Survival Log 100 days walkthrough

Survival Log 100 Days Walkthrough

A day-by-day holdout calendar: first waves, the day-49 wipe, cold snaps, chainsaws, and the 100-day endings.

Time
100 days
Cash
Trade juice
Risk
Day 49
Next
Spikes then saws
On this page

Day 3 home: need bars, indoor watermelon and cucumber, Loop 1

Playthrough screenshot, university student, Loop 1, 30–31 Aug 2026. HUD: Day 3, 14:50, Satiety / Morale / Stamina, story “Make it past Day 10.”

The campaign is not a boss rush. It is a calendar. Most failed runs in community threads die on a named day (first night, first wave, day 49–50, cold snap) because the house was still a starter kit.

This walkthrough assumes you followed the prep shopping order. Difficulty and origin change the margins — characters first if you have not locked a save.

Wave timing is community-reported, August 2026. If your build shifted a horde by a day, trust the siren over the table.

Calendar

WhenJobFail state
Day 1, before sleepResearch farming and cooking. Assemble hydroponics. Plant fast crops (mushrooms / spinach / tomatoes).No calories on day 4
Night 1Optional all-nighter with an energy drink to finish installsFine to sleep if the door is already on the wall
Before wave 1Craft three spike barriers, park them on the doorRepair-panic with a plywood door
Wave 1You can ignore the horde if the door is a real door (~2000 durability comes up a lot)Opening the door to “help”
Before wave 2Three more spikes on the window; repair glassWindow breach while you are in the basement
Days 2–7Neighbor tasks same day. Drone trade as soon as it unlocks. Juice fruit for barterQuest pile + empty fridge
~Day 35Cold snap. AC on. Fuel is tighter than you thinkHypothermia while you watch the door HP
Days 30–49High-tier door repair boards (+500 per use in one popular guide). Stock 10+ repair patches. Coffee if you can“I’ll fortify tomorrow”
Day 49–50Third major horde. Doors pop fast. Spikes full; not sandbags. People wipe hereUndefended door at 3 a.m.
After day 50Waves can deny sleep. Coffee + repair loop, or chainsaw / electric-saw coverageTrying to AFK without saws
Days 50–100Hospital for meds, supermarket for food (nerfed after 13 Aug — juice trade compensates), alcohol → molotovs if your origin can craft themExploring without a door plan
Day 100Holdout achievement / evacuate branch — Steam lists One Hundred Days, Evacuate, Day of Reckoning, The Final HordeWalking out broke and hungry

Zombie Crisis end screen on day 8

Playthrough screenshot, 30–31 Aug 2026. Day 8, 23:40. This window paid Morale +20, food, Survival Points +5, and +1 Planning Point.

After day 50 (this Loop 2 run, days 67–82)

A second save on 31 Aug 2026 reached the seventies with outdoor circular saws, a Titanium Door still above 7,000 HP, and Enhanced Zombie Horde stages. That is the “saws then throw” half of the calendar — not a Student day-3 house.

Day 67 home with outdoor circular-saw line

Playthrough screenshot, Loop 2, Day 67, 31 Aug 2026. HUD: 07:40, story “Go to the Ruined School,” Plants / Trap trackers on the left.

When the city opens, looting is not free time. This run’s ruined-school classroom showed an Exposure bar (36% in the shot) and a Retreat button. Search desks; do not linger.

Ruined-school classroom with Exposure at 36%

Playthrough screenshot, Loop 2, 31 Aug 2026. Flashlight loot, boarded windows, Exposure + Retreat in the top HUD.

The late map is no longer Old Town shops. This run’s Area Explored list included Survivor Camp (food / medicine), Recycling Station, Safe House, Compost Site, City Center Base, Rooftop Nursery, and Unknown Signal.

Late-game Area Explored map with Survivor Camp selected

Playthrough screenshot, Loop 2, Day 69, 02:30. Event line: “Shore up the line, swarm incoming (69/70 days).”

Day 79 on this save: Enhanced Zombie Horde Stage 3, Titanium Door 7026 / 7050, bulletproof-window line, leftover wave timer, and a Meat Grinder achievement while throwing a molotov (left-click prompt). That is the post-50 job the table above is pointing at.

Day 79 molotov defense and Meat Grinder unlock

Playthrough screenshot, Loop 2, Day 79, 14:50. Horde remaining shown as 7156 / 50750 on this wave.

Daily loop that does not waste the day

  1. Bathroom / wash / short leisure if you still need stat caps (toilet paper, sink, a game, a book — the neighbor loop covers morale cheaper than a shopping spree).
  2. Harvest, juice, cook one powered meal, freeze extras.
  3. Neighbor delivery if the quest is up. Warehouse origin is a loner; other origins should keep the next-door survivor alive (15 Aug notes: she is worth saving, gifts got better).
  4. Drone: City Trading Point — load Drone Cargo, match the offered list, hit Deliver. This Loop 2 shot (day 75) had freezer food on the left, cargo in the middle, and wire / repair kits / scrap on the offer rail. Do not spend glass on electric fences.
  5. Craft spikes / saws in leftover minutes. Always leave a repair kit on the hotbar before night.

City Trading Point with freezer, drone cargo, and offered repair kits

Playthrough screenshot, Loop 2, Day 75, 08:00, 31 Aug 2026. Header: “Deal: The price is right. Send out the drone.”

Combat: kill, don’t hug the door forever

A widely shared 20 Aug note: zombies are for killing once you want to live past 50. Pure turtle play loses when repair time exceeds the night. Molotovs (worker / warehouse — not the student) plus spikes buy the window. When Lv4 chainsaw / meat-grinder defenses are up, several players switch to sleep-and-fast-forward, repairing every few days with the big repair kit (~1000 durability in that same writeup).

Until saws exist:

  • Three spikes at the door, three at the window.
  • Combustion bottles for wave three.
  • Skip electric-grid traps early (weak, hungry).
  • Rat cages + fuel generator + solar is the power mix when weather turns ugly. Do not trust solar alone.

Food and trade after the 13 Aug loot nerf

Street snacks got thinner. The replacement loop:

  • Grow strawberries / tomatoes / mushrooms.
  • Juice is trade fodder and neighbor gifts.
  • Rice still converts into many plates.
  • 90-pack biscuits are panic calories, not a diet.
  • Student: more planter tiles (community: 24+). Lean on farming and skip buying food in prep.
  • This Loop 2 freezer tooltip: extends food shelf life (×5). Cook, then park leftovers there — not in the backpack.

Freezer UI with ×5 shelf-life note and a High-Proof Molotov in the backpack

Playthrough screenshot, Loop 2, Day 72, 18:50. Enhanced Zombie Horde 2 days out. Room temperature on this HUD read −126 — treat as a UI quirk until we reproduce it, not as a build target.

Power and weather

Community consensus after a week of patches: later weather is overcast, so a fuel generator you bought in prep is not a luxury. This Loop 2 Medium Fuel Generator panel (day 78, Off) listed Output +80 / 10 min and Cost −600 / 10 min, plus diesel slots. Save diesel for siege nights. AC is for the cold snap, not for vibes. If you skipped AC in prep, that is the first craft/buy once the holdout shops reopen.

Medium Fuel Generator panel next to a Titanium Door at 7026 / 7050

Playthrough screenshot, Loop 2, Day 78, 11:00. Horde stage 2 wave 3 retreating on the left rail.

Endings and endless

Steam’s highlighted achievements imply at least a hold 100, an evacuate, and a final horde. Do not trust articles that invent percentage “loop 3 mutation” modifiers until you see them on a skill card.

Endless / post-100 talk in Steam comments: rat power, short-cycle crops, alcohol, coffee-repair, and the hard cap of how many outdoor saws you can plant. If your door’s max durability is the limiter (one student-run note), you are in endless, not the campaign calendar.

If you wipe

Note the day. Day-1 wipes are prep. Day-35 is weather. Day-49 is fortification. Re-roll with the same origin only if the death was execution; switch origin if you needed molotovs and picked student. A finished Student story (or ending) also opens Warehouse Manager for the supply-hose campaign. Survival points you banked still matter — how to spend them.