DAY 412. MISSION ROW.

They told us the rain was safe. It's the only honest thing left. If you find this book, the water's in the bag. Don't shoot. They hear it.

A zombie survival diary. You write the next page.

RADIOThe world did not end with an explosion. It ended with a long, cold silence.
Open the diary
THE GATE CLOSES BEHIND YOU / CLICK THE RAIN AND SEE WHO COMES
DAY 3. THE WALLS.

Nine gates. One rule past them.

Inside the walls nobody can bite you and nobody can shoot you. You trade, you patch yourself up, you pretend it is a town. Then the gate closes behind you and the map starts charging interest: the further you walk, the stronger the infected and the better the loot.

Press the pins. I marked everything I could before the pencil ran out.
Los Santos and Blaine CountyEverything south of Paleto used to have a postcode.
Paper map of the DayM world, with safe zones, contaminated zones, red zones and metro stations pinned on it
DEAD LANDS
DAY 19. THE NEIGHBOURS.

Sound is the only thing still travelling.

A pistol carries 60 metres, heavy weapons 150, a suppressor only 15. Engines, sprinting and searching containers all make noise too. After 21:00 there are more of them, and they are faster.

Press a photo and it walks onto the street. Try the Screamer last.
DAY 31. THE SLOW KILLERS.

Hunger kills more people than teeth.

River water is dirty, so boil it, filter it or drop in a tablet. Raw meat and spoiled food will poison you, and charcoal tablets will fix it. A bite or a bullet can start you bleeding, and bleeding does not stop until you bandage it.

THESE ARE YOURS. THEY DROP WHILE YOU READ.

You feel fine. That won't last.

CONTAMINATED AREA / MASK REQUIRED BEYOND THIS POINT
POSTED AT THE PORT GATE.

The air gets you before they do.

Humane Labs, Palmer-Taylor, the Davis Quartz quarry, the port, Pillbox Hospital. Walk in without a mask and in about five minutes you carry Virus Z. Each filter buys 30 minutes.

  • Once infected you get about five hours of play: coughing, dizziness, then health loss.
  • An antiviral clears it. A suppressor buys time. Dying clears it too, at the price of everything in your pockets.
KEEP OUT
HOLD YOUR BREATH. THIS CLOCK RUNS FAST.
05:00

No mask. You're breathing it right now.

DAY 58. WHAT YOU CARRY.

Everything you own can be picked up.

Money is an object in your backpack. Fuel is a jerrycan, because the pumps are dead. Die and it all falls into a bag on the spot for 30 minutes, with a mark on your map and anyone else welcome to it. Your skills, recipes, base and faction stay yours. There are no wipes.

  • Sell. NPC shops in every safe, and a Trader who buys your finds.
  • Barter. The player market sells while you sleep, for a 10% fee.
  • Fold your car. Vehicles pack down into your grid inventory. So can the one you find unattended.
HOLD E TO SEARCH. SEARCHING MAKES NOISE.
Nothing yet.An emptied container stays empty for 30 minutes.

Start with a tent. Finish behind blast doors.

FIRST STEP

Tent

Pitch it at least 20 m from a safe. It holds your stash and your respawn point. Patch it with scrap, because after 7 days unused it is gone.

SECOND STEP

Built base

A claim cabinet stakes the ground. Then you snap walls, doors and crates together in wood, metal and concrete. Stop feeding the cabinet and it collapses in about three days.

FINAL STEP

Faction bunker

Your leader pays from the faction bank. You get huge storage and a shared respawn. It burns fuel, and it can be sieged at set times.

Raids never sleep. Charges break walls, a crowbar opens wooden doors. If no owner has been online for 15 minutes damage drops by 80%, so sleeping is safer. It is not safe.

You start bad at everything. On purpose.

DAY 140. LEARNING BY DOING.

At level 0 everything takes almost twice as long. Every action trains the matching skill, and each level gives you a point to spend in its tree: new recipes, better benches, better tools. At level 10 you do in minutes what cost you an evening.

EnduranceL4
AimL6
CraftingL3
ScavengingL7
CookingL1
SurvivalL5
BuildingL2
MedicineL0

Example character. Yours starts at zero across the board.

DAY 203. THE LIVING.

The dead want dinner. The living want revenge.

You can kill anyone past the walls. The world keeps count. Each kill builds heat and costs you standing with the Survivors, who may close the Armory to you. At 100 heat a bounty lands on your head.

  • Factions. Up to 8 members, a shared bank, ranks, no friendly fire.
  • Territories. Stand in the circle to capture income. Owned sites can only be attacked 18:00 to 23:30 and on weekend afternoons.
  • Arena. Team fights with a fixed kit. Your real gear stays safe, and the grudge gets settled.

Wanted

HEAT0

Nobody has noticed you. Yet.

Demo values. The real ones live on the server.

Pick your disaster.

Tear off a telegram and look at the street. These run on the live server, where they draw the infected and every other player in earshot.

DAY 1. THE PAGE I SHOULD HAVE READ FIRST.

Instructor Reyes has eight things to tell you.

Don't count the days. Count your ammo.

LAST PAGE. THE REST IS BLANK.

DayM is a zombie survival game on FiveM, built for small groups, with no roleplay rules, no jobs and no police. Play it in Italian or English, for twenty minutes or three hours.

If you made it this far, come find us on the radio.

Join the Discorddiscord.gg/daym

You need a copy of GTA V and the FiveM client. The storm on this page is code; the real game looks better and bites harder.