Shooter · FPS

Nazi Zombies: Portable

Browser-playable Quake-engine de-make of Call of Duty: Zombies: rebuild barricaded windows, bank points from kills, and spend on doors, wall weapons, perks, and the mystery box.

Overview

Rebuilding the barricaded windows is what buys you the next thirty seconds. Every round of Nazi Zombies: Portable funnels the undead through boarded-up openings that they claw apart while you gun them down, and between rushes you walk back to those frames and hold the use key to nail the boards back into place — a few points for each plank, and a few more seconds of warning before the next corpse climbs through. That loop — seal the breach, kill for points, spend points to crack open the map — drives everything else here. This is a fan-made, open-source de-make of Call of Duty: World at War's Zombies mode, in development since 2009 and built on heavily modified forks of the 1996 Quake engine: FTEQW powers the browser and desktop builds, Quakespasm handles the handhelds, and all of the weapon, perk, and AI logic is written in QuakeC. It loads straight from nzp.gay through WebGL with nothing to install. The default map is Nacht der Untoten, the boarded-farmhouse template that defined the original mode, where points from kills and hits bankroll new rooms, wall-bought firearms, mystery-box gambles, and Perk-A-Cola buffs. Code ships under the GPL v2 and assets under CC-BY-SA 4.0, and the project deliberately chases parity with the source material's mechanics, so the tactics that work in the classic mode carry over. It appeals to anyone who wants that hold-the-line fantasy in a lightweight, mod-friendly package that genuinely runs anywhere a browser does.

How to Play

The objective is to survive as many rounds as possible. Move with W, A, S, and D, aim with the mouse, fire with the left mouse button, and right-click to aim down sights. Press R to reload, Space to jump, Shift to sprint, and the equals key to crouch. The use key, E, is the backbone of the whole economy: hold it at a barricade to rebuild boards for points, at a closed door to pay points and unlock the next area, at a chalk-outlined wall weapon to buy it or refill its ammo, at the mystery box to gamble for a random gun, and at a Perk-A-Cola machine to drink a buff. G tosses a grenade, V swings the knife for a silent melee, and Ctrl switches between the weapons you are carrying. Each round spawns a fixed quota of zombies whose numbers and health climb every wave; once the last one drops, the round counter ticks over and you sprint to repair, rearm, and reposition before the next horn sounds.

Tips & Strategy

Patch every window before looting or shopping. Planks are cheap points, and more importantly they slow the next breach so you hear the undead coming instead of walking into one in the open. Aim for the head: a clean one-shot kill pays better than a body-shot kill, and that extra income compounds into an earlier room unlock or a real weapon before round five, when the starter pistol stops pulling its weight. Always keep a loop open — the classic death is getting cornered with the horde blocking the only door out, so once you have points, prioritize opening a route you can kite through over buying a second firearm. Treat the mystery box as a gamble and a wall weapon as a guarantee; when the round is about to tick and your magazine is empty, the guaranteed refill wins. Save for Perk-A-Cola after you have a solid gun, because the buffs that speed your revive and your reload reshape how aggressively you can hold a room. Past round ten the health scaling steepens, so stop standing your ground and start circling the map.

Controls

Keyboard
WASD — moveR — reloadE — use / buy / rebuild barricades / open doorsG — grenadeV — melee knifeShift — sprintCtrl — switch weapon= — crouchSpace — jump
Mouse
Aim with mouse movement; left-click fires, right-click aims down sights

Features

  • Wave-based undead survival with rounds that scale in zombie count and health, steepening past round ten
  • Earn-and-buy economy: points from kills fund door unlocks, wall weapons, ammo refills, and mystery-box gambles
  • Rebuildable barricaded windows that pay points and slow the next breach
  • Perk-A-Cola machines and Power-Ups modeled on Call of Duty: World at War
  • Quake-engine (FTEQW) core compiled to WebGL, playable straight from the browser at nzp.gay
  • Open source since 2009 — GPL v2 code, CC-BY-SA 4.0 assets, game logic in QuakeC