Dead State is a narrative-driven survival RPG set at the dawn of the undead apocalypse. Drawing inspiration from classic RPGs like Fallout, X-Com, and Suikoden, Dead State combines strategic, turn-based combat with base building mechanics, character creation, and social management.
User reviews: Very Positive (393 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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if 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.”

Approximately 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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Recommended By Curators

"Showed at PAX Prime 2014 - Similar to Jagged Alliance, but with zombies, this game impressed us with its level of depth."
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Recent updates View all (17)

November 26

Secret Bonus Hotfix Patch! (5.5)

Surprise! We know we said #5 was the absolute last patch before release, but we wanted to push a few hotfixes out for those of you who plan to keep playing Early Access right up ‘til launch day. We tossed in some miscellaneous other fixes and updates while we were at it. Enjoy!

5.5 Changelog:
  • Fixed inter-floor combat issues on levels like the Ballinger Hospital and the Lucky Rabbit Motel.
  • Fixed collision on Ballinger Hospital.
  • Fixed a soft lock that occurred during movement to noise.
  • Fixed a crash caused by moving the medical satchel to another container.
  • Added the City levels. So… that’s kind of a big deal ;)
  • Fixed lots of dialogue, event, script, and level bugs.
  • Improved some weapon & armor textures.
  • Completed additional loot and art polish passes.
  • Made it possible to recruit an ally who was bugged before.
  • Fixed bow trading bug.
  • Tweaked item, weapon, and armor balance.
  • Made death loss conversations happen upon shelter return rather than next morning.
  • Added death loss conversations and death scenes.
  • Added missing player spawns to some levels.
  • Added new loot detection icon.
  • Updated ally portraits.
  • Added a couple missing job board icons.
  • Added proper player car model.
  • Fixed item duplication through group trade interface.
  • Fixed an issue with certain head armor hiding the whole body.
  • Fixed cases of empty special weapons on enemies and in containers.
  • Fixed inability to trade lore items among allies.
  • Fixed cases of non-player allies being unable to trigger certain events and dialogues.
  • Fixed an issue with certain goals triggering repeatedly.
  • And as usual, more stuff that didn't get listed individually :)


For those of you celebrating tomorrow, Happy Thanksgiving from the DoubleBear Team!

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November 19

Patch #5 - The Final Pre-Release Patch is Here!

This is it - the final patch before launch! Patch #5 is bursting at the seams with features and fixes, including many requested or suggested by YOU, the Dead State community.

Now, while we’re giving you lots to chew on today, we want to remind you that this isn’t the final game - endings are being reserved for the final release, and there will still be many improvements coming before the final launch. In other words, there's still plenty to look forward to!

With our upcoming release in mind, we’ll be updating the Known Issues post later today, so make sure to check there first before reporting bugs; that will help keep the forums and boards laser-focused on tracking brand new issues.

Without further adieu, allow us to give you a peek under the hood at the new changes you can expect in today’s patch.

Patch #5 Changelog
  • Added a nifty Statistics pop-up on the Goals screen.
  • Added a To Do List feature that allows you to track tasks more easily. This feature is still being adjusted.
  • Performed a major morale balance pass based on community feedback.
  • Added a first-pass loot highlighting system which will display an icon over loot within your field of view by toggling the system with the ‘Z’ key. This system will be polished further to improve its appearance in the future.
  • Fixed a host of dialogue and crisis event issues, such as repeating dialogues, missing or broken dialogue options, unexpected behavior of dialogues or events, and many, many more - so many I’m definitely not listing them all out one by one ;)
  • Fixed a host of level issues, such as broken loot containers, blocking issues, incorrect enemy names or parties, and as above, there are just too many to list individually!
  • Completed remaining loot and combat passes on all levels.
  • Added more level-specific party barks.
  • Completed majority of remaining art polish passes.
  • Added new undead models for medical staff (doctors and nurses).
  • Thanks to community feedback, we changed Wild Dog to be controlled by the player and not take actions of its own in real-time.
  • Thanks to community feedback, we made the initial fence repair task less confusing by requiring the wire fence to be repaired before the wooden fence can be built.
  • Thanks to community feedback, we made ‘trade’ jobs continue until cancelled without requiring manual reassignment every day.
  • Thanks to community feedback, unvisited locations are now highlighted on the area map.
  • Thanks to community feedback, building roofs will now remain hidden while any ally is inside or any visible enemy is taking it’s turn.
  • Thanks to community feedback, we found and fixed an issue with the player Impenetrable perk and ally Fortify trait which was breaking upgrades.
  • Changed the ally Fortify trait to “Resourceful”, which collects additional parts every day.
  • Set up many missing ally-given locations to be revealed on the map.
  • Adjusted fuel consumption by vehicle based on community feedback.
  • Fixed corrupt data items issue.
  • Added two new positive status effects given by training in the Gym or Shooting Range: “Aimed” and “Pumped”.
  • Made ‘attack’ the last option on smart cursor cycle for allies.
  • Added Strength requirement information to melee weapons.
  • Fixed an issue preventing Shield Bash attacks from working.
  • Fixed an issue preventing dog’s Ferocity and Takedown attacks from working.
  • Fixed a bug which revealed all fishing areas on the map once one was found.
  • Added several neutral encounters with NPCs who will now not attack unless provoked.
  • Added icons for several special items.
  • Fixed a bug which prevented weapon accuracy penalties for certain special attacks from working.
  • Added ability for dogs to work Guard Duty jobs per community request.
  • Removed dogs from crisis event calculations.
  • Moved dog’s “Bark” attack to the second slot on their attacks to streamline using dogs in combat.
  • Added stairs to maps which were missing them.
  • Fixed an issue with some levels not showing the time of day correctly.
  • Added two more “Miniboss” encounters to find.
  • Fixed Wood and Stone Reinforced Fence models to not hide characters during fence gate dialogues.
  • Fixed Michiru to be unavailable until she’s been taught more English.
  • Added English Teacher, Custodian, and Security Guard jobs.
  • Implemented game over if fence is broken for any 3 consecutive days.
  • Implemented Mobile Radio upgrade that allows you to reassign any ally’s task from anywhere you can access the Shelter screen.
  • Fixed issue with fishing pole being removed from inventory upon return to Shelter.
… And the list goes on :)

If you’ve been actively beta-testing and providing feedback, now is the time to test more furiously than ever before and let us know about particularly game-breaking or progress-blocking issues. More feedback on balance - in combat, loot, morale, or elsewhere - is also still enormously helpful. All of you have been essential in helping us get the game where it is today, and we hope you’ll keep helping us right up to - and beyond - launch day. Just two weeks more to go, everyone!


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Beta Status

The beta contains most features that will be in the final game as well as around 80% of the final game content. Locations are still under construction so a few you find may be missing combat, loot, and/or blocking. Some features may not go in until the release build, such as game endings.

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

Added in Patch #4, 10/31
Added a new intro sequence
Added night-time combat penalties
Added Fatigue status
Added penalties for staying out past 3 a.m.
Added a Recycler Upgrade
Adjusted healing mechanics
Performed major combat balance pass:
Improved visuals in over 70 levels.
Updated level loot, combat, and events:
Implemented and fixed perk effects
Updated and added icons, portraits, and models
Added new rare melee weapons and minibosses on multiple maps
Added more Lore items to various enemies:
Added ability to obtain cats for the Shelter
Added new Crisis Events
Added ally deaths from antibiotic shortages:
Added mood bonuses and penalties
Changed fence job behavior and text:
Fixed, added, and updated dialogues
Added Credits button to options menu
Added wounded status icon
Added better handling of location detection on area map
Added additional infirmary polish
Adjusted prone AP penalty
Added requirement of rotten fruit to antibiotics manufacturing
Added buff status effects “Aimed” and “Pumped”
Added new faction combat barks
Added new ‘select all’ buttons in the shelter
Adjusted travel speed of horses


Added/Fixed in Patch #3.5, 10/16
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

Added in Patch #3, 10/13
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

Added in Patch #2, 10/1
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

Added in Patch #1, 9/15
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.

Initial Beta Release, 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

About This 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.

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
34 of 36 people (94%) found this review helpful
112.1 hrs on record
Posted: November 5
Early Access Review
Game delivers exactly what it promised: Team-based, 3/4 tactical zombie survival / base management in open world environment. There's a lot to sink your teeth into with this one. Basically you lead this bunch of survivors and every morning you get a quick briefing of things / place to explore before setting them to work and you and your scavenging party set out to find some resources to survive another day.

Throughout your travels you'll come across other survivors, some good, some not so much. But its you against the zeds so every live body helps. There's lots to explore and different modes of travel, and the shelter will requires lots of upgrades to turn it into a haven amongst all the chaos around you. There are items you need to collect to improve survivor's morale throughout your travels, in turn they will give you advice and mark locations on your map for you to explore. The overland map presents lots of random encounters during your travels, some good, some bad.

The shelter is what it's all about. You are constantly struggling with the other survivors to turn this little elementary school into a bonafide ZA haven. And it has all the ability to do it, with 2 floors and multiple rooms you will have everything you and your survivors will need to survive the nights of Splendid if you plan accordingly.

Combat starts off appearing simple but as you get more followers and more weapons you can then start to have very tactical battles, with different status effects and AOE biological weapons to help keep the battle in your favor, making impossible-looking battles into 3-round wipe ups if you're careful. Both ranged and melee are viable (I stick to melee, this is a ZA)

The maps run from classic overrun parks and hospitals, to dark scenes of lost hope, to some really...unique scenarios that I wouldnt have expected. Games like these are what makes all the risk of joining an EA worthwhile. Would highly recommend.
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15 of 17 people (88%) found this review helpful
33.6 hrs on record
Posted: November 14
Early Access Review
Okay, so I'd be one of the first gamers to tell you that I do not buy early access games, even if i really want to play it, i dont want to ruin the finished product for myself. Well this game changed that for me. Specifically, it was reading reviews from people hailing how awesome the game was with over 500 hours logged into this game - an early access game with that many hours clocked in by one person really grabbed my attention.

So, going out on a limb i decided to get this game - figuring hey, I'll at least get access to the full version when it comes out, and probably cheaper than if i waited.

A good choice, I think. Now I only just started playing the game, but holy crap is it addicting as all hell!

So, to start, the main gameplay of this game is a turn based RPG, much like Fallout 1 and 2 (hell even the UI is layed out the same for the most part), except you have a party of 4 that you take out on ventures with you. But the game is so much more than that.
The travelling around and fighting is actually a small part of this game. The core of the game is that you're basically the leader of a Zombie apocalypse team that found themselves barricaded in a School. The school is your base, and you can upgrade the base with tons of different things, like a better fence, a workshop, a garage for fixing and building cars, and so much more.

So how it works, is the game day starts at 8 am, and you got free roam of your school. You can go around talking to your team members, ask them about their attitude and certain things they'd like you to grab them from the field such as soap, or chocolate or what have you (getting these items for them will increase their morale, which plays a huge part in this game, but I'll get to that).
You have a white board in the cafeteria, where you can allocate your members to go do certain jobs during the day, each job takes varying hours (and will decrease if you get another member to help them with it), mechanical jobs will go much faster if you have someone with a high mechanical skill doing those jobs.
Each member has their own set of skills (as well as the PC that he chooses at the beginning of the game, and can increase as you 'level up') and you decide what jobs they do depending on their skills.

While the rest of your team is doing jobs (you can have the PC do some of these various jobs, but you cant do anything while that happens), you can pick a team of up to 4 members as your raiding party. With these guys you can leave your base and get to travel the map (which is literally a map of texas, with all the interstates and towns and cities and all that). Travelling the map takes time, and is slower or faster depending on your travel method. At the start, you can only travel by foot, but later on you can get horses and even cars to speed up the process.
As the time goes by during the day, your members back at base will be doing their tasks you assigned them, while you are finding random super markets, hospitals, neighbourhoods, and so on and looting any materials you can find, weapons, food, luxuries, parts and tools and so on.
However, you MUST be back at your shelter by 3 am, otherwise you get a game over (im pretty sure, i never let myself be out that long yet), so obviously you cant travel too far from base without some sort of transportation.

While going to various locations, you must avoid or kill zombies, who are not only hostile but if they get a bite on your allies while their health is low, they infect them. Your allies, if infected will go up to 3 days without treatment before they will kill themselves or turn into zombies and attack you. There are antibiotics you can find that as long as you have them in stock, your allies will take them staving off the infection (but not curing it), so you can keep infected allies indefinitely, you just need to have a supply of antibiotics.
You can also find other people, looters who are hostile and you must kill to survive, to even other survivors you can recruit to join your cause. However, watch out when firing guns off liberally in a battlefield, as it attracts zombies, and getting guys infected is the last thing you need.

On top of all this, the most important part of the game is your shelter Morale. You have a morale level that goes up and down depending on recent events and moods of allies. Every ally has their own morale level that can be increased by giving them special items, keeping a stock of luxury items on hand, and even having other allies do jobs such as cooking for the crew to bring morale up for everyone. Morale is affected by everything, ranging from having broken generators (or no gas to run them) to the amount of food on hand, to having a secure base or what have you.
If morale with people get too low, they may find that they are better off out in the wasteland and leave your crew, to even if morale is so bad for everyone you can have a mutiny and your crew will outcast you from your own base.

This game is so damn addicting, I wish i had more time to play it haha. I would recommend this game to any RPG fan out there, specifically if you like survival horror. A solid game, and worth the money for sure. I would even go as far to say that this one could be nominated as Game of the Year, especially if im only playing an unfinished product so far.
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9 of 11 people (82%) found this review helpful
29.6 hrs on record
Posted: November 16
Early Access Review
I saw some bad reviews, thought maybe this game is going to suck, but carefully reading through the bad reviews again, it seemed that they were mostly folks who hate turn base games or they get fustrasted dying in the game without being a bit patient with the game.

Long story short, I changed my mind after looking at the youtube reviews as well as reading up on the good reviews again and I decided to try this. I have not regretted it since, this is the only game I look forward to coming back from work to play and I have repeatedly tried to find every spare time that I have to play this game.

The story is very good, the base building, ally recruitment, and exploration is fun and the turn base aspect allows me to play a leisurely game that I can pause at any time.

Folks who liked old school fall out, will love this game.

hope this review helps...

cheers
Chungie
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7 of 9 people (78%) found this review helpful
57.7 hrs on record
Posted: November 8
Early Access Review
One of the best games of 2014.

The combat feels like Fallout (1 & 2) which is crazy-awesome. It has that feel to it. That atmosphere.

The shelter aspect of the game is the best part. It gives meaning to everything you do.

Basically, you will assign people tasks at the shelter, while you go out with a team of never more than 4 characters, to scavenge.

This is like "Dead of Winter" the board game, in a video game. Amazing stuff.

The only downside of Early Access as of 11/8/14, would be that although most content seems to be there, not all of it is. You can't build a car. Some areas near the end of the world are blank or have nothing in them but npc's to fight (but no reward besides their loot. So lame).

The game is also littered with tons, and I mean tons, of non-game ending bugs, and a few game-stopping bugs (where you have to restart your game.)

I would give it a 5/5 stars even right now in Early Access, even with all the bugs, except for ONE feature that should be in the game that is not: Auto-Saves. Anytime you load a level, it should auto save. Anytime you leave to enter the map, it should auto-save. Anytime you end the day, it should auto-save. After every fight ends, it should auto-save.

Turn based games are slow. So you shouldn't ever have to repeat any part of them, even a single fight. Add that damn auto-save feature. Seriously. This is so awful.

Instead, you have to save yourself- constantly, with only 1 quicksave slot which you can't abuse. (Corrupt your quicksave, and you're screwed unless you saved the game recently using the normal save method.)

I have lost several hours total of playing, because of crashes and bugs, all because I didn't save often enough.

So I give it, in early access, a 4/5 stars. Upon fixing the bugs, completing the content, I will give it a 4/5 stars at release until they add the autosave. Then it'll become a 5/5 star game - one of the BEST of the year.
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7 of 9 people (78%) found this review helpful
22.2 hrs on record
Posted: November 11
Early Access Review
I personally think this is a gem in it's genre. If you never played a turn based tactical rpg before, just try it. What is there to lose? If you already did, great!

When it comes to turn based tactical rpg's, I have played a lot of them. We all agree we loved Jagged alliance 2, but all others have been received with mixed feelings. Not many of them could break out of the standard formula of a squad of six, besides silent storm, the setting was always more or less the same.

This game doesn't feel like jagged alliance at all and that makes it so great! The setting is very, very well chosen. In a post apocalyptic world money becomes unimportant, so you have to start building yourself. The combat system is primitive, but handles very nicely.

Also, living people and zombies live side by side. Every now and then that makes for interesting combat situations. Don't let knocked out foes lie around when zombies still roam the combat area!

On top of that, a lot of what you will be doing is managing. Your team will consume food, gasoline, antibiotics and so on. They will not all like eachother and you will sometimes fail.

Personally, I think the game has a lot of potential of becoming a new benchmark and making the genre surpass its never found glory. I am pretty happy that I helped the makers a few euro's closer to keeping up the good job.
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7 of 10 people (70%) found this review helpful
25.6 hrs on record
Posted: November 2
Early Access Review
These amazing small team games make me wonder if big developers have any creativity left in their shrivled little bodies since EA keeps sucking their blood out with a straw. Don't play the newest shooter with it's brown hallways and guns that all sound the same. Give your money to people who deserve it. Even if this is ANOTHER zombie game it at least interesting and very fun to play. Can't wait for the full version.

Buy it.
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4 of 5 people (80%) found this review helpful
128.2 hrs on record
Posted: November 21
Early Access Review
Great advances in the past few moths. and the updates were extremely frecuent.
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3 of 4 people (75%) found this review helpful
51.0 hrs on record
Posted: November 4
Early Access Review
This game impresses me more and more each time I play it, with the amount of content and play through that is avaiable. With the final release set for next month if you are thinking about buying it I would definitely get it come release.

This game sat on my wishlist for 3 months before I brought it because I was unsure about spending $30 on an early access game. When I finally brought it I did not regret it in the slightest and think it is well worth the $30.

There are so many aspects to the game, you have your main character with abilites and stats management and then the array of weapons you can use and the different attacks available for each weapon. then you can have specaility items, armour and your inventory management. This also crosses over into your party, managaing 3 more characters weapons, armour and inventory.

Travelling round the map you have a wide range of locations to visit, with different layouts and a wide variety of loot to find.

Intially i was not sure if i would like the turn based combat but quickly found this to not be an issue. You not only have to fight zombies, but wild dogs, and enemy npcs each brining there own separate style of combat. You also have travel options on the map running, horse riding and driving a car.

Base management is a whole differnt aspect in itself, building upgrades, assigning jobs, managinging moods keep you occupied while you are not out smashing heads!

This game combines all my favourite aspects of zombie/survival games and has so far provided me with hours of entertainment and I look forward to a whole lot more. (ps my steam hours do not cover my complete hours on this game).
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4 of 6 people (67%) found this review helpful
126.3 hrs on record
Posted: November 16
Early Access Review
First of all I want to say that I love this game! This is the kind of game that takes you back to the glory dfays of the Fallout series. I have however recently run into anm issue that makes the game unplayable. Until the last patch IU was able to play, but now I get piexel shader error (direct x) that I cannot get past (hence making the game unloadable). I have changed nothing opn my system so I am not sure what is causing this. I have sent several messages on the forum dead state boards, but have received no response. Is this a known issue that patch 4 did? Still totally reccomend this game once I can play it again!
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2 of 3 people (67%) found this review helpful
36.0 hrs on record
Posted: November 21
Early Access Review
Been waiting this ♥♥♥♥ for years, now it's gonna be out in 3 month; early/beta access has given us a fine taste of the final game, it's not perfect, needs hte final release for accurate review, but the beta demo is already better than 90% of the games released nowaday, why do you still hesitate ? It's everything, social management, base management, exploration, turn base combat, chara design and upgrade, cool graphics, good scenario etc
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2 of 3 people (67%) found this review helpful
9.2 hrs on record
Posted: November 1
Early Access Review
Most People Think Of Zombie Games Like DayZ or WarZ . Well With Dead State you will have a Different Experience With This RTS OverView Game you have to Survive and Gather Resources to Build up and Maintain your Shelter. Each Day is a New Event. In My Thoughts its a 8.5/10 With New Patchs and Release Date Set For Early December 2014 its a good Single Player Game With Hours of Play Time. Hey If You want to Know More Heres a Manual XD

http://www.deadstate.doublebearproductions.com/demo/manual.pdf
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2 of 3 people (67%) found this review helpful
54.4 hrs on record
Posted: November 15
Early Access Review
Best Zombie Apocolypse Stratedy RPG I have played. I think it is playable now, and will just keep getting better.
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2 of 3 people (67%) found this review helpful
48.6 hrs on record
Posted: November 15
Early Access Review
Enjoyable zombie game like the turn based combat and management of shelter recourses
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2 of 3 people (67%) found this review helpful
182.0 hrs on record
Posted: November 18
Early Access Review
great game...well done....more content please!!
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2 of 3 people (67%) found this review helpful
111.9 hrs on record
Posted: November 9
Early Access Review
Maybe not yet, even though it's hugely enjoyable, it needs a little work. The developers seem active on the forums, and know most of the issues, and the end product will be excellent. I loved the game, even with it's bugs, and played the hell out of it, only to explore the whole map, have my food producing items break, and ran out of food, slowly seeing my well run well maintained school develop into starved murderers and people shouting at me, quite depressing, the zombies broke through the fence before we all killed each other, so there's that I suppose... Not sure if I'm the sort of person that could go through all that game again, but I think I might, after a few patches. I'm following the game to see what they fix, and I'll jump back on board again I guess.
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2 of 3 people (67%) found this review helpful
12.1 hrs on record
Posted: November 23
Early Access Review
Going to get straight to the point

- Takes a while to get into it
- Once you're in and have gained more survivors it's really fun
- In the time that I've played I have only discovered 2 bugs
- You really need to save before going into combat because you'll probably die
- I didn't think that a zombie game could pull off this angle and turn based stratergy combat but I was wrong
- Upgrading your shelter is important and should be top priority

I'd rate the game 8/10
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2 of 3 people (67%) found this review helpful
11.7 hrs on record
Posted: November 24
Early Access Review
Unbelievably addicting. I lose all track of time and it really is a cross between Xcom and the walking dead. Great concept, a few bugs to work out, but that's why it's a beta. Keep up the great work and ideas!
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3 of 5 people (60%) found this review helpful
41.5 hrs on record
Posted: November 8
Early Access Review
Its Xcom meets State of Decay pure awsome nuff said !!! <puts both hands in the air as he walks away from the pc>
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3 of 5 people (60%) found this review helpful
26.2 hrs on record
Posted: November 6
Early Access Review
PROS:

I really recommend this game.

In some way, it's remembers me, for some reason, fallout 1 and fallout 2, with specific locations + random locations and events.

Also, it has some cool managing features that really puts you in the control of most things.

Challenging combats ( not too easy and not too nightmare )

Good dev-steam support.



CONS:

Some crash bugs that i think it will soon be fixed.
Some wierd first time startup crashes with old Vdrivers.
Could have better sounds and musics.
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3 of 5 people (60%) found this review helpful
130.8 hrs on record
Posted: November 14
Early Access Review
Great game, i picked it up when it was a very new open beta, even then i could see its posabilty, now that the game is close to finished, its really fun. a great buy and great turn based combat
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