
DEAD
FREQUENCY’74
A bad time to trip.
The contagion spreads.
ONE DISPATCH.

A bad time to trip.
The contagion spreads.
You are a journalist caught in a real outbreak after your drink is spiked. Recover 3 evidence or travel objects in each of five cities, then reach the marked exit. Your journal follows the story, and each new chapter saves a local checkpoint. Ten enemy types roam the trail, including acid spitters, fast porters, the charging Harbor Foreman and the Last Broadcaster. The original pack includes shamblers, runners, brutes, howlers that call a pack, close-range stalkers and gate-breaking dockworkers. Living survivors wear intact clothing and have blue ground rings. Do not shoot them: each hit costs 250 points. Zombie kills earn 100; evidence earns 250; escape earns 500.
DESKTOP
WASD to walk · arrows to turn
Drag to look · Space or click FIRE
R to reload · Q / 1–4 swap weapons · hold Space for automatic fire
F to interact · V to shove
G field receiver · B throw tape decoy
Hold Shift / right mouse to steady aim
E or Escape to pause
MOBILE
Left thumb to walk · swipe to look
Enable tilt, then turn your phone to aim
Tap nearby objects’ USE prompt
SHOVE pushes close enemies back
Tap AIM to steady your weapon
Evidence, ammunition and medical kits are picked up automatically as you walk nearby. Gold = evidence. Teal = supplies. Green = exit. Medicine stays available when your health is full. Turn on radios or throw tape decoys with B to lure the dead. Use G / RECEIVER to find three optional hidden broadcasts per region: follow the bearing and distance, approach a poster, then face it steadily. These records add testimony to your journal and replenish tape decoys. Red fuel drums explode; power boxes discharge; pots and wooden crates break. Explosions can hurt civilians and you. Shots leave chips and scars on walls. Supply crates can also be scavenged simply by walking close. Close street gates behind you. Use the compass and map. Wash stations temporarily ease the distortion for 12 seconds. Zombies and bullet hits remain real. Speak to living people with F / TALK. Discover named places and follow any route. J opens your journal and lets you track an objective. Explore Morocco lets you try any region without changing your story checkpoint.
Your progress is held here.
The spiking changes your perception. The outbreak is real. Wash stations offer a brief window of clarity; they do not remove enemies.
Five open regions. Different routes, people and trouble. Pick a destination to explore; your story checkpoint stays saved.