Horde Base Designs 2025
Surviving blood moon hordes requires proper base design. This guide covers proven horde base designs for every stage of the game, from your first Day 7 to late-game fortress construction.
Understanding Zombie AI
Pathing Basics
- Zombies path toward the player, not the base
- They take the path of least resistance (lowest block HP)
- Zombies can and will dig if no other path exists
- Hatch doors are treated as "open" for pathing purposes
- Zombies can climb ladders but prefer ramps
Block HP Values
| Material | HP | Best Use |
| Wood | 350 | Early game, frames |
| Cobblestone | 1,500 | Early-mid game walls |
| Concrete | 3,500 | Mid-late game |
| Steel | 10,000 | Late game, critical walls |
| Vault Door | 22,500 | Chokepoints |
Early Game: Day 7 Bases
Design 1: The Stilt Box (Easiest)
A simple elevated platform that funnels zombies up a single path.
Materials Needed
- ~200 cobblestone blocks
- 1 iron door or hatch
- Wood frames for ramp
Build Steps
- Build a 7x7 cobblestone platform 4 blocks high
- Create a ramp from ground to platform (3 wide)
- Place iron door at top of ramp
- Stand in doorway with shotgun/club
- Zombies funnel up ramp into your kill zone
Why It Works
- Zombies path up the ramp instead of breaking pillars
- Single chokepoint for easy defense
- If overwhelmed, knock down the ramp
Design 2: The Simple Bunker
Underground protection with shooting platform.
Build Steps
- Dig a 5x5 hole, 3 blocks deep
- Line with cobblestone (floor and walls)
- Add cobblestone ceiling with 1 hatch opening
- Place a ladder to exit
- Fight from the hatch - zombies drop in one at a time
Design 3: POI Takeover
No building required - use existing structures.
- Find a 2+ story building
- Remove all stairs/ladders to upper floors
- Place your own ladder that you can pick up
- Shoot down from above
- Zombies beat on ground floor while you're safe above
Mid Game: Day 14-21 Bases
Design 4: The Gauntlet
Forces zombies through a corridor of traps.
Layout
[Player Platform]
|
[Blade Trap] [Blade Trap]
|
[Electric Fence] [Electric Fence]
|
[Iron Spikes] [Iron Spikes]
|
[Ramp Entry]
Build Steps
- Build elevated platform (8+ blocks high)
- Create a 3-wide corridor leading up
- Line corridor floor with iron spikes
- Add electric fences along walls (2 high)
- Place blade traps near the top
- Stand at the end with ranged weapons
Trap Placement Tips
- Electric fences slow and damage - place low
- Blade traps hit heads - place at zombie head height
- Dart traps require ammo but deal high damage
- Robotic sledge turret knocks zombies back down
Design 5: The Fighting Platform
Classic elevated killing platform with multiple fallback positions.
Specifications
- Main platform: 11x11 cobblestone, 3 blocks high
- Outer wall: 23x23, 2 blocks tall (slows zombies)
- Kill zone: between outer wall and platform
- Roof: optional cover from vultures
Defense Strategy
- Start on platform with ranged weapons
- Zombies break outer wall first (time buffer)
- Kill zone fills with zombies for AOE damage
- Molotovs and pipe bombs devastate grouped enemies
- Fall back to platform edge if overwhelmed
Late Game: Day 28+ Fortresses
Design 6: The Automated Killbox
Maximum automation - turrets do most of the work.
Components Per Wall
- 2x Electric fence posts (stun + slow)
- 2x Shotgun turrets (automatic damage)
- 2x Blade traps (melee damage)
- 2x Dart traps (ranged damage)
- Double-thick reinforced concrete walls
Power Requirements
| Component | Watts | Quantity | Total |
| Electric Fence | 5W | 8 | 40W |
| Shotgun Turret | 15W | 8 | 120W |
| Blade Trap | 20W | 8 | 160W |
| Dart Trap | 5W | 8 | 40W |
| Total | | | 360W |
Requires: 2 Generator Banks or 4 Solar Banks
Design 7: The Pit Base
Deep pit with shooting gallery above.
Construction
- Dig a 15x15 pit, 8 blocks deep
- Line with concrete
- Build ramps down for zombie pathing
- Construct elevated platform over pit
- Zombies fall in, can't climb out
- Shoot fish in barrel from above
Advanced Features
- Blade traps on pit floor for passive damage
- Spiked pits for fall + spike damage combo
- Fire pits (burning barrel + hay) for AOE
Demolisher Defense
Demolishers are the biggest threat to any base design.
Key Rules
- NEVER use shotguns - pellets trigger chest explosion
- Headshots only - precise rifles or bows
- Kill before they reach walls
- Keep them away from critical infrastructure
Demolisher-Proofing
- Use sacrificial outer walls they'll target first
- Place turrets far from main structure
- Create long approach corridors for more shooting time
- Explosive-resistant steel for critical supports
Multiplayer Base Designs
Team Positions
| Role | Position | Responsibility |
| Sniper | Elevated back platform | Demolishers, Cops, specials |
| Shotgunner | Primary chokepoint | Regular zombies, close threats |
| Support | Behind shotgunner | Repairs, ammo, backup |
| Roamer | Mobile | Flanks, emergencies, cleanup |
Scaling for Player Count
- 2 Players: Single gauntlet, take turns shooting/repairing
- 4 Players: Multiple shooting positions, dedicated support
- 8 Players: Full fortress with multiple defensive lines
Common Mistakes
Don't Do This
- Building on ground level: Zombies walk right in
- Only one exit: Always have an escape route
- Ignoring vultures: Build a roof or they'll dive bomb you
- Too spread out: Concentrated fire > spread coverage
- No repair supplies: Bring repair kits and materials
- Forgetting generator fuel: Traps stop working without power
Building Height
13 blocks is the magic number - zombies won't target you through the floor at this height in "Destroy Everything" mode.
Day 6 Preparation Checklist
- [ ] Base repairs completed
- [ ] 500+ rounds of primary ammo
- [ ] 10+ First Aid Kits
- [ ] Generator fueled (if using traps)
- [ ] Repair kits ready
- [ ] Backup melee weapon
- [ ] Food and water for the night
- [ ] Escape route clear
When Horde Night Ends
Blood moon ends at 4:00 AM. Surviving zombies despawn at dawn. Don't chase stragglers - let them despawn and save your ammo for repairs and the next horde.