What you do
- Place cowboys along the street which defend the town
- Spend gold mid-fight on more men, better guns, and new buildings
- Level up during a run and pick a skill card each time, Tier1 - Tier3 Skills
- Bank Fortitude every run — win or lose — and spend it on permanent upgrades
- Come back stronger and hold out longer than last time. Constant progression
Keep them out of town.
Zombies come up the road to Dead Man's Gulch in one continuous wave that never stops growing. The settlers can't fight. Your cowboys can — so put them where they'll do the most good and keep them supplied.
Hour one is a handful of shamblers. By the small hours there are hundreds on the street at once, and the things that arrive then take a magazine each.
Build the town, then hold it
- Raise twelve buildings along the street, each with its own firing positions
- Arm your men from a pistol up to a Sharps buffalo rifle — and dynamite, when a pistol will no longer do
- Call in cavalry, and when the purse allows it, build the Gatling emplacement
- Seven kinds of dead walk this road, from the shamblers of the first hour to what arrives after midnight
Lose, learn, ride again
Every run ends. What you learned does not. Fortitude carries over into a ledger of permanent upgrades — more gold, skills, and new weapons — so the next night starts a little less hopeless than the last.
- Real progression from run to run
- Progress saves itself
- English, German and Spanish
A note from the developer
I'm one person, and this is my first published game.
I've played tower defense for years, and I love the idea of progress that carries across runs. Dead Man's Gulch is my attempt to put both in one game.
I built it in my spare time. If you play it and something feels off, tell me — I read everything and want to make this the best it can be.
— Matthias, Off the Clock Hermit