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Dead Island:Riptide CGI Trailer released, will it be as good as the first game?

Dead Island: Riptide CGI trailer was released, and after watching the couple obliterate themselves in a huge explosion created by propane and a lighter. This video definitely chilled me more than the announcement trailer for the original Dead Island video game. Basically you have to see it for yourselves to get the full feeling that most of us are feeling.


For more information on this stay tuned to KotC for more as it develops!

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State of Decay: Q&A – Customization

Q: AbsolutePhenom: Can we play through the game as one character without having to play as other characters? (Assuming we don’t die.)

A: Essentially, yes. There are moments early on where we have you try a second character so you can choose who you prefer as your starting character, but outside of that you’re not actually obligated to switch characters.

Overall, you’ll probably find the game easier if you do use multiple characters. Otherwise, you need to play very efficiently with an eye on your stamina and a focus on choices that boost your stamina overall (good food supply, medical care, a comfortable place to sleep, etc.) or on tools that don’t rely on stamina (cars, guns, explosives, etc.)

If you didn’t do those things, you would want to stop playing for a while when your character became exhausted. Nothing actually forces you to rest or switch off when you’re too tired to sprint, but you’d be at serious risk of death. It would be a very hardcore way to play.

Q: Multiple people: If I play Class 3 cautiously, do my characters have to die? Or does the game assume that you must regularly acquire new characters and shuffle between them?

A: Generally speaking, you will be able to play cautiously and avoid dying. But there’s a difference between what is possible and what is likely for most players. One of our goals, as we’ve balanced the game has been to make deaths always feel like they were deserved. You know you screwed up, and you know you could have done something differently.

Even so, I wasn’t kidding about nearly guaranteeing that you were going to die. I’d be shocked if the vast majority of people didn’t at least lose a character or two while learning the ropes, and I think a lot of players will lose more than that. Not constantly, not every time you play, but when it’s been a while, when you’ve gotten comfortable enough that overconfidence sneaks in. That’s when you’ll decide two bullets, a cracked two-by-four, and a molotov cocktail are going to be enough to clear out a completely infested building.

Q: Bx79: In the design, how many survivors makes the ideal group?

A. That’s really up to your play style. The story doesn’t really force you to rescue anyone in particular, so who you rescue is up to you. It’s a strategic (and moral) choice.

Having more people means having a more diverse set of skills and abilities and means your home is better able to fend off zombie attacks. On the other hand, more people means more mouths to feed and a higher burn rate for ammo and medicine. Recently, I’ve run with as few as three and as many as twelve, but we’re continuing to tune the experience, and these numbers are still very much subject to change.

Q: M: Will survivors (when you are not playing them) be able to decide for themselves to sacrifice themselves for the greater good?

A: That can happen. Your survivors, when not being played directly by you, have their own minds and motivations. When they are in extreme danger, they will make the best choice available. This may mean running away. It may mean going out in a blaze of glory if they think they’re going to die. If you want to keep them alive, you need to defend, protect, or fight alongside them.

Please note that while you are offline, your survivors will not die.

Q: Ryan A: Speaking of greater good, if you were to save someone slow and a bit lame would we possibly be able to shoot him in the leg and use him as bait for zombies if we’re caught in a tight spot?

A: Interesting idea, but no. You could sprint away and ditch him though, or you could throw a noisemaker like a firecracker or alarm clock his way and then crawl into a bush and hide while the zombie hordes are drawn to his location. (Note to self: Do not join Ryan’s survivor cell.)

Q: DarkForceLegend: What happens if you pick a survivor that meets your play style, but the survivor has a bad attitude, or a trait the other survivors don’t like? Does (s)he radiate that same bad aura when you play them?

A: To a certain extent you’ll have conquered some of the psychological issues in order to play as the character. So the bad attitude will primarily be an obstacle to earning trust and building a friendship. Once you’ve got that survivor, you won’t tend to be excluded from content because of their personality, but having characters with traits like “Selfish Asshole” (actual in-game trait) does affect community morale and how eager others will be to share with you.

Q: DarkForceLegend: In regards to my community of survivors…Can I eventually set my community up to run on its own with little to no input from me, or do I have to babysit everyone? Will they eat if there is food and there hungry, will they defend themselves if a zombie trespasses, will they perform their job without me telling them to do so?

A: Even from the start, the community will attempt to manage itself when you aren’t intervening. There are limits to what they’ll do on their own (they won’t tear up a garden you planted or convert the last available space in the yard to a library, for example), but eating food and killing zombies are basic survival actions. They’ll handle that on their own.

Q: Multiple people: Will there be gear and clothes we can use to customize the appearances of our survivors? Will backpacks and guns display?

A: Backpacks do show and you can swap out your backpack (for reasons of aesthetics, weight, noise, or capacity). Unfortunately, stowed weapons do not show and you cannot change outfits. This was really just a matter of development focus. We think those are cool things and changing outfits is absolutely essential for Class4, but we were not willing to push back the overall schedule for this. Ultimately, working on the core mechanics took precedence.

Q: Multiple people: Do all skills start from zero, and characters can only strengthen skills they’re born with? Or can anyone eventually learn every skill?

A: Character progression (and community progression) is worth a whole article on its own. Characters are specialized to some degree; for example, most characters can never learn some of the special things physically strong characters can (e.g., additional combat techniques with a sledgehammer), but the majority of skills and bonuses can apply to anyone.

Q: Multiple people: If time passes when I’m offline, how can I make sure I still have a community/a base when I get back from vacation/deployment/boot camp/overseas work assignment/divorce/birth of a new child? I’m concerned that I won’t have much fun because my base will be overrun (or vanish) when I can’t play for days at a time.

A: We would suck at our jobs if that was the case. Seriously. Only playing once a week is pretty normal for some people. Taking a break for a month is something that happens sometimes, too. We are balancing the game with that in mind. (You may have heard rumors of the crazy hours that game developers work. Sad as it is, that means I don’t have time to play games every day. So think of it this way: I’m not going to screw myself.)

We probably want to write a full article about how the world simulation works, but I can tell you some fundamental features of the system: The fact the world continues while you are logged out isn’t implemented as time pressure to force you to log in every day whether you have time or not. In practice, there’s no reason that being logged out for a week has to be all that different than being logged out for a day. These are balance factors we can tune.

The core point is that whenever you are away for a while, the state of the world will evolve based on how you left things. If things are basically in good shape, you will come back to find your survivors rested and some resources stockpiled (garden advanced, etc.). Invariably, the threat will ramp up a little too, with things like increased zombie activity in areas where survivors have been active, and maybe some new challenge like a disease outbreak, but these are meant to set the stage for how you play, not substitute for you having played.

And just to be clear: your home will NEVER be destroyed while you are not playing. No matter what shape you leave it in. What kind of game designer would have a moment like that happen when you can’t be traumatized by it in person? (Well, hopefully one who had some slick storytelling in mind. For this kind of game though, we want you to see and experience the trauma firsthand whenever possible.)

Q: It would be nice if there was a “normal” mode and an “easy” mode. This way the normal mode players can have their worlds continue even when they aren’t playing and the easy mode players can have the world stop when they log out.

A: A big thing to keep in mind is that the events that happen while you are logged out aren’t all negative. If the world simply froze, your characters would never rest or fully heal up. The game is really designed to be a balance between these two elements, set up the world state with your actions and then reap the benefits (or detriments) the when you return.

Part of what shaped our thinking is that Class3 is a precursor to an online world game. The world won’t stop for you in Class4, so we have to make sure all of these mechanics are fun and well-balanced in Class3.

Stay tuned into dK Games for more as it unfolds, until then check out these related articles
About State of Decay(coverage)

State of Decay — Garden Building

Vehicle Q&A

Vehicular Zombicide

World of Class3

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State of Decay: Q&A – World of Class3


Ghost Kage, jaffin21, Pieter, and others asked: Can you turn any building into a refuge?

There are two types of player-established refuge: Homes and Outposts. Your Home is your base of operations. It is where you keep your supplies, research new technologies, build facilities such as infirmaries and training areas, and where you and your fellow survivors can safely sleep for the night. The main requirement for a potential Home site is that it have a perimeter fence or wall. Outposts are buildings you choose to establish as a supply and refuge points away from your Home. Just about any building can be an Outpost, including houses, stores, and commercial buildings.

Rick added: Can a police station, prison, hospital, or other public building be used?

Public buildings can be used for Outposts. Some public buildings may also be suitable for Home sites.

Pieter wanted to know: Is every building enterable, and is every room enterable in that building?

If a building is not damaged in such a way as to prevent entry, you’ll be able to go inside. The vast majority of buildings in Class3 are indeed enterable. It was a hell of a lot of work to make that happen, but we felt it was core to making you feel like you were in a real world.

Jack and Pieter wondered: When we’re building, do we go through menus, RTS-style? You said we don’t have to find the wood; do planks magically appear or do we fetch them in backpacks?

Building in your Home is accomplished by selecting the type of Facility you’d like to create (or research) in the Journal UI, and then gathering the required resources (building materials, additional survivors, special needs such as copper wire or fertilizer). Each Home site has a number of interior and exterior locations appropriate for building. It’s not free-form building like Minecraft; our goal is to streamline the building process so you can focus on the strategic impact of your research and building decisions, rather than requiring you to micromanage the details of the construction process.

When barricading doors and windows, you don’t need to gather wood — we assume there is plenty of broken furniture and other appropriate barricade materials laying around during the apocalypse.

Jack also wanted to add: Are there any places in the world that you can only get specific equipment in that you can’t find anywhere else e.g. military base that will have army issue guns and vehicles and such? Obviously they would be high risk places to go, but they’d be worth it if you got out alive 

Yes, certain weapons, items, and vehicles can only be obtained in certain parts of the world.

Sander wanted to know if, in addition to hammered planks: Will we be able to move objects like chairs and tables to barricade windows?

You can’t rearrange furniture to barricade doors and windows. We are prioritizing the strategic impact of the decision to barricade over the actual mechanics of doing so. That said, I think it would be cool to be able to barricade with furniture, and it’s definitely on the consideration list for Class4.

Sean asked: With the right supplies/manpower, can primary bases be built from nothing or is a pre-existing structure always needed? 

You must use a pre-existing structure, and then modify it as suits your strategy, materials, and survivor skill set.

CaptMugwash, along with a dozen other people, had this question: When you go and clear a building, closing all doors and barricading windows, etc, making sure no zombies can enter… if you leave via a secret entrance and come back later, will zombies have spawned there?

You can barricade and secure buildings after you’ve cleared them out and claimed them as an Outpost. All buildings under your control — Homes and Outposts — create a radius of protection around the building and immediate area, which decreases the density of ambient zombies, prevents infestation of nearby buildings, and prevents zombies from spawning in the controlled building. Zombies will continue to attack the perimeter of the building if you are spotted (or heard) inside, and if they overrun the building you could lose control of the building, so you better have the resources to protect what you claim!

Vehicles More on this here

Bryan and Killerairman wanted to know: I know we’ll drive cars and trucks but will we be able to fly helicopters and airplanes? Will we be able to drive bicycles, ATVs and dirt bikes? Motorcycles? 

We’re going to start with cars and trucks, but those are all great ideas for someday.

Sean asks: Will vehicles be laying around in a fully functional state or will most, if not all, require some repair?

When you find a vehicle that has never been used before, you’ll be able to drive it right away. But vehicles do get damaged to the point where they can’t be driven anymore. Some of the survivors in your Home may have the ability to repair them, and you may choose to provide a Facility to speed up repair and add improvements.

Many ask: Do vehicles require fuel?

Fuel is one of the resources you need to manage in the game, impacting your ability to create certain types of explosives and fuel generators for electricity. It may also have an impact on your vehicles, but we’re still working on this system. We won’t be modeling fuel on a per-vehicle basis, so you’re not going to be running out of gas in the middle of nowhere.


Ghost Kage asked: Will the weapons we see be realistic and gritty or are they going to be Dead Island’s electrocuting, flaming, and glowing style? 

We’re going for realistic and gritty. All weapons — including guns, melee weapons, and devices you can build, such as Molotov cocktails and mines — are on modeled on realistic real-world counterparts that you’d be able find or construct. Sorry; no flaming chainsaws of doom!

Deffcon 1 left no stone unturned with this question: Will I be able to piece together and craft a machine gun or grenade launcher from scrap metal? Or will it be more realistic where I actually have to have the the correct parts, not just generic gun part A and barrel B? Will there be a need for different types of parts for different weapons or will we just need basic parts that can be combined to make what we need? 

You can’t build guns. You can build other types of weapons, including a variety of incendiary devices, and you can build silencers for your guns, provided you have upgraded your Workshop to a Machine Shop or Munitions Shop.

Sean wants to know: Will weapon maintenance play a role in the game in any way? Meaning will blades need sharpened, guns need repaired, etc? 

We’re experimenting with weapon durability models right now. We should be able to provide more details on this system in a future Q&A. In the meantime, now is the time to weigh in on how you think this should work!

Savage Saint asked, and plenty of other people were right there with him:: What if I run out of bullets or my bat breaks etc. and I’m left with nothing? Can I grab a shopping cart and push it into a crowd as a desperate attempt to save my life? Or can I use random decor as a last resort? Basically what I’m getting at is if it came to it, are we able to use items that wouldn’t necessarily be your first pick to go out and kill zombies?

You can’t grab random world objects to fight zombies. This is always good fun, and some zombie games have focused on this mechanic with great results, but we decided to invest the necessary development resources in other areas, such as a realistic melee combat model. That said, most houses and buildings have items you can find to protect yourself in a pinch, such as crowbars, baseball bats, golf clubs, and frying pans.

How realistic will the damage be? As Pieter put it: I also hope that when you hit a zombie with an axe you will see a cut on his body where you hit him, or see his arm or leg be cut off. Same counts for guns. I want to see the bullet holes and see blood spit and drip out of there. 

You can indeed chop off arms, blow holes in torsos, and nail the perfect head shot. It’s not a dismemberment simulator, but you’ll definitely see lots of flying body parts.

Co-op Play

Lots of people had questions about the plan for co-op play in Class3.

Class3 will not have co-op play at release.

Since we announced our co-op goals more than seventeen months ago, we’ve been working nonstop and sorting out what we can and can’t accomplish in Class3. It’s an ambitious game — certainly among the most ambitious XBLA titles ever created — and we had to prioritize our development resources. Since we plan to rapidly build a massively multiplayer online world around the Class3 design foundation, we decided to defer co-op play in Class3. Our hope is to add co-op play to Class3 during the development of Class4, but for now Class3 will be a single-player experience.

We wanted to let you know what the deal was as soon as we knew. While we are extremely happy with the way the game has come together around our core design goals — strategic base building, slick combat, open-world sandbox, survival simulation — we’re of course disappointed we couldn’t get co-op play in for release, so we’ll understand if you are too. At the same time, we’re looking ahead to the future — a future we hope we’ll share on a massively multiplayer level.

The Story

Austin and half the internet wants to know: Is there an actual plot, and/or an ultimate goal for the protagonist beyond surviving?

We have the great fortune to have an excellent game story writer with us on Team Zed — Travis Stout, (er, I guess he’s going to be Undead Travis around here). Travis has spent the better part of the last year developing the world, plot, and around 50 named characters with their own backgrounds, traits, hang-ups, and desires, who you will rescue, trade with, protect, and learn to live with over the course of the game. The story of the survivors of Trumbull Valley, and their attempts to stay alive long enough to escape to the larger world, is a big part of making the apocalypse feel real and personal, rather than an excuse to destroy meat. Not that destroying meat isn’t plenty of fun…

Johnnyboy is interested in the timing: How far into the outbreak does the game start? For example, does the player wake up at home one morning to find the neighbours breaking through the front door, cops shooting zombies in the streets, martial law etc, or does this begin a few weeks after the Collapse begins?

The game starts in a remote fishing camp on Mt. Tanner. You’ve been on a fishing trip — sans internet — for two weeks. Everything was peachy when you left, but on the way down the mountain you’ll find that everything has gone to hell.

Survivalting, David, and several other on Facebook asked: In the last Q&A, you said “play from start to finish.” Can I keep developing my base and doing stuff after I “finish” Class3?

You can continue playing the game after you complete the story. It’s a sandbox world, rather than a strictly mission-based game, so there’s a simulation driving events that keep it fun after you’ve completed the story. You will come to a point where you’ve upgraded your Home as far as you can go with the resources available, but fighting zeds and tearing around Trumbull Valley in your Mustang Shelby is always going to be fun.

Odds and Ends

Will we be searching for batteries for our flashlights? – Big-Brai

You won’t need to search for batteries. It’s irritating enough in real life

Will there be world events? Live things you spawn and control from the Lab?

There won’t be live events in Class3, but developer-spawned world events are a key component of the online-world sequel, codenamed Class4.

Will I be able to use farm land, to grow and eat my own food? Can I raise cows , chickens etc for food? – William4

You can choose to raise vegetables in a garden inside your base. That’s a good way to feed your survivor band without having to venture into the zombie-ridden world. Raising livestock (and hunting and fishing) are options for future content.

This Just makes the game 20 times more appealing then it was a few posts ago. Now I will glady sit down and wait anxiously for this game to be released. State of Decay will be a title well worth the wait, and most importantly the time to sit down and master every inch of the world.

Stay tuned into dK Games for more as it unfolds, until then check out these related articles
About State of Decay(coverage)

State of Decay — Garden Building

Vehicle Q&A

Vehicular Zombicide

Dont Forget to Like Us on Facebook or Follow us on Twitter


Followup Q&A: Vehicles

We managed to find some more information on the vehicle mechanics for State of Decay locate on their forums, so I want to share them with you the fans. Each section will be in Bold and Underline questions will be in bold and answers will be in Italics underneath the questions.

Weight/Hauling Stuff

Survivalting, Fideon, and Norannyo: Does the fact that you’re in a car affect how much you can carry? If we use the car to carry a lot of stuff, will it go slower? Finally, can we actually store things in the back of the truck or in the trunks of cars?

No, not this round. Inventory is calculated per survivor, not vehicle. Vehicles don’t have their own inventories, and therefore there’s no visual to see or weight to calculate.

You can put two other people as passengers in the back of the pickup truck, if you’re feeling confident that you won’t be attacked by zombies on the way to your destination. Zombies can crawl into the bed and go to town.

Jonathan Montes: If the zombies are clinging on your car, will they weigh down your car down or make you lose control?

Yes, zombies will absolutely affect the handling of your vehicle and even bring it to a halt. The calculation isn’t weight, though, it’s a specific characteristic of the zombies themselves (and of course, how many of them there are – one zombie’s not going to take out a car).


Survivalting: Can your passengers shoot while in the car with you?

We’re still working on options for passenger behavior, but we do not think shooting is going to be one of the possibilities in Class3. However, we do think they’ll be able to open their own doors and bash some zeds!

Peter Peach Jenkins: If you have three people with you, how well do they get into the car? Is it like in GTA where if you’re up against the wall, they will go into the other door, or is it like other games where the passengers will always try for individual doors even if it means risking their life?

Well, we’re working on having your passengers do things the smart, least-risky way. I don’t want to promise anything until we’re further into testing, but we want the passengers to choose the closest available access point.


Budwyzer: Tires take damage too, yes?

Yes, you can get a flat tire. Or tires. And yes, it will affect the vehicle’s handling.

Deffcon_1: If parts can be replaced (headlights, windows, wind shields, etc.), will you need to find the parts or will you just be able to fix them? If the parts are needed will they be vehicle specific or all general? Will all headlights fit all cars or will you need specific headlights, or other parts?

We don’t want you to kill yourselves looking for the precise part, or to lose one of the limited number of vehicles because the only part that would work was unavailable. Instead, you will need to have raw materials in stock in your workshop, and someone that knows car repair inside your compound. If you have those elements, you just park the damaged vehicle and let your people get to work.

Javarant: How will vehicle damage be handled? Will cars just up and explode? Or will they just break down? Also, will the cars actually have ‘health’? Like if I shoot a car’s trunk, slowly wearing down its health, will it eventually break down/blow up? Or will the damage have to happen to the important parts (engine, battery, fuel lines, etc.) to actually cripple the car? Final question: can we strip the car down and go all Kanye-West-and-Jay-Z-In-Otis-Music-Video?

There’s no health bar. That’s more of that math stuff we’re trying to keep invisible. Doors can be ripped off, and that will allow zombies to get into the vehicle with you. Zombies can do damage to the body. You can blow a tire by driving over rubble, glass, zombies, or just popping a curb too sharply. If you just keep going without stopping to address damages, the car will get to a point where it won’t start.

Ramming things is super fun, but try to keep it to squishy things (and even then you should bring the vehicle back to base for maintenance – nothing drives well with a zombie limb in the engine compartment). If you ram something like a wall really hard, or medium hard but more than once, the engine will blow up. That will admittedly look cool as hell, but once the engine blows, the vehicle cannot be repaired.

If it can be driven, it can be fixed. There are no mobile repair units in Class3.

(P.S. Don’t forget, different vehicles have different strengths. Sports cars go fast, but they’re more fragile. Just think about what you were do for real in a given situation and you should make out all right.)

As for the music video… no, you’re not going to be able to saw/torch/weld like that. You could probably get the hottest survivors in your group, stick them in the back of Norma (the pickup), and do donuts in a parking lot, though. Hey, you’ve survived the apocalypse. You make do with what you’ve got.


ZeGudWone: How will the camera be for driving, third person (behind the car) or first person (behind the steering wheel)?

The whole game is in third person, including the driving.

Fleshblight: In vehicles and on foot, will we be able to adjust the camera? Zoom in and out? Lock the camera into a desired position? Move the camera around ourselves?

To a point, you can move the camera, but there’s no zoom/lock option.


A lot of you had questions about customization options for vehicles. I liked the guy looking for lift kits. But as I said in the question about recreating the Otis video, we’re not going to have customization options in Class3.

Orryan4918: Do you think we’ll have a vehicle at the start?

You will have the option to get a vehicle very near the start of the game.

Dupidorian: Will cars ever disappear? For instance, can I leave my mustang out in the woods, or will it have to be in a garage to be ‘saved’?

Cars will not disappear. Zombies do not drive, and in Class3, the other survivors are not necessarily friendly but neither will they stone cold rob you. The game is very carefully tracking the number of vehicles in the world for gameplay reasons, and a side effect of that is that a car will always be wherever you left it, in the condition you left it in.

Deffcon_1: Will you be able to turn the headlights on and off at night? Being able to turn them off would help keep zombie attraction down, but make driving harder of course. A second part to this, will headlights get damaged if you hit zombies or poles or what not, and will you be able to replace them if they get broken?

Yes, you can turn the headlights on and off. While light does attract zombies at night (which is something to keep in mind when you’re strolling around at night with a flashlight), we tend to think the most important factor is going to be the engine noise. Since you’re already creating a commotion that’ll attract every undead within hearing range, you might as well turn them on and be able to see where you’re going.

With that said, we will be fine tuning the zeds’ reaction to light and sound throughout the testing process.

Oh, and yes, your headlights can get broken, but as I said in the repair section, you don’t have to go out and unscrew a bulb from another car. Just take it home and make sure your workshop is stocked with material.

Christie: When you say finite, does that mean if we break all the cars, we can’t get any more? Like they stop spawning?

There are a finite number of cars in the world… sort of. If you blow up all of your cars, you won’t find any more on the streets or alleys or ravines of Trumbull Valley. But if that happens, you might find an NPC who knows where another one might be… for a price. Ahem. (That’s our mechanic for saving you from yourself if you are so terribad at the game that you lose every car.) 

Bryan Robert Turner: I have a question because I’m like Brant but a carfreak, You guys at Undead Labs did say there is around 10 different types of vehicles and my question is, what vehicles did you guys model after real life vehicles?

Gran Torino represent! (I learned to drive in a ‘72 Torino wagon.) None of our cars are intended to be exact models. For one thing, exact models would require some serious licensing hassles. You’re going to be smashing and bashing these things, and getting the pretty paint all smeared with gooey zombie innards.

But that’s not actually the most important reason. Gronk was telling me during the original interview that he did a lot of blending – he took several kinds of sedans as inspiration and then tried to produce something that would evoke “sedan” for a wide range of people, in terms of age and brand preference.

What I mean is that we want everyone to feel like the world is familiar and real, and that means that whether you’re a Ford guy, a Chevy guy, a Mopar fan, or into imports, we want you to feel like you recognize the car. Maybe even drove it as a teen, or rode in it as a kid. It’s all about making the world feel familiar, so you’ll know on a gut level as you’re playing that the outbreak really could happen where you live.

Robert Mackrell: Can I have twenty cars all piled up at my Home in a barricade or something?

Yes, yes you can. I cannot WAIT to see your screenshots of this.

This is Just awesome to read about, with seeing all of this information It makes it even harder for me to wait. But since I am not a huge Video game company or Major player like IGN or Gametrailers I will wait like the rest of the fans.

Stay tuned into dK Games for more as it unfolds, until then check out these related articles
About State of Decay(coverage)

State of Decay — Garden Building

State of Decay..Vehicular Zombicide

Dont Forget to Like Us on Facebook or Follow us on Twitter

About State of Decay(coverage)

The end is here. Life as you knew it has gone to hell after the mother of all zombie outbreaks. Now you and the few scattered survivors must band together to survive and rebuild in a 3rd-person action game set in a dynamic open world. You choose where to make your stand, designing and fortifying your home base, performing daring raids for food and ammunition, and rescuing other playable survivors with unique talents. The open, sandbox world develops in real-time, shaped by your actions, dynamically generating content based on your choices and the ever-increasing zombie threat.

State of Decay is our ambitious zombie-survival open world game currently under development at Undead Labs for release on Xbox 360 / Xbox LIVE Arcade and PC.

We’ve all sat around with friends, debating the best ways to survive the zombie apocalypse. Well, the time for speculation is over; State of Decay will let you put your personal survival plan to the test.

Here’s what you can expect to see in State of Decay:

Zombie Survival

What if society came screeching to a halt? What if all our rules and laws no longer mattered?State of Decay brings these questions to life in a very real way. It’s not just about combat; it’s about doing what you must do to stay alive. Food, water, shelter, and ammo — you’ll need them all. Taking you beyond the initial panic, and beyond the first weeks of the crisis, State of Decay is the embodiment of the “What if?” zombie apocalypse scenario.

Sweet Action

Move through the world like a zombie-slaying badass. Dive through windows, jump on cars, and take it to the living dead with baseball bats. Hop in a truck and mow down some undead pedestrians. Break into the local police station and clear out their arsenal or walk into the local grocery store to stock up on your favorite junk food. The world is your oyster…a shiny oyster that happens to be filled with zombies.

An Evolving World

State of Decay is an open sandbox world that develops in real-time, dynamically generating content based on your actions, the choices you make, and the ever-increasing zombie threat. Decide where you’d like to set up a fortified safe haven for you and other survivors you’ve rescued, then form raiding parties to gather resources and create supply chains. Use the materials you’ve gathered to develop your community as you see fit, but be careful — resources will deplete as you pillage areas, and zombies are attracted to noise and activity. Take up the offensive by assaulting hordes before they reach your settlement, or focus on improving your defenses against the massed zombie attacks. Every choice and every action matter in this fully simulated, evolving world.


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