts trigger a small area explosion.

### Reactive Shield

Regenerates Shield at 5 points per second up to maximum Shield.

### Combat Engineer

Structures gain 45% more durability.

### Field Medic

Health pickups:

- heal 40 instead of 26
- add 10 Shield

---

## 19. Survivor Network

Rescue missions spawn recoverable named specialists. Once rescued and the mission is completed successfully, a new specialist permanently joins the campaign if they have not already been recovered.

### Dr. Maya Chen — Virologist

Trait shown: Mutation Research +20%

Implemented immediate campaign bonus:

- Research +6

### Marcus Hale — Engineer

Trait shown: Infrastructure repair +15%

Implemented immediate bonus in the mission district:

- Power +5

### Elena Torres — Police Officer

Trait shown: Shelter defense +15%

Implemented immediate bonus:

- Local Stability +4

### Noah Bennett — Paramedic

Trait shown: Medical efficiency +15%

Implemented immediate bonus:

- Local Medical Capacity +5

### Imani Brooks — Logistics Chief

Trait shown: Supply yields +10%

Implemented immediate bonus:

- Supplies +8

### Eli Novak — Radio Technician

Trait shown: District intel improves

Implemented immediate bonus:

- Intel +1

In this vertical slice, the displayed percentage-style trait descriptions are flavor/role descriptions; the concrete immediate bonuses above are the effects currently implemented in code.

---

## 20. Factions

Three faction relationships persist in the campaign.

### Emergency Authority

Generally favors:

- Quarantine
- Defense missions

### Civilian Coalition

Generally favors:

- Evacuation
- Medical Aid
- Rescue missions

### Research Network

Generally favors:

- Research Teams
- Recon missions
- scientific intervention

Current faction reputation is decision feedback and persistent state. It **does not yet unlock a faction ending, store, mission tree or fail state** in this vertical slice.

---

## 21. Sound system

The updated build contains a procedural Web Audio sound system. No external MP3/WAV/OGG files are required.

### Sound effects currently generated for

- UI interaction
- strategic actions
- Pistol shot
- Rifle shot
- Shotgun blast
- Marksman shot
- empty-mag click
- reload start
- reload complete
- weapon switch
- dodge
- grenade throw
- grenade explosion
- bullet impact
- infected death
- player damage
- pickups
- construction
- turret fire
- shock trap discharge
- Med Station healing
- survivor rescue
- wave warning
- infected ambience cue
- Screamer call
- Boss arrival
- perk selection
- mission deployment
- mission success
- mission failure

### Ambient audio

The sound engine also generates a quiet low-frequency ambience bed with separate Command and Tactical modes.

### Browser autoplay rule

Browsers normally block audio before a user interacts with the page. The game therefore unlocks audio after the first click or key press.

If the game loads silently, click anywhere once or press a key.

### Audio controls

Settings contains:

- Sound Enabled
- Master Volume
- SFX Volume
- Ambience Volume
- Test Sound

Default levels:

- Master: 65%
- SFX: 85%
- Ambience: 25%

Audio settings are included in the normal autosave.

---

## 22. Visual/accessibility settings

### Graphics Preset

Low / Medium / High / Ultra control effects such as particle amount and lighting quality.

### Screen Shake

Turns explosion/damage camera shake on or off.

### Reduced Motion

Disables CSS animation and transition effects.

### High Contrast

Uses stronger text/panel contrast.

### Dynamic Resolution

Stored as the user's performance preference for the renderer architecture. The current tactical implementation is Canvas2D; this option is groundwork for the later renderer upgrade.

---

## 23. Saving

The game automatically saves the campaign/settings approximately every 12 seconds and also saves after important campaign changes.

Primary storage:

- IndexedDB

Fallback:

- localStorage

Saved data includes:

- campaign day
- global stats
- resources
- all district states
- survivor roster
- faction relations
- Intel
- situation log
- graphics/accessibility/audio settings

The current field mission itself is not intended as a mid-mission save/checkpoint. Campaign persistence is the focus of this vertical slice.

---

## 24. Recommended campaign strategy

### Stabilize the network, not just one district

Because districts influence neighbors, allowing Central Transit to climb can undermine successful work elsewhere.

### Use Quarantine as an emergency brake

Quarantine's −12 immediate infection is the strongest standard strategic reduction, but its Trust/faction cost means repeatedly using it can create political damage.

### Use Medical Aid before a district crosses into collapse

Medical Aid's direct infection reduction is only −4, but +16 Medical Capacity improves future day-end defense.

### Research compounds across the whole city

Research contributes to the infrastructure-defense term for every district. This makes it one of the strongest long-horizon resources.

### Evacuation is a moral/logistical tradeoff

Evacuation raises Humanity and reduces local infection, but adds +2.2 infection to every neighbor. Evacuating Central Transit therefore exports pressure to five districts at once.

### Field missions are resource engines

- Harbor is strong for Supplies/Ammo/Scrap.
- Ironworks is strong for Power/Scrap.
- Mercy Medical is strong for Research/Medicine.
- Old Town is strong for Humanity/Trust.
- Central Transit gives the strongest direct mission infection reduction.
- Downtown improves Research/Trust/Intel.

### Build sparingly early

Buildings are powerful but consume persistent Scrap/Tech/Medicine and cause the adaptive director to respond with more structure counters.

### Prioritize headshots on slow targets

Tanks, Armored and Bosses are easier headshot targets than Runners/Crawlers. Headshots deal 2× damage and slightly reduce post-mission Mutation.

### Save grenades for density

Grenades are best when many infected are inside the 125-radius explosion. Explosives are powerful but contribute slightly to mutation feedback and Armored director pressure.

### Preserve dodge Stamina

A nearly empty Stamina bar means you may not have the 18 points required for the emergency dodge invulnerability window.

---

## 25. Debug telemetry

The Debug button displays:

- detected renderer capability
- current mode
- campaign day
- FPS
- zombie count
- bullet count
- particle count
- structure count
- accuracy
- tactical simulation time

Use this when diagnosing performance or game-state behavior.

---

## 26. Current vertical-slice limitations

The manual intentionally distinguishes implemented systems from future design goals.

Not yet implemented as full production systems:

- photorealistic WebGPU 3D rendering
- PBR characters/environments
- skeletal 3D animation
- glTF/KTX2 asset streaming
- WASM simulation core
- multiplayer / WebRTC co-op
- authoritative online backend
- account system
- final campaign ending
- faction-gated content trees
- full narrative campaign
- touch/mobile combat controls

The current build probes WebGPU/WebGL2 capability while running the reliable Canvas2D tactical renderer.

---

## 27. Troubleshooting

### No sound

1. Click or press a key once to satisfy the browser audio-unlock requirement.
2. Open Settings.
3. Confirm Sound Enabled is checked.
4. Confirm Master and SFX volume are above 0.
5. Press Test Sound.
6. Check the browser tab/site is not muted.

### Game appears too dark

- Change Graphics to Low to disable tactical lighting darkness.
- Try High Contrast.

### Low frame rate

- Select Low or Medium graphics.
- Disable Screen Shake if motion is uncomfortable.
- Reduce browser zoom/resolution if the device is under heavy GPU load.
- Use Debug to inspect entity and particle counts.

### Controls do not respond

- Click the game canvas to ensure the page has focus.
- Close the manual/settings overlay.
- If paused, press ESC or Resume.

### Save did not persist

- Private/incognito modes can restrict IndexedDB/localStorage persistence.
- Opening through a normal local HTTP server is recommended for production-like testing.

---

## 28. Running the modular build

From the project directory:

```bash
python -m http.server 8080
```

Then open:

```text
http://localhost:8080/
```

This also allows the service worker/offline cache to function normally.

The standalone `zombie-tracker-revamped.html` can be opened directly for the easiest single-file test.
