Voxhorde Wiki
Every building, zombie, trait and booster in the game, with the costs, timers and stats the game itself uses. When the game changes, these pages change with it.
Buildings
What each building does, what it costs at every level, and which path to pick.
KeepThe Keep is the heart of your village: it makes a little scrap and timber on its own, guards the centre with its own fire, and is where you fortify and expand.
ScrapworksThe Scrapworks turns ruins into scrap, the material nearly every build, upgrade and expansion needs.
Rot GardenThe Rot Garden grows biomass for binding and hunting, and timber for building, in one plot.
Serum LabThe Serum Lab brews serum, the rarest material, and runs the four research tracks.
Binding PitThe Binding Pit is where you bind zombies with serum and biomass. Each level unlocks a new zombie or trait.
WatchtowerThe Watchtower shoots raiders and wild hordes on their way to your gates, and lets you see further across the map.
WarehouseThe Warehouse raises how much of each material you can store and how much raiders can't take.
BarricadeA barricade is a spiked wall on the fence beside a road gate. Raiders coming down that road have to break it first.
Road gateEach of the four roads into your village ends at a road gate. Raiders must break it to reach your keep.Zombies
Three strains, unlocked one at a time as your Binding Pit grows.
ShamblersShamblers are your first zombies: steady all-rounders you can bind as soon as you build the Binding Pit.
RunnersRunners are almost twice as fast as Shamblers but fragile. They unlock at Binding Pit level 2.
BrutesBrutes have twice a Shambler's health and nearly double the bite, but they're slow. They unlock at Binding Pit level 3.Traits
One trait per Binding Pit level from 2 to 5. Each changes how your raids play.
ClimbingWith Climbing equipped, your raiders scale barricades, so walls hold them only half as long. It unlocks at Binding Pit level 2.
ArmorWith Armor equipped, every zombie in the raid takes more punishment before it falls. It unlocks at Binding Pit level 3.
SpeedWith Speed equipped, your horde moves faster, so it spends less time under tower fire. It unlocks at Binding Pit level 4.
Spore cloudWith Spore cloud equipped, spore bursts heal your horde more and weaken defenders harder. It unlocks at Binding Pit level 5.Squads and mutations
How bound zombies level up, mutate and combine.
Defense strategy
Read what's coming, then answer it on that road: emplacements, traps and gate stances.
EmplacementsOne per road. The right one makes its attackers take ×2 damage on that road.
TrapsUp to 2 per road from Watchtower level 2. Each fires once as attackers arrive, then needs rebuilding.
Gate stancesEach gate Holds, Sallies out or Falls back. Hold takes 20 % less from Brutes, Sally out hits Runners 80 % harder, Fall back saves 40 % of the loot.Research
Four tracks at the Serum Lab, three levels each.
Resources
Scrap, timber, biomass, serum and gold: where they come from and where they go.
ScrapScrap is the building material: nearly every build, upgrade, expansion and research costs some.
TimberTimber is the second building material, grown by Rot Gardens and made by the Keep.
BiomassBiomass is what the horde is made of: binding, hunting and mutations all need it.
SerumSerum is the rarest material: it binds zombies, pays for research and mutations, and fuels spore bursts.
GoldGold is the premium currency: it buys boosters, rushes and packs. New villages start with 10 gold.Boosters and gold
Everything gold can buy, and what it costs.
Events and your first week
The blood moon, the Daily Challenge and Mort's first week.
Blood MoonEvery week the blood moon sends 3 waves of zombies at every village, one after another through the night.
Daily ChallengeEach day every player gets the same puzzle in each mini-game. The top ten on each board win gold.
Horde KingWhen the blood moon rises, the Horde King takes the centre of the map for 48 hours. The whole realm marches on him and splits his hoard by damage.
Wild horde levelsEvery wild horde has a level from 1 to 10. Big hordes of up to 250 zombies hunt only the strongest villages.
Mort's first weekMort, the old caretaker, walks new players through their first five days, with a reward for every step.Defense
Four roads lead to your keep. These are the pieces that hold them.
EmplacementsOne per road. The right one makes its attackers take ×2 damage on that road.
TrapsUp to 2 per road from Watchtower level 2. Each fires once as attackers arrive, then needs rebuilding.
Gate stancesEach gate Holds, Sallies out or Falls back. Hold takes 20 % less from Brutes, Sally out hits Runners 80 % harder, Fall back saves 40 % of the loot.
Road gateEach of the four roads into your village ends at a road gate. Raiders must break it to reach your keep.
BarricadeA barricade is a spiked wall on the fence beside a road gate. Raiders coming down that road have to break it first.
WatchtowerThe Watchtower shoots raiders and wild hordes on their way to your gates, and lets you see further across the map.
KeepThe Keep is the heart of your village: it makes a little scrap and timber on its own, guards the centre with its own fire, and is where you fortify and expand.
DefenseDefense research makes your towers hit harder.Mini-games
Every order is earned with a mini-game. Each has a full guide to getting an S.



