RELAY RIOT: Quick Survival Guide
How to play the game without dying — or losing your save file — in the first five days.
1. How to Play |
2. Controls |
3. Night Types |
4. Hostages & AlphaZombies |
5. Guns & Items |
6. The Dealer & Money |
7. Who's Out There |
8. Pro Tips
1. How to Play (The Basics)
Relay Riot no longer runs on capturing relay markers. It's a day/night survival clock now, and it does not stop:
- The clock never stops: Every 30 seconds the game flips between Day and Night. Zombies only spawn at Night — during the Day nothing new spawns, so use that window to loot, restock at the Dealer, build barricades, and clean up stragglers.
- Nights get worse: Each night pulls a random Night Type (see section 3) and throws zombies at you in rushes — a cluster of several at once, then a lull, then another rush. The rushes get bigger and the lulls get shorter the more nights you survive.
- Hostages appear every night — find them, fight past their guard, and get them to the Medical Van. See section 4, because this is the part that can end your save file.
- By the time Day 5 arrives, every hostage you've found must be fully cured. If even one is still uncured, still being carried, still sitting unclaimed in the world, or has already turned — your save is wiped. Certs and every upgrade you've bought, gone, reset to zero. This is not a soft failure. Take it seriously from Night 1.
2. Controls
The camera is a fixed top-down view, GTA1-style — it does not rotate. W is always "up" on screen, no matter which way you're aiming.
| Key |
Action |
| W, A, S, D |
Walk or drive cars (screen-relative — the camera never turns) |
| Mouse + Left Click |
Aim and shoot (click or hold) |
| Shift (Hold) |
Focus aim — slower movement, much more precise |
| 1 |
Fists |
| 2, 3, 4 |
Weapon slots — also cycle with the scroll wheel |
| R |
Reload |
| F |
Get in or out of a car (Space = handbrake while driving) |
| G |
Throw a Molotov |
| H |
Use your best held item |
| B |
Build a barricade (costs Wood) |
| E |
Talk to the Dealer, when near his marker |
| C |
Cure a hostage, when near the Medical Van |
| Esc |
Pause |
3. Night Types
Every night rolls one of six modifiers at random. Nothing tells you which one you got except the banner at nightfall — read it.
- Static Signal: Standard horde. No modifiers. This is your baseline.
- Double Relay: Twice as many zombies, but each one has noticeably less health. Wide fights, not tough ones.
- Ice Relay: The streets are slick. You (and the zombies) slide instead of stopping and turning on a dime — plan your movement a beat ahead.
- Blood Relay: Zombies are faster, tougher, and hit harder across the board. The most dangerous single-night modifier.
- Dead Fog: Visibility drops hard. You will not see zombies coming from more than a short distance away.
- Runner Swarm: Weak, low-damage zombies — but fast and relentless, and there are a lot of them. Death by a thousand cuts if you stand still.
4. Hostages & AlphaZombies
This is the real objective layer now, and it's the only way your save file can actually be lost.
- Finding them: A new batch of hostages appears somewhere in the district each night — more of them the further you get (one or two early on, growing over time). Each one is guarded by an AlphaZombie: tougher, meaner, and marked with a red "ALPHA" label so you can spot the threat from a distance. AlphaZombies only ever appear guarding a hostage — killing one pays a solid cash bonus.
- Carrying them: Once the guard is down, walk up to the hostage to pick them up. You can carry more than one at a time, but every hostage you're carrying slows you down — decide how greedy you want to be before a horde catches you mid-carry.
- The Medical Van: Look for it near your spawn point. Walk in while carrying hostages and they're automatically delivered — you get a cash bonus per hostage secured, and their infection clock starts.
- Curing: Standing near the Medical Van, press C to attempt a cure. Kwuarm cures a hostage infected by a regular zombie; Myre Ash cures one infected by an AlphaZombie. The game tells you exactly which one you're short on if you try without it.
- The clock: an uncured, secured hostage has five minutes before they turn. A turned hostage becomes a hostile zombie right at your van — and has a real chance of infecting another hostage you already secured, resetting that one's clock to something much shorter. Don't let cured/uncured pile up unattended.
5. Guns & Items
Twelve guns plus fists, split across three equip slots:
- Sidearms: Pistol (starting weapon, reliable at range), Revolver (slower, hits much harder)
- SMGs: Machine Pistol, SMG, Uzi — all fast-firing, all ammo-hungry. Don't hold the trigger down mindlessly.
- Rifles: Assault Rifle, Carbine (tighter spread, harder hit), Sniper Rifle (devastating, slow, precise)
- Shotguns: Shotgun, Sawed-off (fewer pellets but brutal up close, useless at range)
- Heavy: Minigun (huge clip, chews through ammo), Grenade Launcher (explosive, area damage)
- Fists: Free, silent, saves ammo on weak targets
- Molotov (G): Sets an area on fire. Great against a crowd. Don't walk into your own flames.
Item hotbar: you can hold at most 3 different kinds of item at once — stacking more of a kind you already have is unlimited, but a brand-new fourth kind is blocked until you use, craft with, or cure with one of your existing three. You start every run with 3 Kwuarm, 3 Myre Ash, and 3 Chocolate Bars, which already fills that limit.
Other items you'll find or buy: Cookies, Kebab, Pizza, Lobster (straight healing), Cocktail and Vodka (healing, but impair your driving for a couple of minutes), Rolling Paper (combine with Kwuarm to roll a Blunt), and — extremely rarely from the Dealer — an Unidentified Forbidden Powder. Nobody's ever been able to tell us what that one does. We'd advise against finding out.
6. The Dealer & Money
Two currencies:
- Cash: earned in-run from kills, drops, and hostage bonuses. Resets every run. Spend it while you have it.
- Certs: your permanent currency, banked at the end of a run and spent on upgrades in the Shop between runs. This is what a Day 5 save wipe takes from you.
Look for the gold-ringed marker on your minimap — that's the Dealer. Walk up and press E to browse. His stock is random and limited, but you can pay to reroll it. Weapons and items bought from him respect the same 3-item-type cap as everything else.
Between runs, spend Certs in the Shop on permanent upgrades: Vitality (max health), Kevlar Plating (armor cap), Quick Hands (faster reloads), Stockpile (more starting Wood and Molotovs), and Field Medic (more starting armor).
Supply Drops: every so often a crate marked by a light beam spawns somewhere in the district with a visible countdown. Reach it before time runs out for a free weapon, ammo, and a cash bonus — miss the window and it's gone.
7. Who's Out There
- Locals: ordinary people. Not a threat.
- Gang members: hostile, will shoot on sight, drop decent loot.
- Wardens: armed and dangerous, drop the best ammo and health when they go down.
- Zombies: your main problem, every night, in escalating rushes.
- AlphaZombies: tougher zombies, found exclusively guarding hostages. See section 4.
8. Pro-Tips
- Treat Day as prep time, not downtime. Nothing spawns, but the clock to nightfall is still running. Use it.
- Don't hoard hostages. Deliver and cure as you go rather than stacking up uncured ones near the deadline — the five-minute clock does not care how busy you are.
- Watch what you're carrying. Every hostage on your back is speed you don't have when a rush catches you.
- Break shacks for Wood early and keep a few barricades in reserve — they physically block zombies and buy you room to breathe mid-rush.
- Cure item math: know which of Kwuarm or Myre Ash you're low on before you're standing at the van with a hostage about to turn.
- Combo your kills. Killing fast without taking damage builds your Carnage meter, which upgrades your drop quality — getting hit resets progress, so trading blows for kills is a bad deal late in a fight.
- The AlphaZombie is the fight that matters. Everything else near a hostage is a distraction from clearing that guard.
Updated Aug-21-2026