How long would you survive in this unrealistic representation of the zombie apocalypse? Scavenge for supplies, find a base, and construct your defenses. Break down furniture and board up your home. Set bear traps, nail your axe to a gun, or find your own ways to fight off the undead.
All Reviews:
Very Positive (62) - 93% of the 62 user reviews for this game are positive.
Release Date:
Oct 24, 2017
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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?

“Undead Development is a one person project and I think I can make a much better game with a community helping me. Early Access will allow me to better support the community’s favorite features as I add content and polish the game.”

Approximately how long will this game be in Early Access?

“Development time will be mostly determined by how the game is received during Early Access. I would estimate between 3 months to a year.”

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

“I have ideas for more content I want to produce but I will be prioritizing where to work based on feedback. I also expect more usability features to be added or improved based on requests. I want to make sure users can experience the game on their chosen headset or with their preferred locomotion. I expect the game to be more polished and bug free when it exits Early Access. I plan to work on a new trap system that would allow for a lot of creativity in creating player made zombie traps.”

What is the current state of the Early Access version?

“I waited to enter Early Access until I felt confident I was delivering enough content to warrant a purchase. The game has 4 open ended maps to explore and strategize in addition to a home base map. Each map has a night version with increased difficulty. Wandering zombies now haunt the levels providing a threat as you scavenge for supplies. A progression system has been added that lets you unlock tons of new loot to find. There are over 70 pieces of loot to find, most of which being unique guns and weapons. The game has initial support for Oculus and various movement / locomotion options. The game is likely to have bugs or performance issues. The game’s difficulty and progression system may not be balanced. I will be working dilligently to make initial improvements to any major issues discovored by users directly after release.”

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

“The price will increase once the game becomes more polished and more content is added.”

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

“I will be actively listening and engaging anyone who wants to share their feedback on Undead Development. Community feedback will help determine what areas I improve and what content I add to the game.”
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Notice: Requires one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.

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Recent updates View all (2)

December 19, 2017

Update v.80 now live!



Hey everyone! I tried to focus on getting more content in then just bug fixes this time. I hope you all enjoy this winter update!

Update v.80

Official Oculus support
  • I recently purchased an Oculus and will be listing Oculus as a supported device on the Steam store page. Now that I own one I can better respond to Oculus user's feedback and make improvements.

Game Modes
  • New game mode system added. Can choose between ‘Standard’, ‘Builder’, and ‘Turbo’. (Builder mode gives you infinite time to set up and prepare)
  • New gameplay settings UI added to the level select board.
  • New player records for each game mode.
  • New gameplay setting: toggle wandering zombies.

Difficulty Changes
  • Zombies now have a chance to have helmets that protect their head from attacks. Chance for zombie helmets increases with each wave, similar to running zombies.
  • Zombie attack speed now scales with movement speed. This makes running zombies a greater threat.
  • Player health increased from 30 to 50.

Night Mode Changes
  • Night mode now gives 2x experience.
  • Zombie health doubled.
  • Loot drop chance reduced by 50%.

New Locomotion Settings
  • New setting ‘Default Run’ lets you run with your trackpad/stick and click to walk.
  • New speed setting for walking locomotion.

Changes
  • Zombies now have a chance to spawn with hats.
  • Wandering zombies are now forced to spawn a minimum distance away from the player.
  • Holiday zombie hat has a chance to spawn during December.
  • Holiday themed loot boxes have a chance to spawn during December.

Bug Fixes and Optimizations
  • Fixed object pooling issue that was causing ‘gun jam’ bug. (went a little crazy working on this one)
  • Changes to ground collision to reduce the chance for objects to fall through the floor.
  • Fixed bug that inflated zombies’ chance to drop loot when reaching high waves.
  • Fixed white hammer bug.
  • Fixed collider in sewer grate to prevent teleporting out of the normal gameplay area.
  • Fixed collider in forest level to prevent teleporting out of normal gameplay area.
  • Fixed turbo mode timer in Old Home.
  • Fixed foliage issues in Fresh Town.
  • Changed object highlight system to fix a potential performance issue.
  • Fixed error with backup particle reference.
  • Fixed particle optimization issue with explosives.
  • Fixed issue with player inventory belt disappearing at certain heights.
16 comments Read more

November 20, 2017

Update v.75 live



Thanks everyone for all the support with Undead Development's Early Access release! Everyone's feedback and enthusiasm has been super motivating. Thank you! This update has some new gameplay features but is mostly focused on bug fixes and general game improvements.

Update v.75

Updated game engine
  • This shouldn’t have an effect on gameplay but may solve some crash issues some users are experiencing.

Implemented new automatic error reporting system
  • This shouldn’t be noticeable to players but this will provide me with some data on errors and bugs players are experiencing.

Gameplay Changes
  • You can now extract the remaining ammo clip from a weapon by using the trigger on a weapon that isn’t directly held. (Doesn’t work for ‘special’ weapon types like the flamethrower or rocket launchers)
  • A highlight outline will no longer display on a held gun when the other hand is in range to grab it.
  • Various damage effects (such as a gun shot) can now trigger explosives.
  • Gun shots and explosions now collide with player tools.
  • Snap Rotate no longer requires click
  • Improved player damage feedback
  • Bear trap now has a cooldown tied to a longer animation
  • Teleport spots (like ladders) now display a green teleport trail when selected with teleport locomotion.
  • You can now use teleport locomotion to select a level from the level select screen.
  • You can now see the active number of ‘wave’ zombies by pausing the game.
  • Zombies will now die if they fail to attack anything for 3 minutes.

Minor Changes
  • Reworded Ammo II research perk.
  • You can no longer access the pause menu after dying and during the post game process.
  • Map records (kills and waves) are now saved when a wave is completed
  • Player progress and map records are now saved when restarting or exiting.

Bug Fixes and Optimizations
  • Fixed a bug that was saving highest kill record with your highest wave.
  • Modified cut metal material to remove the visual flickering issue.
  • Fixed bug with pistol ammo spawning (a lot more pistol ammo will likely spawn now)
  • Fixed issue with unlocked guns in the home base not being usable
  • Fixed flickering on spikes of small metal scraps
  • Balanced Molotov audio to be quieter.
  • Fixed issue where guaranteed hammer or light was not given to the player at the beginning of the game
  • Added maximum spawned loot cap. Once 120 loot objects are active all loot except for ammo will stop spawning. I will be tweaking this or removing it based on feedback.
  • Tweaked individual item caps.
  • Fixed issue that would nail objects to the ground when a different object should be prioritized.
  • Changed the collider type for a number of level objects that made teleporting awkward.
  • Fixed issue with belt pouch interacting with objects considered structures. (if an object is nailed to a static piece of the environment or nailed to a ‘post’ sticking into the ground it is considered a structure)
  • Fixed issue with teleporting while holding a piece of an object considered a structure.
  • Fixed issue with a crafted object being dropped if an attached melee weapon was destroyed.
  • Filled hole in cracked road meshes for “Old Home” level.
  • Fixed issues with flamethrower’s effects staying active when out of ammo.
  • Fixed ammo UI bug when using weapons with their own ammo pool.
  • Fixed issue with medium and small loot bags not having a spawn limit.
  • Fixed issue with melee weapons not lowering durability in certain situations.
  • Improved hit detection with melee weapons to help address an issue with melee weapons nailed as defenses.
  • Fixed white texture issue for the bear trap and nails.
  • Made change to hopefully address issue with scope’s texture not updating
  • Made teleport collision in ‘Old Home’ level more consistent between wave combat and scavenging.
  • Fixed issue with some fire particle effects not despawning and causing performance issues.
  • Tweaked recycling of some particle assets.
  • Fixed issue with Ammo II perk when ammo is capped.
  • Fixed a bug that would allow duplicate looting of a single ammo box
7 comments Read more
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About This Game


Undead Development is a virtual reality game built for the HTC Vive. Explore different environments and scavenge for supplies, weapons, and ammo. Choose a base to defend and start boarding up any openings with the hammer tool. Break apart furniture and use the pieces to wall up your new home. The undead horde will soon put your construction skills to the test. See how long you can last with short breaks to rebuild and scavenge again.

Dynamic Nailing


Undead Development has a dynamic nailing system that allows you to nail any object to another. Board up an open doorway to slow down the undead, nail an axe to your rifle, or see what happens when you nail a bear trap to the end of a baseball bat. What creative ways will you come up with to defend your home?

Features

  • Explore maps and choose your base to defend.
  • Scavenge for supplies from randomized loot.
  • Break apart furniture and use it to fortify your base.
  • Use the dynamic nailing system to find creative ways to protect yourself.

Current Content

  • A progression system with over 70 pieces of loot to unlock and with more than 30 being unique guns and weapons.
  • 4 available maps designed to be replayable and open ended. 3 maps have multiple bases to choose from. All maps use a randomized loot system for scavenging supplies.
  • Each map has a night mode to unlock that is spookier and more difficult.
  • A home base with practice range.

FAQ

Oculus support?
  • The game currently has preliminary support for Oculus. I don’t have an Oculus yet so I can’t speak to the quality of the experience on Oculus. Funding from Early Access will go towards providing better Oculus support.

Is this game scary?
  • Undead development isn’t designed as a horror game. There aren’t any elements designed to jump scare the player. All of the content can be accessed without playing any of the levels at night.

Locomotion options?
  • The game was built around teleport locomotion but the game also has initial support for trackpad smooth walking, smooth turning and snap turning. I will be working to improve locomotion options based on feedback from the current systems.

System Requirements

    Minimum:
    • OS: Windows 7 SP1, Windows 8.1 or Windows 10
    • Processor: Intel™ Core™ i5-4590 or AMD FX™ 8350, equivalent or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce™ GTX 1060 or AMD Radeon™ RX 480, equivalent or better
    • Storage: 2 GB available space
    • Additional Notes: The HTC Vive or Oculus Rift is required to play Undead Development

What Curators Say

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