App Intel

Escape! Zombie School

LiveJY mulsan1 app · 74 installsActionFreecom.jungyoon.zombieschool

Escape! Zombie School is a 5-minute school survival action game.

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Total installs
74
exact · Play shows 50+
Installs / day
~1
est. · lifetime avg over 71 days
Rating
—★
— ratings · — reviews
Released
2 Aug 2026
2mo ago
Last update
27 Sept 2026
v1.0.34 · 15d ago
Countries
—
not checked yet

Install history

exact counter from Google Play
72.379.286.193.110011 Oct12 Oct12 Oct
72.379.286.193.110011 Oct12 Oct12 Oct

Installs per day · last 90 days

Not enough history yet — check back tomorrow

Change timeline

No changes recorded yet. We compare every crawl with the previous one and list title, icon, screenshots, description, version, price and availability changes here.

Country availability

Availability has not been checked for this app yet. “Check all countries” looks the app up in about 140 Google Play storefronts and shows where it is live, listed but not installable, or missing — plus any country-specific (custom) store listings.

Top countries

Country data will be available soon.

We estimate where downloads come from using the app’s position in Google Play’s top charts in about 140 countries. This app is not in any chart we have collected yet; the estimate appears as soon as it is.

Top chart positions

Not in any tracked top chart.

App manifest

Read this app's manifest from Google Play: permissions, declared SDKs, components and AdMob app ID. Saved analysis appears here automatically.

Manifest analysis reads only the required APK ranges. Base APK downloads may need separate device splits to install.

Data safety

declared by the developer on Google Play
  • No data shared with third parties
  • Collects data Location and Personal info
  • Data is not encrypted
  • You can ask for your data to be deleted

This is the developer's own declaration, summarised from the Play listing. The permissions below show what the app is technically able to access.

Permissions

4 in 1 group
0 Sensitive0 Notable4 Routine
OtherRoutine4

Access to miscellaneous device features that don't fit other categories

  • Check whether you are online and whether you use Wi-Fi or mobile dataview network connections · ACCESS_NETWORK_STATE
  • Connect to the internet to load content and send datafull network access · INTERNET
  • Check with Google Play that you got this app legitimatelyGoogle Play license check · com.android.vending.CHECK_LICENSE
  • Read Google service settings stored on your deviceread Google service configuration · com.google.android.providers.gsf.permission.READ_GSERVICES

Sensitive = can reach personal data, location, camera/mic or act on your behalf. Notable = changes how your device behaves. Routine = normal for almost every app. Source: Google Play's permission list for all versions of this app.

Store listing

Full description
Escape! zombie school It started as an ordinary morning. Then the zombies poured through the school gates. All you have is what's in your backpack — a handful of stationery, a lunchbox, and the will to make it to the bell. The school gate unlocks in exactly five minutes. Survive that long and you graduate. Die and the next class starts immediately. Escape! zombie school is a five-minute zombie survival game built for commuters who want a real run in the time it takes the subway to reach the next station. Five minutes, one hand, no sound required Every design choice serves the commuter. The whole game is playable with one thumb on the screen. Movement is a drag; every weapon fires on its own. The game lasts exactly 300 seconds — no more, no less. When the tab is hidden, the screen turns off, or another app steals focus, the run pauses itself and waits. There is no "I just lost five minutes" frustration; your spot is held. Stage 1 deliberately avoids ranged enemies. Every zombie is a chaser, a runner, or a charger that comes to you. Threats announce themselves visually: chargers paint a red warning line on the floor before they dash, giants slow down and bloat as they wind up. The whole game reads clearly with the sound muted. Nine weapons of homeroom warfare You start with the Pencil Throw, a homing projectile that targets the nearest zombie. Every level-up offers a choice of three cards — upgrade what you carry, unlock something new, or boost a passive. You may hold up to four weapons at once, each capping at Lv.5. Ruler Swing — forward melee that knocks back front-line attackers Tumbler Orbit — bottles that circle your body and grind anything they touch Science Flask — splash bombs for clustered crowds Bell Shockwave — eight-direction pulse around you Stun Gun — lightning that chains between nearby targets Onigiri Bounce — a lunchbox that ricochets four extra times after impact Power-Bank Missile & Broken Starlink — heavy-hitting late-game weapons unlocked through cumulative play Different combinations create entirely different runs: tank-and-tumble, splash artillery, glass-cannon mobility. There's no "right" build — only the build that fits the five minutes you have. Two currencies, two horizons Zombies drop textbooks at a 30% rate — XP that only matters in the current run. Every ~30 seconds, a gold coin also appears on the field. Gold persists across runs, banked into your account whether you clear the stage or die in the second minute. Survival milestones layer bonus gold on top: +1 at one minute, +3 at three, +4 when the boss spawns, +8 when the gate opens at five. Even a failed run leaves you measurably closer to the next unlock. A catalog that keeps growing Beyond the core nine, ten expansion weapons wait behind cumulative records — compass blade, umbrella guard, eraser bomb, notebook boomerang, chalk line, desk push, locker door, cleaning mop, broadcast speaker, fire extinguisher. Every unlock condition follows an OR principle: a skill path (kill 120 in one run, defeat the boss) or a cumulative path (300 lifetime kills, five total clears). If your reflexes can't crack the door open today, your commute eventually will. Cartoon outlines, school-day palette Everything wears a thick toon outline — characters, zombies, lockers, desks. The art treats a familiar school as a stage set for absurdity rather than horror. Effects are tuned for clarity over spectacle: red means danger, yellow means XP, gold means lasting reward. You can tell what just dropped at a glance, even between subway stations. Survive five minutes. The gate opens. No sprawling campaign. No two-hour boss rush. Just five tight minutes between the homeroom bell and freedom. One run on the way in, one at lunch, one on the way home — each a slightly different build, each pushing the catalog a little wider. Pick up your backpack. Put a thumb on the screen. The bell is about to ring.

What's new

new game system and ui

Growing in Action

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