Evidence state
Confirmed by official sourcesConfirmed now
- Workers cover quarry, farm, alchemy, workbench, factory, and combat contexts.
- Each worker can develop individual skills.
- Player zombies carry a mark identifying them as possession-free.
- Hostile Town zombies are described as curse-created enemies.
Launch check
- Creation recipe, costs, capacity, and exact recruitment timing.
- Skill ceilings and corruption thresholds.
- Death, injury, reassignment, and equipment rules.
No efficiency values or skill thresholds are implied.
FIELD DECISION / 01
What to do with this information
- Decide whether a question concerns labor or combat first.
- Treat corruption as a development signal, not a solved target number.
- Verify gear and role restrictions in the live build before specializing.
LEDGER NOTE / 02
Workers are not the horde
The Zombies 2.0 log explicitly separates the Keeper’s helpers from the creatures terrorizing The Town. This matters for guides: a screenshot of one group cannot automatically prove the behavior, stats, or unlock rules of the other.
LEDGER NOTE / 03
Specialization without score fiction
The confirmed role list is already useful for planning. A player can decide whether the next gap is raw resources, bench work, factory operation, or combat. What we cannot yet do is attach an efficiency percentage or claim one corruption target is best.
