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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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Buy Dead State

$24.99

Recent updates View all (7)

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.

33 comments Read more

Update #2 - Info and Changelog

May 13th, 2014

We’ve got a major new update to the Early Access build for you today!

We’ve added character creation, basic goals (experience system), two new locations, two new random encounters, combat bark functionality (note – allies will eventually have unique barks, grabbing from generic list right now), an ambient sound system, and many bug fixes and combat balance additions (although combat is getting even more polish/balance soon.) This update introduces the rest of the functionality that forms the backbone of the entire game. From here on out, much of the work goes into improving on and building out the systems of the game rather than adding completely new functionality and screens.

Also, keep in mind that the updates only represent a small amount of the work in the game and that the majority of our work is going toward our progression playthroughs of the game. This includes maps, characters, events, weapons, enemies, neutral AI, and minor systems that are getting added or tweaked constantly these days. Crisis Events have turned out especially well – they’re definitely feeling spot on to our original outline and navigating the subleader/shelter political layer is as unique a gameplay experience as we hoped it would be. If you were looking forward to putting a lot of hours in the final release of Dead State, you will not be disappointed. And as soon as the update goes out, we’ll go back to making more maps and implementing additional dialogues to make sure that the roads out of Splendid will take you to an ever-increasing amount of destinations. Think the Coyotes are a threat? Oh, just you wait…

As always, please feel free to contact us here, on Steam, on our boards, and let us know what you think or if you’re having any problems. Even if we can’t respond to everything, we do hear you and we’re taking notes. We’re firmly committed to giving you the best survival RPG experience you’ve had, so if you don’t hear from us, it’s probably because our screens are filled with editors, emails, text files, and team chat programs. Thanks for all your patience and continued support!

Change log

• Character creation system added

• Goals system added

•Player and ally experience added

• Combat bark functionality added

• Ambient sound system added

• Three new maps added

• Inter-party dialogue no longer occurs when out on a scavenging mission

• Fixed morale bonus appearing twice on DRS

• Fixed issue where food found and fuel found bonuses were not applied correctly

• Fixed issue with DRS showing unnecessary/redundant information

• Fixed an issue where KO’ed characters did not turn if killed by the undead

• Fixed an issue with saving on dialogue triggers causing crash

• Fixed the “black screen” issue

• Fixed a harvesting-related exploit • Saving during dialogue is now disabled.

• Fixed an issue where splitting ammo stack between two characters caused one pile to be destroyed

• Trade screen fixed so initiating character is on left, character clicked is on right.

• Unique items now sort to the Unique tab correctly

• Fixed an issue where pressing Esc. while split stack GUI was up caused the inventory to fail to open upon returning to game

• Fixed an issue where pressing Esc. while character selector on trade screen was selected caused trade screen to fail to open upon returning to game

• Fixed an issue where random encounters persisted on the map after reloading while inside random encounter level

• Fixed an issue where saving and reloading in a random encounter level lost player position on the map

• Revamped loot creation and distribution system.

• Two new levels and a new random encounter level added • Fixed an issue where areas appeared over harvesting and fishing locations

• Fixed an issue where harvesting zones were marked as harvested in a reloaded game

• Fixed an issue where harvesting zones disappeared after exiting and reloading game

• Spawn rates and noise variables have been adjusted

• Capped noise that can be generated in a single square

Known Issues with Update

• Combat bark variety is limited right now and allies share same set of barks with enemies; may be expanded in a future update

• Portraits and models in the CCS are temporary placeholders using future ally assets.

• Crossbow model disappears after firing

• Perks are not active in this release, may be added in a future update

28 comments Read more
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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

    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
341 of 503 people (68%) found this review helpful
869 products in account
19 reviews
9.2 hrs on record
Early Access Review
Clever design. Nothing inovative, but satisfying. The demo is short and has VERY little replay value. On a whole the game is very linear. I think most people were expecting something more freeform or open like the other zombie games. However, it's just an RPG set in a zombie apocolypse. Nothing more, nothing less. The final game will be worth $25-maybe the $30 they are going to ask. However, I don't think the demo is worth $25 unless you have been dying to get your hands on this one.

I can however say that there are few bugs to be found.
Posted: February 13th, 2014
Was this review helpful? Yes No
330 of 493 people (67%) found this review helpful
509 products in account
8 reviews
7.5 hrs on record
Early Access Review
For those of you who would prefer to watch instead of read here is a link to Dead State Early Access Beta Gameplay Episode #1 (EDIT - Since so many people have responded to the first video I will be continuing with the series - so here is a link for the whole playlist)
http://www.youtube.com/watch?v=pC7b0sY19sE&list=PL0RToCxuZ2f1MePau5mnJjNabMlPZlNvP&feature=share
For some other first impressions - I backed this on Kickstarter many many many months ago and have been following it quite closely ever since ... It seemed to promise to have the social interaction of The Zafehouse Diaries with tactical turn based combat and a healthy amount of base builing mechanics ... I have played through the first day a couple of times trying out different things (and am looking forward to diving into Day 2 and beyond)

A couple of things ... There has been some confusion over simple mechanics such as how to exit the school for the first time and enter onto the world map ... having a tooltip or even a simple hovering pointer would stop this being a point of difficulty for first time players ... also if you are unable to sleep in your bed because you cannot select continue ... simply increase your games resolution and the continue icon will be clickable!

Those two bugs aside ... the game plays exactly like I hoped it would ... the combat is brutal and unforgiving (I lost a character to a stupid decision in less than 2 seconds ... dead ... gone ... forever!) ... I have high hopes for the base building and the social interaction mechanics but as of right now ... this is a solid early access demo and as long as you go into it acknowledging that it IS an early demo/beta then you will not be dissapointed!

Looking forward to the whole game!!

Sloshworks

PS - Please make the zombie walking animation in combat just a tiny bit faster ;-)
Posted: February 14th, 2014
Was this review helpful? Yes No
190 of 309 people (61%) found this review helpful
80 products in account
4 reviews
7.2 hrs on record
Early Access Review
I don't know why people write the demo is short. I am nearly 2 hours into the game and I am only on day 1 out of 7 days. So far the game lived up to what I expected. The tactical combat is nothing new, but is as good as in similar games such as JA2 or XCom. So far the story is okay, but might get better later on (only day 1). I havent gotten to the point of fortifying the base yet or any other shelter management. I will update the review as I go further into the demo. So far I would certainly recommend the game as it seems to be nice once it is finished.

Edit: After 5 hours and on day 3. The fights seem a bit too easy, but then again, it's just the beginning of the game and a few times I was close to losing someone, so I guess it's alright. The Map works similar to Jagged Alliance 2, although enemies and loot don't seem to respawn where you have already went, but I might be wrong on that. The Demo doesn't seem to go very far into the Story, so I cannot really say if the Story will be any good. Nearly all base building and jobs to give to your mates are not available in the demo, so I can't really judge that. Bugwise, I haven't encountered a single bug yet or I did but the bugs were that small, that I didn't even notice them. The graphic looks a bit outdated but I personally don't care about graphics in this type of game.

I would recommend it to anyone who is into that kind of games (tactical round-based, zombies) and wants to play the demo and get a small discount before the game is finished, hopefully this summer from what I've read.
Posted: February 13th, 2014
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35 of 48 people (73%) found this review helpful
289 products in account
12 reviews
45.5 hrs on record
Early Access Review
Dead State is threatening to be the first game to nail the all-important "zombie apocalypse" combination of scavenging for limited resources, managing personality conflicts, and trying to create/maintain a safe home base. As it stands, there are only a half-dozen areas to visit, and not much to do in them aside from some very enjoyable grid-and-turn-based tactical combat ... and the stealth elements that allow you to avoid such combats in many cases. Being sneaky is no false promise; by selecting the quietest possible weapon and walking around alone, there were only a small number of cases where I could not quietly take out an enemy while keeping its buddies unaware (that goes for zombies and humans alike, though you can debate the realism of a human not bothering to call for backup in such a situation).

The base-building is bare-bones at the moment, but it looks like it is going to be a lot of fun once fully implemented--which is something I would say about the game as a whole--allowing for an intriguing cross between Fallout and XCom overall.

Certainly, you can question the decision to only give players a demo if they pay for a pre-order in the form of "early access." But the game is solid fun now, even if fairly small in scope.

(Also I alt-tabbed out of the game and accidentally left it running for a weekend; no, I did not find some way to get 48 hours of play out of a short demo)
Posted: February 18th, 2014
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22 of 27 people (81%) found this review helpful
62 products in account
3 reviews
21.2 hrs on record
Early Access Review
Im giving this a positive review for now with one huge proviso.. Make sure you know what your buying as this is a strange way of utilising EA. Your pre ordering the main game at a discount and getting access to a demo of some of the games features. The game itself looks to have a hell of a lot of promise and if they can achieve all they have planned should be a detailed and atmospheric turn based survival challenge..

Thees a lot of features missing from the demo but the promise is as the closed beta evolves some of those working features and updates will be passed down to the demo for people to try BUt you will only ever have the first seven days. The devs seem to be looking optimistically at a 6mth time plan to a release version of the full game which spans several months.

From the demo you can see it looks good for an indie product - good shader use and artwork in general ... Make the forums your first point of call though and read the manual (they should upload it to steam).. Heres hoping it can have the depth and detail of story that age of decadance has
Posted: February 19th, 2014
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