Dead State: Reanimated - Corgipede
We're very excited to announce that DoubleBear Productions will joining the Indie MEGABOOTH at PAX Prime again this year, showcasing Dead State alongside 70+ other awesome indie developers!

You can check out our Indie Megabooth page here: Dead State at IMB. We'll have an exciting professional trailer coming soon that we can't wait to show off, too!

If you'll be at PAX and you'd like to check out the demo, buy a Steam code for a friend, or just say hi, you can find us at Booth #29 in the Indie MEGABOOTH, towards the back of the 4th floor exhibitor area. We're conveniently located by an exit aisle on the right so you can make a quick escape in case of sudden apocalypse ;)

Oh, also be sure to check out Annie's panel while you're at PAX: "Be So Good They Can't Ignore You: Tales of Successful Indies" at the Sandworm Theater on Friday, Aug. 29, at 11:30 a.m. Annie will be talking about her experience in the trenches of the industry along with Fryda Wolf, voice actor; Michelle Juett Silva of Ska Studios; Megan Fox of Glass Bottom Games; and Alix Stolzer of Robot Loves Kitty.

But wait, there's more!

I'm happy to say we appear to be on track for releasing public beta next week, barring any unforeseen complications. We've been working double-time to make sure both Dead State's public beta and our booth at PAX would be as awesome as possible, and we're pretty dang excited to show you everything we've done in the last couple of months! Next week is going to be really crazy for us, so forgive us if there's a bit of radio silence in the meantime. I promise the end results will be worth it :)
Dead State: Reanimated - Haute Commodity
We're very excited to announce that DoubleBear Productions will joining the Indie MEGABOOTH at PAX Prime again this year, showcasing Dead State alongside 70+ other awesome indie developers!

You can check out our Indie Megabooth page here: Dead State at IMB. We'll have an exciting professional trailer coming soon that we can't wait to show off, too!

If you'll be at PAX and you'd like to check out the demo, buy a Steam code for a friend, or just say hi, you can find us at Booth #29 in the Indie MEGABOOTH, towards the back of the 4th floor exhibitor area. We're conveniently located by an exit aisle on the right so you can make a quick escape in case of sudden apocalypse ;)

Oh, also be sure to check out Annie's panel while you're at PAX: "Be So Good They Can't Ignore You: Tales of Successful Indies" at the Sandworm Theater on Friday, Aug. 29, at 11:30 a.m. Annie will be talking about her experience in the trenches of the industry along with Fryda Wolf, voice actor; Michelle Juett Silva of Ska Studios; Megan Fox of Glass Bottom Games; and Alix Stolzer of Robot Loves Kitty.

But wait, there's more!

I'm happy to say we appear to be on track for releasing public beta next week, barring any unforeseen complications. We've been working double-time to make sure both Dead State's public beta and our booth at PAX would be as awesome as possible, and we're pretty dang excited to show you everything we've done in the last couple of months! Next week is going to be really crazy for us, so forgive us if there's a bit of radio silence in the meantime. I promise the end results will be worth it :)
Dead State: Reanimated - Corgipede
Today, we’ve updated the First Seven Days build for the last time. Before you panic (man, I hope you kept reading), what we mean is future updates will open up the build beyond the first week. Internally, we have been working on creating content, implementing progression, and refining or fixing systems. The system changes are reflected in the 7 Days build. Some of you have written to us (or shouted at us in all caps) about why we limited the build to 7 Days and the simple answer for why we didn’t open it up more is this: You would hate us. A lot.

What I mean is that a lot of testing and polish goes into “final” content before it’s ready to be released to the general gaming public. With a big game like Dead State, this is especially true. While there seems to be this prevailing idea that developers create games pretty quickly and then piece them out or sit on finished work until they see fit to distribute it, the truth is that much of this content is constantly in flux between the original idea to a basic first pass on the design to a kind of okay but buggy version and finally to a state where it feels like it belongs in a game you would actually want to play. Some of the content in the Early Access build is still unpolished, but many of the levels, encounters, and game events that you will eventually experience can be in an entirely too early state to release to the public. For example, a map without enemies… or loot… or exits. Encounters that may be too hard for the first week, might be way too easy 30 days in. NPCs will die… and then show up alive again in places they weren’t supposed to. It’s like watching a rough cut of a movie – the pacing isn’t quite right, you can still see the wires in stunt shots, and instead of CGI, there’s a guy holding up a mark to show the actors where the dinosaur will eventually be.

While there’s still a lot of work to do and some of the future content will still be rough around the edges when the time limit is lifted, rather than focus on two separate builds, we’re going to focus all our attention on our Beta progression build for the next update. This means a lot of pieces are being assembled as a whole for the first time and there are likely to be mechanical problems. But, we’re going to be taking a lot of time to get as much of it right for the next update as possible (design has mostly been focused on this for the last few weeks). It’s been something we’ve been planning to do, but we wanted to make sure that we took care of system priorities before we tackled the bulk of progression testing.

But more on progression next time. For now, please check out the new features in the current update – we’ve added tweaks to statuses and armor, AC/Resistance info on the equipment screen, a whole lot more thrown weapons, and many bug fixes. We would appreciate any feedback you have on the build. If you still want more info, you can keep up with the latest from design in our Monday Design update series on the forums. We are also able to answer your questions right on the Steam forum. As always, thanks for your continued patience and support.

(On a more personal note, development during Beta implementation can be highly stressful for the devs and many of us are working 10+ hours a day to get Dead State in the best shape we can. We would greatly appreciate if some of you don’t read this and post “where’s the Beta?!” every day until we release it. We tend to not give dates on the off chance that something goes horribly wrong on the day of an update and we’re forced to push it back, which tends to ruffle a large constituency of our forum-going public. So, please, bear with us while we assemble this big ball of scripting logic that is progression testing. Thanks!)


Update #3 Change Log:

- Added a brand new status effect: poison! Scientists alter their weapons with harmful chemical agents. Every point of science skill increases your chance to cause the poison effect on human enemies.

- Added several thrown & placed weapons: firecracker, mine, noisemaker, grenade, incendiary grenade, tear gas, nerve gas, and bola. These weapons are still being balanced. They can be found in a few loot containers in different areas.

- Added a summary screen upon return to the shelter that recaps found items and shows auto-stocked items.

- Added facing bonuses.

- Fixed the weight restrictions on carrying capacity to work correctly(!).

- Fixed an issue with save/load not preserving health status.

- Fixed an issue where enemies occasionally spawned on top of occupied squares.

- Fixed blind status to remain active for 45 seconds after combat ends.

- Fixed an issue where bleeding effect still occurred even when armor absorbed all damage

- Fixed an issue where thrown weapons cost 0 AP. They now cost 4 AP to use.

- Fixed issues with loot on the Coyote’s supermarket level not being accessible.

- Fixed an issue where multiple custom character names were showing up in list on shelter inventory.

- Fixed an issue where fence goal was not counted as completed if fixed on Day 1.

- Fixed an issue where animation stopped being updated after knockdown with bleeding.

- Hid the job board on Day 1 for gameplay/story intro reasons.

- Fixed an issue where shelter loot was maximized.

- Fixed an issue where recurring goals reflected total end goal rather than milestone goals.

- Fixed a container that couldn’t be looted in Mason Supermarket.

- Fixed an issue where door frame sizes and doors were mismatched.

- Fixed a container that couldn’t be looted in Human Campsite.

- Fixed a container that couldn’t be looted in Llano Commercial.

- Fixed an issue where filter tabs on inventory became disabled after use.

- Added resisted damage to the information reported in the message box.

- Added missing reload sounds for several weapons.

- Fixed additional Daily Results Screen calculation issues.

- Fixed an issue where the crossbow disappeared after being fired.

- Fixed an issue where the same undead model was spawned by noise.

- Fixed a container that couldn’t be looted in Undead Attack random encounter.

- Fixed an issue where characters occasionally floated around on their backs and no longer showed animations.

- Fixed an issue where passing the mouse cursor over someone when attempting to heal would change the cursor to attack.

- Changed the blind status to now give -30% to hit chance and -30% to evade.

- Changed the arm sprain status to now give -10% to hit chance. It is still a long-term status.

- Changed the leg sprain status to now give -10% to evade chance. It is still a long-term status.

- Fixed bulky armor to now subtract an AP from the wearer as intended by design.

- Fixed special weapons such as stun gun and pepper spray so that their limited charges were working by design.

- Fixed a bug where characters would come back to life from bleeding status effect.

- Fixed a bug where allies spoke an incorrect bark upon death of ally.

- Fixed a bug where critical chance was not being figured into attacks appropriately.
Dead State: Reanimated - Haute Commodity
Today, we’ve updated the First Seven Days build for the last time. Before you panic (man, I hope you kept reading), what we mean is future updates will open up the build beyond the first week. Internally, we have been working on creating content, implementing progression, and refining or fixing systems. The system changes are reflected in the 7 Days build. Some of you have written to us (or shouted at us in all caps) about why we limited the build to 7 Days and the simple answer for why we didn’t open it up more is this: You would hate us. A lot.

What I mean is that a lot of testing and polish goes into “final” content before it’s ready to be released to the general gaming public. With a big game like Dead State, this is especially true. While there seems to be this prevailing idea that developers create games pretty quickly and then piece them out or sit on finished work until they see fit to distribute it, the truth is that much of this content is constantly in flux between the original idea to a basic first pass on the design to a kind of okay but buggy version and finally to a state where it feels like it belongs in a game you would actually want to play. Some of the content in the Early Access build is still unpolished, but many of the levels, encounters, and game events that you will eventually experience can be in an entirely too early state to release to the public. For example, a map without enemies… or loot… or exits. Encounters that may be too hard for the first week, might be way too easy 30 days in. NPCs will die… and then show up alive again in places they weren’t supposed to. It’s like watching a rough cut of a movie – the pacing isn’t quite right, you can still see the wires in stunt shots, and instead of CGI, there’s a guy holding up a mark to show the actors where the dinosaur will eventually be.

While there’s still a lot of work to do and some of the future content will still be rough around the edges when the time limit is lifted, rather than focus on two separate builds, we’re going to focus all our attention on our Beta progression build for the next update. This means a lot of pieces are being assembled as a whole for the first time and there are likely to be mechanical problems. But, we’re going to be taking a lot of time to get as much of it right for the next update as possible (design has mostly been focused on this for the last few weeks). It’s been something we’ve been planning to do, but we wanted to make sure that we took care of system priorities before we tackled the bulk of progression testing.

But more on progression next time. For now, please check out the new features in the current update – we’ve added tweaks to statuses and armor, AC/Resistance info on the equipment screen, a whole lot more thrown weapons, and many bug fixes. We would appreciate any feedback you have on the build. If you still want more info, you can keep up with the latest from design in our Monday Design update series on the forums. We are also able to answer your questions right on the Steam forum. As always, thanks for your continued patience and support.

(On a more personal note, development during Beta implementation can be highly stressful for the devs and many of us are working 10+ hours a day to get Dead State in the best shape we can. We would greatly appreciate if some of you don’t read this and post “where’s the Beta?!” every day until we release it. We tend to not give dates on the off chance that something goes horribly wrong on the day of an update and we’re forced to push it back, which tends to ruffle a large constituency of our forum-going public. So, please, bear with us while we assemble this big ball of scripting logic that is progression testing. Thanks!)


Update #3 Change Log:

- Added a brand new status effect: poison! Scientists alter their weapons with harmful chemical agents. Every point of science skill increases your chance to cause the poison effect on human enemies.

- Added several thrown & placed weapons: firecracker, mine, noisemaker, grenade, incendiary grenade, tear gas, nerve gas, and bola. These weapons are still being balanced. They can be found in a few loot containers in different areas.

- Added a summary screen upon return to the shelter that recaps found items and shows auto-stocked items.

- Added facing bonuses.

- Fixed the weight restrictions on carrying capacity to work correctly(!).

- Fixed an issue with save/load not preserving health status.

- Fixed an issue where enemies occasionally spawned on top of occupied squares.

- Fixed blind status to remain active for 45 seconds after combat ends.

- Fixed an issue where bleeding effect still occurred even when armor absorbed all damage

- Fixed an issue where thrown weapons cost 0 AP. They now cost 4 AP to use.

- Fixed issues with loot on the Coyote’s supermarket level not being accessible.

- Fixed an issue where multiple custom character names were showing up in list on shelter inventory.

- Fixed an issue where fence goal was not counted as completed if fixed on Day 1.

- Fixed an issue where animation stopped being updated after knockdown with bleeding.

- Hid the job board on Day 1 for gameplay/story intro reasons.

- Fixed an issue where shelter loot was maximized.

- Fixed an issue where recurring goals reflected total end goal rather than milestone goals.

- Fixed a container that couldn’t be looted in Mason Supermarket.

- Fixed an issue where door frame sizes and doors were mismatched.

- Fixed a container that couldn’t be looted in Human Campsite.

- Fixed a container that couldn’t be looted in Llano Commercial.

- Fixed an issue where filter tabs on inventory became disabled after use.

- Added resisted damage to the information reported in the message box.

- Added missing reload sounds for several weapons.

- Fixed additional Daily Results Screen calculation issues.

- Fixed an issue where the crossbow disappeared after being fired.

- Fixed an issue where the same undead model was spawned by noise.

- Fixed a container that couldn’t be looted in Undead Attack random encounter.

- Fixed an issue where characters occasionally floated around on their backs and no longer showed animations.

- Fixed an issue where passing the mouse cursor over someone when attempting to heal would change the cursor to attack.

- Changed the blind status to now give -30% to hit chance and -30% to evade.

- Changed the arm sprain status to now give -10% to hit chance. It is still a long-term status.

- Changed the leg sprain status to now give -10% to evade chance. It is still a long-term status.

- Fixed bulky armor to now subtract an AP from the wearer as intended by design.

- Fixed special weapons such as stun gun and pepper spray so that their limited charges were working by design.

- Fixed a bug where characters would come back to life from bleeding status effect.

- Fixed a bug where allies spoke an incorrect bark upon death of ally.

- Fixed a bug where critical chance was not being figured into attacks appropriately.
Dead State: Reanimated - Corgipede
We’ve got a major new update to the Early Access build for you today!

We’ve added character creation, basic goals (experience system), two new locations, two new random encounters, combat bark functionality (note – allies will eventually have unique barks, grabbing from generic list right now), an ambient sound system, and many bug fixes and combat balance additions (although combat is getting even more polish/balance soon.) This update introduces the rest of the functionality that forms the backbone of the entire game. From here on out, much of the work goes into improving on and building out the systems of the game rather than adding completely new functionality and screens.

Also, keep in mind that the updates only represent a small amount of the work in the game and that the majority of our work is going toward our progression playthroughs of the game. This includes maps, characters, events, weapons, enemies, neutral AI, and minor systems that are getting added or tweaked constantly these days. Crisis Events have turned out especially well – they’re definitely feeling spot on to our original outline and navigating the subleader/shelter political layer is as unique a gameplay experience as we hoped it would be. If you were looking forward to putting a lot of hours in the final release of Dead State, you will not be disappointed. And as soon as the update goes out, we’ll go back to making more maps and implementing additional dialogues to make sure that the roads out of Splendid will take you to an ever-increasing amount of destinations. Think the Coyotes are a threat? Oh, just you wait…

As always, please feel free to contact us here, on Steam, on our boards, and let us know what you think or if you’re having any problems. Even if we can’t respond to everything, we do hear you and we’re taking notes. We’re firmly committed to giving you the best survival RPG experience you’ve had, so if you don’t hear from us, it’s probably because our screens are filled with editors, emails, text files, and team chat programs. Thanks for all your patience and continued support!

Change log

• Character creation system added

• Goals system added

•Player and ally experience added

• Combat bark functionality added

• Ambient sound system added

• Three new maps added

• Inter-party dialogue no longer occurs when out on a scavenging mission

• Fixed morale bonus appearing twice on DRS

• Fixed issue where food found and fuel found bonuses were not applied correctly

• Fixed issue with DRS showing unnecessary/redundant information

• Fixed an issue where KO’ed characters did not turn if killed by the undead

• Fixed an issue with saving on dialogue triggers causing crash

• Fixed the “black screen” issue

• Fixed a harvesting-related exploit • Saving during dialogue is now disabled.

• Fixed an issue where splitting ammo stack between two characters caused one pile to be destroyed

• Trade screen fixed so initiating character is on left, character clicked is on right.

• Unique items now sort to the Unique tab correctly

• Fixed an issue where pressing Esc. while split stack GUI was up caused the inventory to fail to open upon returning to game

• Fixed an issue where pressing Esc. while character selector on trade screen was selected caused trade screen to fail to open upon returning to game

• Fixed an issue where random encounters persisted on the map after reloading while inside random encounter level

• Fixed an issue where saving and reloading in a random encounter level lost player position on the map

• Revamped loot creation and distribution system.

• Two new levels and a new random encounter level added • Fixed an issue where areas appeared over harvesting and fishing locations

• Fixed an issue where harvesting zones were marked as harvested in a reloaded game

• Fixed an issue where harvesting zones disappeared after exiting and reloading game

• Spawn rates and noise variables have been adjusted

• Capped noise that can be generated in a single square

Known Issues with Update

• Combat bark variety is limited right now and allies share same set of barks with enemies; may be expanded in a future update

• Portraits and models in the CCS are temporary placeholders using future ally assets.

• Crossbow model disappears after firing

• Perks are not active in this release, may be added in a future update
Dead State: Reanimated - Haute Commodity
We’ve got a major new update to the Early Access build for you today!

We’ve added character creation, basic goals (experience system), two new locations, two new random encounters, combat bark functionality (note – allies will eventually have unique barks, grabbing from generic list right now), an ambient sound system, and many bug fixes and combat balance additions (although combat is getting even more polish/balance soon.) This update introduces the rest of the functionality that forms the backbone of the entire game. From here on out, much of the work goes into improving on and building out the systems of the game rather than adding completely new functionality and screens.

Also, keep in mind that the updates only represent a small amount of the work in the game and that the majority of our work is going toward our progression playthroughs of the game. This includes maps, characters, events, weapons, enemies, neutral AI, and minor systems that are getting added or tweaked constantly these days. Crisis Events have turned out especially well – they’re definitely feeling spot on to our original outline and navigating the subleader/shelter political layer is as unique a gameplay experience as we hoped it would be. If you were looking forward to putting a lot of hours in the final release of Dead State, you will not be disappointed. And as soon as the update goes out, we’ll go back to making more maps and implementing additional dialogues to make sure that the roads out of Splendid will take you to an ever-increasing amount of destinations. Think the Coyotes are a threat? Oh, just you wait…

As always, please feel free to contact us here, on Steam, on our boards, and let us know what you think or if you’re having any problems. Even if we can’t respond to everything, we do hear you and we’re taking notes. We’re firmly committed to giving you the best survival RPG experience you’ve had, so if you don’t hear from us, it’s probably because our screens are filled with editors, emails, text files, and team chat programs. Thanks for all your patience and continued support!

Change log

• Character creation system added

• Goals system added

•Player and ally experience added

• Combat bark functionality added

• Ambient sound system added

• Three new maps added

• Inter-party dialogue no longer occurs when out on a scavenging mission

• Fixed morale bonus appearing twice on DRS

• Fixed issue where food found and fuel found bonuses were not applied correctly

• Fixed issue with DRS showing unnecessary/redundant information

• Fixed an issue where KO’ed characters did not turn if killed by the undead

• Fixed an issue with saving on dialogue triggers causing crash

• Fixed the “black screen” issue

• Fixed a harvesting-related exploit • Saving during dialogue is now disabled.

• Fixed an issue where splitting ammo stack between two characters caused one pile to be destroyed

• Trade screen fixed so initiating character is on left, character clicked is on right.

• Unique items now sort to the Unique tab correctly

• Fixed an issue where pressing Esc. while split stack GUI was up caused the inventory to fail to open upon returning to game

• Fixed an issue where pressing Esc. while character selector on trade screen was selected caused trade screen to fail to open upon returning to game

• Fixed an issue where random encounters persisted on the map after reloading while inside random encounter level

• Fixed an issue where saving and reloading in a random encounter level lost player position on the map

• Revamped loot creation and distribution system.

• Two new levels and a new random encounter level added • Fixed an issue where areas appeared over harvesting and fishing locations

• Fixed an issue where harvesting zones were marked as harvested in a reloaded game

• Fixed an issue where harvesting zones disappeared after exiting and reloading game

• Spawn rates and noise variables have been adjusted

• Capped noise that can be generated in a single square

Known Issues with Update

• Combat bark variety is limited right now and allies share same set of barks with enemies; may be expanded in a future update

• Portraits and models in the CCS are temporary placeholders using future ally assets.

• Crossbow model disappears after firing

• Perks are not active in this release, may be added in a future update
Dead State: Reanimated - Corgipede
Hi everyone!

First, DoubleBear is pleased to endorse Gamepedia.com’s Dead State wiki as our official wiki for the project. The wiki has existed for a while as an unofficial resource, maintained by our most active community members - it just seemed like the logical step to make the whole thing official! If you haven’t checked it out yet, I highly recommend you visit it and consider becoming a contributor. Please spread the word to other members of the gaming community who either already love Dead State or are curious to learn more about it. Right now, there’s still a lot of content on there waiting to be fleshed out, so this is the best time to get involved and really help expand the Dead State wiki. If you’re looking for more ways to help us out in addition to playing the Early Access build and providing feedback, this is a great option! I hope this wiki proves useful to everyone, and I look forward to seeing it grow and develop!

For those who are curious what we've been up to since Update #1 - we're finishing up Systems beta, and while it may be anywhere from a couple of weeks to a month before you see our next update, it'll be a HUGE one. You'll be getting character creation, combat barks, experience progression, and more content. As always, we'll need your help and feedback to improve and tweak these systems and your bug reports to make sure we don't miss anything in the final game! In the meantime, we appreciate your patience and love seeing all the screenshots, videos, and more coming out of the community. It just makes us that much more excited and motivated to get the updates - and then the final game - out sooner!

Yours,
The DB Team
Dead State: Reanimated - Haute Commodity
Hi everyone!

First, DoubleBear is pleased to endorse Gamepedia.com’s Dead State wiki as our official wiki for the project. The wiki has existed for a while as an unofficial resource, maintained by our most active community members - it just seemed like the logical step to make the whole thing official! If you haven’t checked it out yet, I highly recommend you visit it and consider becoming a contributor. Please spread the word to other members of the gaming community who either already love Dead State or are curious to learn more about it. Right now, there’s still a lot of content on there waiting to be fleshed out, so this is the best time to get involved and really help expand the Dead State wiki. If you’re looking for more ways to help us out in addition to playing the Early Access build and providing feedback, this is a great option! I hope this wiki proves useful to everyone, and I look forward to seeing it grow and develop!

For those who are curious what we've been up to since Update #1 - we're finishing up Systems beta, and while it may be anywhere from a couple of weeks to a month before you see our next update, it'll be a HUGE one. You'll be getting character creation, combat barks, experience progression, and more content. As always, we'll need your help and feedback to improve and tweak these systems and your bug reports to make sure we don't miss anything in the final game! In the meantime, we appreciate your patience and love seeing all the screenshots, videos, and more coming out of the community. It just makes us that much more excited and motivated to get the updates - and then the final game - out sooner!

Yours,
The DB Team
Mar 16, 2014
Dead State: Reanimated - Corgipede
Hi everyone,

Welcome to the very first update of Dead State’s Early Access! In this update, we have a healthy mix of stability improvements and content additions. We’re happy to report that many crash and soft lock issues in the previous build have been eliminated. Check out the changelog below to find out more specifics about the contents of this update.

Update #1 Changelog

  • Added random encounter functionality and ten random encounter maps
  • Added harvesting and harvesting locations on the area map
  • Added fishing locations on the map (fishing pole item is not in current build, but we’ll see about patching that in soon)
  • Added ally inventory management on shelter storage screen
  • Added healing over time for characters inside shelter
  • Added a button on the job board to pass time
  • Added GUI for choosing # of parts that are assigned towards repairing fence, and made them be used immediately, and refunds parts if everyone is removed from task
  • Fixed a crash that reported “none of the directions match”
  • Fixed a soft lock happening during zombie movement
  • Fixed a soft lock that occurred when loading a save from the main menu
  • Fixed an issue where a zombie’s turn would be skipped
  • Fixed an issue where zombies would get up after knocking someone down, move to another square, and then feast on empty square
  • Fixed an issue where zombies wandered a bit before moving to enemy
  • Fixed a soft lock occurring in the code related to allies following player
  • Fixed noise so that it degrades over time more appropriately
  • Fixed a bug where fence repair progress was lost if you left the shelter after assigning a job and returned before the job was completed
  • Corrected spelling of Abilene on area map
  • Fixed issue where knockback after knockdown caused zombies to feast on an empty square
  • Fixed an issue where bodies T-posed upon returning to a visited place
  • Fixed a soft lock where console reported “teleporters graph has too few nodes”
  • Fixed problems with drag & drop functionality on inventory screens
  • Fixed issue where hitting Esc. while in inventory screen took you to menu instead of exiting GUI
  • Fixed a crash bug that occurred when attempting to quick save in shelter inventory
  • Fixed a soft lock occurring when stunned / downed enemy was surrounded
  • Fixed a bug where reloading a save incremented the counter on # of visits to an area
  • Fixed a crash where reloading a save after dying from exhaustion crashed the game
  • Fixed a bug where morale-reducing items are automatically stocked
  • Fixed some blocking issues
  • Fixed a bug where medical items (gauze, painkillers) could be equipped directly rather than loaded in satchel
  • Other small fixes here and there

We will be updating the Known Issues list here on Steam and on our forums as soon as we can with more detailed info about the bugs we’re aware of so far that aren’t yet fixed in the Steam build. We hope you enjoy the new update, and as always, please continue to share your feedback and bug reports with us either here or on our dedicated forums. We have a special bug-reporting subforum available where you can provide your quicksave files and screenshots, which goes far in helping us track down and squash those more elusive bugs. Speaking of which, we want to say a big ol’ “THANK YOU” to everyone who helped us track down issues before now and reported reproduction steps to us on Steam EA discussion boards and on our forums. We’re also particularly grateful to our mods, Caidoz and DrunkZombie, who have worked tirelessly to answer questions, track down and report bugs, and help compile all the bugs being reported by the rest of the community. I don’t know what we’d do without them!

Have fun, and thanks for playing Dead State’s Early Access!

Mar 16, 2014
Dead State: Reanimated - Haute Commodity
Hi everyone,

Welcome to the very first update of Dead State’s Early Access! In this update, we have a healthy mix of stability improvements and content additions. We’re happy to report that many crash and soft lock issues in the previous build have been eliminated. Check out the changelog below to find out more specifics about the contents of this update.

Update #1 Changelog

  • Added random encounter functionality and ten random encounter maps
  • Added harvesting and harvesting locations on the area map
  • Added fishing locations on the map (fishing pole item is not in current build, but we’ll see about patching that in soon)
  • Added ally inventory management on shelter storage screen
  • Added healing over time for characters inside shelter
  • Added a button on the job board to pass time
  • Added GUI for choosing # of parts that are assigned towards repairing fence, and made them be used immediately, and refunds parts if everyone is removed from task
  • Fixed a crash that reported “none of the directions match”
  • Fixed a soft lock happening during zombie movement
  • Fixed a soft lock that occurred when loading a save from the main menu
  • Fixed an issue where a zombie’s turn would be skipped
  • Fixed an issue where zombies would get up after knocking someone down, move to another square, and then feast on empty square
  • Fixed an issue where zombies wandered a bit before moving to enemy
  • Fixed a soft lock occurring in the code related to allies following player
  • Fixed noise so that it degrades over time more appropriately
  • Fixed a bug where fence repair progress was lost if you left the shelter after assigning a job and returned before the job was completed
  • Corrected spelling of Abilene on area map
  • Fixed issue where knockback after knockdown caused zombies to feast on an empty square
  • Fixed an issue where bodies T-posed upon returning to a visited place
  • Fixed a soft lock where console reported “teleporters graph has too few nodes”
  • Fixed problems with drag & drop functionality on inventory screens
  • Fixed issue where hitting Esc. while in inventory screen took you to menu instead of exiting GUI
  • Fixed a crash bug that occurred when attempting to quick save in shelter inventory
  • Fixed a soft lock occurring when stunned / downed enemy was surrounded
  • Fixed a bug where reloading a save incremented the counter on # of visits to an area
  • Fixed a crash where reloading a save after dying from exhaustion crashed the game
  • Fixed a bug where morale-reducing items are automatically stocked
  • Fixed some blocking issues
  • Fixed a bug where medical items (gauze, painkillers) could be equipped directly rather than loaded in satchel
  • Other small fixes here and there

We will be updating the Known Issues list here on Steam and on our forums as soon as we can with more detailed info about the bugs we’re aware of so far that aren’t yet fixed in the Steam build. We hope you enjoy the new update, and as always, please continue to share your feedback and bug reports with us either here or on our dedicated forums. We have a special bug-reporting subforum available where you can provide your quicksave files and screenshots, which goes far in helping us track down and squash those more elusive bugs. Speaking of which, we want to say a big ol’ “THANK YOU” to everyone who helped us track down issues before now and reported reproduction steps to us on Steam EA discussion boards and on our forums. We’re also particularly grateful to our mods, Caidoz and DrunkZombie, who have worked tirelessly to answer questions, track down and report bugs, and help compile all the bugs being reported by the rest of the community. I don’t know what we’d do without them!

Have fun, and thanks for playing Dead State’s Early Access!

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