Detection, Noise and Pursuit
Last checked · Checked against the development build
How do zombies detect you in Stillskin Forest?
Infected see you within a 140° field of view out to 45 studs by day and 70 at night (more each day), and sense you within 9 studs from any direction. They also investigate noise: gunshots within 90 studs, shotgun blasts within 120, melee within 25, and sprinting footsteps within 30. After about a second of seeing you they commit, scream to alert others within 45 studs, and chase.

Sight
| Condition | Range |
|---|---|
| Day | 45 studs (+1.5 per day) |
| Night | 70 studs (+1.5 per day) |
| Any direction, any time | 9 studs |
| Field of view | 140° |
| Headlamp on at dusk/night | ×1.25 |
| Headlamp off at dusk/night | ×0.8 |
| Crouching | ×0.55 (close sense ×0.6) |
Noise
| Noise | Heard within |
|---|---|
| Shotgun blast | 120 studs |
| Gunshot | 90 studs |
| Sprinting footsteps | 30 studs |
| Melee swing | 25 studs |
| Walking | Silent |
| Crouched footsteps | Silent |
Alarms count too: the burglar alarm at Pine General Store, a crashed car's alarm, and the hospital vending machine all pull infected in.
From roaming to chasing
- Roam. Idle or wandering.
- Suspicious. It has seen you; after about 1.1 seconds it commits.
- Alert. It screams, pulling in infected within 45 studs (100 for a Screamer).
- Chase. It leads your movement; a pack fans out to close from the sides.
- Attack. In reach, it winds up (slowing down) and swings.
- Search. If it loses sight of you for 5 seconds, it searches where you were heading for about 9 seconds, then returns to roaming.
How chases end
Infected don't track you forever. A chase ends after 22 seconds, after 145 studs, or once you are 85 studs away and out of sight. Climbing a ladder the chaser didn't see you use also leaves it behind; see Climbing and ladders.