Criminality Infection pits a team of survivors against player-controlled infected inside the Sector-04 map. Added during the 2022 Hallows update, this round-based survival mode tasks humans with staying alive until 6:00 AM while facing increasingly dangerous mutant classes. A standard match lasts exactly 7 minutes and 15 seconds, making it one of the most efficient ways to farm XP and cash in the game.
Infection Match Mechanics and Hourly Timeline
An Infection round requires a minimum of eight players to begin and starts with a 15-second intermission. At launch, the infected team size is calculated at a ratio of one infected player for every three survivors. Following an emergency transmission warning that Sector-07 or Sector-04 is under threat, a blinding white flash occurs, and randomly selected starting players transform into Alpha Infected.
The match clock runs from 12:00 AM to 6:00 AM. Surviving humans retain all purchased weapons, armor, and gear into subsequent rounds if they make it to dawn.
| Time | Duration | Key Event | Spawning Infected |
|---|---|---|---|
| 12:00 AM | 2 Minutes | Round starts; initial players turn after the flash | Alpha Infected, Common Infected |
| 1:00 AM | 1 Minute | Skirmish phase continues | Common Infected |
| 2:00 AM | 1 Minute | Alert: "YOU ARE BEING TRACKED" (exclamation marks reveal survivors) | Spitters begin spawning |
| 3:00 AM | 1 Minute | Alert: "THEY GROW STRONGER" | Riot Infected, Reactors begin spawning |
| 4:00 AM | 1 Minute | Alert: "THE HUNTERS AWAKEN" | Hunters, Brutes begin spawning |
| 5:00 AM | 1 Minute | Final heavy assault phase | All infected types active |
| 6:00 AM | 15 Seconds | Dawn breaks; surviving humans win the round | None |
Infected Classes and Threat Statistics
All infected in Criminality are controlled by real players rather than AI bots. Each variant has distinct stats, audio cues, and tactical roles documented across community data and official logs.
| Infected Type | Base Health | Distinct Traits & Weaknesses | Kill Reward (Points / XP) |
|---|---|---|---|
| Common Infected | 70% | High sprint speed; 35% head health; chance to combust into an explosion upon death. | 250 PT / 50 XP |
| Alpha Infected (Riser) | 100% | Spawns from initial infection or first survivor death; drains 10% HP/sec; infinite rage boost; 37% damage/swing. | 250 PT / 50 XP |
| Spitter | 50% | High jump agility; spits acid (35% base damage, reduced heavily by range and armor); cannot kick doors. | 340 PT / 59 XP |
| Riot Infected | 80% | Equips Tier-1 Vest and Tier-2 Helmet; deals 56% hit damage; slower acceleration and turning radius. | 375 PT / 63 XP |
| Reactor | 150% | Wears hazmat gear; holding T activates a straight-line charge; explodes on contact or if back tank is shot; leaves radiation pools. Immune to CS/MS gas. | 440 PT / 69 XP |
| Hunter | 300% | Emits a loud demonic screech and red aura; permanent rage speed; deals 37% damage + 19% bleed; 75% limb damage; drains 3% HP/sec. | 1,000 PT / 150 XP |
| Brute | 1200% | Massive tank with bass-boosted footsteps; deals 92% damage + concussion; bypasses all standard melee blocks; kicks doors instantly; loses 2% HP/sec. Weak to fire and takes 1.6x explosive damage. | 750 PT / 1,000 XP |
Recommended Survivor Loadouts and Weapons
Choosing the right equipment determines whether a survivor profits or drains their bank account. Individual kills award cash points and XP, but dying strips your active loadout.
Crowd Control and Grinding Weapons
The M2 Flamethrower costs $7,000 in the Infection armory and stands as one of the strongest non-premium options. Community gameplay testing demonstrates that its continuous stream pierces multiple enemies, carries infinite ammunition, and melts incoming swarms through chokepoints. A single match using the flamethrower can generate 30 to 45 kills and well over 2,000 to 4,000 XP.
The Ray Gun delivers 130 explosive damage per shot with a built-in slowing effect, wiping clusters of Common and Riot infected in a single blast. It requires roughly 10 direct hits to bring down a full-health Brute and 5 shots for a Hunter.
The UTS-15 shotgun delivers high single-target burst damage, making it a reliable firearm for terminating charging Hunters or finishing off damaged Brutes.
Melee Options
Because firearms cost ammunition and stamina, efficient melee weapons are necessary for the early hours:
- Katana: Slices through Common Infected head hitboxes (which have only 35% health) for reliable one-shot eliminations.
- Fire Axe and Sledgehammer: Heavy-hitting options capable of concussing special infected or chopping through Alpha Risers before they complete their wakeup animation.
- Chainsaw: High damage output that can shred Hunters if paired with heavy body armor, though it cannot block incoming swings.
Essential Survival Utility
The Hazmat Suit provides an extra 10 HP, stacks on top of standard body armor, grants full immunity to CS and MS gas clouds, and softens shellshock from nearby explosions. Note that Hazmat suits do not protect against the lingering green radioactive waste left behind by detonated Reactors.
Rage Doses grant temporary health boosts and top-tier movement speed. Save these for the 4:00 AM to 5:00 AM stretch; when cornered by a Hunter, pop the dose to escape rather than trying to out-brawl the monster.
Throwables such as Incendiary Grenades, CS Gas, MS Grenades, and C4 charges serve as perimeter barriers. Brutes slow down significantly when walking through fire, giving teammates ample time to focus fire with rifles like the AKS-74U or M4A1.
Map Positioning and Defensive Strategies
The Sector-04 layout contains several defendable structures, but poor positioning can easily turn a stronghold into a slaughterhouse.
The Church Holdout
The Church is the most common community rallying point after 3:00 AM.
- Roof Access: The church roof limits infected approach angles to narrow exterior ladders. A player armed with a flamethrower, shotgun, or incendiary grenades can pin enemies on the rungs as they climb in a straight line.
- Ladder Vulnerability: The roof features ladders on opposing sides. Leaving one side unguarded allows Hunters to scale the wall and ambush the backline.
- Interior Chokepoints: The main church doors slow down regular zombies, but Brutes can smash non-metal doors in a single kick. Do not trap your team in the ground-floor nave without an escape plan.
Mid-Map Farming and Sector Sewers
Between 12:00 AM and 2:00 AM, roaming the center street yields high kill counts because infected spawn scattered across the sector. Once the 2:00 AM tracking alert triggers, solo survivors become visible on the infected HUD and will be hunted down rapidly.
If trapped outside during the late hours, escaping down the Sector-04 sewer manholes breaks line of sight. Tight tunnel corridors force charging Reactors or infected crowds into narrow choke lines where placed C4 or explosive grenades deal maximum group damage.
Tokens and Premium Kits
Infection features special tokens purchased with Robux or earned through specific gameplay feats:
- Infected Tokens: Allow players to bypass normal random spawn caps and instantly spawn as a chosen class at their respective unlock hours. Prices are 25 Robux for Spitter, 39 Robux for Reactor, 69 Robux for Brute, and 99 Robux for Hunter. Players can hold a maximum of 3 tokens per type.
- Weapon Tokens: Permit claiming exclusive hardware from the armory store, including the Ray Gun (149 Robux) and Tesla Cannon (199 Robux).
- Juggernaut Kit: A high-tier premium power kit costing 1,099 Robux. It equips the player with heavy Juggernaut V2 armor, a Minigun, a UTS-15, a Black Bayonet, and support throwables for a 12-minute run.
- Silver Token: Earned without Robux by securing six survivor kills as the initial Alpha Infected during NORAD DEFCON4, or by killing an active Juggernaut while playing as a starting Alpha Infected.
- Golden Token: An extremely rare random in-game award granted to a single player in a match, redeemable at the church machine for upgraded weapons like the UTS-15 V2 or Ray Gun.
Frequently Asked Questions
Can survivors outrun a Hunter using a Rage Dose?
A Hunter moves slightly faster than an unarmored survivor even when that survivor is under the effects of a Rage Dose. However, popping a Rage Dose provides enough acceleration to buy crucial distance, weave through map geometry, or lure the Hunter into a concentrated team firing line.
How do you stop a Reactor from exploding?
Reactors must charge in a straight line for at least two seconds to prime their explosive payload. Stepping laterally out of the charging path causes them to collide with a wall or object before arming, resulting in a three-second self-stun where they can be dispatched safely. Shooting the fuel tank on a Reactor's back triggers a 15-second countdown leak that detonates the unit prematurely.
Can you block a Brute's melee attacks?
Standard melee weapons cannot block a Brute's swings. A Brute's fists bypass normal parrying entirely, knocking the survivor back with heavy concussion damage and ragdoll physics. Only the X-Fists possess blocking properties against a Brute, though confronting one in close-quarters melee remains inadvisable due to follow-up strikes.











