Dead State: Reanimated - bmitsoda
The latest update will fix some issues with the last patch, as well as make your save games valid again. We apologize for the inconvenience. We worked as quickly as we could to remedy the issue and will make sure that future patches go through a more rigorous testing process. We tried to fix as many of the release day issues as possible this weekend, and were a little too enthusiastic about making the game as smooth as possible within the first weekend of release.

We spotted the initial issue last night after reading the feedback on the boards. We immediately reverted the build to fix a critical party bug that was preventing the party from spawning with the player. We began working through the night on a plan to fix the issue. Within 12 hours of reverting the build, we created a new patch, tested the fixes, and put out the new patch. We realize that it was a frustrating situation for many of you, and we will do our best to make sure it doesn’t happen again.

In the next few weeks, we’ll continue to address outstanding issues reported by players, as well as release free content updates. We’re all committed to continuing to work on Dead State and making sure that your experience with the game is as great as it can be. We put a lot of effort into making Dead State, and we have no plans to stop supporting the game any time soon. Thanks for your understanding and patience.

Brian – Project Lead
Dead State: Reanimated - bmitsoda
The latest update will fix some issues with the last patch, as well as make your save games valid again. We apologize for the inconvenience. We worked as quickly as we could to remedy the issue and will make sure that future patches go through a more rigorous testing process. We tried to fix as many of the release day issues as possible this weekend, and were a little too enthusiastic about making the game as smooth as possible within the first weekend of release.

We spotted the initial issue last night after reading the feedback on the boards. We immediately reverted the build to fix a critical party bug that was preventing the party from spawning with the player. We began working through the night on a plan to fix the issue. Within 12 hours of reverting the build, we created a new patch, tested the fixes, and put out the new patch. We realize that it was a frustrating situation for many of you, and we will do our best to make sure it doesn’t happen again.

In the next few weeks, we’ll continue to address outstanding issues reported by players, as well as release free content updates. We’re all committed to continuing to work on Dead State and making sure that your experience with the game is as great as it can be. We put a lot of effort into making Dead State, and we have no plans to stop supporting the game any time soon. Thanks for your understanding and patience.

Brian – Project Lead
Dead State: Reanimated - Corgipede
Hi everyone,

A stability and performance improvement patch. You've all been a huge help in tracking down the biggest issues and we plan to keep using your feedback to improve the game. Thank you!

Here's what's in the patch today:

Fixed charge weapons losing ammo in shelter inventory.
Fixed special music tracks getting overwritten by default music.
Greatly improved out-of-combat pathfinding performance.
Improved enemy movement towards noise.
Fixed neutral enemy morale penalty triggering multiple times.
Fixed crash related to double-clicking on some doors.
Fixed crash caused by unusual Job Board errors.
Fixed issue where allies not in the Scavenger Party would sometimes load into levels.
Improved neutral NPC warning for campsite area.

There are a couple known issues that will get fixed in the next patch, which we're already working on:
- For some people, ally portraits are hidden but the allies are still controllable in combat.
- There is some twitchiness in pathfinding towards interactable objects.
Dead State: Reanimated - Haute Commodity
Hi everyone,

A stability and performance improvement patch. You've all been a huge help in tracking down the biggest issues and we plan to keep using your feedback to improve the game. Thank you!

Here's what's in the patch today:

Fixed charge weapons losing ammo in shelter inventory.
Fixed special music tracks getting overwritten by default music.
Greatly improved out-of-combat pathfinding performance.
Improved enemy movement towards noise.
Fixed neutral enemy morale penalty triggering multiple times.
Fixed crash related to double-clicking on some doors.
Fixed crash caused by unusual Job Board errors.
Fixed issue where allies not in the Scavenger Party would sometimes load into levels.
Improved neutral NPC warning for campsite area.

There are a couple known issues that will get fixed in the next patch, which we're already working on:
- For some people, ally portraits are hidden but the allies are still controllable in combat.
- There is some twitchiness in pathfinding towards interactable objects.
Dead State: Reanimated - Corgipede
We've gone ahead and released a day one patch to help improve your gameplay experience - we hope that this will address some of the concerns you've reported!

Changelog:
Fixed crash that occurred when attempting to load game without saves.
Fixed an issue where changing graphic settings in-game caused visual glitches
Fixed text cut-off issues that occurred in some GUIs
Multiple pathfinding issues fixed, including:
Fixed allies occasionally giving up on following you up or down stairs
Fixed most occurrences of characters occasionally sharing a square
Fixed an issue with enemies occasionally not attacking you
Fixed most occurrences of enemy 'pacing' in combat
Fixed issue where characters occasionally stopped a square or two away from their destination
Changed incorrect hovertext on pending custom portrait button - this is a planned post-release feature
Fixed incorrect data text
Adjusted/balanced morale loss and drain
Fixed game freeze that occurred when attempting to upgrade cars.
Fixed Getz amount of time unavailable
Fixed a couple outstanding dialogue bugs


We plan to deliver another patch hopefully next week. The devs have been hard at work with little to no sleep for a month or longer, and we could use a day or two to recover before we dive back in to working on Dead State, so please bear with us :) We have heard your biggest pain points and I promise they're on the list to get fixed as soon as we can! Thanks for your patience and understanding.

Dead State: Reanimated - Haute Commodity
We've gone ahead and released a day one patch to help improve your gameplay experience - we hope that this will address some of the concerns you've reported!

Changelog:
Fixed crash that occurred when attempting to load game without saves.
Fixed an issue where changing graphic settings in-game caused visual glitches
Fixed text cut-off issues that occurred in some GUIs
Multiple pathfinding issues fixed, including:
Fixed allies occasionally giving up on following you up or down stairs
Fixed most occurrences of characters occasionally sharing a square
Fixed an issue with enemies occasionally not attacking you
Fixed most occurrences of enemy 'pacing' in combat
Fixed issue where characters occasionally stopped a square or two away from their destination
Changed incorrect hovertext on pending custom portrait button - this is a planned post-release feature
Fixed incorrect data text
Adjusted/balanced morale loss and drain
Fixed game freeze that occurred when attempting to upgrade cars.
Fixed Getz amount of time unavailable
Fixed a couple outstanding dialogue bugs


We plan to deliver another patch hopefully next week. The devs have been hard at work with little to no sleep for a month or longer, and we could use a day or two to recover before we dive back in to working on Dead State, so please bear with us :) We have heard your biggest pain points and I promise they're on the list to get fixed as soon as we can! Thanks for your patience and understanding.

Dead State: Reanimated - Corgipede
Added endings!
Added primary achievements, more soon!
Added correctly sized GUIs for all screen resolutions.
Improved and added GUI elements, such as the proper Memorial Wall, Suggestion Box, and Pop-Up GUIs.
Added ranged weapon mod jobs.
Added car upgrade jobs.
Added car trunk functionality.
Improved and fixed loot, art, combat, and more on many levels.
Improved and fixed many dialogues.
Improved and fixed multiple ally perks and traits.
Added remaining data items.
Fixed ‘instant item creation’ bug.
Fixed combat soft locks related to AI weapon switching.
Fixed missing or incorrect armor effects.
Fixed player character receiving infected status - now 100% immune.
Added special song to ending credits.
Capped ally mood maximum values.
Fixed a crash that occurred during pathfinding.
Adjusted job board hours to only track hours that can be worked, not overall time to completion.
Adjusted balance of morale and daily morale drain - This is ongoing and will continue to be refined.
Fixed several issues related to AI and the use of stairs.
Enemy AI has been taught how to use thrown weapons and grenades.
Added a greater variety of portraits to chose from in Character Creation. (Custom Portraits are still WIP.)
Fence is now fully healed when selecting the Mechanical 10 perk.
Fixed issue with triggered events on some levels.
Generator will now work if fueled by 8AM.
Based on community feedback, the Shelter generator can now be turned off by interacting with it in the basement.
Improved visuals on grenade weapons.
Reduced parts output of the Recycler upgrade.
Allies attacked by the player will now fight back.
Changed the effects of “Doctor” and “Nurse” jobs to provide a flat bonus to healing rate.
Allies can now be assigned to rest in the Infirmary without a Doctor or Nurse on duty for a 10% per day healing boost.
Ally death reaction dialogues now trigger on returning to the Shelter.
Infected ally death scenes now play correctly.
Allies now react to attacking and killing neutral NPCs while scavenging. Reactions vary between allies and depending on who witnessed the killing, and may result in morale or mood loss.
Updated the game manual.
Fixed some issues with the tutorial text.
Ally inventory is no longer destroyed when allies are killed at the Shelter - their Inventory contents are now automatically moved to Shelter storage.
Max Getz is no longer available for talking between his arrival to the shelter and waking up.
Improved look of armors and weapons.
Final Music added to dialogues and levels.
Davis can now ration food for the shelter if asked.
Allies react to intra-party attacks.
Dead State: Reanimated - Haute Commodity
Added endings!
Added primary achievements, more soon!
Added correctly sized GUIs for all screen resolutions.
Improved and added GUI elements, such as the proper Memorial Wall, Suggestion Box, and Pop-Up GUIs.
Added ranged weapon mod jobs.
Added car upgrade jobs.
Added car trunk functionality.
Improved and fixed loot, art, combat, and more on many levels.
Improved and fixed many dialogues.
Improved and fixed multiple ally perks and traits.
Added remaining data items.
Fixed ‘instant item creation’ bug.
Fixed combat soft locks related to AI weapon switching.
Fixed missing or incorrect armor effects.
Fixed player character receiving infected status - now 100% immune.
Added special song to ending credits.
Capped ally mood maximum values.
Fixed a crash that occurred during pathfinding.
Adjusted job board hours to only track hours that can be worked, not overall time to completion.
Adjusted balance of morale and daily morale drain - This is ongoing and will continue to be refined.
Fixed several issues related to AI and the use of stairs.
Enemy AI has been taught how to use thrown weapons and grenades.
Added a greater variety of portraits to chose from in Character Creation. (Custom Portraits are still WIP.)
Fence is now fully healed when selecting the Mechanical 10 perk.
Fixed issue with triggered events on some levels.
Generator will now work if fueled by 8AM.
Based on community feedback, the Shelter generator can now be turned off by interacting with it in the basement.
Improved visuals on grenade weapons.
Reduced parts output of the Recycler upgrade.
Allies attacked by the player will now fight back.
Changed the effects of “Doctor” and “Nurse” jobs to provide a flat bonus to healing rate.
Allies can now be assigned to rest in the Infirmary without a Doctor or Nurse on duty for a 10% per day healing boost.
Ally death reaction dialogues now trigger on returning to the Shelter.
Infected ally death scenes now play correctly.
Allies now react to attacking and killing neutral NPCs while scavenging. Reactions vary between allies and depending on who witnessed the killing, and may result in morale or mood loss.
Updated the game manual.
Fixed some issues with the tutorial text.
Ally inventory is no longer destroyed when allies are killed at the Shelter - their Inventory contents are now automatically moved to Shelter storage.
Max Getz is no longer available for talking between his arrival to the shelter and waking up.
Improved look of armors and weapons.
Final Music added to dialogues and levels.
Davis can now ration food for the shelter if asked.
Allies react to intra-party attacks.
Dead State: Reanimated - SunwardMold
Hi everyone,

Sorry for the delay in an official post - it's been a crazy morning for the whole team!

The big day is finally here - Dead State has officially exited Early Access and the final game has released to the world! Let's give a great big thanks to all the Early Access beta testers who helped us exterminate bugs and refine our systems - the game has been vastly improved from its alpha days thanks to their tireless efforts. Also, Dead State wouldn't even be here if it weren't for the gracious and wonderful Kickstarter backers who supported us in 2012 - thank you so much!

Now, I don't want to keep you long since you're probably eager to dive in, so a few notes for those of you who're playing Dead State for the first time:

Don't forget to take a look at our manual - Dead State is a complex game with a lot of depth, so this is a very helpful resource for anyone hoping to master combat and exploration!

If you have any questions about Dead State, the launch, or anything else, the absolute fastest way to get them addressed is to post them on Dead State's forums; devs, mods, and veteran Early Access players are available to help you out, especially those of you playing the game for the first time!

We've said it many times but it's worth repeating - DoubleBear Productions plans to continue supporting Dead State post-release with patches and content updates, so please make sure to use our forums to report bugs and provide feedback. Do make sure to review our Known Issues list before posting, though, to make sure your issue isn't already being tracked!

Thanks everyone, and have fun playing Dead State!

P.S. Early Access players, never fear - a changelog is incoming in a separate announcement :)
Dead State: Reanimated - Haute Commodity
Hi everyone,

Sorry for the delay in an official post - it's been a crazy morning for the whole team!

The big day is finally here - Dead State has officially exited Early Access and the final game has released to the world! Let's give a great big thanks to all the Early Access beta testers who helped us exterminate bugs and refine our systems - the game has been vastly improved from its alpha days thanks to their tireless efforts. Also, Dead State wouldn't even be here if it weren't for the gracious and wonderful Kickstarter backers who supported us in 2012 - thank you so much!

Now, I don't want to keep you long since you're probably eager to dive in, so a few notes for those of you who're playing Dead State for the first time:

Don't forget to take a look at our manual - Dead State is a complex game with a lot of depth, so this is a very helpful resource for anyone hoping to master combat and exploration!

If you have any questions about Dead State, the launch, or anything else, the absolute fastest way to get them addressed is to post them on Dead State's forums; devs, mods, and veteran Early Access players are available to help you out, especially those of you playing the game for the first time!

We've said it many times but it's worth repeating - DoubleBear Productions plans to continue supporting Dead State post-release with patches and content updates, so please make sure to use our forums to report bugs and provide feedback. Do make sure to review our Known Issues list before posting, though, to make sure your issue isn't already being tracked!

Thanks everyone, and have fun playing Dead State!

P.S. Early Access players, never fear - a changelog is incoming in a separate announcement :)
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