Round-based zombie survival in a voxel town where everything breaks, the ground too. Rivet them to walls, harpoon chunks off buildings, bore tunnels through rows of the dead, and blast your way in for chalk-drawn wall guns, perks, the power and the crate. Needs WebGPU.
Siege is a first-person, round-based zombie game in a small walled farm town where every brick, board, pew, shelf and paving stone is a body. The dead come in rounds, more and faster each time, out of the fields and through the windows. Run, shoot, blast your way through the town, and see how long you last.
Everything breaks. Rounds chip and punch through walls by material: wood and plaster go fast, brick slower, steel barely. The Breaker blows holes, the Grinder saws a wall in half, and sustained fire brings a building down on whatever is in the street. Explosions crater the ground, and you can dig all the way down to bedrock.
The town: a square with a general store, a diner with booths and a counter, a filling station, the church with its pews and tower, the school and its hall, a garage and workshop, the barn with its loft, the farmhouse, and furnished houses with kitchens, bedrooms and bathrooms. You start in the square. Walls and barricades close it off from the rest; blow one with a charge to get through. Behind them: guns drawn in chalk on the walls, perk machines, the breaker box whose lever wakes them and lights the town, the gunsmith's bench that upgrades a gun, and a mystery crate that moves on after a few rolls.
The dead: walkers and runners; bloaters that burst into craters and set each other off; bombers with a charge on their chest (shoot the charge); brutes that plough through brick; spitters whose acid eats walls; burners that set wood alight; diggers that tunnel up under you; and every fifth round a colossus that tears chunks off buildings and throws them. They are solid voxels: rounds carve them, heads pop, shotgun blasts blow them apart, and the pieces fly with the shot.
Guns: the Sparrow pistol, Breaker shotgun, Chatterbox SMG, Spire lever rifle, Wrecker launcher and Grinder six-barrel, plus the Rivet Driver (pins them to walls), the Riptide chain harpoon (rips chunks off buildings), the Hailstorm bomblet launcher, and from the crate the Augur boring lance (a tunnel through buildings and every zombie in line) and the Ninepin (an iron ball that bowls down the street). Real recoil and reloads, and a knife on the middle mouse button. Perks: Ironhide, Quickhand, Hairtrigger, Packmule, Longstride and Bunker. Drops: Full Load, Deadeye, Bounty, Sapper and Ground Zero.
Controls: WASD move, mouse look, click fire, right click aim, middle click knife, R reload, 1 and 2 guns (3 with Packmule), 4 charges (click to stick, Q to blow), E buy or use, Shift sprint, Space jump, C crouch, Esc pause.
Needs a browser with WebGPU: Chrome or Edge 113+, Safari 26, or Firefox 141+ on Windows.
Built on Brickfall's engine, which is three-voxel-destruction by Steven Bobyn (MIT, https://github.com/sbobyn/three-voxel-destruction) and his three-avbd GPU solver (MIT), with three.js (MIT). Textures and sky from Poly Haven (CC0). Fonts Anton and Inter (OFL). Sound effects from the Sonniss GDC Game Audio Bundle (licensed for this game only, not under an open licence), sounds and music generated for Patch with ElevenLabs, Mirelo, Sonilo and Stable Audio on fal, and two CC0 pistol recordings from Freesound (morganpurkis, acidsnowflake). The town, the dead and the guns are voxels built in code.