The Dead Linger is the definitive zombie apocalypse survival horror experience! Set in a massive, ever-changing world, survivors learn to fight, run, and survive against the never-ending and relentless zombie hordes.
User reviews: Mixed (1,936 reviews) - 44% of the 1,936 user reviews for this game are positive.
Release Date: Sep 27, 2013

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What the developers have to say:

“Hello Survivors, old and new! The Dead Linger is currently in Alpha stage and in active development. Check out our comprehensive Development Roadmap for the bigger picture! We release updates frequently, usually alongside a dev vlog to show you what's new and let you know we're listening. As the game is in Alpha, there are bugs, missing features, and unfinished bits. Just remember to visit our forums at to participate in discussion, suggest features, and give us feedback! You can also follow us on twitter @thedeadlinger!
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Recent updates View all (103)

October 9

The Weekly Dead 58

Hello survivors and welcome to another edition of The Weekly Dead!

Where Were We?
I'll bet you are wondering, what happened last week. Well, Geoff was stranded without internet due to a recent move, as were a few others. The one who stayed, Richard, was knee deep in code for loading, storing, spawning, and dropping. Given that everyone was moving, moved, or in the process of moving, we decided to skip last week's update for the most part.

This Week
So this week Geoff got his internet back, tweaked with the damage of a few weapons, fixed a few bugs, and things of that nature. You didn't hear it from me, but he may, or may not have also been working on a devlog.

Richard has been doing something insane. He's been digging around in the code of Unreal Engine 4 so that it could be made to work with our level load order. The less fancy way of saying that is we're doing some custom engine-level stuff to ensure our sub-levels (the levels holding loot and furniture inside a given block of buildings) always load after the building itself. Since UE4 doesn't natively respect the order you load levels, sometimes you'll load in the entire build worth of furniture and it will all fall to the ground, because, well, the building didn't load in first.

Fun stuff! In addition to that, the guys have also been on bug fixing duty, trying to get everything cleaned up for the most reliable build of The Dead Linger ever released.

The least visual friendly work is often the most important.

As always, be sure to follow us on twitter @TheDeadLinger for more development news!

Linger on, Survivors!

8 comments Read more

September 25

The Weekly Dead 57

Hello survivors and welcome to another edition of The Weekly Dead! A spindly update this week but it's important that everyone knows we are still at work every week. These kinds of weeks happen because game dev.


Once again, code and under-the-hood tech is where the meat of the week has been sizzling.

A lot of the work that went on this week was once again on multiplayer and how we store data in the world, and there really isn't much to say about it. At least not from me. Here's what Geoff has to say about it.

Hello Survivors! Geoff here.

Right now Richard and myself are are deep in the muddy multiplayer trenches. There isn't a whole lot to show visually, but I can talk about it a bit. One of the major improvements we're working on right now is focusing on load times and getting you into the world and playing as rapidly as possible. As we continued to build and improve the Pepper Valley region, we found the loading times were getting increasingly longer, when they really didn't have to be. So, what we've gone and done is move a lot of content (interior stuff, mostly) onto little sub-levels for really fast loading, and better general management of how your PC loads, stores, and processes all the content in the world. Better framerates, much faster load times. We've seen a couple examples of 2 to 5 minute load times shortening down to about 15 to 30 seconds. So that's nice. Hopefully everyone will experience that sort of load time so you can jump right in and go.

Some other stuff we're doing involves tying up everything that needs to be tied up in multiplayer. Vague? Sort of. There's a lot of small stuff, from inventory to the way zombies are handled around the world as you move about. If players split up, it requires even more computation on the server side to run all the AI they might encounter in the world. We have been doing some really good crowd optimization, and have up to about 100 zombies actively doing something without having too much effect on your framerate. Framerate and consistency are the name of the game. We want every player in the game to be seeing (mostly) the same thing as the other players. This is how adventurous coop play and tight, fun PvP play can take place.

Richard's been heads-down on the level loading and storing code, both so the game keeps track of details like door states, furniture, and loot being moved, saved, and spawned. That's easily one of the most important systems in the game, and also takes into account the next update after this one, which will contain the most-wanted free-form barricading.

In my "free time," I've also been getting the vlog ready, which requires a lot of audio and footage to get, all while still coding and testing in order to wrap up this build. We'll launch it the very moment it's ready.

Back to you, Howell.

Something Out There

Out there, somewhere, or multiple somewheres, some places have been set up in Pepper Valley. Not finished, some new areas to explore have been created. As of this Weekly Dead, we aren't going to show it for now (Geoff wouldn't let me), and we will let you check it out when you get your hands on the update. We hope you enjoy it.

Things Grant Did Done

-Survivor animation changes
-New fist idle animation
-Sandstone Rifle pose and socket in survivor skeleton
-New right arm basic punch

Grant's been creating some new first person animations and idles for the survivor, to better work with our new UE4 rig, and in general, to make things look right. Here's a quick glance at those improvements.

Ignore the fingers, we're still tidying up weights from the Unity-to-UE4 rig transfer.

That's all we've got to talk about this week.

As always, be sure to follow us on twitter @TheDeadLinger for more development news!

Linger on, Survivors!

8 comments Read more
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About This Game

The Dead Linger is the definitive zombie apocalypse survival horror experience! Set in a massive, ever-changing world, survivors learn to fight, run, and survive against the never-ending and relentless zombie hordes. With pure sandbox, free-roam gameplay, multiplayer, exploration, barricading, physics, and intense realism, this is the zombie apocalypse experience you've longed for all these years. The zombie genre has died. We're bringing it back from the dead. Be sure to check out our Development Roadmap!

Latest Update:

Key Alpha Features

  • Explore a massive world, full of the restless undead!
  • Slay the undead hordes, with whatever you want!
  • True free-form barricading; nailing boards wherever and however you want!
  • Interact and explore every item, weapon, object, and building that you can see! No fake doors, no fake windows, no invisible walls.
  • Full multiplayer support; as many survivors as your server can handle!
  • Survive the apocalypse YOUR way. True multiplayer zombie survival, with a major focus on classic zombies as the core enemy!
  • Once purchased, all future updates are FREE!
  • Yes, this is the zombie survival you and your friends have been waiting for.
  • Lower price during Alpha!
  • Be part of the Sandswept Legion community; led by a dedicated development team who listen and discuss the game with the community on a daily basis!

System Requirements

    • OS: Windows XP / Vista / 7 (64-bit)
    • Processor: Intel Core 2 Duo E6000 series or equivalent AMD AthlonX2 processor
    • Memory: 6 GB RAM
    • Graphics: GeForce 8000 series or higher, ATI Radeon HD2000 series or higher. (512 MB or higher)
    • Hard Drive: 6 GB available space
Helpful customer reviews
48 of 54 people (89%) found this review helpful
5 people found this review funny
4.4 hrs on record
Posted: September 15
Early Access Review
I had alot of hope for this game, but sadly, the developers are always changing engine and each time they do it, the game gets worse. they used ogre 3d till build 9, wich was by far the best build so far. then things got worse. they decided to start working with unity, and released build 10. and oh god, it was awfull. unoptimized to the bone, literally unplayable. after 4 buils, things got a bit better. but then they decided to make 2 god awfull decisions: change the game to unreal 4, and take away the infinite, procedural world. the infinite procedural world was the only thing that set this game appart from all the other ZSGs, and with that gone, its basically a worse dayz. also, the last build was released january 2014, and altrough they are working on the game, they are very slow, and when they finally released the beta of update 15, it was basically the same thing, but now featuring a smaller world. the devs dont know what the ♥♥♥♥ they are doing. stay clear from this game.
Was this review helpful? Yes No Funny
42 of 48 people (88%) found this review helpful
19 people found this review funny
2.7 hrs on record
Posted: September 20
Early Access Review
The only thing lingering here is the development.
Was this review helpful? Yes No Funny
21 of 25 people (84%) found this review helpful
4 people found this review funny
2.3 hrs on record
Posted: September 16
Early Access Review
It feels like there hasnt been updates in a year or so. Not alot of progress happening. Just Buy 7 days to die. Its like this But an actual game.
Was this review helpful? Yes No Funny
15 of 15 people (100%) found this review helpful
5.1 hrs on record
Posted: October 7
Early Access Review
Sandwept Studios is actually a father-son team, which spent $60k of their kickstarter money on personal affects, unrelated to the game's development. When they switched from engines one to two, they hired a guy. When they switched engines 2 to 3, they let him go having never paid him and to my knowledge still have yet to pay him.
Aside from the atrocities commited by the devoloper, the game just isn't that good. It runs poorly, looks awful given how much time they've had to work on it, and what was once promised to be procedurally generated is no longer going to be so. If this game ever comes out, which is highly unlikely at this point, it holds no promise of being good.
There are simply other, better zombie survival games. DON'T WASTE YOUR MONEY
Was this review helpful? Yes No Funny
10 of 10 people (100%) found this review helpful
1.8 hrs on record
Posted: September 23
Early Access Review
I have high hopes for this game, and hopefully those hopes become a reality once they get everything sorted out with the engine and such, but at this point in time, I don't reccomend it unless you want the cheaper alpha price.
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