We've launched an exciting new project of our own! Introducing the Kickstarter app for iPhone!

Funded! This project successfully raised its funding goal on July 5, 2012.

Team Video Q&A

Update #28 · May 15, 2013 · 15 comments

Some of the team has answered questions asked on our forums in a video blog update. With almost fifteen people now contributing to the game, we thought we'd introduce you to a few more faces behind the development of Dead State.

We've also answered a few questions that didn't make the cut on our forums. We'll have more info on Dead State and more from the developers in the near future - thanks for watching!

15 Comments

Greenlight Success and Other News

Update #27 · Apr 19, 2013 · 39 comments

Our video update is still coming at the end of the month, but I just wanted to announce that we have been Greenlit on Steam and can confirm our availability on the platform. We will still be offering DRM-free versions, but for those who want to activate on Steam, that option will now be available. Thanks again to everyone who voted for us!


Most of you have probably seen our combat video by now. This was an early build of our combat which has taught us a lot about what is working and what isn’t in the design. The biggest change that we have recently made is the following – you can now control your whole party in combat.

We did this for a few reasons, namely to eliminate the wait for the player’s turn and to cut down on the frustration the player might feel from an ally AI’s tactical decision. With party control, you can also switch to characters that have the skills you might immediately need, which comes in handy when you want your mechanically-inclined ally to lockpick a door or your medic to prioritize a certain character’s health. 


However, we still want to make them feel like individuals. In the shelter, they very much have their own agenda and dialogue has a big impact on who they are. In combat situations, you will still have to worry about your squad panicking. We are adding more panic conditions, such as an ally worrying about a loved one if they are low on health. The presence of zombies or combat strain can still trigger a panic episode in most of your teammates. Having full control over allies, you can now try to reduce the likelihood of ally placement causing a panic episode. You still need to use your ally’s skills wisely and know what their weaknesses are. 


We’ve got a very early build that we’re fine-tuning, but expect to see more of full-party control in the future. We think it’s very much an improvement, and for fans of Jagged Alliance or X-Com, it’s going to offer a lot of the tactical options of those games. Our build is getting new features all the time, so we will demonstrate some of the new material when we have a more polished version of the new combat features. 


Also, for anyone following us that did not get a chance to back us on Kickstarter, we now have a pre-order site up for the regular version of the game and the digital deluxe version with the digital soundtrack and digital version of “The Making of Dead State”. 


Remember, if you have questions for the development team for the video QA, ask them here or on our forum by Friday!

39 Comments

Steam Greenlight and Video QA

Update #26 · Mar 22, 2013 · 19 comments

Dead State is now on Steam Greenlight, which means that you can vote to see Dead State added to Steam when it is released. If you have a Steam account, all you need to do is go to the Community tab and enter the Greenlight section. The more people that vote for Dead State, the higher chance we have of getting approval to release on Steam, so don’t forget to tell your friends too.


Why would we like to be on Steam?


1. We will launch on Steam.

2. We will be able to provide Steam keys to activate Dead State on Steam to all backers who want them.

3. It's one of the largest distribution platforms and it would really help our game a lot.


Of course, we are still providing DRM-free copies for those who backed us, so don’t worry – we’re not going to force anyone to use a service exclusively. 


For those who missed out on the Kickstarter but have still been following the progress of Dead State, we now have pre-orders available for our digital copies and digital deluxe copy (which is the game plus MP3s and digital “Making of Dead State” book). For more information, go to our Dead State website or click on this link for more details:


http://www.irontowerstudio.com/forum/index.php/topic,3248.0.html


For our next update, we will be doing a video QA with the developers. We’ll be taking the top 10-15 questions from the community and answering them on camera. Ask us about Dead State, DoubleBear, the developers, or even our previous games, but understand that we will be most likely to answer the questions we haven’t already answered somewhere else. In other words, make your questions as clever or creative as you can. 


For example, if you’ve ever wondered how an art lead manages the art team or what a producer does or how a composer gets an idea for a piece of music – these are great questions to ask. Or maybe everyone just wants to know what our favorite recipes are. We’ll find out what the community wants and give it to them next month. You can ask questions in the comments to this update or at our forums. Make them count!

19 Comments

Combat Demo Video

Update #25 · Mar 15, 2013 · 57 comments

What you’re about to see is our work-in-progress combat demo. It shouldn’t be seen as a preview of a final game, but as a milestone that shows a lot of our basic systems coming online as a playable whole. There’s still a lot to create and balance, but the basics of the game that you helped fund is taking shape. Let’s take a first look:

Couple of notes on the video:


-Everything you’re seeing is real-time, no editing tricks, no pre-scripted behavior. AI reacts to noise and zombies will spawn to the map if you make too much noise. They spawn at the blue exit zones.


-All our map pieces are built in a modular fashion. Creating pieces or structures once allows us to easily drop them down on a grid and arrange them to create a new map.


-Llano is one of the first areas, and it’s fairly forgiving. Both Vic and the player character were slightly more buff than they would be for the final game. They are using lower level equipment and have no armor on.


-Although I didn’t loot every container, collecting supplies is really important. Combat is dangerous, but sometimes unavoidable. Killing enemies doesn’t give skill points - gathering resources or meeting objectives does – but all the same it’s a good idea to stay well-equipped and alert.


-You may notice guns are noisy but powerful. It may be easier to clear out zombies with them, but you will constantly alert area zombies or summon new zombies to the map, which will chew up your ammo. Ammo is pretty scarce in our game. Enemies are dipping into their ammo on hand – if they use it up on you, they won’t have any when you loot them.


-Pathfinding is unoptimized, which will explain some slowdown in narrow areas/near doorways. 


-The looter is reloading on her turn. Since there’s no animation, it might seem like she’s not doing anything, but that’s what she’s doing. You may notice it when Vic just stands there on his turn too.


-Zombie noises are placeholder. A final sound pass will happen closer to beta. 


-Ally implementation is still being fine-tuned.


-Zombies have a grapple attack that is not featured here. The only attack they have in the video is their basic claw attack. They are a lot more dangerous when they have their full set of bites/takedowns, which are being fine-tuned right now. 


-Loot containers are getting a visual tweak so that they can be spotted by sight alone.


-There will eventually be a musical stinger to notify you that someone can see a new enemy.

-Weapons have multiple attacks. We're still working on alt animations and effects, so we didn't show them off.

-We are working on trying out a “zombie turn” where all the zombies move at once. 


One of the difficulties of filming was that because our game is so reactive to what you do, it took us quite a few runs to get everything to play to the demonstration. You can see the difference with the noise in the last segment. Had we gone in with no prior knowledge of the area, the player and Vic could have a much harder time with the map.

Please feel free to drop by our forums and join the discussion about the trailer. We would love to hear your feedback or have the team answer questions about mechanics or planned features for the next build. In a future update, we’ll be showing you the other two major components we’ve been working on – dialogue/reactivity and Shelter management. Thanks again for all your support!

57 Comments

1/13 Dead State Update

Update #24 · Jan 13, 2013 · 27 comments

Starting this month, backers won’t be the only ones reading our updates. By popular request, we will start making new Kickstarter posts accessible to everyone who wants to follow Dead State. And in the next few months, expect a lot information and footage on the game. It’s going to be an exciting (and busy) year ahead for our team.


After a brief break for the holidays, we’re back at work on a new build for the game. We’re in the process of getting our systems up to alpha level – some of the systems on deck or done include looting, equipment, combat (for some melee and ranged weapon sets), noise, and AI. Work continues on story-related writing and design, plus lots of new art and animation to breathe even more life into our areas and their inhabitants.
Here’s a shot of the near-final medium store frame:

This building is a Diamondback Hardware Store, one of many you’ll come across and one of the first places you’ll be heading to in the game (gotta get tools and materials if you want to keep that fence up!)

No zombies or looters in there yet, but something tells me it’s going to be a bit more dangerous the next time we head in there. 


As we mentioned in the last update, we construct stores with a set of basic pre-fab components that can be moved around to create new areas. In addition to the medium stores, we’re working on a basic set for all the fast food stores, restaurants, bars, and diners. 


Programming continues to implement GUIs for all the major menus and systems in the game – equipment, looting, character, goals and allies, and shelter management - while art and design tweak them slightly for ease of use. This is the basic framework that makes the game feel more functional and final. While we may continue to iterate at the testing stage, we’ve already worked out small kinks in the ease of use and presentation of each menu. 


In the next few weeks, we’re going to try to show you all the first post-KS footage of the game so you can take a look at our combat, AI, and one of the near-final areas in the game. Keep watching our Facebook and Twitter for info on the video release, as well as for new developments here on Kickstarter. We’re grateful to all of you for your continued support and enthusiasm for Dead State and we look forward to bringing you closer to the zombie apocalypse in 2013.

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  • Pledge $15 or more

    6272 backers

    A DRM-free digital download of the game for PC at nearly half the launch price.

    Estimated delivery: Dec 2013
  • Pledge $21 or more

    931 backers

    The Radio Tier: This tier includes the DRM-Free digital download of Dead State plus access to exclusive developer updates featuring developer videos, first looks at in-game shots, writing from the game, game art, and much more. We will be regularly updating “The Radio” with new info throughout development. Everyone at the $21 tier or higher will get access to this content.

    Estimated delivery: Dec 2013
  • Pledge $30 or more

    901 backers

    A digital copy, the game soundtrack (MP3s), and a bronze-level patron badge. Patron badges will be activated on our forums after the project is funded. (You will need a forum account to show off your badge.)

    Estimated delivery: Dec 2013
  • Pledge $30 or more

    701 backers

    The Ally Pack – This pack contains 2 DRM-free copies of the game – one for you and a friend. It is a separate reward not included in the other tiers and contains no items except for 2 digital copies of the game.

    Estimated delivery: Dec 2013
  • Pledge $50 or more

    395 backers

    A digital copy of the game, the soundtrack, and a digital version of the “Making of Dead State” book. This book traces the origin of DoubleBear and Dead State and contains original fiction, concept art, and design documentation, plus interviews with the team. The book will sent as a .PDF download to contributors at this tier after the game ships.

    Estimated delivery: Dec 2013
  • Pledge $75 or more

    82 backers

    A digital copy of the game, the soundtrack, the digital version of the book, special thanks in the credits, and a silver-level patron badge.

    Estimated delivery: Dec 2013
  • Pledge $85 or more

    327 backers

    The Save One for Yourself Pack (This Pack is not included in any other tier) -A metal magnum bullet-shaped USB pre-loaded with the game, etched with the Dead State logo, and on a keychain for easy transport and bragging rights. -A digital copy of the game so you don’t have to wait for delivery. -The digital soundtrack, the digital book, special thanks in the credits, and a silver forum badge (Add $10 for shipping outside of the US and Canada)

    Estimated delivery: Dec 2013
  • Pledge $100 or more

    178 backers

    All of the above, the silver-level patron badge, plus a limited edition Dead State T-shirt that is only available to Kickstarter patrons. The shirt will ship shortly after the funding goals are met. (Please add $10 for shipping to territories outside the US and Canada).

    Estimated delivery: Dec 2013
  • Pledge $150 or more

    48 backers

    The Gold Edition. All of the above, a second digital copy of the game, a trade paperback version of the “Making of Dead State” book signed by Brian and Annie, and a gold level forum tag. (Please add $10 for shipping to territories outside the US and Canada).

    Estimated delivery: Dec 2013
  • Pledge $250 or more

    158 backers

    The Splendid Box: Deluxe Edition It includes: -A Large Collector’s Box for all the stuff. -A DVD copy of the Game and a CD of the Soundtrack -The Special Edition Shirt, the USB Bullet pre-loaded with the game, the Signed Paperback of the Making of Dead State, and a real paper Manual -Collectible Game Merch, including an MMM,Bison! Kid’s Placemat, a Splendid Evacuation Notice, Friggin’ Chikin Frequent Gorger’s Card, and much more. (All sheets printed on high quality paper) -A Signed Letter from the Devs. But wait, there’s more! We’ll also give you two digital copies, a gold forum tag, and special thanks in the credits. (Add $15 for shipping outside of the US and Canada)

    Estimated delivery: Dec 2013
  • Pledge $350 or more

    20 backers All gone!

    Be memorialized somewhere in the game - your name and some key personal information will be incorporated into the world of Dead State. Also includes all of the Gold Edition items.

    Estimated delivery: Dec 2013
  • Pledge $500 or more

    1 backer Limited (29 of 30 left)

    We will include your zombie apocalypse text message (up to 250 characters) written by you in the game as part of our collectible in-game data. Some editorial standards apply. Includes all Gold Edition items.

    Estimated delivery: Dec 2013
  • Pledge $750 or more

    4 backers Limited (1 of 5 left)

    Our portrait artist will draw a portrait of you (you must supply a photo of yourself) to be used as a non-ally NPC in the game. A copy of the complete portrait will be sent to you before the game ships. Includes all Gold Edition items.

    Estimated delivery: Dec 2013
  • Pledge $800 or more

    1 backer Limited (4 of 5 left)

    Our portrait artist will draw a portrait of you as a zombie, which will be used for a zombie in the game. A copy of the complete portrait will be sent to you before the game ships. Includes all Gold Edition items.

    Estimated delivery: Dec 2013
  • Pledge $1,000 or more

    5 backers All gone!

    A personalized item in the game. This is a non-equipped item that would be found by players – you provide the description, we make the art. Some standards and editorial restrictions apply. Includes all Gold Edition items.

    Estimated delivery: Dec 2013
  • Pledge $2,000 or more

    1 backer Limited (4 of 5 left)

    Work with Brian Mitsoda to tell your “zombie apocalypse story” which will show up as a collectible piece of story data for every player to see. Could be an email or diary entry or note about your fate in the zombie apocalypse – we’ll work with you to make sure it fits into our world. Word count will be limited to format. Includes all Gold Edition items.

    Estimated delivery: Dec 2013
  • Pledge $5,000 or more

    5 backers Limited (5 of 10 left)

    Everything we have to offer (must choose either zombie or NPC portrait), ten extra digital copies of the game, an invite to our team launch party (you’re responsible for making it to Seattle), and a special Dead State Platinum Level forum tag for bragging rights.

    Estimated delivery: Dec 2013