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Dead State is currently in Early Access - purchasing now will eventually unlock the full game for you at final release, and in the meantime you can playtest the first seven days of the game (ongoing feature updates are planned).
Release Date: Feb 13, 2014

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?

“Dead State will be in Early Access until at least late summer / early fall, possibly later.”

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

“Currently, the Early Access features the first week of Dead State gameplay. A hundred plus maps, 40 allies, and (in-game) months of play will be featured in the final game.”

What is the current state of the Early Access version?

“Dead State's Early Access features seven in-game days of play and ongoing updates to systems and maps. Most people can get up to 15 hours of play from just the first seven days, depending on if they visit every area or not.”

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

“Yes. The Early Access is sold at a discount - $24.99 as opposed to the ~$30 price point we plan for the final release. Remember, buying the Early Access not only lets you play the first seven days and participate in shaping the final game, it also means you'll get the full game automatically when it's released - at the EA price.”

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.”
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Recent updates View all (8)

Dead State At PAX with Indie MEGABOOTH next week!

August 18th, 2014

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

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

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

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

But wait, there's more!

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

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Update #3, Change Log, and Big News :D

June 26th, 2014

Today, we’ve updated the First Seven Days build for the last time. Before you panic (man, I hope you kept reading), what we mean is future updates will open up the build beyond the first week. Internally, we have been working on creating content, implementing progression, and refining or fixing systems. The system changes are reflected in the 7 Days build. Some of you have written to us (or shouted at us in all caps) about why we limited the build to 7 Days and the simple answer for why we didn’t open it up more is this: You would hate us. A lot.

What I mean is that a lot of testing and polish goes into “final” content before it’s ready to be released to the general gaming public. With a big game like Dead State, this is especially true. While there seems to be this prevailing idea that developers create games pretty quickly and then piece them out or sit on finished work until they see fit to distribute it, the truth is that much of this content is constantly in flux between the original idea to a basic first pass on the design to a kind of okay but buggy version and finally to a state where it feels like it belongs in a game you would actually want to play. Some of the content in the Early Access build is still unpolished, but many of the levels, encounters, and game events that you will eventually experience can be in an entirely too early state to release to the public. For example, a map without enemies… or loot… or exits. Encounters that may be too hard for the first week, might be way too easy 30 days in. NPCs will die… and then show up alive again in places they weren’t supposed to. It’s like watching a rough cut of a movie – the pacing isn’t quite right, you can still see the wires in stunt shots, and instead of CGI, there’s a guy holding up a mark to show the actors where the dinosaur will eventually be.

While there’s still a lot of work to do and some of the future content will still be rough around the edges when the time limit is lifted, rather than focus on two separate builds, we’re going to focus all our attention on our Beta progression build for the next update. This means a lot of pieces are being assembled as a whole for the first time and there are likely to be mechanical problems. But, we’re going to be taking a lot of time to get as much of it right for the next update as possible (design has mostly been focused on this for the last few weeks). It’s been something we’ve been planning to do, but we wanted to make sure that we took care of system priorities before we tackled the bulk of progression testing.

But more on progression next time. For now, please check out the new features in the current update – we’ve added tweaks to statuses and armor, AC/Resistance info on the equipment screen, a whole lot more thrown weapons, and many bug fixes. We would appreciate any feedback you have on the build. If you still want more info, you can keep up with the latest from design in our Monday Design update series on the forums. We are also able to answer your questions right on the Steam forum. As always, thanks for your continued patience and support.

(On a more personal note, development during Beta implementation can be highly stressful for the devs and many of us are working 10+ hours a day to get Dead State in the best shape we can. We would greatly appreciate if some of you don’t read this and post “where’s the Beta?!” every day until we release it. We tend to not give dates on the off chance that something goes horribly wrong on the day of an update and we’re forced to push it back, which tends to ruffle a large constituency of our forum-going public. So, please, bear with us while we assemble this big ball of scripting logic that is progression testing. Thanks!)

Update #3 Change Log:

- Added a brand new status effect: poison! Scientists alter their weapons with harmful chemical agents. Every point of science skill increases your chance to cause the poison effect on human enemies.

- Added several thrown & placed weapons: firecracker, mine, noisemaker, grenade, incendiary grenade, tear gas, nerve gas, and bola. These weapons are still being balanced. They can be found in a few loot containers in different areas.

- Added a summary screen upon return to the shelter that recaps found items and shows auto-stocked items.

- Added facing bonuses.

- Fixed the weight restrictions on carrying capacity to work correctly(!).

- Fixed an issue with save/load not preserving health status.

- Fixed an issue where enemies occasionally spawned on top of occupied squares.

- Fixed blind status to remain active for 45 seconds after combat ends.

- Fixed an issue where bleeding effect still occurred even when armor absorbed all damage

- Fixed an issue where thrown weapons cost 0 AP. They now cost 4 AP to use.

- Fixed issues with loot on the Coyote’s supermarket level not being accessible.

- Fixed an issue where multiple custom character names were showing up in list on shelter inventory.

- Fixed an issue where fence goal was not counted as completed if fixed on Day 1.

- Fixed an issue where animation stopped being updated after knockdown with bleeding.

- Hid the job board on Day 1 for gameplay/story intro reasons.

- Fixed an issue where shelter loot was maximized.

- Fixed an issue where recurring goals reflected total end goal rather than milestone goals.

- Fixed a container that couldn’t be looted in Mason Supermarket.

- Fixed an issue where door frame sizes and doors were mismatched.

- Fixed a container that couldn’t be looted in Human Campsite.

- Fixed a container that couldn’t be looted in Llano Commercial.

- Fixed an issue where filter tabs on inventory became disabled after use.

- Added resisted damage to the information reported in the message box.

- Added missing reload sounds for several weapons.

- Fixed additional Daily Results Screen calculation issues.

- Fixed an issue where the crossbow disappeared after being fired.

- Fixed an issue where the same undead model was spawned by noise.

- Fixed a container that couldn’t be looted in Undead Attack random encounter.

- Fixed an issue where characters occasionally floated around on their backs and no longer showed animations.

- Fixed an issue where passing the mouse cursor over someone when attempting to heal would change the cursor to attack.

- Changed the blind status to now give -30% to hit chance and -30% to evade.

- Changed the arm sprain status to now give -10% to hit chance. It is still a long-term status.

- Changed the leg sprain status to now give -10% to evade chance. It is still a long-term status.

- Fixed bulky armor to now subtract an AP from the wearer as intended by design.

- Fixed special weapons such as stun gun and pepper spray so that their limited charges were working by design.

- Fixed a bug where characters would come back to life from bleeding status effect.

- Fixed a bug where allies spoke an incorrect bark upon death of ally.

- Fixed a bug where critical chance was not being figured into attacks appropriately.

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About the Game

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

Dead State is a compelling, high-tension survival RPG set at the beginning of the zombie apocalypse.

As society is beginning to fall apart, the player must organize a scant handful of allies, working on fortifying a shelter, scouting for food and supplies, making uncertain alliances with others, and attempting to hold together a group as humanity teeters on the brink of extinction. A full-fledged RPG featuring shelter 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

    • 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
6 of 6 people (100%) found this review helpful
262 products in account
4 reviews
15.3 hrs on record
Early Access Review
Ok let me just say if you like arcanum, baldurs gate and many other RPG's from the mid early 90's like most of us on steam grew up with these games. YOU WILL LOVE THIS! This is a early BETA at the moment but it has quickly shown to be one of the best titles in my opinion to come this year. The base building, crafting, survival and conversations through the game feel authentic. You will crap yourself in parts with too many looters or zombies this is a unforgiving realistic survival RPG. This is the game we have been asking for as zombie and role playing fans. The team making this made some of you favriote old games i belive they did Vampire, arcanum, baldurs gate and many more. they genuinly care for the gamers and will talk to you like a best friend at conventions a very humble group that just wants to bring you a game that us now older generation of gamers miss dearly. check it out 25$ is a great price for a game that should be 60$ in my opinion give this team our love.
Posted: August 19th, 2014
Was this review helpful? Yes No
8 of 11 people (73%) found this review helpful
8 products in account
1 review
31.1 hrs on record
Early Access Review
Enjoying the demo so far, although I am dying alot, usually for lack of bandages. Can`t wait for the full game, I think it will be very exciting when some of the features promised, are implemented into the game.
Just had a crash during testing, but a screen pops up and lets you send a report right to Brian and the guys.
I believe alot of people on the fence will get onboard when the game is released and the demo is free, but I was ready to go now, and help with the testing.
Posted: February 28th, 2014
Was this review helpful? Yes No
5 of 6 people (83%) found this review helpful
58 products in account
3 reviews
9.6 hrs on record
Early Access Review
Awesome storyline. Hours of fun to be had. The UI can be a little wonky at times, but this one is worth playing! Double Bear has done an exceptional job with subtle sub plots in all of the maps as well as the overall struggle to survive in the Zombie infested Texas. You'll need to be savvy with politics as you navigate dealing with survivors at the school as well as fighting off forces outside.

Well worth giving a try!
Posted: June 20th, 2014
Was this review helpful? Yes No
4 of 5 people (80%) found this review helpful
191 products in account
4 reviews
5.4 hrs on record
Early Access Review
Well I must say I rather enjoy this game so far. Looking forward to more content in the future and progressing past the first seven days. I would say it needs a better tutorial though as I struggled for a short while, ending up with me nearly killing team members instead of swopping places or items with them, and figuring out how to get out into the World from school meant I had to watch a video on YouTube. Anyhow, keep up the good work!
Posted: July 2nd, 2014
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5 of 7 people (71%) found this review helpful
55 products in account
22 reviews
18.8 hrs on record
Early Access Review
Potential, potential, potential.

While there's not that much content yet (at least not released to public) and the updates are a bit slower than what I'd like... if you are fan of the zombie genre, this game is for you. It's not the ultimate zombie game, but it's a different take from all the other similar themed products out there.

If you are into the more psychological aspect of the zombie survival, buy buy buy. That's not to say there isn't combat, but that's not the reason why this game shines.
Posted: June 22nd, 2014
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344 of 509 people (68%) found this review helpful
910 products in account
24 reviews
9.2 hrs on record
Early Access Review
Clever design. Nothing inovative, but satisfying. The demo is short and has VERY little replay value. On a whole the game is very linear. I think most people were expecting something more freeform or open like the other zombie games. However, it's just an RPG set in a zombie apocolypse. Nothing more, nothing less. The final game will be worth $25-maybe the $30 they are going to ask. However, I don't think the demo is worth $25 unless you have been dying to get your hands on this one.

I can however say that there are few bugs to be found.
Posted: February 13th, 2014
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