You didn't just die. You survived for a while. You killed things, built things, ate questionable food, and eventually Knox County won. You deserved more than a zombie kill count and three buttons.
The End Credits replaces the vanilla death screen with a cinematic credits sequence — personalized to your character's specific run. No two deaths look the same.
2 versions available
The End Credits (original) - reimagines the death screen as a cinematic credits sequence, personalized to your character's story.
The End Credits: The Long Goodbye - replaces the death screen with a slow scrolling credits sequence — your entire run compiled into a single roll, moving from bottom to top like real film credits.
What you'll see
Title card
Your character's name, how long they survived, and how many zombies they killed — fading in slowly over a black screen.
By the numbers
Days survived, zombie kills, skills leveled, and items carried — laid out like a stat block.
Skills at time of death
Every skill you leveled above zero, shown as animated fill bars with level numbers next to them.
Last known inventory
What you were carrying when you died. Duplicate items are stacked — 12x gauge rounds show as one line, not twelve.
Epitaph
A single line generated from your run. It reads your kills, your dominant skill, how long you lasted, and what you were carrying — and picks the line that fits your death most honestly.
"Five hundred zombies. One got lucky."
"They built walls to keep the world out. The world got in anyway."
"They didn't even last an hour."
"Nothing in their pockets. Nothing left to lose."
"Knox County claims another. It always does."
How the epitaph is chosen
The mod reads your run and works through a priority list. The first condition that matches your death is the one shown. The order is:
- Kill count — 100, 200, or 500+ zombies killed
- Dominant skill — whichever skill is highest and above level 5 wins. Skills at level 9 or 10 get an extra sentence added to their line.
- Long runs — 7, 30, 100, or 365+ days survived
- Short runs — died in under an hour, a few hours, half a day, or day one
- Empty pockets — nothing in your inventory at death
- Fallback — This is how you died.
If two skills are tied, the one ranked higher in the internal priority list wins.
Compatibility
- Build 42 only. Not compatible with B41.
- Singleplayer — fully supported.
- Multiplayer — works for the dying player. Not extensively tested.
- Client-side only. No server files, no world state changes. Safe to add to any modlist.
Known limitations
- Cause of death is not shown. B42's API does not expose this reliably at death time.
- Panic and stress levels are not shown for the same reason.
- Survival time is estimated from real elapsed time since spawn. Accuracy depends on your server's time scale setting — default settings give correct results.
- Some item names may fall back to their internal type string if the game's translation is missing for that item.
Workshop ID: 3699490974
Mod ID: TheEndCredits
Mod ID: TheEndCreditsTheLongGoodbye
