The file you download is VipMod — a free installer & mod launcher. Open it and Idle Zombie Wave: Survival TD installs with mods built in.
- Install Inside VipMod
- Root Not required
- Version 2.2.8
- Size 201 MB
- Downloads 10K
- Updated Sep 2, 2026
- Requires Android 6.0+
Mod features
What the mod adds when you play in VipMod
-
Ad rewards without watching
Turn on the switch in the MOD menu, then open the game. Every button with a video icon pays out the moment you tap it: the +100% extra Gold button on the end-of-battle summary, the free Diamonds slot in the Secret Shop, the free gold slot under Buy Gold, the mid-battle upgrade card refresh, and the Revive with 30% HP button on the YOU DEAD screen. Rewards go straight into your account, can be spent right away and are still there after you close the game.
The mod only removes the video part of the reward buttons. Full-screen ads between waves still appear and still need the X tapped to close them. The game also keeps each slot's cooldown (free diamonds roughly every five minutes, the Secret Shop restocking every 12 hours), so the mod removes the ads, not the limits.
Screenshots
About this game
I opened Idle Zombie Wave thinking it was an idle game you leave to shoot by itself, the kind you glance at a few times while waiting for dinner. The first two stages really were like that, but by the third stage of chapter one everything changed.
That stage runs a full ten waves, and my sandbag line broke as early as the fourth. The summary screen paid out a measly 420 gold, which seemed okay until I went back to the weapon upgrades. The USP's next level asked for exactly 1,000 gold, and every gun in this game has a hundred levels to climb.
How a battle plays out here
The battlefield is a stretch of road blocked by a line of sandbags. You hold the bottom while zombies shuffle down in droves from the top. The sandbags have their own HP bar, starting at 1,200, and the battle only ends when that bar runs out or when you've held out for the number of waves the stage requires.
Your soldiers aim and shoot on their own, so most of the time you just watch, but the game still leaves one job for your hands. Tap anywhere on the road and the whole squad focuses fire on that exact spot, with half again as much range.
Every few dozen seconds the game pauses so you can draw one of four upgrade cards: +5% damage, +5% fire rate, +3% crit, +200 sandbag HP, four more rounds per magazine. All of it vanishes when the battle ends, so the next battle you build a completely different set.
Five spots behind the sandbags, and you can't take everyone
Before the first wave arrives, the game lays out three guns for you to pick one, and a few waves later it offers three more. A battle has at most five spots, so by the end of a stage you're forced to leave plenty of tempting things behind.
Each gun is a soldier with their own personality, not the same weapon in a different color. The MP5 fires every 0.08 seconds but only does 17 damage, while the handheld cannon goes off just once a second, in exchange for 90 damage per shot plus a blast radius.
On top of their stats, each gun carries two tags such as Light, Heavy, Fast, Tech or Ammo. I haven't fully explored this yet, but the milestone rewards in the upgrade panel show the game pays generously if you stack one family, for example +50% attack for every soldier tagged Light.
Between waves, the game opens a market
This is the part I didn't expect, and it's what lifts the game beyond its idle label. After each wave the screen turns into a stall with three items, paid for with the materials zombies drop while you shoot.
An item might be a new soldier for around thirty materials, a gear that adds range for the whole squad, or a bullet turret set up right in front of the sandbags. I bought a turret just before the boss wave, and that's why I held out for two more waves.
If you don't like the three items on display there's a refresh button, but its price climbs with every tap, from 3 materials to 6, then 9, then 12. This is where the game starts reminding you there's another way to refresh that costs no materials, and that way is sitting through a video.
Outside battle there's a whole base to build up
Leave a battle and you're back on the main screen, with a map of stages organized by chapter and a row of buttons along the bottom. Your account has its own level too, and every level-up hands out more gold and diamonds and unlocks something new.
The most important section is Mercenaries, where you permanently upgrade each gun. The USP's first level costs 500 gold and 5 materials, and from level two on it's 1,000 gold and 10 materials, in exchange for +2% attack for that gun in every future battle.
Every twenty levels there's a milestone reward for the whole account, not just the gun you're upgrading; the level-80 milestone, for example, adds 20% damage to every turret and mine. To unlock a brand-new gun outright you need 100 of its shards, and shards are only sold in the Secret Shop.
That shop sells for diamonds and restocks every twelve hours. Besides the normal mode, the game dangles four more modes I haven't unlocked yet: Hard at level 15, Nightmare at level 20, Survival after stage 10 and Expedition at level 25.
And this is where the game starts making things hard
What you lack is gold, not time. Clearing a stage for the first time pays 4,000 gold, which sounds like a lot, but that's a first-clear bonus you only get once per stage; losing midway, like I did, gets you just 420.
Do the simple division at 1,000 gold per gun level and you need about three lost battles to afford one level. Meanwhile each gun has a hundred levels and the roster has nearly ten guns. Diamonds are even tighter: laser gun shards sell at 5 for 15 diamonds.
So 100 shards for one gun means saving up 300 diamonds. The shop naturally sells diamonds for real money at three tiers, $1.99, $3.99 and $6.99, and at the top sits a permanent VIP pack for $9.99.
That VIP pack neatly covers every place the game squeezes you. It turns off all ads, hands out 9,900 gold and 100 diamonds a day, and even lets you revive at full HP with 500 materials every time you die. If you don't pay, every shortcut in the game leads to the same place: a green button with a film reel on it.
Doubling the end-of-battle gold, claiming free diamonds, refreshing the mid-battle market and, worst of all, the revive with 30% HP right on the screen telling you you're dead: all of them make you watch a full video first.
The mod removes that film-reel button
The VipMod MOD menu floats as a small red button in the left corner of the screen; tap it and you'll find exactly one switch, Ad rewards without watching. Turn it on before you open the game, then tap any button with a film reel as usual.
I tried four different spots one after another in a single session, and all four paid out the moment my finger left the screen. The extra Gold button at the end of a battle added exactly the doubled reward to the summary, the free diamond slot gave the full 30, and the mid-battle market refreshed into a much better set of cards.
The real winner is still the revive button, because it got me back on my feet for one more wave. And those rewards are real, not pretty numbers at the top of the screen: once claimed, I took the diamonds to the Secret Shop and bought 5 laser gun shards, and my balance dropped by exactly 15.
Then I took the gold and upgraded the USP twice in a row; each tap deducted both gold and materials, and the attack stat really went up. That's when I believed the mod works rather than just painting nice numbers.
There are three things to know up front so your expectations are right. First, the ads that interrupt between waves still show up as usual, because the mod only touches rewards; it doesn't clear every ad from the game.
Second, the reward slots keep their cooldowns; the free diamond slot in particular takes about five minutes to light up again. Third, the switch should be turned on before you open the game; if you turn it on midway, it's safest to fully quit and come back in.
How it plays
What I like most is that the game respects your time. There's a 2x fast-forward button right on screen, and each stage wraps up in five to ten waves. The settings also let you drop the graphics to low and turn on a battery saver, so weaker phones still run it fairly smoothly.
My complaint is that winning and losing are tied far too tightly to that film-reel button. However well you play, the sandbags easily break at the boss wave, and at that point the game doesn't invite you to play better next time; it invites you to watch a video or open your wallet.
So the mod here isn't about cheating; it's about restoring a decent rhythm of play. On the store, the game holds 4.5 stars from 22,852 ratings and more than 500,000 downloads. For a small title those are healthy numbers, and they match how it felt to me.
So who should play it
If you're looking for a game to open for fifteen minutes and then put away, this is a pleasant pick, because it still gives you something to think about rather than just tapping for the sake of it. Drawing cards every few dozen seconds plus the market between waves is enough to make two runs in a row feel different.
And if you downloaded this game before and gave up, simply tired of sitting through a whole video every time you die just to get back up, the mod removes exactly that. You still pick your guns, still time your turret purchases and still own it when the sandbags break; it's just that nobody makes you watch ads to keep playing.
Information
| Package | com.ryki.zombie.a |
|---|---|
| Version | 2.2.8 |
| Size | 201 MB |
| Updated | Sep 2, 2026 |
| Requires | Android 6.0+ |
| Root | Not required |
| Install | Inside VipMod |
| Developer | Ryki Studio |
| Category | Strategy & Tower Defense |
| Google Play | View official listing |