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ZED ZONE turrets, electric fence and traps

Four auto turrets arrived with 1.0, after months as “Coming Soon” in the skill tree. Each trades damage for upkeep differently, so the right mix depends on what you can feed it: arrows, bullets or battery modules.

  • Turrets unlock in the skill tree (live in 1.0).
  • Laser and Tesla turrets run on a High-Power Battery Module.
  • Electric Fence draws 100W per segment since 0.9.99.9.7.
ZED ZONE: gunfire lighting up a dark room
Official screenshot · Leven Liu / INDIECN

The four ZED ZONE auto turrets

All four unlock in the skill tree. Official Details below are from the developer’s roadmap; numbers such as damage were not published. Official

TurretFeeds onStrengthWeakness
Crossbow TurretArrows of any typeLong range; arrows can be recovered and reused; cheap, good earlyLimited overall damage
Machine Gun TurretAmmo of different calibersHigh rate of fire, reliableEats ammo; needs regular resupply
Laser TurretHigh-Power Battery ModuleLong range, high damage, strong penetrationSlow rate of attack
Tesla TurretHigh-Power Battery ModuleShocks several enemies at once and slows themLow damage per hit; crowd control rather than killing

A practical pairing from those traits: Tesla to slow a crowd, Machine Gun or Laser to kill it, Crossbow for cheap early cover. The High-Power Battery Module is item 86; see power for charging.

Electric Fence

  • Unlocked by the Electric Fence node in the Technology branch. Official
  • Once powered, it shocks anything that touches it and knocks it back. The roadmap names a Stirling generator as its power source. Official
  • Draw: 100W per segment since Beta 0.9.99.9.7, down from 300W. Official

Traps and mines (with item IDs)

IDItemNote
903Wood spike trapDurability of wood and metal spike traps was greatly increased in Beta 0.9.99.9.1. Official
904Metal spike trap
905Sharp metal spike trap
900LandmineMines; a player list files them under the Traps crafting category. Unverified
902Handmade landmine
906High explosive landmine
901Homemade barrel bombDeployable explosive.
930 / 931Animal trap / bird trapFor food, not defense.

IDs from the developer’s table. Official Full list: item IDs.

Where defenses matter most

Hordes look for open doors first and then hit the weakest wall, so put turrets and fences covering that wall rather than spread evenly. Official In Cataclysm Mode a horde night comes every 5 days, and Horde Mode is a camp defense with waves at dusk, so turrets are worth more there than in a quiet Standard run. Official

Planning a turret line

  1. Start with Crossbow Turrets while ammo is scarce: they reuse arrows. Official
  2. Add a Tesla Turret where enemies bunch up, such as a gate, to slow the crowd. Official
  3. Back it with a Machine Gun or Laser Turret once you can supply ammo or charged battery modules. Official
  4. Close the gaps with Electric Fence segments and spike traps in front of the weakest wall. Official

Reviewers describe the late-game base as one that “can practically fight for itself” with turrets; the build-up to it is the long part. 1.0 review

Checked against version 1.0.4Last verified 2026-11-07

Sources

  1. Announcement: full release roadmap (turrets, skills, companions) · 2026-09-30 · official
  2. Patch notes: Zed Zone 1.0 is out now (New Island, co-op, farming) · 2026-11-06 · official
  3. Patch notes: Beta 0.9.99.8.15 (new skill tree, power, loot balance) · 2026-10-10 · official
  4. Patch notes: Beta 0.9.99.9.1 (voxel building, bicycles, companion gear, controller) · 2026-10-23 · official
  5. Patch notes: Beta 0.9.99.9.7 (tutorial, character saves, forklift, waypoints) · 2026-11-03 · official
  6. Developer docs: Item ID Reference (543 items, English) · 2026-05-29 · official
  7. Steam guide: Update Console Commands 2.0 (player, June 2025) · 2025-06-06 · single player report
  8. YouTube: Gaming Plus TV, “ZED ZONE 1.0: Don’t Buy Until You Know This!” · 2026-11-07 · single player report