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$1,680 pledged of $20,000 goal
By Chad A. Dulac
$1,680 pledged of $20,000 goal

Recent updates

Outlasting the Dead Developer Diary 4

Hey, everyone, as the Kickstarter keeps moving along we at SilverHelm are on par and busy making assets to push ahead. One giant improvement for the project team is the addition of an outstanding prop/level modeler.

We've gotten the concept art for the first playable level of the game (the Highschool) all fleshed out and in production. All of the props you see here are placeholder images awaiting textures to mirror the comic book feel established for the game.

The walls, box areas for the playable rooms, staircases and hallways have all been brought into the game engine and are being laid out in anticipation of playtesting.

Temporary character mesh is being established so rigging and bone assignment can be put in place to later be replaced with the final models.

We also have several other volunteers whom I'd like to thank for volunteering their musical and vocal talents for the game. With luck we'll have some voice/audio tests to post soon.

Last item for this update is to thank all the loyal fans who've already contributed and are as inspired by the game's progress as we are!! Let's help keep this game going!!

Outlasting the Dead Developer Diary 3

Hey everybody. I recently had the pleasure of doing an audio commentary Q&A session for Outlasting the Dead, hosted by Gamerspress.us, where we touched upon a great amount of content ranging from zombie types, the leveling and credit system as well as the future of the game beyond release.

Please take a moment and give a listen, and share if you'd be so kind to all your friends.

We're still accepting pledges and as the days are getting shorter towards the 31st we are running lower on time to meet our goal. Please help support with a pledge!


Outlasting the Dead Developer Diary 2


Hey everyone, welcome back to SilverHelm Studios Kickstarter project for Outlasting the dead. This episode we are talking about the Taunting, Environmental Interaction and Bracing systems. The information below highlights the information straight from our game design document. Thanks so much for stopping by!!! Tell a friend and help us out by pledging!.

Taunting:  Every Avatar has a specific taunt with corresponding animation that temporarily disables combat abilities in order to draw the attention of nearby zombies. This is an excellent tool to use to lure enemies into traps that have been laid, to save a downed team mate that needs reviving or give your teammates the opportunity to strike enemies in their weak spot.


The taunt ability lasts only as long as the player chooses too, and upon ending reactivates full combat abilities. This also ends the temporary lure to the taunting Avatar and any nearby players become instant targets for any zombies. Be warned that fast moving zombies become enraged when taunted and are able to clear obstacles faster than usual. Also if the taunting Avatar is injured the taunt automatically ends and all effects cease.

Interactive Environments: Within every level there are certain objects that can be dragged or manipulated by the players in order to create obstacles, routes or whatever the players deem appropriate to defend their section of the map. These interactive object can be moved by one player, or in some instances requires two.

When the object is placed, it will act as a temporary barricade against zombies that approach from the ground. Even the best defense however isn’t fool proof and can be moved by zombies given enough force. Players can stop a zombie advance by utilize the Brace ability.

Brace:Players standing near a moveable object are able to use the brace ability in which they force their own bodies against a given barricade preventing the movement of the object and disabling zoomed aiming. This then gives the player a close quarters aiming reticule for enemies immediately across from them at the barricade. Ceasing the brace ability returns the player to regular game play.
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Outlasting the Dead update diary 1

Hey everyone! I'd like to start off by thanking everyone who has helped us get off to a great running start on the Kickstarter for Outlasting the Dead. With such great support from everyone who has donated as well as those who've passed our project along, we THANK YOU from the bottom of our hearts and hope you continue to follow along right up till the end.

As part of our commitment to the game and our fans, I wanted to provide an update for  what was happening behind the scenes of SilverHelm Studios as the Kickstarter runs its course. This diary update highlights our animation work. We've been working to get some of the animation sequence to a temporarily rigged model that will later be transferred over to the final mesh.

With 9 different zombies and 5 different bosses we have a lot of work to do, but this will help us determine pacing and speed as well as have some integrated motion for playtesting and a base model to establish collision detection.

Our next diary update will feature updated Avatar concepts as well as discuss the Taunting, Bracing and Environmental Interaction system that will be part of the game play.

Stay tuned, more to come, and thanks again for supporting our project.

Very Respectfully
Chad Dulac
COO SilverHelm Studios