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Dead State

Dead State is a turn-based developed by DoubleBear Productions and Iron Tower Studio and published by DoubleBear Productions. Set during the early stages of a in the fictional town of Splendid, , it challenges players to lead a group of survivors in managing a shelter, scavenging for supplies, and navigating threats from both the undead and hostile humans. The game features tactical combat, branching dialogue with over 50,000 lines, and a morale system influenced by player choices, leading to multiple endings based on decisions. Development of Dead State began under DoubleBear Productions, a studio founded by —known for his work on Vampire: The Masquerade – Bloodlines—and his wife Annie VanderMeer Mitsoda, a former designer. The project launched as a campaign in 2012, raising over $332,000 from more than 10,000 backers, which exceeded its funding goal and unlocked stretch goals for additional content like new areas and allies. The original version entered on February 13, 2014, before its full release on December 4, 2014, for Microsoft Windows, followed by an enhanced edition, Dead State: Reanimated, on May 13, 2015, which included improved graphics, rebalanced mechanics, and new features such as reactive AI and crisis events. Gameplay centers on base-building and , where players assign jobs to non-player characters (NPCs), upgrade facilities, and resolve internal conflicts to maintain group cohesion. Exploration involves turn-based scavenging runs with line-of-sight mechanics that account for noise and positioning, emphasizing over action. Upon release, Dead State received mixed to positive reviews, earning a score of 70/100, with praise for its narrative depth and survival elements but criticism for technical issues and pacing in the original version, many of which were addressed in the edition.

Gameplay

Character creation

In Dead State, character creation begins with the player selecting the gender, skin tone, and cosmetic features for their , allowing for basic visual without affecting mechanics. Following this, players name their character and proceed to the core mechanical setup, where they allocate starting points to four primary attributes: Strength, which governs melee damage and carrying capacity; Agility, which determines action points and evasion in ; Vigor, which sets maximum and provides armor class bonuses; and Perception, which influences initiative and accuracy for ranged attacks. These attributes start at level 1 and can be distributed up to a maximum of 10 using a limited pool of points, establishing the character's foundational capabilities that are difficult to alter significantly later. Players then choose between a custom build or one of several pre-set archetypes, such as Hunter or , each providing a balanced array of initial attribute values and proficiencies tailored to specific playstyles. Archetypes come with starting points allocated to two or three core areas, including for close-quarters fighting, Ranged for firearm proficiency, for ally morale and dialogue options, for bartering and persuasion, for healing, for repairs and scavenging, for crafting advanced items, and for exploration efficiency. For instance, a Hunter archetype might emphasize Agility and alongside and Ranged skills to suit stealthy, long-distance engagements, while a focuses on and with balanced Vigor for group coordination. These selections also unlock early perks at levels 3, 6, and 10, such as improved ally combat effectiveness from perks, providing immediate advantages in and encounters. The process is entirely player-driven with no randomization elements, ensuring all choices are deliberate and permanent for the initial build, which critically shapes early-game by dictating how effectively the can scavenge, fight, and lead in the . This setup influences subsequent progression, as attribute and skill improvements build upon these foundations through earned experience points.

Character advancement

In Dead State, character advancement occurs through the accumulation and allocation of skill points, which improve eight skills divided into categories such as combat ( and Ranged), (, , , and ), and leadership ( and ). The player earns skill points primarily by completing objectives, such as exploring locations, gathering resources like food, or fulfilling personal and shelter-related goals during missions. These points can then be freely allocated to raise levels, with costs increasing progressively: 1 point each for levels 1-2, 2 points for 3-4, 3 points for 5-7, 4 points for 8, 5 points for 9, and 6 points for 10, requiring a total of 30 points to max out a single . Each caps at level 10, providing bonuses to related actions, such as increased accuracy in Ranged or faster healing in . Allies advance differently, gaining 1 point automatically each day they survive in the , following a predetermined progression path based on their and traits. The cannot directly allocate these points but can ally through choices during leveling conversations, guiding perk selections while the core skill focus remains fixed. Both the and allies also receive 1 stat point every 20 skill points earned, which can be invested in one of four attributes—Strength (melee and carry weight), ( and evasion), (initiative and ranged accuracy), or Vigor (hit points and armor class)—to enhance overall capabilities. Skill perks unlock at specific thresholds within each category, offering tactical enhancements: at level 3 and 6, players choose between two options (e.g., Backstab for +15% critical chance in or for +5 HP healed in ), while level 10 grants a powerful capstone perk automatically, such as in , which doubles critical chance. These perks deepen specialization, with examples like Survey in providing better scavenging yields or Aim for the Head in boosting undead accuracy for the party. Player choices during missions and shelter events influence a that indirectly affects advancement efficiency, as low survivor (below -300 after day 30) can trigger crises like rebellions, potentially halting progression, while high from positive decisions sustains ally productivity and performance. decays daily but is bolstered by actions like securing luxuries or resolving conflicts via high Negotiation or skills, which mitigate penalties such as reduced damage output (e.g., -25% from discouraged states) and halved productivity. This ties ethical decisions to group viability, ensuring that moral lapses compound risks to long-term skill growth.

Combat

Combat in Dead State is a turn-based system where players control a party of survivors in tactical encounters against zombies and hostile humans. Each turn, characters spend Action Points (AP) to perform actions such as moving across the grid-based map, attacking enemies, using abilities, or interacting with the environment. The number of AP available per turn is primarily determined by the character's Agility attribute, with higher values granting more points—ranging from 7 AP at Agility 1 to 12 AP at Agility 10—allowing for greater flexibility in planning moves. Initiative order is based on Perception, followed by Agility to break ties, ensuring faster or more perceptive characters act first, while zombies typically move last unless they initiate combat. Enemies in combat fall into two main categories: the undead and hostile human factions. Undead include slow-moving Walkers, which are attracted to noise and pose a persistent threat through sheer numbers, and faster Crawlers that stay low to the ground, making them harder to spot and target from a distance. Hostile humans, often from rival survivor groups like looters, fight with similar tactics to the player's party but can panic or flee under pressure, adding unpredictability to engagements. A central mechanic is the Noise Meter, which accumulates based on actions like firing guns—such as a generating noise equivalent to 15 squares—or breaking objects, potentially drawing additional into the fight if it exceeds safe thresholds. The meter decreases by half each round, but stealthy approaches, such as using silenced weapons or melee attacks, keep noise low to avoid escalating encounters. This encourages careful planning to prevent overwhelming swarms. The wound system simulates realistic injury effects without instant lethality in most cases. Damage inflicted creates wounds that accumulate; when a target's wounds reach a vitality threshold, they become unconscious, and further damage can lead to death. Wounded status reduces maximum AP by 2 and caps healing at 80% of hit points until treated, with bleeding causing ongoing damage over time—highlighting the importance of medical support post-combat. Tactical depth arises from environmental interactions and positioning. Cover from objects blocks and can double defense when fortified with shields, while flanking provides hit bonuses: +10% from the side, +15% from the diagonal rear, and +20% from directly behind. positioning is crucial, as swapping places costs only 2 , enabling coordinated maneuvers to protect vulnerable party members or set up ambushes. perks, such as those improving accuracy or evasion, can enhance these tactics but are developed outside of . Weapons range from silent melee options like knives, bats, and axes—effective against and reliant on Strength and skill—to loud firearms such as pistols, rifles, and shotguns, which excel at range but suffer from ammo scarcity and high noise output. Reloading firearms costs variable based on the weapon, and burst modes consume three times the , forcing players to balance firepower with resource conservation in prolonged fights. Thrown items like grenades offer area effects but are limited in supply, emphasizing strategic use over reliance on any single tool.

Shelter management

In Dead State, players establish and maintain a at the abandoned Splendid Public in the fictional town of Splendid, , serving as the central hub for long-term amid the . The shelter begins in a dilapidated state and must be fortified against external threats like zombies and raiders, primarily through reinforcing the , which requires regular repairs using parts and skills to prevent breaches that could lead to if left unfixed for more than three days. Players assign allied survivors to various tasks via the Job Board in the cafeteria, such as farming in the rooftop garden for food production, crafting items in the workshop, or standing guard for defense, with assignments optimized based on each ally's skills like or expertise to maximize efficiency. The morale system governs the psychological state of the shelter's inhabitants, aggregating individual moods—ranging from Happy to Disgruntled—into an overall shelter morale value that drains daily due to the stresses of the apocalypse. Survivors' moods and needs, including access to fresh food, water from repaired wells, medicine, and a sense of security from upgrades like reinforced barricades, directly influence this system; unmet needs or negative events, such as ally conflicts or leadership decisions perceived as unfair, can lower moods and trigger disgruntlement, while positive actions like providing luxury items or resolving disputes raise them. Low overall morale risks severe consequences, including fights among allies, desertions, or outright mutiny where sub-leaders may depose the player character, emphasizing the need for balanced resource allocation and diplomatic interactions to sustain group cohesion. Scavenging runs, conducted by assigning a party of up to five allies to locations on the , are essential for acquiring resources like , parts, , and antibiotics, which are automatically added to the 's storage upon the team's return before midnight. These resources enable upgrades to shelter facilities, such as installing solar panels to reduce consumption, expanding the infirmary for better medical care and morale boosts, or building workshops that enhance crafting output and ally productivity. Upgrades require specific mechanical skill levels and consume parts immediately, with higher-tier improvements like an impenetrable fence or efficient gardens providing ongoing benefits such as reduced resource drain or increased daily yields. Ally recruitment and form a core aspect of , allowing players to build a community of up to 20 survivors encountered during scavenging expeditions, each with unique backstories, skills, traits, and personalities that affect their job performance and interactions. Recruited allies can be managed through the Allies screen, where players monitor moods, assign roles, and engage in dialogues to build or resolve tensions, but mismanagement may lead to internal fights, , or allies abandoning the , particularly if dips critically. Daily shelter events, resolved through player choices or sub-leader consultations, introduce dynamic challenges such as resource shortages, medical crises, or interpersonal disputes that must be addressed to avert breakdowns in operations or morale. These events, summarized in the end-of-day results screen alongside resource consumption and production updates, often require trade-offs like rationing undesirable food (which penalizes morale) or prioritizing defenses over luxuries, reinforcing the strategic depth of balancing immediate needs against long-term stability.

Story

Setting

Dead State is set in post-apocalyptic during the early days of a , where a mysterious illness rapidly spreads and transforms infected individuals into aggressive . The game's world captures the immediate aftermath of societal breakdown, with crumbling , abandoned vehicles, and overrun communities highlighting the swift collapse of civilization. This time frame underscores the raw chaos of the outbreak's onset, where communication networks fail, emergency services vanish, and survivors grapple with isolation and uncertainty. The primary setting revolves around the fictional of Splendid, a rural hub in surrounded by diverse environments such as expansive farms, rural hospitals, and encroaching urban zones like nearby cities and industrial sites. These locations reflect the region's mix of open countryside and scattered settlements, providing varied scavenging opportunities amid overgrown fields, derelict buildings, and debris-strewn roads. The fortified shelter in Splendid acts as the central base, a makeshift stronghold amid the encroaching . The atmosphere blends with realistic post-outbreak dynamics, emphasizing scarcity of food, fuel, and medical supplies that force constant during expeditions. desperation manifests through faction rivalries, as competing groups vie for limited resources, often leading to tense negotiations or conflicts. Environmental hazards, including severe like storms and that impact travel and visibility, compound the threats from the undead and exacerbate the disease's spread via bites or contaminated areas.

Plot

The story of Dead State opens with the protagonist surviving a plane crash in central Texas during the onset of a zombie apocalypse caused by a mysterious illness that turns people into the undead. Rescued from the wreckage, the protagonist awakens in the shelter at Splendid Public School in the fictional town of Splendid, where a ragtag group of civilians has barricaded themselves against the encroaching chaos. This shelter becomes the central hub for the narrative, as the protagonist assumes a leadership role amid the survivors' desperate bid for survival. The core narrative arc revolves around recruiting and managing a diverse cast of survivors, each with unique backstories that shape interpersonal dynamics and plot branches—for instance, a family doctor searching for his loved ones or a grappling with PTSD from prior traumas. These characters introduce moral dilemmas, such as balancing individual needs against group welfare, while the group faces internal tensions like arguments over resources and external threats from raiders and rival factions vying for control in the crumbling society. The unfolds in phases: initially focused on fortifying the and building alliances through to nearby enclaves; then expanding into explorations for vital on safe zones, potential cures, or escape routes; and culminating in high-stakes confrontations that test the community's resilience against escalating apocalyptic pressures. Player choices throughout these events—ranging from recruitment decisions and conflict resolutions to ethical stances on alliances—influence the trajectory of relationships and outcomes, leading to multiple endings. These conclusions vary widely, from achieving a tenuous escape to a fortified haven or the total collapse of the shelter into , reflecting the consequences of in a world where humanity's hinges on amid despair.

Development

Production

DoubleBear Productions was founded in June 2009 by game designer Brian Mitsoda and his wife Annie VanderMeer Mitsoda, who previously served as a lead designer and writer on the critically acclaimed Vampire: The Masquerade – Bloodlines. The studio's inaugural project, Dead State, emerged from this new venture as a collaborative effort with Iron Tower Studio, which handled key programming responsibilities to leverage their expertise in RPG systems. This partnership allowed DoubleBear to focus on narrative and design while building on shared inspirations from classic isometric RPGs like Fallout and Wasteland, aiming to revive turn-based mechanics in a post-apocalyptic setting. The core concept for Dead State centered on a turn-based survival that prioritized interpersonal human drama and psychological tension among survivors, rather than relentless combat, drawing from the social dynamics in George A. Romero's films like Dawn of the Dead. Mitsoda envisioned a game where player choices influenced ally relationships, , and stability, emphasizing moral dilemmas and group cohesion in the face of . Prototype development began in late 2009 as a part-time endeavor involving just four individuals—two from DoubleBear and two from Iron Tower Studio—but expanded gradually through 2010 to 2012, concentrating on foundational mechanics such as ally behaviors, morale systems, and tactical decision-making frameworks. These early iterations tested how companions would react autonomously to threats and conflicts, ensuring the simulated realistic human responses like , loyalty shifts, or dissent based on actions. The small team, numbering around 10 to 15 members by the prototype's completion, utilized the Torque engine to craft a hybrid visual style blending 2D sprite art with rotatable environments for immersive exploration. This lean approach kept the project grounded in its original vision before seeking external funding.

Funding and early access

DoubleBear Productions launched a crowdfunding campaign for Dead State on Kickstarter on June 5, 2012, with a funding goal of $150,000 to support the game's development. The 30-day campaign concluded successfully on July 5, 2012, raising a total of $332,635 from 10,096 backers, surpassing the initial target by 221%. This substantial community support enabled the team to unlock multiple stretch goals, which expanded the game's content to include additional weapons like crossbows and lever-action rifles, new explorable areas such as a military base, regional airport, county fair, and mall, extra allies with unique personalities, enhanced attack animations, and more shelter upgrade options. Building on the Kickstarter momentum, Dead State entered on on February 13, 2014, providing players with access to alpha and builds for testing core mechanics like turn-based combat and shelter management. This phase allowed the development team to gather direct feedback from the community, iterating on balance, bugs, and features through multiple updates leading up to the version 1.0 launch. A free demo titled Dead State: The First Seven Days was also released during this period to attract new players and showcase the game's survival elements. The game achieved full release on December 4, 2014, exclusively for Windows PC via and , priced at $29.99. To promote the title, DoubleBear maintained engagement through frequent developer logs, progress updates on and their official forums, and presence at gaming conventions including PAX Prime 2013, where playable demos helped build anticipation among attendees.

Reanimated update

The Reanimated update for Dead State was released on May 13, 2015, as a free patch that renamed the game to Dead State: , serving as the definitive enhanced edition. This overhaul addressed numerous player feedback points from the initial release, incorporating significant content additions and system improvements without introducing any paid . Key modifications included a comprehensive rebalance, with adjustments to (AP) costs for abilities and attacks to promote more strategic decision-making, alongside enhanced enemy that introduced smarter behaviors such as specialized roles for human foes (e.g., medics and snipers) and improved for both allies and groups. New explorable areas expanded the Texas-based world, including locations like the , while additional quests and random encounters provided more varied scavenging and narrative opportunities. The update also added mode, which enforces for the entire party upon leader defeat, and a difficulty option, along with new survivor backstories to deepen character customization and role-playing elements. Further enhancements encompassed UI refinements, such as confirmation prompts for , the ability to loot piled bodies, and a toggle for live shelter movement visualization, coupled with extensive bug fixes targeting crashes, progress blockers, and stability issues. These changes directly tackled criticisms regarding combat pacing, balance, and AI predictability, resulting in a more polished experience. A refreshed incorporating content was released shortly after on May 26, 2015, to showcase the updates. Reanimated marked the final major update for the game, with subsequent minor patches focused primarily on compatibility and small fixes rather than new features.

Reception

Critical reception

Upon its release in December 2014, Dead State received mixed reviews from critics, who praised its deep elements and innovative ally management systems while criticizing technical issues and gameplay pacing. awarded it a 72 out of 100, with reviewer Evan Lahti highlighting it as a "personal pick" for its compelling depiction of interpersonal dynamics and in a , emphasizing the emotional weight of survivor relationships. In contrast, gave it a 6.8 out of 10, noting the game's ambitious blend of survival and but faulting its glitches, rough edges, and clunky combat transitions that disrupted the flow. Critics commonly pointed to repetitive scavenging mechanics and slow pacing as detracting from the experience, alongside inherited from its period. described the as "finicky," with awkward real-time to turn-based shifts and poor visibility in confined spaces, while also noting frequent technical glitches like character clipping and scarce resources that led to monotonous loops. These elements contributed to a sense of amid the game's strong foundation focused on human conflict over threats. Aggregate scores reflected this divided reception, with compiling a 70 out of 100 based on 16 critic reviews, underscoring the game's niche appeal within the survival genre for its emphasis on base-building and moral decision-making rather than mainstream polish. The Reanimated update, released as a free patch, addressed many of these shortcomings and slightly improved critical sentiment through enhanced balance and stability. praised the update for introducing new difficulty options, refining combat tension, and mitigating original gripes like pacing issues, recommending it to newcomers for its improved survival desperation and unpredictable encounters. curators, such as MetalCanyon's Group of Crazy, echoed this by positively recommending the updated version for fans of zombie survival and base management, despite lingering bugs. Dead State earned no major awards, but it garnered recognition in indie circles for its narrative depth, particularly the focus on and community tensions in a post-apocalyptic setting, as noted in reviews from outlets like .

Sales and legacy

Dead State achieved modest commercial success upon its release, with estimates indicating over 100,000 owners on by mid-2015 based on aggregated player data. The game reached a peak of 1,408 concurrent players on shortly after launch in December 2014. The modding community for Dead State remains active into 2025, primarily hosted on , where enthusiasts contribute enhancements for graphics, balance, and additional content such as unlimited items and reimagined portraits. These modifications help extend the game's lifespan by addressing technical limitations and introducing new elements to the core experience. In terms of legacy, Dead State has garnered a among fans of RPGs for its emphasis on survivor management and narrative depth, with ongoing discussions on platforms like and in 2024 and 2025 highlighting its enduring appeal despite its age. The title shares conceptual similarities with later survival games like , particularly in mechanics focused on and interpersonal dynamics within a group of survivors. No sequels to Dead State were developed, as DoubleBear Productions ceased active game development after releasing PANIC at Multiverse High! in , with the studio showing no further output thereafter. The 2015 Reanimated update significantly improved core systems like and , contributing to ongoing playability, though community-provided fixes on sites like PCGamingWiki are often required for compatibility with modern hardware and operating systems such as and 11. The game's community continues to thrive through fan-maintained resources, including a dedicated for lore and mechanics, user-generated playthroughs on platforms like , and troubleshooting guides that sustain interest among players.

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