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!
User reviews: Mostly Positive (310 reviews)
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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Recent updates View all (11)

October 1

Beta Patch #2 Released

Hi everyone,

The second patch to the Dead State Early Access Beta is now live! This week comes with a lot of content-side work - new levels, new allies added to the world, more dialogues, new crisis events, and more loot, among other things.

For our next patch, we plan to include major AI improvements, healing system changes, horses and cats, and a boatload of new content, among other things. I hope you're excited!

We know we've been quiet on the forums and Steam lately; everyone's working around the clock trying to push out more frequent patches with more features, content, and fixes, so the time flies by before we even realize it. We really appreciate that everyone's continuing to report their issues on Steam and on the Dead State forums. Though we may not always comment, we're still reading your feedback and using it to guide our priorities for each patch. Thanks for all your help!

Beta Patch #2 Changelog

Added unloading weapon ammo, as per popular request!
Added a few missing traits and perks
Fixed and updated existing traits and perks
Added dialogues and scripting for various faction encounters
Added loot to several existing levels
Added combat to several existing levels
Added props to several existing levels
Added several new levels
Added code to hide conditional maps until conditions are met
Added more PC character models
Added new crisis events
Added variation to panic behaviors depending on character
Added Memorial Wall and Suggestion Box content
Added a couple more fence attackers
Added new icons for job board tasks and armors
Fixed a bug where transferring items crashed the game
Fixed a crash that occurred when a character panicked with med. satchel in item slot 2
Fixed a crash that occurred when pushing characters back with two-handed weapons
Fixed a soft lock that sometimes occurred where characters would endlessly heal during panic
Fixed an issue where you could trade with neutral NPCs
Fixed a couple bugs with leadership commands
Fixed an issue involving item destruction + duplication occurring from panic
Fixed issues with loot containers on several levels
Fixed issues with ‘ghosts’ appearing
Fixed some issues with building models
Fixed an issue where KOed allies would follow the currently-controlled character
Balanced carry weight values
Balanced walking speed on area map


9 comments Read more

September 15

Beta Patch #1 Changelog

Hi everyone! I hope you’ve been enjoying playing the Beta. We’re super grateful for all the feedback and bug reports that have been pouring in - you guys are totally awesome! You also did a fantastic job working together to identify potential causes of a couple major bugs, which helped us track them down and resolve them a lot quicker.

This first update addresses the biggest issues you guys reported, fixes various miscellaneous issues, tweaks balance, and extends a couple of features.

Here’s what’s new and/or improved in this build:

  • Fixed save corruption issue - this was related to save data for AI behaviors being doubled with each save. This should also fix some reported character combat lag.
  • Fixed return to shelter crash - thanks to the community, we discovered this was time zone-related and the game now uses its own internal clock independent of PC clock.
  • Adjusted lootlists for balance.
  • Added additional Leadership commands.
  • Added new AI behaviors and AI behavior fixes.
  • Memorial Wall can now be unlocked (but it only shows placeholder entries right now).
  • Suggestion Box can now be unlocked (but it only shows placeholder entries right now).
  • Added AC bonus from Vigor stat.
  • Fixed various dialogue issues.
  • Added various new dialogues.
  • Fixed blocking issues and exits for several levels.
  • Performed loot passes on motel levels.
  • Fixed various misc. art issues.
  • Implemented perk selection GUI art.
  • Implemented various shelter-related GUI art, including art for the shelter return summary and time passage on job board.
  • Fixed issue where players couldn’t max out weight through group trade interface.
  • Fixed a bug where damage resistance reported negative numbers.
  • Fixed a bug where the GO! command removed characters from the combat queue.
  • Added chainsaw sounds.
  • Added a few new levels and a couple new allies.
  • Finished the Allies portion of the Goals screen so you can now get more information - some data is not fully implemented yet, however.
  • Added pepper spray miss sound.
  • Fixed and “softened” level borders so that camera is less likely to get stuck behind them.
  • Added undead mobbing functionality - you’ll find the undead are scarier in groups now.
  • Added fishing pole item and fixed fishing bug - now you can catch all the fish your heart desires!
  • Added location unlocks from listening to the radio - I hope you’re tuning in every day...
  • Fixed an issue with the undead continuing to feast after a character stood up.
  • Fixed some issues with wall line-of-sight and wall positioning.
  • Tall fences now block LOS and attacks.
  • Fixed issues with dialogue overlap in crisis events.
  • Fixed some issues with existing perks and perk functionality.

As we move forward, we’ll continue to address game-breaking issues as top priorities, as well as add some new features, address problems with existing systems, add more critical path content, and continue loot passes, combat passes, and scripting on existing levels. Let us know what you’d most like to see in an upcoming patch and we’ll see what we can do!

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About This 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.

- 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.

- 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.

- 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

    • 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
63 of 79 people (80%) found this review helpful
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 19
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39 of 45 people (87%) found this review helpful
47.8 hrs on record
Early Access Review
So. I've been following this game for a very, very long time and finally got a few tastes with the 7 day demo, and now the Early Access! And I must say my wait was justified.

For some this game will be very boring and tedious, it's not a "Kill dem zombies" game , it's a survival RPG in a world that just happens to have zombies being a huge hazzard. Which is exactly what I've been waiting for. The setting and premise of this game alone fills a whole in the market which currently is in desperate need of filling. Dayz, 7 Days to Die and the like are not really filling it properly either.

So first off we must establish what kind of zombies are in this game. For that we have the greatest of zombies, the slow undead type which have infectious bites that rely on swarming and being pretty much endless. So if you were hoping for special zombies, go ♥♥♥♥ yourself. Because honestly I hate you anyway.

Now onto the more detailed portion of the review!

When the game begins you will be generating a character for yourself, you might want to figure out what stats do what by a wiki, but at this point they are pretty straight forward. You select a few skills and then volia. You are now the protagonist of the game.

While we're on the subject of your character i'll explain what your role is. You are the leader of the shelter, everything hinges on you. You are the lead scavenger and no one else can lead parties into the field. You slowly become stronger by successfully completing objectives, not by the numbers of skulls you crack (unless those heads happen to be objectives.). From rough estimates from how the game functions right now, at end game you'll be generally stronger than your average man by quite a decent sum.

Now onto the second part. The shelter. You will always be in a school, and for the most part it makes sense. The school can be upgraded in various ways to support certain perks and gameplay styles, with only 1 core feature among all plays having to be accomplished : Have resources to survive (food, that's about it.) and keep the fence from breaking down (To prevent being swarmed in your sleep.)

Allies in the game at current are pretty static in their locations and not a lot of interaction is added. That said survivors all have strengths and weaknesses. Some excel in the field while others are great to keep just in the shelter. Some are phycopaths/sociopaths who just want to use you, whilst others are timid and supportive and maybe misguided. Some will be infected, and you'll have to deal with that constant threat in the shelter at all times, but they might be worth keeping since their skill sets are great.

The game is really based mostly around you and your interactions with survivors more than anything else, as I said originally the zombie outbreak is more of a hazzard than it is the main antagonist. Other survivors are your most vicious enemy, while dangers from within are the greatest over all. Having a sociopath rally a bunch of your survivors against you for example causing your labour options to go to ♥♥♥♥ is not very good and could threaten your game.

And now for combat. Combat is pretty basic, and even with superior AI and path finding down the road it's pretty simple to learn how things will go down. Turn based is definitely a plus in my book for RPGs. Perks and general skills will determine how good someone is at handling their weapon and getting the bullet/pointy end of something into a target. While you yourself won't panic or have any qualms killing poeple/zombies some of your NPCs may have hidden modifiers that will reveal and make combat hell when you thought it could be simple.

For a more simplisitc view of combat. It's mostly bashing zombies skulls in with melee weapons to prevent a swarm coming out of no where and overwhelming you, whilst fighting humans it's trying to gun them down and taking out bigger threats before they can signficantly damage you. As a neat option you CAN use zombies against your human enemies! Which is pretty god damn satisfying.

At this point in time . 9/7/2014 the game is worth buying ONLY as an investment. Things are prone to change so the game will not be at all like it is now save for the turn based combat being refined and premise being kept.

If you feel you've been lacking a good ZOMBIES SURVIVAL experience, i'd recommend this, else wise wait to see some Twitch streams of people doing some lets play's to get a good feel for it.
Posted: September 7
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27 of 33 people (82%) found this review helpful
13.1 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 20
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22 of 29 people (76%) found this review helpful
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 17
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3 of 3 people (100%) found this review helpful
23.1 hrs on record
Early Access Review
I admit to being a sucker for almost any game with zombies in it, and not all of them are great. But this title has a lot of originality and potential. The foremost I'd like to point out is the leveling system. The food and resources you bring into your shelter count as experience gained. So leveling is dependant on your ability to obtain what the shelter needs to survive instead of just grinding XP on zombies and looters which is very refreshing after years of playing rpg's. The characters you can interact with feel alive and well written. Which makes me excited for when we start to see more dialogue interaction added to the game.

I preordered this game well over a year ago, and while this game has taken a long time to get to beta; In my own opinion it was well worth the wait. Not all of the shelter upgrades work yet, and I've only run into one bug that has caused trouble during gameplay which is when the camera gets stuck outside of the border of an area. The game seems to run remarkably stable, as I've had only one crash after 14 hours of play. My only real gripe isn't a bug, but a current feature in the game. If you don't return to the shelter before midnight, the survivors will supposedly give up on you and it's an instant game over. This doesn't feel very realistic, and should be changed.

That said, this game is hardly feature complete. This is an early beta so if you buy, that's what you should expect. I have had a blast playing so far. I like the combat; I like the leveling system, and the writing is good in my own opinion. I expect a lot from this game in the future, and I'll keep on playing it as updates come out.
Posted: September 11
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346 of 521 people (66%) found this review helpful
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 13
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