Voxel Last Stand
WAVE SURVIVALRMB AIM · R RELOAD
Paused.
The world and every enemy are frozen. Press P to return, or change your loadout and setup for a new run.
Overrun.
Every wave asks more of your aim, positioning and timing.
- DAMAGE DEALT
- 0
- WAVE REACHED
- 1
- HOSTILES DEFEATED
- 0
- SURVIVED
- 0:00
Keep an escape route.
WASD or arrows · move
Mouse · look
LMB / B / J · fire or strike
RMB · gun sights / knife stab / blade parry
Space · jump onto cover
Ctrl · crouch Shift · sprint C · quiet walk
R · reload V · blade / gun
1–4 · equip a slot X · drop
Mouse wheel · previous / next weapon
Q · grenade F · drink a potion
E · scavenge corpses / hold to revive
P · pause / resume menu
Esc · exit fullscreen / release controls
Classic: click RMB for up to three simultaneous rounds. Bucky: RMB fires one shell that opens into five pellets after 7.5 m. Release before using either again. Stinger and Bulldog fire committed bursts through their sights. Sidearms and shotguns without sights keep hip-fire look speed.
The blue line below health shows sprint stamina. Sprint forward on the ground; aiming, attacking and other commitments stop sprinting. Release sprint after exhaustion and recover before starting again. Monsters announce their attacks. Small Grave Hounds are fast but fragile; their bite growl gives you time to strike or step away. Rift Leapers crouch before committing to a straight lunge: sidestep or put solid cover between you. Interrupt an Ash Screecher’s rising roar with a blade, or eliminate it before it rallies nearby allies. Hunters rush, brutes need space, and armed enemies punish open ground. Kills can leave carried healing potions or ammunition, and armed monsters sometimes leave their guns. Reach drops and press E to collect them. Your four inventory slots are flexible, and potions stack to two per slot. Slot 1 starts with a knife and slot 2 with your chosen gun; slots 3–4 are empty. You start without potions or grenades. Press E near a fallen monster to collect drops, then F to drink a carried potion. Find stronger blades as loot. Sword and katana windups allow a small aim correction, then lock during the cut. Confirm each hit to chain fresh clicks: sword, katana and knife have three hits, axes two, and tonfas four. Tap near the end of recovery to queue one follow-up, or within 0.35 seconds after recovery. A miss, parry or long pause resets the chain. Finishers deal more damage with a stronger gold slash, a small shove and brief stagger when the enemy is not immune. Holding attack does not repeat swings. A knife can make a stronger RMB stab with longer recovery. Other blades can attempt a brief RMB parry against incoming melee: face the attack and time the press. Holding RMB does not repeat; release before another attempt. Gun sights give slower, precise mouse control. Close combat deals 60%, 40% and 20% extra damage in waves 1–3 and can briefly interrupt attacks. Later enemies resist stagger; repeated strikes cannot keep them stunned. Drop any item with X or its drop arrow; you can carry four weapons. When full, select a gun to replace it with another gun, or a blade to replace it with another blade. Otherwise, drop an item first. F drinks your carried potion; stay still in cover. Clear a wave to recover, resupply and bring fallen teammates back. In co-op, releasing your controls keeps the squad’s battle running.