Incremental zombie shredder · out now
Shred
Dead
A five-wave run, five DNA colours and a skill tree you will zoom out of at least once. Here is what the released build actually asks of you.

Start with these3
ShredDead beginner guide
First thirty minutes, and the two mistakes that cost hours.
Read →How to play ShredDead
Guns fire themselves; you pick placement and purchases.
Read →ShredDead game facts
Release, price, platforms, features and languages.
Read →ShredDead is an incremental zombie shredder from Weird Penguin Games, out since 26 October 2026 on Windows and macOS, $5.99 list and $4.79 in the launch sale. You hold one city street, zombies walk into your guns, and everything you kill drops loot you can sell or wear. There is no fail state: the run cannot end unless you close the game. 
That sounds thin until you open the skill tree. A run is five waves, and behind them sit a hex grid of upgrade nodes, five DNA currencies, an inventory of rolled gear across three rarity bands, a horde you can summon on purpose and a prestige layer with fifteen points to spend. Most of what players asked in the first two days was about that layer, not the shooting.
What this site is built on
Everything here is written against the released 1.0 build and checked on 28 October 2026. The hard numbers come from Steam: the store API for price and platforms, the achievement statistics page for all seventeen unlocks and their global completion rates, the requirement blocks for both operating systems. Behaviour comes from the official screenshots, the trailer and the four gameplay clips in the store description, cross-checked against the Steam discussions.
Where the game publishes no number, this site does not invent one: there is no official skill tree cost table, so the costs page documents what each colour gates instead of printing made-up prices.
Before your first wave
| Thing | What it means for you |
|---|---|
| No lose condition | You cannot fail a run, so spend DNA aggressively instead of saving it |
| Five waves per run | Wave 5 is the clear; achievement data shows most players stop at wave 2 |
| Five DNA colours | Blue is the opening currency and overflows later; yellow becomes the wall |
| Auto-firing guns | Your main gun shoots by itself, so your decisions are placement and purchases |
| Call the Horde | Summoning a horde is optional, and it is your best loot tap when the street is quiet |
| Prestige at 15 points | One reset, one discount that most players call mandatory, no new content behind it |
| No Steam Cloud | Progress lives on the machine, so back it up before you reset |
Straight answers
Can you lose? No. ShredDead has no fail state by design, which is the single most argued-about thing in its Steam discussions. The pressure comes from how fast you can scale, not from survival.
How long is it? Player reports in the first 48 hours run from 3 hours to 12, with the cluster at 5 to 6 hours for all seventeen achievements. That matches the achievement funnel: 20.3% of players have cleared all five waves on the highest difficulty already.
Does the demo save carry over? No. The pre-launch demo build was rebalanced, so progress starts fresh in the full game. It is covered on the saves page.
Is prestige required? It is not required to finish, but the 20% DNA cost reduction is the one perk nearly everyone takes, and most players prestige once for it and stop.
Where to read next
If you have not started yet, read the beginner guide for the first thirty minutes, then how to play for the loop in full. If you are already stuck on the economy, go straight to DNA tiers and costs and the wave table. If something is broken, known issues covers the four reproducible problems from launch week.