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: Very Positive (343 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 (13)

October 16

Patch #3.5 - Hotfixes

Patch #3.5: Hotfixes

Hey everyone,

We decided to release a hotfix update to resolve some unexpected issues introduced in our recent Beta patch #3. We also included other miscellaneous work that’s been done in the meantime. Here’s the rundown:

Fixed broken Leadership Commands
Fixed issue with excess medical charges not stacking with existing bandages
Added exit tiles to History Museum map
Added exit tiles to Hospital map
Fixed an issue where adding a Stat point to a Stat currently reduced by equipment caused character to lose a Stat point instead
Fixed issue with broken usable items and related crash
Sized down combat status icons above characters
Fixed an issue where you could “throw” bullets infinitely
Fixed an item destruction bug related to unloading
Added more random encounters
Fixed issue where healing used two charges from the medical satchel instead of one
Fixed a combat crash related to an item database error
Fixed a few dialogue issues
Performed more combat/loot/doors/blocking work on a few levels

Thanks for your patience and for drawing our attention to some of these issues!

10 comments Read more

October 13

Beta Patch #3 Released

The third patch to the Dead State Early Access Beta is now live! This update features substantial improvements to the combat system and introduces a new 'wounded' mechanic to healing, as well as fixes for several long-standing bugs and exploits, a bunch of new random encounters, fixes and improvements to AI, functionality for the adrenaline shot and other one-use items, and many other things.

Animals need some more work before they are ready, so they're not included in this patch.

Beta Patch #3 Changelog

Added twenty-five new random encounters
Added functionality to adrenaline shot, Stuporax, Soothinum, and Flashback
Reworked healing system and wounded status
Improved AI: fixed the endless combat round issue
Improved AI: fixed undead ‘sleeping’ during combat
Adjusted Leadership Commands: all players now start game with the “Go!” Leadership command
Fixed numerous blocking and loot issues in levels
Added an ally
Added additional crisis events
Added additional trait and perk icons
Fixed the issue where party slots still counted as full after an ally died
Added hotkey “P” to pull up Leadership Commands
Fixed issues with repeating dialogues
Fixed identical ammo not stacking with itself
Fixed an issue with the “Backstab” perk
Fixed an exploit for duplicating items using maximum stack size
Fixed an exploit for duplicating medical items by overloading the Medical Satchel
Adjusted balance on all weapons and special attacks

Combat is more dangerous now, and it will be harder to patch up your top allies after a rough fight. You'll have to leave them to recover over time at the Shelter and take your B-listers out to scavenge in the meantime. Let us know what you think, and how this update affects your combat strategies!

Enjoy!

18 comments Read more
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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.

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
37 of 39 people (95%) found this review helpful
54.2 hrs on record
Posted: October 12
Early Access Review
I am obsessed with this game and I'm not entirely sure why.

When looking for a game to play, I personally search for three very specific things. Firstly, I want to be presented with a set of options that potentially change the entire way the game is played. Secondly, I want to be able to control multiple characters, while still retaining a main character role, and lastly I want said characters to be in a survival-esque situation or dilemma. For me, this game ticks all the boxes.

In a nutshell, Dead State feels like a more strategic form of The Walking Dead by Telltale Games, and also the TV series episodes, in that its your job to keep safe a bunch of survivors stuck in a zombie apocalypse. Unlike The Walking Dead, however, wherein you are almost certain that someone is going to die and you're going to be left with one, maybe two survivors, that same theory is never in concrete in Dead State. Someone could die at any minute, and it could be any of your survivors, including you. If you're sensible and strict, you can manage to avoid deaths entirely, but the potential is there, and that's what makes it all the more fun.

Dead State also has a great variety of salvageable items, dropped from both zombies or other hostile survivors, or found from things that you yourself can imagine searching for if there was a real zombie apocalypse. Suggestions that your fellow survivors make are also logical ones too. For instance, in games such as Left 4 Dead and Contagion, the idea of going to places like a hospital or train station or coastline is all too familiar and accepted - Dead State eschews that principle. Being stuck in central Texas instantly eliminates the idea of sensibly heading to the coast to get away from big cities, like many other games would (I refer to both Left 4 Dead and its sequel as an example), but the survivors directly tell you why going to places like hospitals, clinics, supermarkets and the like is quite simply a waste of time.

Each and every survivor to you is as dynamic and unique as they are important. What I mean by this is that the plethora of people you will come across truly are different in every way. From flight attendants to former cops, from veterinary students, the mentally and physically handicapped, and every other minority in between. As diverse as they all are, they all have a certain role to play at your shelter (which is a now heavily barricaded school by the time you've arrived). From nursing the sick to fixing the fridges, you get to choose who does what for how long and when. As of the time of writing, Dead State keeps things standard by allowing a venturing party of yourself and three other members of your shelter to head out into the great outdoors in search of supplies, but all the other survivors will be busy doing things that you've allocated them to do. To me, this feels like a real sense of teamwork and feels quite rewarding when something gets done right and progress is made.

Team fights are a very basic turn-based system using action points that vary from character to character depending on their stats and other attributes (think Divinity: Original Sin as a prime example). Though at this stage in development, hacking down a zombie with a sledgehammer isn't too hard to do, the real threat thus far is other humans. Some have responded to this in the community hub with great negativity, but I find it makes only too much sense. After all, if there really were a zombie apocalypse, I'd fear humans more than the zombies. We know from games like The Walking Dead and Dead Island that the more dangerous threat is other humans. Let's face it: they panic, they have no idea who to trust and why, they move faster, and they still have the capacity to use a gun. Dead State makes all of these clear to you, for truly when you see another hostile survivor on the map and turn-based combat starts, you do need to think very carefully about what to do because even one angry gunman can turn your entire survival situation upside down.

I won't say the game is without its faults, it certainly isn't. The game is still in beta though, so you certainly have to give leeway for that. The game is peppered with lots of tiny errors (which I'm sure can be rectified quite simply) and a great deal of content has yet to be added, but the development team are quick to respond to issues and are very good with their communication to their community, which is always an added bonus. In-game content doesn't avoid controversy either, they don't shy away from real-world issues that would occur during a cataclysm like the plot, such as racism, murder, betrayal, religion, same-sex relations, disability and others, which, while risky is also quite a breath of fresh air.

Ultimately, if you're looking for a game that gives you the flexibility to be in charge, while retaining a challenging experience to keep not just yourself, but others with you alive, with great versatility and variation, Dead State should definitely be added to your library. Dead State is a unique game among its genre, but one that works in a really good way. If you have reservations about Dead State and questions regarding its current gameplay that you don't feel have been adequately answered by anything you've seen or read, I'd be happy to answer them for a game I feel so positive about.

For those that teal deered: 9/10.
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15 of 18 people (83%) found this review helpful
26.6 hrs on record
Posted: October 11
Early Access Review
Pretty neat game. Really good to revisit some turn based combat stuff. Its holding my attention as a fun diversion from other things.
A few quirks still yet but very neat to play.
No problems with game play I have had so far.
No crash issues.

I dont like that you can knock out people but then are forced to kill them outright while down, you cant just loot them and leave them helpless.

A few things I am still learning to deal with, but again, overall a good play at this point.
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9 of 10 people (90%) found this review helpful
104.2 hrs on record
Posted: October 8
Early Access Review
Great game, Easy to get into, hard to master. Still some rough patches as it being Early Access, such as uncompleted locations, and certain bugs BUT this game has been updated more than regularly since I've purchased it. Unlike most games THE DEVS ACTUALLY LISTEN IN THE FORUMS!!!!!!!!People post about a certain bug, or certain things they'd like in-game (IE: ability to unload guns and stack ammo). Fun Turn-based strategy concept of the zombie apocalypse genre. If you are a Turn-based strategy junkie this game is a no brainer for you to pick up. Those of you that want that COD: Nazi Zombie ....thing....lol well this game won't be your cup of tea.
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6 of 7 people (86%) found this review helpful
51.1 hrs on record
Posted: October 10
Early Access Review
Great game. Ignore the haters. If you like strategy, survival, zombie goodness, diplomacy, crisis management this game is for you.
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5 of 6 people (83%) found this review helpful
2.3 hrs on record
Posted: October 16
Early Access Review
Yeah! This game shows off its potemtial well in early access (Beta patch #3). It's already VERY playable.

I've seen a lot of early access games on STEAM go from "meh" to officially bad with your only input being a monitary donation to witness the depressing process. There's a lot more going on here as the devs seem receptive to input and they've got a VERY solid game to show for it.

This is already a good game and it has the promise to be a classic. This is how early access should work on STEAM.
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4 of 5 people (80%) found this review helpful
62.8 hrs on record
Posted: October 8
Early Access Review
this game is rly epic so far its still in beta but i am loving it you get your own survior shelter and salvage near towns and farms etc for food fuel and meds and of course weopens for your team and to defend your shelter from bandits and looters and zombies weopens are awesome that you can find from looting or from killing bandits i would rate this atm 5/5 as it is in beta
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4 of 5 people (80%) found this review helpful
25.2 hrs on record
Posted: October 8
Early Access Review
This game is one of the more entertaining games ive played in a long time and its not even finished. In beta stage ive actually encountered less bugs than i have in released big company games.
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4 of 5 people (80%) found this review helpful
24.0 hrs on record
Posted: October 15
Early Access Review
Lot`s of fun! Nice mechanics, 22 hrs played so far and enjoyed every single second of it!
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4 of 5 people (80%) found this review helpful
79.6 hrs on record
Posted: October 20
Early Access Review
While having absolutely ♥♥♥♥ graphics and sort of boring at times gameplay, this is a real gem of a game. With its believable characters and novelty shelter management of resources, people and time.

There is innovation in this game, something a lot of AAA titles do not have. It also has a soul. A bug ridden unfinished and poorly balances/optimised soul at that, but a charming one none the less.

This is not just 'another zombie game' hell, zombies arent even that relevant here at all. They stop being a threat 1-2 weeks into the game. With frequent patches and team hard working to make this game better then it is, it has potential to become a great addition to any rpg lover collection or just anyone with great taste of games.

Now, unfortunately, because of many flaws of the game, right now it can get only 7/10. But it has the potential to be an easy 9/10.

If you want more creative, well conceived games with unique gameplay features, support the developer and buy the game. You definitely get your moneys worth.
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2 of 2 people (100%) found this review helpful
41.3 hrs on record
Posted: October 15
Early Access Review
I remember reading about this game months ago, and then kind of forgetting about it. After completing a game of Wasteland 2, the turn based RPG bug bit me again.. totally reminding me of FO,FO2, and Jagged Alliance of days past. I searched steam for some more, and rememberd Dead State.

Ive put some decent hours into Beta Patch #2 so far and I really like where this is going. Its got all the elements of past turn based RPG's (ie. combat, micromanaging, strategy, building) and more. You wake up as part of a group in a school, which becomes your "base". You have to stock that base with food, weapons, etc.. from surrounding areas, all while looking out for zombies and bad guys. Along the way, more can join your group and you have access to all the group for job tasks or scavenging.

You dont level up by killing anything, you level up by completing "shelter goals". Some of the goals include gathering so much food, med supplies, luxuries, etc.. I thought this was a neat way to gain more skills for your characters, totally away from the norm of killing for skill. I like it.

Im on day 25 or so on beta patch #2, and I'm coming to the point where I may have taken in too many people at once, so each day ends up being a search for food more than anything, luckily there are "fishing spots" to walk to and test your luck harvesting fish. In fact, I see the potential to have hundreds, if not thousands of locations on the map along with encounters because of the way the map scren and travel works.. this could be a pretty content loaded game moving forward.

My Jagged Alliance heart wants to see more specialized firearm variants, as right now, they seem to have one firearm per ammo type. This may be wishful thinking, but would be pretty cool moving forward. I know its the zombie apocalypse, but cant that dead soldier just be carrying a MK17 SD variant or something ;)

I'm sure others will complain about the "graphics" in some cases, but for me, they dont matter as much.. these games are about the adventure, the open world, the choose your own tasks, the story.. you make it what you want to survive. The true turn based RPG thrives non-linearly, and this game certainly has that potential.

All in all, the game is well worth the purchase, even at this early access stage. I think we are in the middle of a turn based RPG game renaissance, and I couldnt be happier about it. If you like this sort of game, micro managing little pixel squads of people, and, well, the zombie apocalypse.. get Dead State now, you wont regret it.
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2 of 2 people (100%) found this review helpful
94.8 hrs on record
Posted: October 28
Early Access Review
I have to say I love this game and the only disappointment I get is waiting for installments of the "beta" patch to release. The storyline is fantastic, the visuals for such a development is phenomenal. I will still be granting the highest review however this game comes off to me as an "alpha" stage game. The fine line between alpha and beta versions seem to be thinning with early release games and for the most part this game is incomplete and missing fundamental necessities to make it an enjoyable playthrough on beta. I understand glitches and bugs should be present, but content should not be slowly incorporated into a beta test but given and tweaked per recommendations by the audience. Needless to say this game is AMAZING and I've dumped numerous hours into it. But for those expecting a satisfying play, wait for the full version.
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3 of 4 people (75%) found this review helpful
41.1 hrs on record
Posted: October 5
Early Access Review
This is a beta 2 review. It's come a long way since the 7 days beta, and is very playable, and almost game breakingly bug free now.

It's hard to make every one survive, and you feel genuinely bad when someone snuffs it. It's tough making the decisions that you know will come bite you in the ♥♥♥ no matter what happens too.
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3 of 4 people (75%) found this review helpful
0.2 hrs on record
Posted: October 10
Early Access Review
(the time played indicated doesn't reflect the real hours spent on this game because I only play offline)

This game is a MUST HAVe if you are fan of survival zombies + lots of exploration on a quit big map + ressources gathering + team management + strategy (how the ressources should better be used, which PNJ should be let join the team of not (more manpower but also more mouth to feed, and so on), also what should be the short term/long term strategy to adopt) + some crafting + turn based fights + old school look (a bit like Wasteland 2 but slightly less good).

If you are not a fan of all that, this game is probably not going to fit your tastes.
But if you are fan of all that, you are really going to enjoy this game, even if it's still in Beta so still has a few bugs but nothing major as far as I can tell.

Personnaly I love it, so thanks a lot to the small studio that did it ! :-)
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3 of 4 people (75%) found this review helpful
46.0 hrs on record
Posted: October 11
Early Access Review
First of all, let me say that I am very impressed with Dead State so far. I love the concept, and the interface, and I can tell it's destined to become a great zombie/survival game. It is clearly still a work in progress, but that doesn't bother me. I wanted to write this review to give the developers some intel on the bugs I've encountered so far during gameplay, so hopefully they can be addressed in future updates. I love the game, but find that it has gotten a little more glitchy and harder to successfully play since the release of the last update. Please note that these are notes I have taken since I started playing, and some problems listed here may already have been fixed. But I just wanted to note everything, just in case. So here we go...My notes are as follows:
(1) I wish you could split stacks of the same items in your inventory screen, so that you could easily split resources (like ammo) among party members or drop some (but not all) on the ground. Right now, I feel like I have to load all the guns I have with my main character because I can't figure out how to divvy up ammo among party members, unless they each pick up some ammo for themselves here or there in scavving. This also becomes an issue when dealing with weight, since some characters can carry more than others, and it could be possible to split heavier items to distribute the weight better among the party members.
(2) In my game, when there are battle effects to a party member (which appear as small icons to the right of the party member's face on the left of the screen), I cannot hover over those icons to determine what effects they are having, and how to cure them. Instead, I have to have to open the game manual (or just use my memory) to be able to figure it out. It would be easier if I could gain info while hovering over these status icons.
(3) The stats for weapons in inventory should show how many action points are required to use the weapon (at least for basic attacks). It's helpful to know, before you equip something, that it takes 7 AP to use, rather than 3.
(4) On the job board, the stats for party members should show their HP, so I can be sure to assign the healthiest members of my group to active party/scouting/scavving/fighting duty.
(5) It would be nice if I could trade/provide equipment to various party members directly from the main storage shelf in the shelter, instead of having to equip them on the field with only items in my main character's inventory. (Or if I could at least have a way to see the inventory of these other players while stationed in the shelter.) I find it difficult to know what other party members are carrying, unless I've recently been in the field with them.
(6) The pike weapon (the pitchfork) doesn't actually attack when "mangle" is selected. It simply uses 7 AP while nothing happens.
(7) Priscilla's dialogue has some minor grammar errors: "I barely every left my family's farm" should be "I barely ever left my family's farm" or "I barely even left my family's farm" and "I saw Todd's program and he preaced about tolerence" should be "I saw Todd's program and he preached about tolerence."
(8) When asked to make a decision about whether to engage in water purification system repairs, I was only given the option to side with Vic and refuse to make the repairs. I don't know if this was a glitch, or something that resulted from my negotiation or leadership skill levels, or maybe my relationships with Vic and Todd, or maybe my lack of appropriate stored resources. But I thought I'd mention it anyways.
(9) When Max joined the group, I was able to add him to my scavanging/scouting party immediately, even though he was supposed to be recovering after we found him at the gate. So it was weird when he "woke up" in the game for the first time, since I had already been out fighting and scavving with him an hour before. To avoid this weirdness, he should be unavailable for work on the job board for one or two days after his arrival at the shelter, until he recouperates.
(10) It would be nice if there was a place on the Job Board or somewhere else, where you could easily see what day it is. I can't easily determine what day it is.
(11) I encountered two glitches in association with use of the watchtower: (a) Doug has yelled at me about 10 times for failing to construct a watchtower. The first time he did this, we were already in the process of building it. The next times, it was already built, and I had assigned Doug to watchtower duty, so he should have known it was already built. I think Doug should only yell at you once if you're actually doing what he says to do. If you don't do it, he can continue to yell at you, but he should stop screaching about it once the tower is built. (b) When I set Doug to watchtower duty (and this only happened once, but it was a major glitch) and then took my party to scavange the truck stop where we picked up three new survivors (the 17 yr-old and Japanese woman being among them), Doug ended up "accidentally" coming with my party as a fifth party member. You are only allowed to have four party members at a time, so Doug took the place of Joel in the icons on the left of the screen (although Joel was visibly still in the party). Thus, I couldn't trade with Joel, even though he was fighting with me in my party. During this time, I couldn't see the blue highlights on the face icons to indicate which party member was selected; doors, walls, and objects like tables and counters were ignored and walked through by party members (leading to unintentional encounters behind walls I didn't expect to pass through); the health of my party members never seemed to decrease, despite being in a significant battle, and despite the fact that when I returned to the shelter, my party members' health was shown to have decreased significantly; the decible system seemed to get stuck in the red, even though we had stopped using guns, and the zombies continued to fill the area until there must have been more than 100 of them. (Perhaps this is supposed to happen in the game sometimes, but I wanted to note it since it's the first time I've seen the decible system stay maxed in the red for more than 10 turns after gunfire ceased.)
(12) After the last major update, I am noticing the following glitches in the game, which I did not notice before (though these glitches seem to come and go, and are not there all the time): (a) sometimes dead AI players in combat still look alive, even though I can search their supposedly dead bodies and cannot attack them anymore. Because they look alive, the combat interface seems to believe that combat is still ongoing, so it doesn't release the group from combat until we slowly leave the area; (b) sometimes my healer can't heal my party members in combat when they are K.O.ed, even though my med bag is full. It won't show the heal option when I hover over the K.O.ed player; and (c) sometimes the game won't let me fully kill an AI enemy who is K.O.ed.

Okay...that's it for now. Thanks for listening and working to create a great game! If I find anything else during my play, I'll let you know. Can't wait to see the game in its final form!!

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3 of 4 people (75%) found this review helpful
31.2 hrs on record
Posted: October 12
Early Access Review
Told the stewart to grab a knife from the kitchen and shot the sheriff for being an @ss. 10/10
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3 of 4 people (75%) found this review helpful
51.9 hrs on record
Posted: October 19
Early Access Review
Great game can't wait for the final release really looking forward to it i can tell many surprises will come addons to this game hopefully a lot more
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4 of 6 people (67%) found this review helpful
19.9 hrs on record
Posted: October 20
Early Access Review
Great game.
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2 of 3 people (67%) found this review helpful
13.5 hrs on record
Posted: October 8
Early Access Review
Warning: At the moment of this review the game is still in beta, we are aware that several features may be missing/broken/incomplete and will not take this into consideration for the current review. It may be updated once a full release is made.

Dead State ... Me... And then there is you, reading and asking yourself : Should I purchase this or not? Let me start with the facts: Dead State is a survival RPG where civilization has collapsed due to a pendemic turning people into zombies. There are still other humans out there but most of them are hostile. If you don't like zombies, survival and exploration then this game ain't for you. For those still with us and asking what's the game?, let's elaborate with the following key points :

-The game is set in 3rd person and most if not all actions are issued with the mouse. So no random shooting, gun blazing, taking shots -NO-
-But there is combat of course. Combat is turn based and relies on characters stats as well as probabilities (luck).
-RPG elements are not classic : You won't get points for how many you slaughter but for the objectives you accomplish. Therefore you shall focus on survival objectives rather than bloodbath.
-Combats are not meant for lenghty bloodbath and encounters for several reason 1. The noise meter limits greatly the use of firearm, to the point where it becomes a last resort kind of option 2. Injuries are common and healing will take valuable equipment and action points (AP) 3. You will rarely encounter a horde or group unless you bust the noise meter (hitting 200 will spawn zombie in the sector) 4. Combats are not exactly thrilling and are often not at your advantage. For all those reasons it is best to avoid combat.
-The map is divided in sectors. To leave a sector you must access the entry points (usualy on the corners of the sector). Once you do that you can select the travel option and open the large map where you can travel to various areas, idly wonder randomly or go back to your shelter (a public high school ... ugh school of all the places in an apocalypse really?).
-Speaking of the shelter it is a microsociety with a struggle for power, where everyone has needs and where you can eventually assign tasks to members. Shall they join you on the field or repair something or clean around etc... You will have to set a daily objective. This society has needs as mentionned, the first one being food. You will often find yourself packing every piece of food you will find on your trip. You also want luxury items to bring up morale. Finding building material is also a priority since there are many things to build and repair. Other loots include weapons, ammos, protection, fuel, tools and medical gear. Quick mention to antibiotic : A member of the group who becomes plagued with zombie infection cannot be cured with antibiotic, he can be preserved as human. Therefore each contaminated member will consume 1 antibiotic a day. Since antibiotic are rare, you might have to end up asking some of them to leave. Ugh sad.
-Last word about the shelter: You won't have much to decide about the building location or else. It is that building, end of the topic.
-Save often is a precious advice. Loots can be somewhat random but opponents too. Running into a troop of bikers armed to the teeth will often lead to all of your characters death and if you main character (you) die, it's game over.

It's time for What's the Game pro's and con's
Pro's :
-Rich variety of weapons and gears
-Decisions have an impact
-Real feeling of crisis and survival
-Good ambiance
-Open-world style game with good replayability
-Interesting concept
-Loots don't respawn, feeling realistic

Con's :
-Combat system can be frustrating and dull
-Graphics could be re-worked (Feels like 2001 graphics)
-Limited party size (4 members)
-No real sneaking/crawling/stealth mode

Our final verdict:
Is it worth buying ? Wait for the full version unless you get it from a bundle (Humble bundle or else). For those of you willing to put the cash in, it's a good game that will cost you a movie ticket but offer you many many more hours of fun. Decent game but not a hit.
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2 of 3 people (67%) found this review helpful
111.6 hrs on record
Posted: October 10
Early Access Review
This game as an Early Access is awesome. You can see part of what the game will end up being and it is something that will be amazing. The DB team is working around the clock to get updates out and fix bugs, plus they are active on their forums !

Only on early access I already played more than 90 hours, I can't wait for the full version !!!

10/10
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2 of 3 people (67%) found this review helpful
54.2 hrs on record
Posted: October 10
Early Access Review
This is an old-school, isometric view game, highly reminiscent of Fallout 1 and 2. If you enjoyed those games, I say you're likely to enjoy this.

While currently in beta stage, with bugs and plenty of content still to be added and polished, the game is looking very promising so far and worthy of many hours of gameplay even in it's current state. The base management and survivors' morale management, while not extremely in-depth, make for an interesting addition to the more traditional RPG elements of the game.

The writing is pretty good. Every survivor in the game is unique and much different from the rest - you'll like some and dislike some, but everybody has a distinct personality without resorting to the ridiculous extremes so often seen in gaming nowadays.

The combat isn't great, but it's functional; basically it's very much the same as in the early Fallout games, with the addition of noise playing an important role as it may lure other enemies or even summon zombie hordes from outside the map.

And as in every RPG out there, there's plenty of character progression, plenty of places to be explored, and plenty of loot to be looted.

Overall very recommendable for anybody looking for something very different from the mainstream of today, and even more so for anybody looking for something similar to RPGs of the good old 90s.
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