Undead Overlord - You are the Horde!
Undead Overlord - You are the Horde!
There's nothing like being a zombie when you want to do some damage! Now you can control your own horde of zombies!
There's nothing like being a zombie when you want to do some damage! Now you can control your own horde of zombies! Read more
About this project
A real-time strategy game for Windows, Mac, Linux, and iPad.
Raw, aggressive hunger - there's nothing like being a Zombie when you want to do some damage! Now you can control your own horde of zombies and lay waste to the tidy world that humans have created for themselves. Feast on their brains, grow, mutate, and gain incredible powers. Take over a small town (deputies are delicious!). Overwhelm the arriving SWAT units. Reduce a mighty city to rubble and gorge on the remains of generals as their weapons lie smoldering. Savor the mayhem.
JumpCore is excited to announce Undead Overlord, the world's tastiest Zombie Dominion RTS. Zoom into a world where destruction is the goal. Mindless zombies? Not when you are the controlling Mind!
Players at the Seattle Indies Exhibition share their impressions after encountering the Undead Overlord... in the flesh!
Update #4: Meet the Tank
Update #6: Meet the Speed Zombie
Update #7: Meet the Brain Zombie
Update #8: Tank Zombie 3D Print Visualization
Undead Overlord is born of a passion to see something different exhumed from the zombie games space. So in the tradition of games like Dungeon Keeper, we've turned the genre on its head, and put the player in charge of the zombie horde.
As an Undead Overlord, the world is yours to conquer and remake in your own grotesque image.
- Make your horde deadly enough to overwhelm modern armaments.
- Mutate deadly Boss Zombies to provide strategic advantages to your horde.
- Gain powerful special abilities that maximize the mayhem.
- Create the most chaos possible in your quest to undermine the very basis of reality!
Inspiration from the huge body of work in the fertile zombie genre led to one of the distinguishing aspects of the game’s design:
Your enemy is your resource.
That means that each time a human unit is killed and makes the transition to being undead, the player assumes control of that unit. It means that the tide of battle can shift quickly when a soldier's wing man not only goes out of action, but is suddenly working for the other side. That's a crushing blow to morale, and one that could send that soldier fleeing in panic, or even leave him cowering in abject fear - making him easy, tender, juicy pickings.
JumpCore Productions is a team of like minded developers, incorporating both experienced hands (with several decades worth of combined experience) and a few talented up-and-comers. Our team has an accumulated game industry age of 90+, and includes stints at major publishers like Atari, Namco, Maxis, EA, Activision, as well as successful start-ups like Cryptic Studios and Locomotive Games. Some games that we've worked on as professional game developers include City of Heroes, San Fransisco Rush: Extreme Racing, Primal Rage, The Sims Online, Gauntlet: Legends, Crush Hour, and PGA Tour Golf.
Our founder, Cameron Petty, has experience building three successful, original game properties from scratch - "Primal Rage", "San Francisco Rush: Extreme Racing", and "City of Heroes". He's also a huge zombie freak (as are the rest of the team), and he knows the business side of things - he was the founding CEO of Cryptic Studios, which he led from inception through a major co-ownership publishing deal for "City of Heroes". With a history of successful innovation, and an in-depth knowledge of every aspect of game development, not to mention an itchy (game controller) trigger finger - Cameron is just the guy to help us navigate the perilous waters of game development.
We are a remote team, and most of the work done on the game thus far has been for the sole reward of "sweat" equity - this game is a labor of love, fueled by passion. For most of team, their work so far has been in addition to either a full-time gig or an active freelance schedule. The money raised through Kickstarter will go almost exclusively towards paying team members to work full time on the game, drastically increasing the team's development capacity.
It's worth noting that JumpCore is already incorporated. Software and hardware are already in place. So all funds raised through Kickstarter will go directly towards finishing the game and towards sending out fun backer rewards. In fact, we've already brought Undead Overlord to a playable state that is just about ready for backer testing. We're not shambling around mindlessly here, and we want you to know it!
But *we* need to know that there's an audience for what we're building, one interested enough to back the project with hard earned cash. One that will help us polish the game on the one hand, and on the other - bang on it and poke at it and play rough with it until it's tough enough to survive and thrive out in the wild.
So who are we? We're a bunch of folks that want to bring you a cool zombie game that strays from the flock. A game that creates a new and uniquely goofy vision of the apocalypse. One that we're passionate about, and have been passionate about for quite some time. So back us, and make a statement - a garbled, oozing, jaw-hanging-half-unhinged kind of statement!
You can find out more about the individual members of our team on our website:
Stretch Funding Goals
Our base funding goal is a modest one. That's because we've already come a long way, and we believe we can release a single player version of the game with the support of our backers, along with the high from knowing that you want to get your claws on it!
That having been said, we have an extensive set of stretch goals, and we would positively ooze viscous matter for the opportunity to take our vision even further if the hordefunding public demands it.
We believe our stretch goals give us the best chance to rapidly bring the game to players, while providing an opportunity to expand our scope and deliver the best Zombie Dominion RTS possible. How far we go is up to you!
Risks and challenges
The risks are multifold, the challenges are rife - truly, building a video game is much like a perilous quest from a video game!
One of the ways we will sidestep some of this turbulence is by building the game using the Unity 3D platform, which helps to speed up our time to market and minimizes many risks. Still, using any off-the-shelf software always comes with its own unique set of challenges. We are confident, however, that Unity and its developer community will continue to justify our faith as they improve and enhance that already formidable technology base. Ultimately, a team with decades of game platform development experience is the best way to cope with any unforeseen technical challenges.
We aim to release the game for iOS and Steam, but who knows what judgement lurks in the Minds of Apple. We're not exactly building the Chatty Kathy's Sleepy Time Toy App, now, are we? Still, we’re confident that we can navigate these waters - and, should the hallowed gatekeepers of the Great Fruit deny us passage, these days there are many avenues to distributing an independent game for PCs and tablets. If funded, we will bring this game to market one way or another.
In the end, just how far we've already come with this game is the best indicator that we have the chops to actually *finish* this game. So become a backer now, and say you were there first, crumbling cash in hand, when the apocalypse went viral!Learn about accountability on Kickstarter
Our initial targets will be Windows, Mac, Linux and . . . iPad! :-)
One of the cool, fun (for us) things that we're doing is coming up with an RTS touch interface that feels good . . .
You'll notice that there are no iPad related reward tiers, though. Unfortunately, unlike desktop platforms like Steam, there’s no reasonable way for us to provide backers with a copy of the game through the App Store.
More platforms are a lot of work and require an on-going effort to support them. We’ve selected our initial platforms based on where we think it makes the most sense to see the game first, and what we'll be able to support.
That said, if the game does well there, we can think about other platforms to spread the infection to. Aside from going where players want to see the game the most, we want to be careful to make sure the game still plays well and feels good.
We will deliver a DRM-free version to all of our Kickstarter backers at the “Personal Zombie” level or higher, with all features and content unlocked. We haven't selected a distribution partner yet (could be GOG, Humble Store, or something similar). If we get on Steam, we'll *also* provide Steam keys to everyone eligible for the DRM-free version.
If funded, we’re planning on an early access release of the game-in-development in January for our early access Kickstarter backers, followed by a general release late next year.
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