Zombasite is a zombie apocalypse action RPG set in a dynamic, evolving, fantasy world for Windows, Mac, and Linux.
User reviews:
Overall:
Positive (43 reviews) - 83% of the 43 user reviews for this game are positive.
Release Date: Oct 13, 2015

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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:

Why Early Access?

“While this is our first game on Steam Early Access, we did a similar beta/pre-order program with our last 2 games through our own website and it worked out very well. Early Access will allow us to get tons of feedback before things are final to make a much better game.”

Approximately how long will this game be in Early Access?

“Our typical time period for this stage in previous games has been 1 to 3 months. It really depends on how much constructive feedback we get and how much we change based on that feedback.”

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

“We still have a long list of smallish things we would like to add to Zombasite, but as we have seen in the past this greatly depends on gamer feedback.”

What is the current state of the Early Access version?

“Zombasite is now in beta. In other words it is very playable, but not quite done yet. We still have plenty of time to make changes based on feedback though.”

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

“Zombasite is 25% off during Early Access.”

How are you planning on involving the Community in your development process?

“We have always greatly valued and acted on much of our gamers' feedback even before we started doing Early Access/beta programs. We will listen and consider all feedback that we get on the Steam forums, on our own forums, and what is emailed to us.

In the end we are trying to make the best game possible, so we will act on much of the feedback we get (gamers are a smart bunch), but we will also do our best to disregard any feedback that would make the game worse (many of you have seen Early Access games try to please everyone and get worse and worse over time).”
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Recent updates View all (34)

June 24

Zombasite patch 0.936

This patch improves NPCs, adds a couple more world setup options, and fixes a bunch of other minor issues.

0.936 change list:

  • now NPCs almost always have a class skill (Tuidjy)
  • added Dangerous Monsters and Raging Hordes world setup options
  • fixed Soulstripper and Darkhammer having double weapon speed modifiers (Reaver)
  • changed how basic dots combine so first damage tick doesn't get farther away when 2 dots are combined
  • now pets of party members now try to avoid getting in your way (ScrObot)
  • NPCs can no longer be raised from the dead (magusdl)
  • NPCs will no longer start traitor quests when they are the last recruit (Sharpoint)
  • trapmaster now spawns some traps nearby
  • moved expedition party menus up a little so you can see expedition points left (MindDefect)
  • guards should no longer hide (Destro*)
  • loner and family modes now give hardcore heroes score bonus (Destro*)
  • can no longer pick family and loner mode at same time (Destro*)
  • fixed history icon size/placement on clan solve screen (Steve)
  • can now sell guards to vendors (Caal)
  • now showsightcollisiongrid takes into account entities
  • fixed opening multiple menus that pause the game and closing one of them unpausing (Throwback)

2 comments Read more

June 1

Zombasite patch 0.935

This patch improves the UI more, improves secret levels, and fixes a bunch of other minor issues.

0.935 change list:

  • fixed displayed door health (Tuidjy/MindDefect)
  • losing your healthstone is no longer a lose condition if you are playing in loner mode (Tuidjy)
  • now when you choose "Anything you would like?" trade option, other clans will add items that they want but can't fully afford (Tuidjy)
  • added chance of bigger secret levels
  • magic find now works better when minimum item rarity is above normal
  • increased InternalMagicFindCraftingIncrease from 2.0 to 4.0
  • now dust of destiny has a base magic chance of 100
  • increased adventurous trait mult from 1.0 to 2.0
  • can now put down markers on map where you are standing or near other map blips (Throwback)
  • now if monster gets promoted to unique for killing you, your clan gets the quest
  • fixed some illusionist spells never showing up
  • fixed level of illusions from illusionists (Tuidjy)
  • fixed druid shape getting out of sync with bonus (Tuidjy)
  • fixed projectiles not always starting out going straight
  • fixed relation penalty when you let a shared adventure partner die (Disney Toy Unboxing)
  • made attachments much smarter when changing models (fixes a few different issues) (Smogg/Tuidjy)
  • fixed a controller crash (MindDefect)
  • toned down stealth skill bonuses on NPCs (Tuidjy)
  • added a rescue vendor quest (when rescued comes to town) (DrRumpy)
  • vendors carry slightly better items
  • decreased InstigatedQuestChance stuff some when less 75 quests remaining (Tuidjy)
  • now when highlighting items up key will go back to comparing player item
  • now when highlighting items down key will go to comparing selected recruit item
  • can now unsummon summoned monsters
  • shield slam should now only target sentient targets (Tuidjy)
  • now gives a warning if you try to move vendor item directly to use slot bar (MindDefect)
  • made "Shared Adventure" text go through localization stuff
  • no longer show display equipment button on shared adventure people that don't use standard items (ronniebranch)
  • increased max trap level from 150 to 200
  • increased range of wind and door traps to 1000
  • wind traps now also shut doors
  • added cheat_giveCrafting
  • fixed horror killed NPC chats (GTD-Carthage)
  • stop hunt confirmation screen now pauses the game
  • made selected target effect more noticable
  • changed PROTOCOL_VERSION to 52
  • now show area level on level name highlight on main game screen (Destro*)
  • Major Leader & Major Terror enhancements now have descriptions (Destro*)
  • NPCs no longer get happiness boost for destroying inanimate objects in town
  • evil avatars no longer spawn below level 5
  • fixed NPCs needing an escort starting with really low health
  • now get message when avatars are killed
  • fixed evil druids that are shape changed animation getting stuck (Tuidjy)
  • now if hardcore is already selected, randomize button can pick family & loner modes

1 comments Read more
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About This Game

Zombasite is a zombie apocalypse action RPG set in a dynamic, evolving, fantasy world for Windows, Mac, and Linux.

The dark elves have always played god by creating and enhancing underworld slave creatures. As they watched a horde of zombies destroy the huge demon city Kraval, the dark elves were tantalized by the devastating power of uncontrolled zombies, and desired to control and increase it. When they wove their dominating magic into a few captive zombies something went horribly wrong!

They hadn't known the powerful necromancer, Ciglio, had created these zombies. To control his huge armies of undead, Ciglio permanently bound his zombies and their infected victims to him. This binding was so powerful, their loyalty surpassed his untimely death. In the dark elves' pride and lust, their magic twisted into Ciglio's binding, fusing into a new, uncontrollable creation, the Zombasite.

Zombasite is a nasty, voracious, all-consuming Zombie Parasite. It doesn't just reanimate the dead into mindless zombies. It is intelligent, insatiable, and unstoppable---infecting and killing the living, spreading faster and in more ways, helping the dead utilize many of their original skills, and mutating the dead with new powers. Dark elf zombies are terrifying!

So what does this have to do with you? You are the leader of a clan trying to survive the apocalypse. This is easier said than done. When a follower dies, they can't be saved by any means. The Zombasite is highly contagious and zombies are quickly ravaging the world's surface. Food is a critical resource that must be obtained. Vendors are rare and have limited supplies. Some of the stronger monsters have survived and are as dangerous as ever. Clans of humans and monsters are fighting over what few supplies are left. Even within your own clan it isn't safe. Humans living on the edge are even more unstable than usual. So yeah, survival isn't easy.

Features:
  • Survive the zombie apocalypse in a fantasy world
  • Experience uniquely created worlds for every game, with different areas, monsters, items, and quests
  • Explore a dynamic, evolving, living world
  • Lead a clan of followers who have their own personalities and skills
  • Navigate relationships with rival clans using diplomacy, trade, war, and raids
  • Adventure with your friends with co-op multiplayer
  • Your choices truly impact the game!

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: XP or newer
    • Processor: 2.0 GHz Core Duo (or other equivalent)
    • Memory: 512 MB RAM
    • Graphics: GeForce 2 or better
    • Storage: 350 MB available space
    Minimum:
    • OS: OS X 10.4 or newer
    • Processor: 2.0 GHz Core Duo (or other equivalent)
    • Memory: 512 MB RAM
    • Graphics: GeForce 2 or better
    • Storage: 350 MB available space
    Minimum:
    • Processor: 2.0 GHz Core Duo (or other equivalent)
    • Memory: 512 MB RAM
    • Graphics: GeForce 2 or better
    • Storage: 350 MB available space
Customer reviews
Customer Review system updated! Learn more
Overall:
Positive (43 reviews)
Recently Posted
FuneralMile
( 7.1 hrs on record )
Early Access Review
Posted: June 26
I'm not terribly deep into the game yet, but so far it feels like "Best of Soldak" aka "Depths of Din's Operative" where it takes the best parts of earlier Soldak titles, remixes them and takes them further (not too far, though).
With a little more polish and balancing (and a good expansion like they did for Din and Drox) this could be their definite game. For fans of Soldak or loot-driven Diablo-likes in general I can only recommend this game.
Or maybe try the demo at least, it's fun!
Helpful? Yes No Funny
Iridescence
( 95.7 hrs on record )
Early Access Review
Posted: June 17
I do recommend this game with some reservations. It is heavily inspired by Soldak's last game, Drox Operative, and moves the setting to a generic fantasy type setting with the added wrinkle of a zombie apocalypse going on. You must take your main hero and optionally a couple of companions and do ARPG type things - slaughter endless hordes of zombies and other monsters, do quests, manage relations with other factions and keep members of your own clan reasonably happy, fed and sane. Then when you are done you will move on to the next world with tougher things tto fight and better loot to find.

There are quite a few classes to choose from and you can also take two trees of your choice to make your own, The game may seem deceptively simple at first but it actually quite complex and deep with a lot to juggle. There's an almost Sims like element to keeping your clan members happy and it isn't very well explained. I finally found out from the net that you need to assign your new clan members to a finished house and should put them on "rest and relaxation mode" or they get unhappy fast which causes many problems. This is not explained well in the game at all and even with doing these things, some NPCs seem to get unhappy quickly for seemingly random reasons which is kind of a pain to deal with. The game is also not very well ballanced with some NPC and PC abilities being very powerful and some being too weak to justify using them. This is also a problem with monsters as you will run into some monsters that are just nigh unkillable with the build you are using (although it is cool that the monsters level up through the course of the game and gain more abilities just like players do). Of course the game is in a beta state righrt now so hopefully at least some of this stuff will be better on final release.


Obviously the graphics here are about a decade behind the state of the art. I don't know why anyone would be looking for great graphics in a game like this anyway but expect fairly generic low res fantasy art. To me it doesn't really detract from the gameplay though and the core game experience here is very fun even if it does need some polish.
Helpful? Yes No Funny
Excellion
( 15.7 hrs on record )
Early Access Review
Posted: June 6
TL;DR: If you have never played a Soldak game before go and try the demo - what the game lacks in the graphics department is easily compensated by its excellent dynamic world and character class system. If you played both Din's Curse and Depths of Peril on the other hand you may find too little new content or gameplay to consider Zombasite an evolution of the genre, much less a revolution of the genre.

After playing Zombasite for about 15 hours the foremost question in my mind is probably "Should one rate a game based on its own merits, or should previous games in the same series be taken into account when rating a new game?".

Zombasite is by no means a bad game, quite the contrary actually. The game is best described a mix of all previous Soldak games as it cherry picks the best aspects from each previous game and mashes them into a new game. It incorporates the concept of warring factions that was present in Depths of Peril. This system is in turn mixed with Din's Curse's character creation system where one could mix two character classes and turn them into a hybrid, which made for some very interesting character builds. To top it off there is the ever present dynamic evolving quest and world system that is present in all games in the series, and it is as good as ever. On its own, Zombasite is a very well executed game. If this had been the first game from Soldak - or at least the first one i played - I'd be singing its praise all throughout this review.

However, this isn't the first Soldak game i played. Excluding Kivi's Underworld i bought every game and expansion pack trough the developers website, and played them rather extensively. Each game had its own merits and added something new to the formula:

- Depths of Peril: The first game. Interesting take on RPG gaming with multiple factions warring for dominance on the same map. Very basic character design, but the party system and dynamic quests make it an interesting, if somewhat unusual game.
- Din's Curse: The second game. No more warring factions, and essentially the same game world to play in. However, the game has a vast array of new character classes which could be mixed and allowed for some rather interesting character builds. The dynamic quest system was still present but felt more fleshed out, so there was enough fun to go around. All in all a very good improvement over the first one.
- Drox Operative: The third game and my absolute favorite. The previous games were set on the same game world, which we now exchange for a space based game. The character classes are swapped out for a spaceship which could be evolved and customized trough components. The clan system from Depths of Peril was reintroduced, yet a very interesting twist of being essentially an outsider to the warring factions. The dynamic quest system worked wonders here as you were essentially trying to make a race or other races ("clans") win the game.

The fourth game, Zombasite, drops us back in the same world as Depths of Peril and Din's Curse. It has the same enemies as the first two games, the same terrain and most damning, pretty much the exactly the same character creation system that was present in Din's Curse. Due to the last remark i have pretty much been playing the exact same characters i played earlier in Din's Curse. Not because the class system doesn't allow for variety, but because i loved experimenting in Din's and have now been given virtually the same toolset to play with. The game is not entirely without new additions to play with - mostly the town system and the survivors - but it is by comparison just a minor new feature. Its a shame really - a redesign of the character classes (perhaps some mixture of "modern" characters mixed with the games "fantasy" classes would already have bought the game a lot of extra longevity in my eyes.

If you never played a Soldak game i recommend to give one of them a go. If you like fantasy RPG titles go for Zombasite, otherwise go Drox Operative if you like space based games. If you played Din's Curse or Depths of Peril you may be in for a letdown in case you expected anything new and fresh like the previous games offered.
Helpful? Yes No Funny
Eromivus
( 16.2 hrs on record )
Early Access Review
Posted: June 4
If you haven't played a Soldak game and want to know why this deserves your attention—I mean, it pretty much just looks like an ugly indie Diablo ripoff, right?—then imagine if someone dropped Diablo inside of a real time 4x strategy game. Imagine if in Diablo the monsters could actually raid the town and take it over and win. Or imagine if some anonymous goblin out in some far flung corner of the map could actually go up in levels on its own, acquire gear, and eventually become a boss and attract its own followers? Basically, it's a game where the developer has created a lot of interesting, independently minded elements and then trusted those pieces enough to drop them all in a large box with you and just walk away. You know the mechanics work when you can point out dozens of rough edges and care not a bit about them.

That being said, because this is so much more than a hack and slash action rpg, it's going to be very overwhelming the first couple of times you play it. It's going to take about 5-6 hours before your brain rewires itself to effectively juggle the action rpg aspect with the overarching strategy/clan management aspect. Once that slides into place, the elements no longer fight each other. You'll wonder how you could ever go back to a simpler kind of rpg. Fight through it, prepare your body, and let it happen.

If you *have* played any other Soldak games, you know what you're in for. Whether or not the whole zombie mechanic ends up enhancing the game experience remains to be seen, but at the moment it still feels a bit grafted on. It's not a bad addition to the Soldak game structure, and I think there are some interesting ideas behind it, but it still feels like more of an afterthought than a mechanic so essential he named the game after it. You can even turn it off. That tells me there's still some design work to be done.
Helpful? Yes No Funny
MindDefect
( 447.9 hrs on record )
Early Access Review
Posted: June 4
This game reminds me of a mesh of some of my favorite games of all time. Part ARPG (Din's Curse in this instance), but has a similar feel and depth that old-school games like Seven Kingdoms, Majesty, Civ, Dwarf Fortress and various roguelike style of games. Let me first get to the Graphics and Sound, and also let me clear up why this isn't quite like a regular "Zombie" based game, if you can even call it one.. If you want to skip to the gameplay review, skip down to where the review says "Finally, on to the game...."

Let me first get to the graphics and sound, they are not a sole reason you look to play something innovative like this for, but for me, being an old-school type of gamer as you can tell from the games I mentioned... they are waaaay more than passable. And if you are here currently reading this, you wouldn't be suprised to know this isn't a big dev game, so in that case I think you'll probably be satisfied with it visually. If you're ok enough to ever play a game with the graphics of some currently released games nowadays, say like the "The Escapists" or something else visually on a similar level, then you should have absolutely no room to nitpick here. Visuals are moderately sharp and have a good enough amount of variance for any given generated world. Music is pretty good to me, it comes on and off in certain moments. Not an epic soundtrack, but then again, it's not overly dramatic like some can be. Sound is varied enough from the somewhat various amount of different monsters, skills, and traps that are in the game, but some sound effects can still sound a bit too loud, so I would recommend lowering the sound volume in the options. This issue has been improved upon patch by patch. The Dev has been updating this game with major patches weekly, since it's existence.

Secondly, this is not a ZOMBIE based game in the general sense, not as much as you would think for something with Zombie and Parasite in the name.. Most of it comes from the fact that there are zombie based versions of monsters, and this also causes a lot of in-fighting between monsters. But even regular monsters can declare war on each other, yeah it's pretty crazy! Though, there is a Zombie threat bar on the bottom, that will go up over time and make more zombie based monsters exist in the world causing havok, which you can slow it's rate of raising by doing certain quests. And you and your clan members can be infected, and this can be taken care of in various ways. Now it's basically a single dev game for the most part, so I know it can't be easy, but in my opinion I think he could have done better job coming up with the name of this game, marketing wise. I think it should be changed to something like "Perils of Survival", to give a better feel for the actual game. Though that name would be similar to "Depths of Peril", a previous game by this company.

----------------------

Finally, on to the game.... You create a character that levels up and gains skills, that you can keep playing through each game (generated world) you play, win or lose, and each game takes usually takes a few hours or more (this may vary by the world generation settings you set). It does have hardcore and semi-hardcore options.

So what is it generally like? It is beyond just another ARPG/Diablo clone, and like just like a lot of roguelikes, everything you do in game (for this game, doing quests/defending/raiding/diplomacy/clan member management), feels like it's for an important purpose or actual incentive to your clan or the game world.. The world moves even without any user intervention, as monsters level up and form factions to group up with another. And they even plot to raid your town or cause some form of trouble for you or other clans. A certain type of monster, say Imps or Orcs for instance, could actually go to war with you if you kill too many at once (think they will just let you just keep farming them, hey why shouldn't they fight back??)

You are considered a "clan" leader basically, with a home town (just one town inside walls, that doesn't ever expand in area) that has to win a generated world via one of these victory conditions, that are basically: Last clan alive victory, an Alliance victory, a gather enough food supply victory, or a do all quests victory.... all against actual other competing AI clans just like you (for the most part..).

Most quests are generated on the fly as you play, such as to collect such and such to fix a clan's poisioned water supply, or a town's curse. You can pay for rumors for somewhat accurate locations of these quests. Also quests like "to kill a certain powerful enemy(s) threatening to eventually cause trouble for a clan" (and he/she will, they are not BS'ing!). Escort, rescue, stop a zombie uprising, and many more types of quests that have been added since early access has been moving forward. You can turn in quests that other AI clans give out, quests that they don't end up finishing yet themselves (and you may even do some quests via chance without knowing, before you even meet these clans for the first time... and after you finally meet them, you can turn them in and get rewarded with XP/gold and improved relations) Doing quests for them is a great way to improve relations

You also have clan members that interact with each other, and have personality traits. You have to manage this a bit and it can be fun, interesting, and at times frustrating at times, like when people go insane. But that's part the challenge and varience this game has that I like. You have to make sure to only recruit people that will probably tolerate each other enough, and you also migh need to help them tolerate each other. And you have to make sure they get fed, and don't hiring way too many clan members if you don't have enough extra food, as this can cause a domino effect of happiness and insanity issues.

To sum it up, to me It feels weird, in a very GOOD way, playing an action RPG type game. Where you feel an actual pressure to actually get XP, Gold, and also manage just enough various other things, to actually improve your chances of not losing and failing a given world/game. It's not super intense like a MOBA or most FPS games, it's more so a similar feeling some older unique games of the past, and a lot of rougelike type games I've played before, give me.

I also need to mention, there are SO many things that can be modified in the game with notepad via the Assets4 file, for you to tinker with if you'd like. There are mods already if you search the official game forums. Say for example, if you are bothered by lack of inventory space in early levels in ARPG games like this, and would like more in the earlier levels.

I urge people to give it a shot with the demo, and I recommend at first trying low stress mode at first. It can probably use just a bit more feedback before it officially releases in the coming months, but don't get me wrong, it's great just the way it is, even if released now. I don't think there is any game quite like this that exists.
Helpful? Yes No Funny
[BB] Magus
( 24.6 hrs on record )
Early Access Review
Posted: May 29
What really sets this ARPG apart is the fact you are a faction leader, and have to recruit, equip and take care of faction members. You can set up the amount of factions, and these NPC's will play kinda like a player, going out adventuring, making quests and warring. The diplomacy works nice, you make allies and enemies (or just one of them), help them when invaded or invading other factions. All this works pretty much the same singleplayer or multiplayer! No "multiplayer exclusive" gamemodes to trick you. Nothing like coop in adventure, and factions war! You can also adventure together with "npc players", through faction diplomacy.

The whole game is extremely dynamic, while this is not entirely new to Soldak games, it is very rare on ARPG's. And I mean REALLY dynamic, not a quest with two choices that gives you a different npc. You know those boss monsters in ARPGs? Here they make alliances too, so you might find two of them wandering together to face the growing threat of factions. Monsters fight each other, according to races. Your town is under constant threat of being attacked, you gotta always keep an eye for a quick route back, making adventuring unique in a sense that who you left in the village matters and might die. This is a huge addition in multiplayer, since your friends can rush to your base's defense as well. The world is random every gameplay, with underground dungeons and open areas.

Overall, it's a must have to anyone who likes ARPG's, as you won't find most of these features on any other games.
Helpful? Yes No Funny
DON'T JUDGE ME REEEEEE
( 32.1 hrs on record )
Early Access Review
Posted: May 27
If you like Soldak games, you'll like this. If you like the idea of Diablo with the randomness cranked to 11 and the graphics cranked to 1, you'll like Soldak games.
Helpful? Yes No Funny
Petey44
( 39.3 hrs on record )
Early Access Review
Posted: May 7
The last few updates have improved on an already great game
Helpful? Yes No Funny
DrRumpy
( 279.6 hrs on record )
Early Access Review
Posted: April 12
Short answer: it's a really fun game with many evolving gameplay mechanics overlapping to make it enjoyable.

Longer answer: there are many areas for improvment and the developer seems to patch once per week. I read the patch notes regularly and requests/suggestions from the community are addressed.

The game has a fairly ambitious scope with so many interacting systems. Not to mention skill balancing for the character classes. So there's a lot of work left to do. That said, I enjoy the emergent nature of the game. You never know for sure how a raid on your town will turn out. Even kicking an NPC out of your clan can backfire.

I've more than received my monies worth and there's a rough diamond here that get's a little more polished every week.
Helpful? Yes No Funny
Hkajs
( 26.2 hrs on record )
Early Access Review
Posted: April 9
A super tight game with very in-depth features. Literally have been playing for the past 15 hours straight.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
6 of 6 people (100%) found this review helpful
Recommended
447.9 hrs on record
Early Access Review
Posted: June 4
This game reminds me of a mesh of some of my favorite games of all time. Part ARPG (Din's Curse in this instance), but has a similar feel and depth that old-school games like Seven Kingdoms, Majesty, Civ, Dwarf Fortress and various roguelike style of games. Let me first get to the Graphics and Sound, and also let me clear up why this isn't quite like a regular "Zombie" based game, if you can even call it one.. If you want to skip to the gameplay review, skip down to where the review says "Finally, on to the game...."

Let me first get to the graphics and sound, they are not a sole reason you look to play something innovative like this for, but for me, being an old-school type of gamer as you can tell from the games I mentioned... they are waaaay more than passable. And if you are here currently reading this, you wouldn't be suprised to know this isn't a big dev game, so in that case I think you'll probably be satisfied with it visually. If you're ok enough to ever play a game with the graphics of some currently released games nowadays, say like the "The Escapists" or something else visually on a similar level, then you should have absolutely no room to nitpick here. Visuals are moderately sharp and have a good enough amount of variance for any given generated world. Music is pretty good to me, it comes on and off in certain moments. Not an epic soundtrack, but then again, it's not overly dramatic like some can be. Sound is varied enough from the somewhat various amount of different monsters, skills, and traps that are in the game, but some sound effects can still sound a bit too loud, so I would recommend lowering the sound volume in the options. This issue has been improved upon patch by patch. The Dev has been updating this game with major patches weekly, since it's existence.

Secondly, this is not a ZOMBIE based game in the general sense, not as much as you would think for something with Zombie and Parasite in the name.. Most of it comes from the fact that there are zombie based versions of monsters, and this also causes a lot of in-fighting between monsters. But even regular monsters can declare war on each other, yeah it's pretty crazy! Though, there is a Zombie threat bar on the bottom, that will go up over time and make more zombie based monsters exist in the world causing havok, which you can slow it's rate of raising by doing certain quests. And you and your clan members can be infected, and this can be taken care of in various ways. Now it's basically a single dev game for the most part, so I know it can't be easy, but in my opinion I think he could have done better job coming up with the name of this game, marketing wise. I think it should be changed to something like "Perils of Survival", to give a better feel for the actual game. Though that name would be similar to "Depths of Peril", a previous game by this company.

----------------------

Finally, on to the game.... You create a character that levels up and gains skills, that you can keep playing through each game (generated world) you play, win or lose, and each game takes usually takes a few hours or more (this may vary by the world generation settings you set). It does have hardcore and semi-hardcore options.

So what is it generally like? It is beyond just another ARPG/Diablo clone, and like just like a lot of roguelikes, everything you do in game (for this game, doing quests/defending/raiding/diplomacy/clan member management), feels like it's for an important purpose or actual incentive to your clan or the game world.. The world moves even without any user intervention, as monsters level up and form factions to group up with another. And they even plot to raid your town or cause some form of trouble for you or other clans. A certain type of monster, say Imps or Orcs for instance, could actually go to war with you if you kill too many at once (think they will just let you just keep farming them, hey why shouldn't they fight back??)

You are considered a "clan" leader basically, with a home town (just one town inside walls, that doesn't ever expand in area) that has to win a generated world via one of these victory conditions, that are basically: Last clan alive victory, an Alliance victory, a gather enough food supply victory, or a do all quests victory.... all against actual other competing AI clans just like you (for the most part..).

Most quests are generated on the fly as you play, such as to collect such and such to fix a clan's poisioned water supply, or a town's curse. You can pay for rumors for somewhat accurate locations of these quests. Also quests like "to kill a certain powerful enemy(s) threatening to eventually cause trouble for a clan" (and he/she will, they are not BS'ing!). Escort, rescue, stop a zombie uprising, and many more types of quests that have been added since early access has been moving forward. You can turn in quests that other AI clans give out, quests that they don't end up finishing yet themselves (and you may even do some quests via chance without knowing, before you even meet these clans for the first time... and after you finally meet them, you can turn them in and get rewarded with XP/gold and improved relations) Doing quests for them is a great way to improve relations

You also have clan members that interact with each other, and have personality traits. You have to manage this a bit and it can be fun, interesting, and at times frustrating at times, like when people go insane. But that's part the challenge and varience this game has that I like. You have to make sure to only recruit people that will probably tolerate each other enough, and you also migh need to help them tolerate each other. And you have to make sure they get fed, and don't hiring way too many clan members if you don't have enough extra food, as this can cause a domino effect of happiness and insanity issues.

To sum it up, to me It feels weird, in a very GOOD way, playing an action RPG type game. Where you feel an actual pressure to actually get XP, Gold, and also manage just enough various other things, to actually improve your chances of not losing and failing a given world/game. It's not super intense like a MOBA or most FPS games, it's more so a similar feeling some older unique games of the past, and a lot of rougelike type games I've played before, give me.

I also need to mention, there are SO many things that can be modified in the game with notepad via the Assets4 file, for you to tinker with if you'd like. There are mods already if you search the official game forums. Say for example, if you are bothered by lack of inventory space in early levels in ARPG games like this, and would like more in the earlier levels.

I urge people to give it a shot with the demo, and I recommend at first trying low stress mode at first. It can probably use just a bit more feedback before it officially releases in the coming months, but don't get me wrong, it's great just the way it is, even if released now. I don't think there is any game quite like this that exists.
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6 of 7 people (86%) found this review helpful
Not Recommended
15.7 hrs on record
Early Access Review
Posted: June 6
TL;DR: If you have never played a Soldak game before go and try the demo - what the game lacks in the graphics department is easily compensated by its excellent dynamic world and character class system. If you played both Din's Curse and Depths of Peril on the other hand you may find too little new content or gameplay to consider Zombasite an evolution of the genre, much less a revolution of the genre.

After playing Zombasite for about 15 hours the foremost question in my mind is probably "Should one rate a game based on its own merits, or should previous games in the same series be taken into account when rating a new game?".

Zombasite is by no means a bad game, quite the contrary actually. The game is best described a mix of all previous Soldak games as it cherry picks the best aspects from each previous game and mashes them into a new game. It incorporates the concept of warring factions that was present in Depths of Peril. This system is in turn mixed with Din's Curse's character creation system where one could mix two character classes and turn them into a hybrid, which made for some very interesting character builds. To top it off there is the ever present dynamic evolving quest and world system that is present in all games in the series, and it is as good as ever. On its own, Zombasite is a very well executed game. If this had been the first game from Soldak - or at least the first one i played - I'd be singing its praise all throughout this review.

However, this isn't the first Soldak game i played. Excluding Kivi's Underworld i bought every game and expansion pack trough the developers website, and played them rather extensively. Each game had its own merits and added something new to the formula:

- Depths of Peril: The first game. Interesting take on RPG gaming with multiple factions warring for dominance on the same map. Very basic character design, but the party system and dynamic quests make it an interesting, if somewhat unusual game.
- Din's Curse: The second game. No more warring factions, and essentially the same game world to play in. However, the game has a vast array of new character classes which could be mixed and allowed for some rather interesting character builds. The dynamic quest system was still present but felt more fleshed out, so there was enough fun to go around. All in all a very good improvement over the first one.
- Drox Operative: The third game and my absolute favorite. The previous games were set on the same game world, which we now exchange for a space based game. The character classes are swapped out for a spaceship which could be evolved and customized trough components. The clan system from Depths of Peril was reintroduced, yet a very interesting twist of being essentially an outsider to the warring factions. The dynamic quest system worked wonders here as you were essentially trying to make a race or other races ("clans") win the game.

The fourth game, Zombasite, drops us back in the same world as Depths of Peril and Din's Curse. It has the same enemies as the first two games, the same terrain and most damning, pretty much the exactly the same character creation system that was present in Din's Curse. Due to the last remark i have pretty much been playing the exact same characters i played earlier in Din's Curse. Not because the class system doesn't allow for variety, but because i loved experimenting in Din's and have now been given virtually the same toolset to play with. The game is not entirely without new additions to play with - mostly the town system and the survivors - but it is by comparison just a minor new feature. Its a shame really - a redesign of the character classes (perhaps some mixture of "modern" characters mixed with the games "fantasy" classes would already have bought the game a lot of extra longevity in my eyes.

If you never played a Soldak game i recommend to give one of them a go. If you like fantasy RPG titles go for Zombasite, otherwise go Drox Operative if you like space based games. If you played Din's Curse or Depths of Peril you may be in for a letdown in case you expected anything new and fresh like the previous games offered.
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3 of 3 people (100%) found this review helpful
Recommended
16.2 hrs on record
Early Access Review
Posted: June 4
If you haven't played a Soldak game and want to know why this deserves your attention—I mean, it pretty much just looks like an ugly indie Diablo ripoff, right?—then imagine if someone dropped Diablo inside of a real time 4x strategy game. Imagine if in Diablo the monsters could actually raid the town and take it over and win. Or imagine if some anonymous goblin out in some far flung corner of the map could actually go up in levels on its own, acquire gear, and eventually become a boss and attract its own followers? Basically, it's a game where the developer has created a lot of interesting, independently minded elements and then trusted those pieces enough to drop them all in a large box with you and just walk away. You know the mechanics work when you can point out dozens of rough edges and care not a bit about them.

That being said, because this is so much more than a hack and slash action rpg, it's going to be very overwhelming the first couple of times you play it. It's going to take about 5-6 hours before your brain rewires itself to effectively juggle the action rpg aspect with the overarching strategy/clan management aspect. Once that slides into place, the elements no longer fight each other. You'll wonder how you could ever go back to a simpler kind of rpg. Fight through it, prepare your body, and let it happen.

If you *have* played any other Soldak games, you know what you're in for. Whether or not the whole zombie mechanic ends up enhancing the game experience remains to be seen, but at the moment it still feels a bit grafted on. It's not a bad addition to the Soldak game structure, and I think there are some interesting ideas behind it, but it still feels like more of an afterthought than a mechanic so essential he named the game after it. You can even turn it off. That tells me there's still some design work to be done.
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Most Helpful Reviews  Overall
53 of 55 people (96%) found this review helpful
1 person found this review funny
Recommended
10.5 hrs on record
Early Access Review
Posted: October 28, 2015
You know it is a great game when six hours fly by and you want so much more and there is so much more. The more I play the more I like, my clan is starting to grow in power and I am starting to explore more and getting to know the game. This game seems to take the best parts of Dins Curse, Depths of Peril, and Drox Operative and mash it all up into one fantastic game. I love the character progression so much, you can mix it up anyway you want. I will be playing this much much more. It is in Beta but very playable and target finish date is three months.
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25 of 25 people (100%) found this review helpful
3 people found this review funny
Recommended
154.4 hrs on record
Early Access Review
Posted: January 1
The name sucks, and the graphics are not great. I don't care. Zombasite is one of my favorite games of 2015/2016, just like Drox Operative (Soldak's previous game) was one of my favorite games of 2012. I like how there are so many factions that can be fighting or allying with each other. I like how party members have personality traits that affect their interaction with other party members or clan members. I like how elite monsters start sending out scouts and raiding as they get stronger (they level up, too). Basically, Zombasite has the kind of dynamic environment I enjoy experiencing.

One example: I got six NPCs to join one of my clans. Two of them started flirting and married each other, and then one of them got killed during a hunting trip (you can send out NPCs on independent missions to collect food or other resources, but you can escort them if you wish) by an elite monster. The spouse went insane and went berserk, and the surviving party members had to put her down. Her husband became a ghost and attacked the party, and we ended up running away. The survivors became unhappy, one started secretly poisoning the others, and he eventually let in a raid party of monsters that killed the remaining clan members. That was pretty sad... but also pretty cool!

Character creation can be fun to experiment with. You can select from one of several classes, or you can create a hybrid character with fewer (but more specialized) skills.

I do wish the 'intelligent zombie virus' was more of a threat. I'd like to see coordinated attacks by infected monsters and NPCs. I'd like to see zombies overrun a weak clan so they can zombify the population and eventually overwhelm stronger clans. I'd also like to see zombie squads surround and flank clan parties so they become outnumbered, rather than just trickle individually into their weapons and spells.

(reviewed version: 0.913)
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28 of 31 people (90%) found this review helpful
Recommended
24.9 hrs on record
Early Access Review
Posted: October 14, 2015
Enjoying the heck out of this game, I don't know if I've played enough of it to warrant a glowing review, but I CAN say that it has more than enough content to keep anyone on the fence of the whole "Early Access" debacle satisfied. As a developer I can say that this is an evolution of this studio's past work (din's curse and depths of peril mainly) and it shows.

I'm happy I bought it!
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21 of 22 people (95%) found this review helpful
Recommended
6.0 hrs on record
Early Access Review
Posted: October 16, 2015
Soldak have basically mashed up all their previous ARPG's into an enhanced Din's Curse. You have the overworld and clan system from Depths of Peril, the dungeon delving and classes from Dins Curse and the quest system and diplomacy of Drox Operative. This all in all makes it a very unique ARPG to play with plenty going on and to do. And is highly recomended if you can look past the dated visuals.
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22 of 25 people (88%) found this review helpful
Recommended
14.2 hrs on record
Early Access Review
Posted: October 14, 2015
Soldak is one of the only innovators in the ARPG genre. With there previous titles "Din's Curse", "Depths of Peril", and "Drox Operative", I was blown away at how unique they were. Zombasite mixes a lot of the great features from all the games and creates yet another amazing experience.

It is developers like Soldak; I wish someone walked up to them and said "Hey, here's 100 million dollars, make the greatest ARPG game ever." Because I know they would.


***For all the newcomers to Soldak games I will give you a rundown on what to expect:

-Every "playthrough" you spawn in a town that grants you random quests, both main quests and optional quests. While you are hunting and doing quests, AI controlled clans are also doing the same quests in the same zones. The entire world is DYNAMIC. If an enemy clan kills a boss before you, quest failed.

-Factor in bosses and enemies being dynamic as well. Bosses get promoted to become stronger and certain enemies can take over zones and become stronger.

-Factor in "followers" which are random adventurers you find while exploring to join your party and/or your clan to protect your city from invasion.

-Factor in these "followers" gaining levels and having random skills to use like you. As well as being fully equipped with items. You can also send your followers on scavenger hunts for food and potions.

-Factor in endless replayability in many forms. When you create a character, you can activate many different difficult challenges that make the game different. Maybe a mode where you can ONLY equip artifact or above items.

-Factor in full customization via simple mods. If you think experience gain is too slow or too fast, you can reduce it via a text file. If you want the base run speed to be faster, you can edit the text file. Or if you think the base game is just right, don't touch anything.

-Factor in online multiplayer.

One of the greatest ARPG's ever.

A+++
11/10
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17 of 21 people (81%) found this review helpful
Not Recommended
15.3 hrs on record
Early Access Review
Posted: January 8
So far.. I'm not convinced. Graphics have never been a feature of Soldak games but its about time they advanced. The whole quests / rep system / npc system was way ahead of the pack but again I dont see that it had advanced. I bought into this on the strength of the last games - I expected more than what appears to be the same character classes from Dins Curse with the same skills / limitations . Perhaps a lack of imagination on my part but I would have liked to seen more modern character classes. I suppose if it isnt broke don't fix it but at the moment I'm disappointed.

On the recommendation...if you are really into the crafting / survival element of a game then perhaps choose this over Dins' Curse / Demon War - but otherwise I'd pick up the latter.

Hopefully I'll change my mind as the game matures and I play more.
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12 of 13 people (92%) found this review helpful
Recommended
51.8 hrs on record
Early Access Review
Posted: October 17, 2015
It was either this game or Shower with your Dad Simulator 2015. Thank you Soldak for helping me escape just when I had needed you. Thank you.

9/10 (EA Placeholder, will review properly later.)

In all honesty, if you don't like Soldak brand of action RPGs then you probably won't change your mind for this. The textures and graphics are slightly improved (at the cost of poor optimization in beta, but I'm sure that'll get ironed out as things progress).

On the other hand, if you do like the very unique concepts that Soldak brings to the action RPG genre, this is the next best iteration in their succession of games. You have clans, one of which is headed by the player character, and you complete quests for your own clan as well as others (if you want to stay on their good side). In 4x strategy fashion you'll want to choose your friends carefully, and let the troublesome clans suffer through their problems. Then again, that might lead to an early raid on your own settlement, or one of your friends, at which point you'll be forced into a bad situation that will probably result in many deaths, or just one in the case of hardcore characters.

You have a great and inspired class skill tree, which offers as many combinations as are listed on the tin. Powerful traits are added to mix things up even more, adding a layer of progression that is common to all classes, and can make your character's skillset, in tandem with their equipment, very unique.

In short, so far it's looking so good for Soldak's new RPG, and it is as true an RPG as is being made these days, with meaningful choices that impact gameplay. RPGs are games of choice, afterall.
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