Brian Giaime and John “Gronk” Gronquist led the Independence Pack team, making all your zom-pocalypse 4th of July feels come true! Want to know how they came up with the ideas? Can you guess their favorite weapon? Read on!
State of Decay 2 is headed to PAX East!
Be one of the first to play the highly anticipated State of Decay 2 at PAX East. State of Decay 2 will be showcased in the Microsoft Booth all weekend long. You’ll find us in booth #13019, right at the base of the escalators. There will be limited stations, so you’ll want to make sure you get there early to get some game time in. Please note that sessions are limited to 10 minutes.
Dashing through the snow. It’s a Juggy, run away. O’er the hills we’ll go…
Screaming all the way – ho ho ho!
Hello fellow survivors,
On this very day two years ago, several hundred thousand of you took a chance and bought a little Xbox Live Arcade game named State of Decay. You had no idea who made it, or what it was all about, but you clearly loved survival-fantasy games and had a true gamer’s appetite for innovation and new gaming experiences. You may not have known that most of the development team behind the game — the artists, programmers, designers, musicians, animators, testers, and producers at Undead Labs — had been awake all night, waiting to see how you would react to a game that didn’t follow any established templates, and even broke fundamental design rules with mechanics like permadeath.
And, much to our joy (and, yeah, relief), the vast majority of you loved it. And told your friends. And streamed it on Twitch. And posted videos to YouTube. And tweeted about it. And over the next few months, State of Decay became the fastest-selling original* game of all time on Xbox Live Arcade, and went on to sell millions of copies on Xbox 360, Steam, and Xbox One.
And you know, two years later on, as we work on Big Things for the future of State of Decay, it’s a good time for all of us at Undead Labs and Microsoft to take a deep breath and reflect on exactly why we’re here, and why we have the opportunity to work on Big Things. I know it’s cliche to thank your customers, and sometimes it’s kind of like your mom saying “I love you” — she probably says it every day and you kind of start taking it for granted. But man, she means it from her heart. And so do we. Thank you for getting us here. Thank you for giving us the opportunity to keep working on Big Things. And thank you for being the kind of gamers who will take a chance on innovation.
June 5, 2015
* Curse you Minecraft! 😉