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

Safehouse defense during a zombie wave

Steam store screenshot. Midnight Workshop / Lilith Games.

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

Farming and power inside the holdout

Steam store screenshot. Midnight Workshop / Lilith Games.

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: trade scrap, buy fuel when the hoarder unlocks, do not spend glass on electric fences.
  5. Craft spikes / saws in leftover minutes. Always leave a repair kit on the hotbar before night.

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.

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. 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.

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. Survival points you banked still matter — how to spend them.