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 (1,640 reviews)
Release Date: Sep 27, 2013

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Early Access Game

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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:

“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 (78)

April 24

The Weekly Dead 37

Hello survivors! Welcome to another edition of The Weekly Dead!

More of a coding week, often shown in livestreams. (More on that later)

Housing Development

This week Chaoss has been working more on building construction. As you recall from a previous Weekly Dead, he made (and is making) little modules, pieces of houses so that he can put together more houses more quickly.

I've got a look at a pretty fancy (and untextured) single story house that he made using this system.

From the front.

From the bottom. Showing the layout of rooms.

Inside the building.

I'm personally excited to see all the buildings Chaoss will make. This is the guy who made the farmhouse, and the Leland's.


This week Grant has been working on hitboxes for the animals and the zombies. These hitboxes cut the models up into pieces so that different limbs, the torso, and the head can be hit independently. This will allow for our system of having to kill zombies with head based damage, as well as different amounts of damage to animals based on where you hit them.

Pictures speak a thousand words though so here.

The four different rabbits were showing different idle animations, the other part of what Grant did this week, and the big guy is our friendly neighborhood mailman zombie. This picture shows the different hitboxes for each limb and pieces of limbs.

This shows the rabbits mid idle animation without the hit boxes in case you were wondering how they were different.

And this is the boar's hitbox.

Richard and the Network

This week Richard's been working on getting survivor animations networked. What this means is that in online games players will be able to see the animations of whatever the other player is doing. Free-look has also been networked, and the upper body and lower body have separate animations, so you can see other players looking around.

After this is completed it'll be getting equipment slots so that you can equip and unequip gear from inside the inventory screen.


Our very own Geoff Keene, also known as "Zag" has been doing a lot as well, mainly centered around death, dying, and damage. (But that's not all)

Specifically, fall damage is implemented and if you fall from too high you can pass out for a few seconds when you splat on the ground. Of course if you land right (crouch/roll) you can mitigate damage.

He's made the death sequence transition smoothly from black, to death screen, to white, to life again.


...That. With more fade of course.

In addition to all that he's implemented reload types, so weapons that have internal magazines (Shotguns, SKS, and in this case, revolvers) can be loaded in a different way than weapons with detachable magazines. (Semi-auto pistols)

And finally, he got blueprints and base stats for hundreds of items created.


And here we come to the now weekly reminder that both Geoff Keene and Richard do livestreams every now and then on twitch.
You can find their channels here.

Richard Keene's twitch channel
Richard's Past Broadcasts
Geoff Keene's twitch channel
Geoff's Past Broadcasts

Be sure to follow us @TheDeadLinger for more development news!

Linger on, Survivors!

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April 17

The Weekly Dead 36

Welcome survivors, to another edition of The Weekly Dead!

Before we start let me remind everyone of the livestreams the team does every so often.

Richard Keene's twitch accountRichard's Past Broadcasts
Geoffe Keene's twitch accountGeoff's Past Broadcasts

Now let's get stuck in.


Take a look at this picture.

You see those red lines coming from the blade? That's the swing arc.

Each melee weapon has several points along edge (in the sword's case, the blade of the weapon) that track it's movement in 3d space. When one of those points/lines intersects with something it detects a melee hit on it. So if those lines go through a zombie's head, then that's one less zombie you have to worry about, or more considering it can arc through them.

This was Richard's work (image by Geoff though) and now he's working on weapon equip slots and dropping weapons.

Houses and Neighborhoods

Chaoss has been indisposed for the week but he did manage to get a few things in anyway.

Mainly more building houses from the modules he created, but as well laid out a neighborhood design using placeholder houses, and some roadwork.

I feel I should remind everyone that the ground texture in this image is the one used for distant scenery, which is why it looks so different from the roads themselves.

All the houses in this image are placeholder, but this does demonstrate the planned spacing for a residential neighborhood, allowing room for a nice yard and driveway. An upper-middle class neighborhood for sure.

Like I said before, he's also been building some houses. Like this one.

You can see how the rooms are laid out here.

And this give you a look at that pretty molding around the doorway.

Animations and Rigging

Grant has made the third person animations for hip and ironsights aiming done and found a way to make our first person animations for pistols and such to work in our new system, which saves the time of having to do all of them again. What a hero!
We've also got the third person animations for bikes and melee weapons. Each weapon can customize its animation.

And finally, Grant has parented every gun to the right hand.


Ryan has made something interesting as well. An untextured WIP high poly model of a portable, deploy-able solar panel.

For the curious unable to imagine how it looks, here's some concept art of what you are looking at.

Well, that does it for this week's edition of The Weekly Dead.

Be sure to follow us @TheDeadLinger for more development news!

Before you leave though, I just want to leave you with one last thing. (model and image courtesy of Grant, caption by Geoff)

Linger on, Survivors!

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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
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