Out Of Our Hands…

Today, we announced to our community that State of Decay has gone into the final certification process. That means that we’re…done. It’s out of our hands, and that much closer to being in yours. There are still things to do, of course, and if our publisher finds a problem we’ll fix it, but basically, this is the last big step between development and launch. Once we finish this, we’ll be ready to talk about release dates. We are proud. We are excited.

We are maybe a little tired. Thank you all so much for your encouragement and support! It got us this far, and there’s not much farther to go.

If you’d like to help us celebrate this major milestone, we’re running a fun contest. If you’d like to join the fun, write “ALMOST” on your hand, take a picture, and post it in the comment thread by midnight your local time tonight. (That’s really all you have to do, though as usual for this community, we have people going wildly beyond the requirements just for the hell of it.) We’ll pick five winners at random to win preview codes for State of Decay.

Thanks again, everybody.

What’s Cooking? You Are.

Well, we are, too. The day draws ever nearer when we can get our baby into your hands. (New here? Not sure what I’m on about? You can catch up to date with our handy FAQ – and if that only whets your appetite, you can always scroll to the bottom of this page and learn all about our design and systems. Welcome!)

Did I say something about whetting your appetite? That’s a good segue into our first contest celebrating pre-launch month: What’s Cooking?

A month after the zombie apocalypse, there will be no more microwaves. No electric stoves. No propane. No convenient little charcoal briquettes for your grill. But you’ve still got to eat. Do you have what it takes to feed yourself? Are you hardcore enough to survive a real State of Decay?

Here’s a contest to prove it. The rules:

- No unsustainable cooking technology. Yes, I know many of us have generators, but a month into the zombie apocalypse, you’re not going to be flipping on that noisy zed attracting thing just to whip up some soup, even if you managed to hoard enough gas. And yes, I am aware that propane grills are quiet, but again, how long is that tank of yours going to hold out? No! Think wood fire. Think homemade solar oven. Some of our players have even suggested pickling and smoking. Be creative!

- Nothing frozen or refrigerated. Unless you have a real old fashioned ice house, in which case, pics or it didn’t happen.

- Minimal store-bought supplies. The stores have been looted and the delivery trucks are never coming back. You need to make do with what you have.

- Foraging/scavenging preferred. Bonus points if you caught the fish/snared the rabbit/harvested the eggs/correctly identified edible greens!

Take a picture of you with your prepared dish and email it to me at sanya at undeadlabs dot com. Tell me what it is you’re eating and how you cooked it in the email. I’ll post pictures to our Facebook page. Every entry that follows all four of the above rules will be entered into a drawing to win a preview code of State of Decay. We’ll grab a handful of our favorites for community voting as well, and the People’s Choice will also receive a code.

That’s right. If you could survive a state of decay, you’ll be one of the first to survive in State of Decay.

Entries must be received by 11:59 PM (2359) your local time zone, Monday, May 13, 2013.

* Cooking not your thing? There’s a Survivor Cell Challenge next week…

 

Previews To Pique Your Interest

Last Friday wasn’t just about release months and trailers. The real purpose of the media event was to give a few reporters four straight hours of hands-on gameplay, with plenty of developers ready to answer questions.

Here is what our guests have written so far (alphabetically by site):

4playerState of Decay is a magnificent take on the zombie apocalypse theme, bringing something to the genre it’s been sorely missing. Depth. For those into complex simulations, resource management, and the smell of decaying flesh, it looks like this is one you’re not going to want to miss.

4Player Network


4playerIt’s important for people to realize that State of Decay is not really a zombie apocalypse game, it’s an apocalypse management game that happens to take place during a zombie apocalypse…The management systems are so great and so deep. They go a lot deeper than even I thought they would.

4Player Cocktail Time Podcast (State of Decay coverage begins at 40:15)


gamecriticsMy initial impression after the first fifteen or twenty minutes was that State of Decay is huge. Bigger than huge, really… It seemed absolutely massive. It’s been stated that this game is the largest ever released on XBLA, and the developers confirmed this. As a quick example of how big and open it is, the reviewer sitting next to me completed the church mission within five or ten minutes, whereas I discovered an abandoned campsite and started scavenging for usable goods. From there, I started checking out other interesting locations, and before I knew it, at least half an hour had passed before I had accomplished my actual goal.

Drinking Coffee Cola/Game Critics


ignBelow the surface, so many systems are working in concert that it managed keep me – someone who is bored to death with the undead – completely enthralled for the entire four hours I spent playing it. If my four hours are any indication, State of Decay is amazingly deep, especially for an Xbox Live Arcade game.

IGN


mtvUndead Labs is billing their upcoming XBLA release “State of Decay” as a simulation, a perilous trek through the ever-familiar zombie apocalypse with multiple interconnected systems requiring the player to do more than just shoot their way to safety. Survivors will have to gather supplies, form alliances, manage their stamina and health, make sure disease doesn’t wipe out their camp, and take on side missions to level up multiple playable characters. Even after five hours with “State of Decay,” I’m not sure I fully scratched the simulation’s surface.

MTV


raidwarningIt was apparent from the start that this team has obsessed over every detail for the past two and a half years. Guns and melee weapons have true-to-life weights, cars show body damage, melee weapons break, guns jam, food spoils, while every piece of environment art tells a story. It’s a world lived in and fleshed out tirelessly by 23 devoted developers.

Raid Warning


vgrThe depth of State of Decay is much more than you would find almost anywhere else in the XBLA, and until you can get your hands on it personally, I don’t think you will truly understand.

Welcome to the real world. Nothing is guaranteed and some mismanagement can be very costly…State of Decay is completely open world and you will survive, explore, and manage inside of it.

VGRevolution


We had one other guest whose coverage will be in Official Xbox Magazine when it goes to print. We’ll be sure to shout it out when it’s available.

Enjoy! If you’d like to discuss what you read, join the forum discussion already in progress by clicking the green “Comment” tape down there to your right.

New Trailer!

State of Decay Xbox Release

June.

Officially.

PAX East 2013 Roundup

While most of the team toiled away on the last details and bugs (and if you want to know how those efforts might be related to the release date process, the answer is in our regularly updated FAQ), the intrepid team of Brant, Gronk, and me went to Boston for PAX East. If you were following us on Twitter or Facebook, or hanging out on the forum analyzing every single blurry cell phone picture, then… thank you! If not, read on.

Microsoft’s booth was our home away from home for three days.

As far as we could tell, this was all there was to PAX.

As far as we could tell, this was all there was to PAX.

We had a good neighbor – a team from a studio in Copenhagen, Denmark. They’re making a nifty platformer called Max: Curse of the Brotherhood. After three days of seeing the other team’s demo, we became mutual admirers.

photo(5)

State of Decay gear makes everyone happy.

The line to try out State of Decay was never less than an hour long, and all of our players were incredibly understanding and enthusiastic. Your passion for what we’re trying to do has always been the thing that kept us going, but during the PAX marathon, the energy of our players was the ONLY thing keeping us going.

We had to remember that we were representing the whole Undead Labs family back at the office. Fortunately, there was a reminder of the office in the game:

Hey, what's this?

Hey, what’s this?

Mostly we came back to the hotel and collapsed, but one night, we were fortunate enough to meet some future players in the hotel bar. A bar, mind you, that was a mile from the show and not near any public transportation. At 8:30 on a Friday. The attendees were hardcore! Sadly, I didn’t think to take the pic until the very end of the evening after some people had left. I won’t identify the people in the picture (they can out themselves if they want), but I will say it was a real joy to meet some of the people behind very recognizable names.

That is a fun group. I would expect no less.

That is a fun group. I would expect no less.

Overall, it was a fantastic show. When you’re working on a game, you get so you only see the flaws – and you get really nervous wondering if the ideas that seemed so great are going to turn out to be fun. Watching person after person get excited and walk away pumped about State of Decay, well, all I can say is that we are psyched. We can’t wait until all of you can play, give feedback, and post your own images.

Thank you for sticking with us this long. Not much longer, now!

At the end of the show, we were still standing. Barely.

At the end of the show, we were still standing. Barely.

Want to read the coverage that’s come out of the show so far? Here you go, in somewhat random order:
IGN: First impression
IGN: “The Most Awesome Games From PAX”
Kotaku
RelyOnHorror
RelyOnHorror (interview and video)
VGRevolution
Front Towards Gamer
Frontburnr
TrueAchievements
FPSGuru
Den Of Geek
Post It Gamer
Omnicomic
Game Informer
Polygon
4Player
Blast Magazine
OXM

If I missed any (and I know of a half dozen more still in progress!) please drop me a line at sanya at undeadlabs dot com.

Thanks again, and keep your eyes on the FAQ!

Art Contest: Will Yours Be The Facebook Cover Winner?

Do you think you’re a pretty fair hand when it comes to image editing? Do you know what looks good? Want to be celebrated throughout the entire State of Decay community…and be one of the first to see the game? Keep reading!

I won’t lie. I need your help. Here’s the deal. I’ve had a bunch of people suggest we should give out a Facebook “cover photo” for our fans to use. It’s a great idea. Heck, it’s been on our “would like to do” list for weeks now. With PAX around the corner and the process of getting the game approved for sale underway, we are busier than one armed paperhangers. Our art director is busier than a one legged man in an ass kicking contest. He may be winning that contest, but that doesn’t give him more hours in the day to make me a Facebook image when he has game related fish to fry.

That’s where you can help. I’ve seen the images you all have come up with just for fun. They’re awesome. I also haven’t done a contest in awhile. Two and two together equals… The Facebook Cover Image Contest.

The prize is a review code. The same one I’ll be sending to gaming reporters all over the world, as soon as our publisher gives us authorization. (I still don’t know when that will be, and I do not have sufficient data to make an intelligent guess… but it seems to me that anyone excited enough to do an art contest won’t mind hanging on until the codes are released, right?)

You may use whatever images you find on this website, or you can check out this concept art from Doug. Everything you see here has been realized in the world of State of Decay.

SoD Logo

Facebook’s rules say the cover image can’t have a URL, or a call to action of any kind (“like this page, go here, do this” etc). The game logo and the company logo are fair game, though.

The dimensions of a cover image are 851 pixels wide, by 315 pixels tall.

You may add effects, crop, use multiple images – whatever you think would look cool! Just remember that if someone uses your picture, some of the lower left corner will be covered by the user’s own profile picture.

The winner, as I said, will be the first non-media person to play the game, as a token of our appreciation for the help in getting the word out about the game.

Submissions must be sent to me at sanya at undeadlabs.com by 11:59 PM (or 2359, if you prefer) your own local time on Monday, March 18, 2013.

Ladies and gentlemen… start… your… photo editors!

Any questions? The comment button is there to your right.

 

Followup Q&A, A Matter of Character

As usual, you all asked wonderful questions, and we spent the week tackling them. The resulting document was more than ten pages long! The questions included:

* How do you switch between characters? What are the limits on switching between characters?
* How many skills are in the game total right now?
* Can skills like construction or vehicle repair be taught?
* How hard is it to raise the skills of a character?
* Does increased firearm ability prevent (or reduce, or slow) wear and tear?
* Can negative traits be improved?
* How do you tell a survivor he/she is no longer welcome in the group? What happens if yes?
* How will conflict affect people?

These and more than thirty other questions are on the forum now.

Y’all, I just have to tell you, I love doing the Q&As with you. It gives us a chance to find out what really matters to you, to clarify things we left unclear, and to see where we might need to focus in the future. It’s a lot more than just answering questions – it turns game development into a collaborative effort between developers and players. Thanks for being part of the process, as always!

Click the green tape reading “comment” to go to the Q&A and to discuss it with your fellow SoD fans.

A Matter of Character

A good story isn’t about characters as unchanging archetypes. It does explore innate potential and expectations, but it’s also about choices and change (or refusal to change). A good survival story in particular puts its characters to the test, but not just as individuals. A crisis is both a test of the individuals and of the dynamics between them. In designing the character and skill systems for State of Decay, we’ve tried to capture all of these elements.

We’ve talked before about the fact that you don’t get to tailor-make your characters. Instead you encounter a wide variety of survivors with vastly different personalities and skill sets and then you decide who to bring into your group and who to leave out on their own.

So that’s the high level. If you’ve been following State of Decay closely, you’ve heard that before. Today we’re going to going into more depth about exactly how characters and skills work.

Let’s dive right in.

THE BASICS

All survivors share the same four basic skills:

  • Cardio — Rule #1 for survival. If you run out of Stamina, that’s it. Can’t fight, can’t run away. You’re done.
  • Wits — When the shit hits the fan, you need to think fast. The quicker you can assess a situation, the better chance you have.
  • Fighting — Sometimes your best option is a lead pipe to the face. Other times, it’s getting the hell out of the way. Master both if you want to survive.
  • Shooting — Used to be shooting was just a hobby. Now it’s a daily requirement.

Every survivor has a rating in these four skills, shown as a number of stars next to the skill name. 1 star is weak. 7 stars is exceptional. Additional stars are gained by successfully using the skill. So destroying zeds in melee combat raises the Fighting skill. Taking them out with firearms raises the Shooting skill. You can improve skills faster by performing particularly skillful feats like a headshot streak.

Each skill provides a specific stat bonus. This bonus gets higher the more stars you have in the skill.

  • Cardio — Determines maximum Stamina.
  • Wits — Improves search speed.
  • Fighting — Determines maximum Vitality.
  • Shooting — Reduces recoil when you shoot.
  • Leadership — Increases how much trust you gain whenever you gain trust.

In addition to these stat bonuses, most skills provide Abilities as you achieve more stars. Abilities can be active techniques, like Counterattack, which gives you a more powerful attack if you face a zed and dodge its attack first. Counterattack unlocks automatically when you gain your second star in Fighting. Other abilities are more passive, such as Quiet Search, which reduces the noise you make when searching. Quiet Search unlocks automatically when you get your fourth star in Wits.

Looking back at the list above, you’ll notice the last skill, Leadership, isn’t one of the basic four. That’s because not everyone has any skill in Leadership. It’s a Personal Skill that requires some natural talent or specific background. Most of the skills in State of Decay are personal skills, and they’re part of what makes characters unique.

INDIVIDUALITY

To start, every survivor has a unique combination of Traits. These Traits define the survivor on a fundamental level and have a whole range of effects.

The first Trait for every survivor is a Personality. Chatterbox, Selfish Asshole, Coward, Born Leader, Braggart, Autocrat, and Daydreamer are just some of the dozens of personalities you might encounter. Personality plays a big role in how survivors react to success and failure, how they interact with each other, and to any moral choices you make. In the short term, Personality is the least important thing to know about someone, but when trying to make your community work over the long haul, the mix of personalities matters. (We’ll probably need to dig into that in another article.)

Many Traits reflect a survivor’s background, representing job history or hobbies the survivor had in the past. These typically provide free Stars in related skills. For example, any active hobby like Hiking, Cycling or Aikido starts a survivor with two or three stars in Cardio instead of the one star that most survivors have initially. The Aikido trait also provides a free star in Fighting. Similarly, backgrounds that require street smarts or survival skills give a bonus star or two in Wits.

Other Traits reflect natural aptitude or ineptitude and provide a bonus or penalty to how fast a survivor can advance a particular skill. Being “Eagle-Eyed” means improving all Shooting skills faster than normal, while the “Hates Gore” Trait makes some slower to improve in Fighting, and being a “Dim Bulb” means Wits takes a lot more work to raise.

A handful of Traits have unique game effects. Having a “Bum Knee,” for example, means stamina drain while crouched. So a survivor with this trait can hide in bushes just as well as anyone else but can’t use it as a way to recover.

Finally, many Traits provide Personal Skills such as Leadership. Only survivors with the right Traits have access to each Personal Skill (and the stat bonus and abilities it provides). Just as in real life, the skills that the survivors have developed can vary widely in usefulness. Here’s a small sampling:

  • Bruiser — Comes from Natural Athlete, Brute, or Strong as an Ox. Provides a whole unique set of combat and exploration abilities. Survivors with this skill are few and far between, but they have the potential to learn unique melee combat techniques, to carry heavier burdens without tiring, and to use larger firearms without sacrificing mobility.
  • Construction — Comes from Architect,  Mechanic,  Electrician, or Engineer, among other jobs and hobbies. This skill doesn’t have much effect when out exploring, but having someone with any stars in Construction is essential for building a more advanced Workshop in your home.
  • Leadership — Comes from Presence or Born Leader. As mentioned above, each star of Leadership increases the Trust you gain from your actions. In addition, higher Leadership unlocks special effects from your emotes, allowing you to do things like boost the combat effectiveness of the survivors around you by cheering them on.
  • Counseling — Comes from People Person, Funeral Director, Stylist, or other jobs and hobbies. This skill has no impact on your combat or exploration abilities, but provides a chance to prevent community conflicts and to raise the spirits of frightened or depressed community members.
  • Sexting — Comes from Sleaze or Flirt. Without phone or internet service, this finely honed skill may be doomed to be something of a lost art.
  • Sports Trivia — Just as in real life, this is one of the most common skills. Sure, it might not be useful, but did you know that Randy Moss’ vertical leap was once said to be 51″? I did. (True story.)

CUSTOMIZATION

So we’ve talked about the Basic Skills that are common to everyone and about the Traits and Personal Skills that make survivors unique, but that’s just part of the story. You also get to make major choices about how to develop each survivor.

First, you can choose one Weapon Specialization for each of your survivors. This can be a specific category of firearms, such as Shotgun or Pistol, or a class of melee weapon, such as Bludgeoning or Hack and Slash. A Weapon Specialization is an entirely new skill line with a unique stat bonus and a whole set of unique abilities. Before choosing a Weapon Specialization, you need to unlock it by gaining enough stars in the corresponding basic skill: Gun-related specializations unlock at four stars of Shooting. Melee-related specializations unlock at four stars of Fighting. Each survivor can have only one Weapon Specialization, so choose carefully.

Once selected, the weapon specialization can be improved just like any other skill: by using it. So to raise your Shotgun Mastery skill, you have to take zombies out with a shotgun.

In addition to choosing a weapon specialization, you choose a number of Signature Abilities. Our goal in designing these abilities was not merely to provide abilities that make you stronger, but that change the way you approach exploration and combat. There are four different categories of Signature Abilities and each survivor can learn one ability in each category: Offensive, Defensive, Utility and General.

Which abilities are available varies from survivor to survivor, based on their skills. Only a survivor with three stars in Bludgeoning can learn Spinning Backhand, an offensive ability that lets you perform a spinning attack that turns an enemy around, exposing his back to you. Only a survivor with at least one star of Bruiser has the option to learn Push Kick, a utility ability that changes the [Y] button to do a powerful push kick, forcing enemies to stagger back.

The Push Kick, in particular, is an example of an ability that fundamentally changes how you approach a combat. Instead of encountering a group of zeds and trying to take them on as a group or trying to use the environment to separate them, you can use the kick to momentarily remove a few from the fight. You might choose to pair this with offensive abilities that let you kill individuals quickly but leave you vulnerable to groups or to let you focus on using pistols, which are versatile and lightweight but don’t have the physical stopping power of shotguns and revolvers. How you make use of these abilities is up to you.

All told, these choices allow you to take the same survivor and create someone who you’d want to use in very, very different ways. At a minimum, you’ll choose to focus on ranged vs. melee combat, and on fighting vs. avoiding fights, but you’ll also have a lot of specific options like the push kick that can provide interesting tactical choices. At the same time, since not all survivors have the same options, you should find yourself playing very differently as you switch between survivors.

THE SUM OF THESE PARTS

As with every part of State of Decay, we’ve worked to create a system with just the right mix of clarity and depth. We try to not to inundate you with stats and minor bonuses, instead focusing on key skills and abilities that have a big, identifiable impact. To close out, I thought I’d provide a quick look at some of the survivors you’ll likely encounter:

Thomas Ritter
Traits:

  • Father Figure — Protects others against Fear. Objects to Selfish actions by the community.
  • Carpenter — Provides the Construction skill
  • Travel — Wits +1
  • Camping — Wits +2, Cardio +1
  • Organizer — Provides the Leadership skill

Starting Gun: Revolver: M1917 — 45 caliber — Aging classic from the last days of WWI, a collector favorite.
Starting Weapon: Crowbar — No zombie apocalypse is complete without one.

Thanks to his Construction skill, Thomas provides additional options at the Workshop (if you have one). His mood also improves whenever you upgrade or build a Workshop. He has no special advantages in combat, but he could still choose any Weapon Specialization if he raised his Fighting and/or Shooting skill first.

Thanks to the Leadership skill, the Cheer and Taunt emotes have additional effects for Thomas. Anyone can use the Cheer emote to try to gain Trust with allies and performing the Taunt emote makes enough noise to alert nearby zombies, but when Thomas cheers allies, their combat effectiveness increases for a short while, and when he taunts zombies he can actually draw them away from attacking allies. He’s also better at earning Trust in general and is more effective at resolving problems with community members who have fallen into a bad attitude.

Sam Hoffman

  • Iconoclast — Resistant to Fear. Becomes Insensitive when she’s feeling good about herself.
  • Service Job — Wits +1
  • Eagle-Eyed — Faster Shooting skill improvement
  • Great Reflexes — Provides the Acrobatics skill.

Starting Gun: Shotgun: Warden — Shotgun Shells — Low profile, slim but brutal. Affectionately named “Fiona.”
Starting Weapon: Lead Pipe — A simple bludgeoning weapon.

Sam’s personality is a blessing and a curse. When her attitude shifts to Insensitive, there is a danger of her worsening the attitudes of community members who already feel bad. (This can be counteracted by having community members with the Counseling skill.) Physically, though, she’s gifted. She improves the Shooting skill faster than normal, making her a great choice for a gun-related Weapon Specialization. On the other hand, the Acrobatics skill, much like Bruiser, is an uncommon skill that provides a whole slew of unique combat abilities. This may mean you want to focus on melee combat with her.

Alan Gunderson

  • Autocrat — Resistant to Fear. Prone to Anger. Becomes Overbearing when he’s feeling good about himself.
  • Law Enforcement — Shooting +2
  • Loved Range Shooting — Shooting +1
  • Eagle-Eyed — Faster Shooting skill improvement

Starting Gun: Rifle: 700 Huntsman  – 7.62 MM —  A classic scoped hunting rifle, versions of which are used by the military.
Starting Weapon: Machete — Good for chopping brush… or necks.

Alan’s personality is almost pure downside. He becomes angry easily and, even when he is feeling good, his Overbearing attitude can piss off other community members. Again, the key to balancing this out is other personalities that counteract this effect or to kick him out of your community. In terms of combat, he has a clear inclination: he’s good at shooting stuff. You won’t find many better than him and that may be reason enough to keep him around.

Here is a visual example for you:

Lucky guy. A funeral director in a town where the dead don't stay dead.

Lucky guy. A funeral director in a town where the dead don’t stay dead.

Those are just a few examples. With dozens of personalities, jobs, hobbies, talents, and personal skills, each character starts out unique, and how they develop from there is up to you. Between choosing equipment, deciding how to invest your time, selecting a weapon specialization, and learning signature techniques, you have the ability to dramatically redefine the survivors, as individuals and as a group. By managing your community, you can cover for their weaknesses and play to their strengths, or you can allow everything to fall apart. You shape their story. Their survival is in your hands.

Any questions? Click the green button to the lower right and ask away in the forum.

Scenes From Our Next Teaser Video

It has been a crazy, crazy month here at the Lab. We are very close to a major milestone: Delivering the first complete version of the game to Microsoft for evaluation. Please note that this means nothing in terms of a release date, though. (For a bit more information on that, check out this post on the forum.) Still, it means we’re making progress, and we are psyched!

In order to hit that milestone, we have had to pare back anything that isn’t the actual game. The video teaser we had hoped to share this week didn’t get finished. We’re a small team, and the person who makes the videos is…our producer. Hitting the milestone meant that video footage was something she pulled when nothing else was more important, and that just didn’t happen very often this month.*

While I can’t show you a finished video, Producer Jess did make the time to pull some stills for me to share with you. Click to see the big image.

*Also, she had two babies to deliver. One was the game, and the other was an actual baby. I cannot tell you how astounded and grateful I am that she pulled the stills when she did! IRONWOMAN!

You know how Pixar puts the names of all the babies born during the movie’s production into the credits? We’re up to three so far for the team. We’re excited, and proud of the whole Undead family.