Survive is a zombie survival FPS set in an unlimited procedural open world. First true open world zombie game. How will you Survive?
About this project
Survive is still in full time development and funding has been moved to Subsurfacegames.com/Survive (Paypal, Amazon, and Credit Card).
All of the reward tiers are available there along with an instant download of the game (Steam Key and DRM free)!
To follow the development of Survive head over to the Dev Blog and come chat with us in the Community Forums!
What is Survive?
Survive is a zombie survival fps set in a procedural open world. The idea of the game is what would you do in a zombie apocalypse. You wake up in a random house in an unlimited procedural world. You have to explore this unlimited world to find the food, water, and weapons you will need to survive the zombie horde.
High Level list of Planned Features and What makes Survive different:
- Procedural World Generation
- Enter Every Building in the Game
- Multiplayer
- Survivor NPCs
- Barricading and Traps
- Dynamic Apocalypse Start Time
- Crafting
- Vehicles
- Smooth and Polished Combat
- Dynamic Inventory System
There are more details about these features further down the page!
What is the money for?
The vast majority of the money is going to be for the art used to fill the world. The $60,000 target is enough to create about 1 model variation for every object needed for the game. So for example there will be one interior door model, one airplane model, one lamp model, one bathroom sink model, One car model, ect.
The cost of adding a new feature like vehicles for example is just my programming time, the cost of the actual in-game art and sound effects. My programming time is free because I'm not taking any of this money so the only cost is the actual art and the sounds. With $60,000 all the features can be implemented by only paying for one model variation and the basic sounds needed for each feature.
It’s basically spreading the money out as thinly as possible over the game so if it’s the only money that ever comes in the game can be finished and still have all the features that I want, but with limited visual variation. Then when more money comes in there can be more variation added.
Full Breakdown of Money:
- Programming - $0.00 because I will be doing all the programming and taking none of the money for myself.
- 3D Art - $45,000
- 2D Art for User Interface and Menus - $5,000
- Sound and Music - $4,000
- Kickstarter and Amazon Fees - $6,000
Development Plan
If you look at the current state of the game you will see it's missing one massive thing. The buildings! Once the Kickstarter is over all of you who pledged at least the third reward tier will get access to the Pre-Alpha. Then over the course of that month I'll start using the Kickstarter money to do the building generation and loot systems! The two most important parts of Survive!
The release on Steam Early Access is planned for sometime in early 2015. If you want a detailed look at whats coming in the future updates up to release check out the development roadmap Here. The steam release will be somewhere around Alpha 1.
If you want to find out more about the game in general you should head over to the development blog Here and if you want to chat with people who have played the game(because they pre-ordered before the Kickstarter) then you can head over to the forums: Here
Below is an overview of the main features in Survive. If you want an even more detailed look at all these features check out this blog post I wrote: Subsurface Games Blog
Unlimited Procedural World -
Rich procedurally generated world full of cities and lush wilderness areas that goes on forever in all directions so you will never get tired playing the same map over and over. In addition to the world being generated every building in the game has a completely procedural layout and loot placement.
Enter Every Building in the Game
Because the entire world and every building is procedurally generated you can go inside and find useful items in every building in the game. No more walking into a door just to be disappointed that you can't go inside.
Multiplayer
Full multiplayer experience. Play with a group of friends on a private server without having to set up and pay for a server or play on big multiplayer servers with at least 32 players(this player limit will most likely go up and will depend on testing)
Survivor NPCs
Dynamic and intelligent survivor NPC's that add a deep layer of crazy emergent gameplay and immersion.
Barricading and Traps
Dynamic barricading and trap system that let's you turn any building or small town into a deadly fortress.
Player Customization and Advancement
Player stats and skills that you can customize when creating a new character by deciding what your character did before the apocalypse. You can then level up these skills and stats by using them and learn new skills by finding books or having other players teach you.
Dynamic Apocalypse Start Time
You can start the game any time after or before the start of the zombie apocalypse. Experience the chaos at the start of the outbreak or brave the scarcity many years after it.
Crafting
Dynamic crafting system where you can combine things you find all around the world in intuitive ways to create the things you will need to Survive.
Vehicles
There are Land, Air, and Sea vehicles of all sorts so you can efficiently move throughout the unlimited world.
Smooth and Polished Combat
Very fluid and smooth zombie killing combat. With the solid gun handling and dynamic melee system the experience of killing zombies will be extremely satisfying. I hope you can see what i'm talking about in the video. The only thing still missing is melee and zombie attack animations.
Dynamic Inventory System
Hybrid inventory system where you can store things In a more classic inventory system UI and physically store your stuff in the actual world. Then for example you could physically put all your stuff in the back of a truck and drive to a new city if you wanted to.
Thank you!
Risks and challenges
There are not many risks with this project. Because all the money is going to contractors at a fixed cost per asset needed there is a very low risk of going over budget.
The cost of adding each feature is just my programming time, one art asset variation, and basic sound effects(which if necessary can be done by me). My programming cost is free because I'm not taking any of the money for myself. So the only cost is really just paying a fixed amount for art assets and paying for the basic sound effects, or doing the sounds myself.
Learn about accountability on KickstarterFAQ
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It's actually pretty simple! I give you a very simple 2D blueprint editor tool made specifically for this reward. You then use this tool to recreate the layout of your house and tag rooms "master bedroom", "girls room", "kitchen", ect. Then the game will generate the house and fill each room with the appropriate items and furniture. I should also note that I don't use this editor in development, this is only for you guys! The game generates these blueprints automatically for all the buildings in the game.
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No, the 2 pack and the 4 pack are not included in higher tiers.
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No, the 2 pack and the 4 pack are not included in higher tiers.
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Survive will be coming to PC, Mac, and Linux!
Rewards
Funding period
- (30 days)