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Important: Dead State is still in beta. Some features and content are missing or incomplete and technical issues still exist. Please join us if you're interested in supporting active development and helping us make the final release as awesome as possible!
Release Date: Feb 13, 2014
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“DoubleBear chose Early Access as a way to get feedback on our game systems as we finished them, such as experience, character creation, morale management, combat, and more, so that players could help us refine and evolve these systems into a more ideal form. Bug reporting is also a big part of our Early Access and helps us make sure the final product will run smoothly and be as bug-free as possible.”

How long will this game be in Early Access?

“We expect Dead State to remain in Beta until Fall.”

How is the full version planned to differ from the Early Access version?

“Currently, Dead State is in Beta on Early Access. Some content, features, and critical path story elements are missing or incomplete in the Beta build that will most definitely be present in the full version of the game. More character reactivity, additional crisis events, multiple game endings, and much more polished systems are among the things you can expect in the full version of the game.”

What is the current state of the Early Access version?

“Dead State's Early Access Beta features dozens of hours of game play, 75+ levels, 40+ allies, 500+ dialogues. Critical systems are complete and implemented, albeit still with a few bugs, while some less critical systems are not yet present in the beta build.”

Will the game be priced differently during and after Early Access?

“The beta and the full release have the same price, since the overwhelming majority of our game content is available in the beta.”

How are you planning on involving the Community in your development process?

“The community has already given us an incalculable amount of valuable feedback that's helped us refine our system designs, tweak our combat, and squash bugs we might never have found otherwise. We hope they'll continue to share their thoughts with us so we can make Dead State a fun, intuitive, and bug-free experience for all!”
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Buy Dead State

$29.99

Recent updates View all (9)

Dead State Beta is LIVE!

August 27th, 2014

The Dead State Beta is here! Since I don’t want to keep you in suspense, I’ll kick off this announcement with our impressive changelog:

  • 75+ new locations
  • 30+ new allies
  • 500+ new dialogues
  • 30+ days of new content (no time limit)
  • Crisis events
  • New enemy types & factions
  • Vehicle travel
  • Skill perks
  • Ally traits
  • Thrown weapons
  • Data system (basic)
  • Dog allies and enemies
  • Special weapons
  • Neutral encounters
  • Tutorial elements
  • Pause menu
  • New save & load screens
  • New goals
  • Allies tracker on Goals screen
  • Fence attacks
  • New jobs
  • Shelter upgrades
… And a whole lot more cool stuff!

Don’t skip off gleefully to launch the game just yet, though - read on to learn more about what you should expect when you fire up the Beta.

About the Beta
First, we want to remind everyone that the Beta is not the full game. While the Beta includes tons of new content and features, there are also content and features still missing, and most of those that are in the Beta still need balancing and optimization. There are also still going to be a host of bugs and technical issues that we’re still actively fixing behind the scenes. Similar to other prominent recent betas on Steam (Wasteland 2, Pillars of Eternity, Divinity), Dead State’s Beta doesn’t include all the final story, dialogues, or levels, but it’s sure got enough to keep you busy for quite some time! The idea behind the open beta is to expose as much content to you as we possibly can and get your feedback on both design and technical issues before we move on to the final release.

Speaking of your feedback - we need it! The community is full of passionate, motivated, and clever people and we humbly ask you to use your powers to help us improve Dead State. On the design side, we especially need feedback about combat, supplies, loot, and dialogue. On the technical side, we especially need to know about crashes, soft locks, exploits, and any progress-blocking bugs. Of course, all other game feedback is welcome too :)

To provide bug reports and feedback, please use the subforum located here: Early Access Beta. Don’t mind the old posts - we had a very small number of people helping us do internal testing of the beta, and we’ve converted the forum we used to communicate with them into the full Beta bug-reporting/feedback forum. You can also use our “Bug Reporting and Feedback” board on Steam to report issues if you’d prefer. Please make sure to read the “Known Issues” thread first and review other people’s posts before reporting your issue; that makes it easier for the devs and mods to keep track of everything!

Better Community = Better Game
We can’t wait to hear your thoughts on the Beta, both positive and negative - just please keep your feedback polite, constructive, and on-topic. Providing constructive criticism and behaving respectfully towards others is awesome and appreciated. On the other hand, attacks and arguments detract from the effectiveness of the beta feedback process and ultimately harm the whole Dead State community. If we all keep in mind that the goal of the beta is to make Dead State the best game it can possibly be, then that’s exactly what will happen!

Known Issues and Missing Features & Content
Remember how I said there were a few bits missing and some kinks still being worked out? Right here, I’ll tell you about some of the big’uns we’re aware of. For the longer version of the Known Issues list, go here.

AI:

AI is still pretty basic right now. We’re already working on vast improvements to the AI system that you’ll see in the first patch. Eventually, enemies will exhibit more advanced tactics and behaviors that vary among different enemy types.

Dialogue and Scripting:

Dialogue and scripting are one of our highest priorities and are constantly being added to and improved.
- There are still a few missing dialogues for specific characters, and more dialogue may very well be added in polish stage.
- A number of world events are not scripted yet so if it seems like something more should be happening in a scene, chances are you’re right ;)
- Scripting is also missing or minimal in numerous ally encounters, so sometimes dialogue may not match up with what actually happens when you meet a new ally out in the world.
- There are a few neutral encounters already in the game, but more are planned for the future.

Pathfinding:
- There are still a few weird behaviors being exhibited during pathfinding, such as jittering, sliding, occupying the same space, and meandering. There’s also some lag that comes up occasionally while pathfinding. Pathfinding optimization will happen closer to final release.
- There’s currently an issue where allies do not follow the active character up or down stairs. This is a very high priority issue for us to fix in an upcoming patch.

Combat:
Weapons, armor, medical items, combat skills, special attacks, and combat encounters are still being balanced and tweaked. Roof behavior is still not ideal and we have plans to make sure the roof stays invisible when any ally is inside of it, among other things.

Crashes and Locks:
Crashes and locks are one of our absolute highest priorities, so rest assured that we’re working on solutions for these even as you read these words. Right now, these are the known crashes that occur in the game:
- Changing resolution while on a level may crash the game when returning to the area map. This is an issue with the map GUI and we’re working on a solution.
- Occasionally a crash occurs when returning to the shelter. This may be related to something in the code looking for an ally that isn’t there. We’re looking into it.
- There is a rare crash that occurs when players begin to load into a location from the area map and then click somewhere else on the map before the location loads up.
- Rarely, the game soft locks after an ally panics - the player character’s turn starts and s/he has zero AP and the game is stuck on the player’s turn.
- A crash occurs when a character with no weapons equipped attempts to stand up from knockdown.
- A crash occurs when player wakes up their PC after it’s entered sleep mode with the game open.

Save/Load:

The biggest issue with saves right now is that some save files are getting corrupted after players explore a large quantity of locations. This is a critical priority for us, so hang in there! Again, please save your game in multiple files to lower the risk of losing your game progress until we get this fixed.

Levels:

While many levels are fully playable, there are also a few levels at various stages of completion. Some levels may be missing loot, enemies, or even props, and there are certainly plenty that still require additional scripting too.

Perks:
- Leadership commands are not all functional yet. "Go!" and "Aim for the Head" are the only two available for the time being.

Thank You!
All of us at DoubleBear are really excited to share this beta with you and show off everything we’ve been working on over the past year. Your ongoing support and enthusiasm for Dead State kept us going and reminded us that there are a lot of people out there just as passionate about Dead State as we are. So thank you for keeping us company on this journey - we can’t wait to see it through to the end with you!

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Dead State At PAX with Indie MEGABOOTH next week!

August 18th, 2014

We're very excited to announce that DoubleBear Productions will joining the Indie MEGABOOTH at PAX Prime again this year, showcasing Dead State alongside 70+ other awesome indie developers!

You can check out our Indie Megabooth page here: Dead State at IMB. We'll have an exciting professional trailer coming soon that we can't wait to show off, too!

If you'll be at PAX and you'd like to check out the demo, buy a Steam code for a friend, or just say hi, you can find us at Booth #29 in the Indie MEGABOOTH, towards the back of the 4th floor exhibitor area. We're conveniently located by an exit aisle on the right so you can make a quick escape in case of sudden apocalypse ;)

Oh, also be sure to check out Annie's panel while you're at PAX: "Be So Good They Can't Ignore You: Tales of Successful Indies" at the Sandworm Theater on Friday, Aug. 29, at 11:30 a.m. Annie will be talking about her experience in the trenches of the industry along with Fryda Wolf, voice actor; Michelle Juett Silva of Ska Studios; Megan Fox of Glass Bottom Games; and Alix Stolzer of Robot Loves Kitty.

But wait, there's more!

I'm happy to say we appear to be on track for releasing public beta next week, barring any unforeseen complications. We've been working double-time to make sure both Dead State's public beta and our booth at PAX would be as awesome as possible, and we're pretty dang excited to show you everything we've done in the last couple of months! Next week is going to be really crazy for us, so forgive us if there's a bit of radio silence in the meantime. I promise the end results will be worth it :)

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About the Game

*Note: Dead State is in Early Access. Buying now will provide access to our beta with ongoing feature updates, and at final release (ETA: Fall 2014) this purchase will automatically convert into the full version of the game.*

About the Game

Dead State is a compelling, high-tension survival RPG set in central Texas at the collapse of civilization and the dawn of the undead apocalypse.

As society is beginning to fall apart, the player must organize a group of survivors together, fortify a shelter, scout for food and supplies, negotiate with or defend against other factions, and maintain order inside the shelter as humanity teeters on the brink of extinction. Dead State is a full-fledged RPG featuring base building and management, turn-based tactical combat, and reactive story and dialogue with an emphasis on survival at any cost.

Attract new allies, scavenge food and supplies, and protect your shelter at any cost. Do you have what it takes to lead a desperate group through a crisis? This is your chance to find out.

Beta Status

The beta contains most features that will be in the final game as well as around 50-60% of the final game content. Locations are still under construction so a few you find may be missing combat, loot, and/or blocking. Endings are not implemented yet.

Here's a list of recently added features and content in Beta:

Added 8/26
- 75+ new locations
- 30+ new allies
- 500+ new dialogues
- Crisis events
- New enemy types & factions
- Vehicle travel
- Skill perks
- Ally traits
- Thrown weapons
- Data system (basic)
- Dog allies and enemies
- Special weapons
- Neutral encounters
- Tutorial elements
- Pause menu
- New save & load screens
- New goals
- Allies tracker on Goals screen
- Fence attacks
​- New jobs
- Shelter upgrades
- ... and more

Known Issues


AI: AI is still pretty basic right now. We’re already working on vast improvements to the AI system that you’ll see in the first patch. Eventually, enemies will exhibit more advanced tactics and behaviors that vary among different enemy types.

Dialogue and Scripting: Dialogue and scripting are one of our highest priorities and are constantly being added to and improved.
- There are still a few missing dialogues for specific characters, and more dialogue may very well be added in polish stage.
- A number of world events are not scripted yet so if it seems like something more should be happening in a scene, chances are you’re right ;)
- Scripting is also missing or minimal in numerous ally encounters, so sometimes dialogue may not match up with what actually happens when you meet a new ally out in the world.
- There are a few neutral encounters already in the game, but more are planned for the future.

Pathfinding:
- There are still a few weird behaviors being exhibited during pathfinding, such as jittering, sliding, occupying the same space, and meandering. There’s also some lag that comes up occasionally while pathfinding. Pathfinding optimization will happen closer to final release.
- There’s currently an issue where allies do not follow the active character up or down stairs. This is a very high priority issue for us to fix in an upcoming patch.

Combat: Weapons, armor, medical items, combat skills, special attacks, and combat encounters are still being balanced and tweaked. Roof behavior is still not ideal and we have plans to make sure the roof stays invisible when any ally is inside of it, among other things.

Crashes and Locks: Crashes and locks are one of our absolute highest priorities, so rest assured that we’re working on solutions for these even as you read these words. Right now, these are the known crashes that occur in the game:
- Changing resolution while on a level may crash the game when returning to the area map. This is an issue with the map GUI and we’re working on a solution.
- Occasionally a crash occurs when returning to the shelter. This may be related to something in the code looking for an ally that isn’t there. We’re looking into it.
- There is a rare crash that occurs when players begin to load into a location from the area map and then click somewhere else on the map before the location loads up.
- Rarely, the game soft locks after an ally panics - the player character’s turn starts and s/he has zero AP and the game is stuck on the player’s turn.
- A crash occurs when a character with no weapons equipped attempts to stand up from knockdown.
- A crash occurs when player wakes up their PC after it’s entered sleep mode with the game open.

Save/Load: The biggest issue with saves right now is that some save files are getting corrupted after players explore a large quantity of locations. This is a critical priority for us, so hang in there! Again, please save your game in multiple files to lower the risk of losing your game progress until we get this fixed.

Levels: While many levels are fully playable, there are many levels at various stages of completion. Some levels may be missing loot, enemies, or even props, and there are certainly plenty that still require additional scripting too.

Usable Items: Soothinum, Stuporax, Adrenaline Shot, and Flashback Energy Drink are not currently working.

Leadership Commands: The Leadership Commands are not fully implemented yet. Only the basic “Go!” command is available right now.

Interactive Item Highlighting: We know it’s tough to find loot via pixel-hunting right now, and we plan to implement border highlighting around interactive objects in the future, particularly on loot containers.

Music and SFX: One thing that’s planned for the polish stage is getting all the SFX and music tracks in where they’re supposed to be. We have a wide variety of tracks that will accompany dialogues, events, and other game elements that aren’t yet in play, as well as ambient sounds that are not yet implemented.

Animals:
- Horses are not yet implemented. Eventually, horses will be another form of travel on the area map.
- Cats are not yet implemented. Eventually, cats will hang around the shelter and provide a passive morale bonus.

Exploits: Yep, we’ve got a few right now that we’re looking to patch up as soon as we can.

Area Map:
- The detection radius on a lot of areas is very small right now and needs to be expanded.
- When you detect a random encounter using your high Survival skill, you have to click the map icon to get the option to skip the encounter. It is planned to pop up automatically.
- There are a few bugs with revealing random encounters and harvesting locations.

Memorial Wall: While the underlying system is complete, content, GUI, and the 3D model are not implemented for the Memorial Wall, so this system is not functional in the beta yet.

Suggestion Box: While the underlying system is complete, content and the 3D model are not complete for the Suggestion Box, so this system is not functional in the beta yet.

Recycling Upgrade: An upgrade that allows you to recycle old equipment for parts is planned for the future but isn’t yet implemented.

Fishing: Fishing spots show up, but the fishing pole is not in the build yet and therefore fishing is not a usable system right now.

Weapon Unload: Unloading ammo from weapons is a feature in high demand. We’ve heard you and are looking into it!

Facing: Facing bonuses are working, but the ability to use AP to change the direction a character is facing does not work in the beta yet.

Noise: There are several known issues with noise production and reactivity. We’re working on improving this system.

Undead:
- The undead are a little slow to detect enemies right now - that’ll be fixed in the future.
- Crawlers are not yet implemented in the beta.
- There are still some undead models that need to be created and imported.
- Hording AI isn’t so great yet; the undead will become more dangerous in large groups in the future.

Night Exploration & Combat: This isn’t implemented yet. Eventually you will be able to explore and fight at night, albeit with some disadvantages.

System Requirements

    Minimum:
    • OS: Windows XP/Vista/Windows 7/Windows 8
    • Processor: 1.7 GHz Processor or better
    • Memory: 2 GB RAM
    • Graphics: Nvidia Geforce 8500 GT / ATI Radeon HD 7290 (512 Mb) or better
    • DirectX: Version 9.0c
    • Hard Drive: 1500 MB available space
Helpful customer reviews
23 of 28 people (82%) found this review helpful
263 products in account
4 reviews
22.5 hrs on record
Early Access Review
Ok let me just say if you like arcanum, baldurs gate and many other RPG's from the mid early 90's like most of us on steam grew up with these games. YOU WILL LOVE THIS! This is a early BETA at the moment but it has quickly shown to be one of the best titles in my opinion to come this year. The base building, crafting, survival and conversations through the game feel authentic. You will crap yourself in parts with too many looters or zombies this is a unforgiving realistic survival RPG. This is the game we have been asking for as zombie and role playing fans. The team making this made some of you favriote old games i belive they did Vampire, arcanum, baldurs gate and many more. they genuinly care for the gamers and will talk to you like a best friend at conventions a very humble group that just wants to bring you a game that us now older generation of gamers miss dearly. check it out 25$ is a great price for a game that should be 60$ in my opinion give this team our love.
Posted: August 19th, 2014
Was this review helpful? Yes No
11 of 14 people (79%) found this review helpful
58 products in account
3 reviews
10.9 hrs on record
Early Access Review
Awesome storyline. Hours of fun to be had. The UI can be a little wonky at times, but this one is worth playing! Double Bear has done an exceptional job with subtle sub plots in all of the maps as well as the overall struggle to survive in the Zombie infested Texas. You'll need to be savvy with politics as you navigate dealing with survivors at the school as well as fighting off forces outside.

Well worth giving a try!
Posted: June 20th, 2014
Was this review helpful? Yes No
9 of 13 people (69%) found this review helpful
67 products in account
7 reviews
6.0 hrs on record
Early Access Review
I've been following this prject before kickstarter many years ago and am an early backer. While the development has been slower than I had initially hoped (due to some global issues affecting some of their remote team members), there is enough here to get the gist of the type of game they are trying to make. And it definitely has some really great potential (exactly what you want to see in an Alpha).

While the updates have been slow moving, when they do implement an update, you see a pretty significant impact. It's somewhat playable as is, but still needs a lot of work. You are paying to help test and give feedback. They have only released the first seven days and there is much to do. And while we all want more, they are still implementing story, maps, features, etc. . If they released anything beyond seven days, it would spoil the story and other surprises they have in store for us when the full game is released.

Back this now while it's on the cheap. This game has too much potential for gamers to let it slip into obscurity.
Posted: June 17th, 2014
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4 of 5 people (80%) found this review helpful
235 products in account
7 reviews
8.4 hrs on record
Early Access Review
Dead State is shaping up to be a really enjoyable zombie survival RPG, and while it has tactical combat, the primary emphasis is going to be on the survivors and their personalities. Making sure that everyone has some semblance of normalcy in their otherwise upended lives and navigating the perils of the post-disaster world will eventually entail a lot of the experience. As the game stands, a lot of it is about the combat. It makes sense that they would want to expose the most replayable aspect of the game and get users opinions on it, and while it does strongly resemble the Age of Decadence on which the game has been built AoD has varied enough options for tactical combat that Dead State has a solid foundation on which to build in that regard.

As of right now (6/29/2014), the first seven days is all that is open to players for exploration and testing, but in the not so distant future plans are to open up more content for eager fans who want more. While I have only played through the first seven days twice I am likely to wait on that update before I dive back into Dead State. While the combat and potential choices in the first seven days is appealing, I'm rather more interested in how the game unfolds with regards to various factions and additional allies. At the end of the day, the first seven days is a fun tactical experience released to acquire feedback on aspects of the game that are still able to be changed. The game will revolve largely around the shelter and keeping your survivors from killing one another or hating your leadership enough to fracture your group into factions that each pursue their own agendas.

If everything unfolds in the direction it seems to be heading, you could potentially apply a variety of the shelter aspects to another type of disaster and the transition from zombie apocalypse to plague or famine or the destabilization of the magnetic poles and ensuing havoc EM radiation would have on unshielded electronics and minus the scavanging expeditions where you had to bludgeon people to death with a baseball bat things could feasibly progress in a similar fashion.
Posted: June 29th, 2014
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4 of 5 people (80%) found this review helpful
31 products in account
1 review
16.6 hrs on record
Early Access Review
Dead State is amazing, ive been following this game for some time. As Soon as i saw it released i lost my ♥♥♥♥ keep up the good work cant wait to get beyond 7 days :)!
Posted: June 30th, 2014
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345 of 515 people (67%) found this review helpful
916 products in account
24 reviews
9.2 hrs on record
Early Access Review
Clever design. Nothing inovative, but satisfying. The demo is short and has VERY little replay value. On a whole the game is very linear. I think most people were expecting something more freeform or open like the other zombie games. However, it's just an RPG set in a zombie apocolypse. Nothing more, nothing less. The final game will be worth $25-maybe the $30 they are going to ask. However, I don't think the demo is worth $25 unless you have been dying to get your hands on this one.

I can however say that there are few bugs to be found.
Posted: February 13th, 2014
Was this review helpful? Yes No