Screwfly Studios' sci-fi horror roguelike set in the world of Deadnaut is finally here! Prepare for an unnerving and tense journey to the edges of the galaxy in search of the source of Rip space. As the Handler, you'll control a single Deadnaut, a treasure hunter navigating hazardous settlements, drifting derelicts, and confronting mysterious creatures, haywire security systems, and dangerous fanatics. https://store.steampowered.com/app/1801410/Deadnaut_Signal_Lost/ Here's what awaits you... FAST ROGUELIKE GAMEPLAY Guide your Deadnaut through procedurally generated missions, from floating cryoships and freighters to abandoned settlements, equipping them with a wide array of weapons, upgrades and gear. Fight when you can, run when you must. TRUST ISSUES Keep your Deadnaut loyal or force compliance. Pay them off or turn them into a mindless space golem if necessary, but remember: everything comes at a price. FIVE DISTINCT SUITS AND PLAYSTYLES Select from five suits, each with dozens of unique skills and abilities. Customise your Deadnaut with weapons, sensors, shields, cloaks and hack tools. Choose from the heavy-duty Labour suit, the ghostly Sensor suit, or the gravity-bending Energy suit, or other playstyles to match your preferences. TACTICS, UPGRADES, AND CUSTOMISATION Develop your Deadnaut and maximise their potential by discovering powerful combinations and synergies among 180+ upgrades. Tailor your armour and damage to face the challenges that await you in the twisted depths of the Rip. THE HUNT IS ON Stay one step ahead of the Benefactors, an enigmatic enemy in relentless pursuit, determined to stop you from reaching the Rip's source. Armed with advanced tech, weapons and cunning, you'll need to keep your wits about you to evade their grasp. CREATE YOUR OWN DEADNAUT Get started with a premade Deadnaut or create your own unique character. Adjust their stats and even import your own photo to truly make your Deadnaut your own. Will you reveal the source of Rip space, or keep the knowledge for yourself? The choice is yours in Deadnaut: Signal Lost.
Try the free demo
If you're new to Deadnaut, Screwfly Studios' games, or just want to try it out first, then we highly recommend grabbing the free demo from our Discord. [previewyoutube=TvEfBNjClW0;full][/previewyoutube]
What's next?
Our first priority is to catch any bugs and make sure it's stable and running well. We'll also be tweaking balance, difficulty options and making quality of life changes. We have a lot of additional content we want to add to the game too. These will likely be free updates, so stay tuned for more information.
How can I get help with the game?
There's an in-game manual, descriptive tooltips and helpful pop-ups. You can also head over to our Discord server and ask for advice.
[ 2023-03-28 22:49:22 CET ] [ Original post ]
Screwfly Studios' sci-fi horror roguelike set in the world of Deadnaut is finally here! Prepare for an unnerving and tense journey to the edges of the galaxy in search of the source of Rip space. As the Handler, you'll control a single Deadnaut, a treasure hunter navigating hazardous settlements, drifting derelicts, and confronting mysterious creatures, haywire security systems, and dangerous fanatics. https://store.steampowered.com/app/1801410/Deadnaut_Signal_Lost/ Here's what awaits you... FAST ROGUELIKE GAMEPLAY Guide your Deadnaut through procedurally generated missions, from floating cryoships and freighters to abandoned settlements, equipping them with a wide array of weapons, upgrades and gear. Fight when you can, run when you must. TRUST ISSUES Keep your Deadnaut loyal or force compliance. Pay them off or turn them into a mindless space golem if necessary, but remember: everything comes at a price. FIVE DISTINCT SUITS AND PLAYSTYLES Select from five suits, each with dozens of unique skills and abilities. Customise your Deadnaut with weapons, sensors, shields, cloaks and hack tools. Choose from the heavy-duty Labour suit, the ghostly Sensor suit, or the gravity-bending Energy suit, or other playstyles to match your preferences. TACTICS, UPGRADES, AND CUSTOMISATION Develop your Deadnaut and maximise their potential by discovering powerful combinations and synergies among 180+ upgrades. Tailor your armour and damage to face the challenges that await you in the twisted depths of the Rip. THE HUNT IS ON Stay one step ahead of the Benefactors, an enigmatic enemy in relentless pursuit, determined to stop you from reaching the Rip's source. Armed with advanced tech, weapons and cunning, you'll need to keep your wits about you to evade their grasp. CREATE YOUR OWN DEADNAUT Get started with a premade Deadnaut or create your own unique character. Adjust their stats and even import your own photo to truly make your Deadnaut your own. Will you reveal the source of Rip space, or keep the knowledge for yourself? The choice is yours in Deadnaut: Signal Lost.
Try the free demo
If you're new to Deadnaut, Screwfly Studios' games, or just want to try it out first, then we highly recommend grabbing the free demo from our Discord. [previewyoutube=TvEfBNjClW0;full][/previewyoutube]
What's next?
Our first priority is to catch any bugs and make sure it's stable and running well. We'll also be tweaking balance, difficulty options and making quality of life changes. We have a lot of additional content we want to add to the game too. These will likely be free updates, so stay tuned for more information.
How can I get help with the game?
There's an in-game manual, descriptive tooltips and helpful pop-ups. You can also head over to our Discord server and ask for advice.
[ 2023-03-28 22:38:41 CET ] [ Original post ]
Thanks to everyone who tried out the tech demo and gave us feedback. We've now upgraded it to a playable demo, with two suits, more enemies, and additional gear and upgrades. We will make it available here when Steam approves it, but if you want to try it out now, you can get it from our Discord server: https://discord.gg/BpFG5M3mep [previewyoutube=b0pswW5arCQ;full][/previewyoutube]
What can we expect in the full release?
There are five core suits, dozens of enemies, over 180 upgrades, loads of gear and equipment, and powerful 'sigils' that let you modify various aspects of the game. You can also create a custom Deadnaut, import a photo and alter their stats.
When will the demo arrive on Steam?
We'll put it up as soon as it gets approved by Steam, which could be up to a week.
Can I play the demo now without joining the Discord server?
You sure can. Just email us at support@screwflystudios.com. https://store.steampowered.com/app/1801410/Deadnaut_Signal_Lost/
[ 2023-03-22 06:14:07 CET ] [ Original post ]
We're very close to launching Deadnaut: Signal Lost but we need your help.
We've prepared a technical demo of the first few levels of the game and we'd love to get it running on a wider range of systems. This will give you a taste of the game and help us catch any obvious bugs that have eluded us so far. It's a win-win.
Grab the demo at our freshly launched Discord server.
[hr][/hr]
Join the Screwfly Studios Discord Server!
https://discord.gg/BpFG5M3mep
[h5](Check the #general channel topic for links to the tech demo)[/h5] [hr][/hr]
FAQ
How long until the game comes out?
If the tech demo goes smoothly, our plan is to turn that into a larger demo and then release the game around the same time.
Will the demo be available on Steam?
Yes, absolutely.
I don't use Discord, can I still try the tech demo?
You sure can. Email us at support@screwflystudios.com and I'll send you a link.
[ 2023-03-10 00:22:34 CET ] [ Original post ]
[previewyoutube=b0pswW5arCQ;full][/previewyoutube]
We know you're keen to hear/see/inhale more about Screwfly's next game, Deadnaut: Signal Lost, and we're happy to say we can deliver! Check out the first trailer for the game right here.
Along with the trailer, we've also refreshed the screenshots on the Steam page, as well as added a bunch more to give you a better idea of what you're in for.
If this is your first time hearing about Deadnaut: Signal Lost, here are some snippets from the Steam page FAQ to catch you up:
[quote]How does this relate to the original Deadnaut (2014)?
Deadnaut and Deadnaut: Signal Lost are both situated in the same universe and feature similar, mission-based gameplay in procedurally-generated locations. Furthermore, in both games you take on the role as a remote handler who controls the action at a distance via a physical console. The Deadnaut also uses similar weapons and suits; battles against security systems; trades knowledge for gear; and can be cloned upon dying.[/quote][quote]Is this a sequel?
Deadnaut: Signal Lost is not a sequel. It is focused on a single Deadnaut, rather than a whole squad. The action is more intimate and tactical, and you can develop your Deadnaut with numerous suit upgrades and abilities. Furthermore, the gameplay is turn-based, not real-time, which helps focus the action.[/quote]
Be sure to wishlist the game for updates; it won't be much longer before you'll be able to experience it yourself!
https://store.steampowered.com/app/1801410/Deadnaut_Signal_Lost/
[ 2022-10-28 03:11:10 CET ] [ Original post ]
The cosmos is tearing itself apart. Wrecks of long-dead starships are full of horrible, interdimensional creatures. The dead roam surfaces of moons, and you're being hunted by technically advanced soldiers.
Welcome to Signal Lost, Screwfly Studios' return to Deadnaut's grim and ruthless future.
https://store.steampowered.com/app/1801410/Deadnaut_Signal_Lost/
While Deadnaut: Signal Lost is situated in the same universe as the original and features similar, mission-based gameplay in procedurally-generated locations, it is not a direct sequel.
You play the role of a remote handler who controls the action "at a distance" via a physical console, however, Signal Lost is focused on a single Deadnaut, rather than a squad.
The action is more intimate and tactical, and you can develop your Deadnaut with numerous suit upgrades and abilities. Furthermore, the gameplay is turn-based, not real-time, which helps focus the action.
We'll have more to reveal in the coming weeks and months, but for now, head over to the Steam page and wishlist Signal Lost to keep up-to-date as development progresses.
[ 2021-11-01 04:25:54 CET ] [ Original post ]
It's awards season over at Indie DB! If you reckon Zafehouse Diaries 2 is a bit of alright, here's another way to show your love for everyone's favourite post-apocalyptic zombie drama sim.
Opportunities are far and few between for games like Zafehouse to see wider recognition. The main reason being you get bitten and the fever takes over and, before you know it, you're feasting on human flesh and not really thinking about awards, votes or, uh, breathing. So, before you're completely overtaken by the infection, why not send Zafehouse Diaries 2 a vote for Indie DB's Indie of the Year? To vote for Zafehouse Diaries 2: [olist]
[ 2017-12-03 00:14:53 CET ] [ Original post ]
It's awards season over at Indie DB! If you reckon Zafehouse Diaries 2 is a bit of alright, here's another way to show your love for everyone's favourite post-apocalyptic zombie drama sim.
Opportunities are far and few between for games like Zafehouse to see wider recognition. The main reason being you get bitten and the fever takes over and, before you know it, you're feasting on human flesh and not really thinking about awards, votes or, uh, breathing. So, before you're completely overtaken by the infection, why not send Zafehouse Diaries 2 a vote for Indie DB's Indie of the Year? To vote for Zafehouse Diaries 2: [olist]
[ 2017-12-03 00:14:53 CET ] [ Original post ]
Want to save your diary so you can read it later? Well, patch 1.1.0 has the goods! Tweaks, fixes and performance boosts also accompany this rather meaty update.
- Diaries can now be saved on game end to be read at a later time. Please note diary exporting may take a minute or two for extremely long games.
- The end game epilogue is now saved to the diary.
- The barricade order now shows improvements as disabled options, if the location has yet to be fortified. These options will show an explanation tooltip when hovered over.
- Slightly reduced the effectiveness of protection gear.
- Added a custom difficulty option for protection gear.
- Improvements (watchtower, sniper nest and fence) are now more difficulty to build.
- Improvements have a higher chance of using more scrap.
- Added a custom difficulty option for improvements to tweak scrap use and includes the ability to disable improvements altogether.
- The mission planner tutorial now includes information regarding snipe mode.
- Fixed an issue with the buttons on the epilogue screen sometimes appearing immediately, instead of fading in.
- Fixed an issue with the watch beep playing erroneously (or not at all).
- Fixed an issue with time acceleration not working correctly when all survivors are on the move.
- Fixed an issue where custom item sounds would not play.
- Fixed a number of issues with item sounds not playing for certain orders.
- The item tooltip now shows descriptions for custom items.
- A pool of diary entry objects is now generated at startup to reduce stuttering during gameplay.
- Optimisations to text generation.
- Optimisations to zombie map rendering.
- Optimisations to diary image rendering.
[ 2017-08-04 23:16:17 CET ] [ Original post ]
Want to save your diary so you can read it later? Well, patch 1.1.0 has the goods! Tweaks, fixes and performance boosts also accompany this rather meaty update.
- Diaries can now be saved on game end to be read at a later time. Please note diary exporting may take a minute or two for extremely long games.
- The end game epilogue is now saved to the diary.
- The barricade order now shows improvements as disabled options, if the location has yet to be fortified. These options will show an explanation tooltip when hovered over.
- Slightly reduced the effectiveness of protection gear.
- Added a custom difficulty option for protection gear.
- Improvements (watchtower, sniper nest and fence) are now more difficulty to build.
- Improvements have a higher chance of using more scrap.
- Added a custom difficulty option for improvements to tweak scrap use and includes the ability to disable improvements altogether.
- The mission planner tutorial now includes information regarding snipe mode.
- Fixed an issue with the buttons on the epilogue screen sometimes appearing immediately, instead of fading in.
- Fixed an issue with the watch beep playing erroneously (or not at all).
- Fixed an issue with time acceleration not working correctly when all survivors are on the move.
- Fixed an issue where custom item sounds would not play.
- Fixed a number of issues with item sounds not playing for certain orders.
- The item tooltip now shows descriptions for custom items.
- A pool of diary entry objects is now generated at startup to reduce stuttering during gameplay.
- Optimisations to text generation.
- Optimisations to zombie map rendering.
- Optimisations to diary image rendering.
[ 2017-08-04 23:16:17 CET ] [ Original post ]
Along with a few tweaks and fixes, patch 1.0.9 marks the release of Zafehouse Diaries 2 for Linux!
- The full Linux version is now available! Thank you to all players who helped test the technical build.
- Added "Orthographic map" mode to accessibility options. When enabled, the town map will appear more top-down and 2D. In addition, several UI elements will be rotated to appear straight-on to the player.
- Investigation missions with snipe mode active no longer become regular investigation missions when the game is saved.
- Fixed rumour button tooltip showing negative hours when all rumours have been used.
[ 2017-07-21 02:22:31 CET ] [ Original post ]
Along with a few tweaks and fixes, patch 1.0.9 marks the release of Zafehouse Diaries 2 for Linux!
- The full Linux version is now available! Thank you to all players who helped test the technical build.
- Added "Orthographic map" mode to accessibility options. When enabled, the town map will appear more top-down and 2D. In addition, several UI elements will be rotated to appear straight-on to the player.
- Investigation missions with snipe mode active no longer become regular investigation missions when the game is saved.
- Fixed rumour button tooltip showing negative hours when all rumours have been used.
[ 2017-07-21 02:22:31 CET ] [ Original post ]
Zafehouse Diaries 2 for Linux is just around the corner! Before it comes out, we need your help to make sure there are no issues that could affect the full release.
As such, we've released a special technical demo for Linux users. Like the Windows and Mac demos, the build represents a cut-down version of the retail game. Please note that we can only officially support Ubuntu 12.04 and later distributions, though the game should work on other Linux flavours. If you're interested in trying the technical demo, please visit the dedicated thread in the community forums!
[ 2017-07-14 00:44:34 CET ] [ Original post ]
Zafehouse Diaries 2 for Linux is just around the corner! Before it comes out, we need your help to make sure there are no issues that could affect the full release.
As such, we've released a special technical demo for Linux users. Like the Windows and Mac demos, the build represents a cut-down version of the retail game. Please note that we can only officially support Ubuntu 12.04 and later distributions, though the game should work on other Linux flavours. If you're interested in trying the technical demo, please visit the dedicated thread in the community forums!
[ 2017-07-14 00:44:34 CET ] [ Original post ]
There's a new patch in town, and its name is 1.0.8! Along with five new achievements and various fixes and tweaks, snipe mode is now available to all players.
- Added five new achievements. Check out the achievements page for details.
- Snipe mode is no longer an experimental feature and can be accessed by all players by default. To activate snipe mode, use the mission planner or mission type button on the mission tabs.
- Patrolling now factors in sniping, spotters and fences.
- Exhausted survivors now go back to resting if assigned and then removed from a mission.
- Fixed an issue where reloading a game could erroneously generate new hints on the town map.
- Fixed an issue with the Reckless Breacher achievement.
- The mission selector tooltip now has better handling when multiple missions are initiated from different locations at the same time.
[ 2017-07-12 05:12:59 CET ] [ Original post ]
There's a new patch in town, and its name is 1.0.8! Along with five new achievements and various fixes and tweaks, snipe mode is now available to all players.
- Added five new achievements. Check out the achievements page for details.
- Snipe mode is no longer an experimental feature and can be accessed by all players by default. To activate snipe mode, use the mission planner or mission type button on the mission tabs.
- Patrolling now factors in sniping, spotters and fences.
- Exhausted survivors now go back to resting if assigned and then removed from a mission.
- Fixed an issue where reloading a game could erroneously generate new hints on the town map.
- Fixed an issue with the Reckless Breacher achievement.
- The mission selector tooltip now has better handling when multiple missions are initiated from different locations at the same time.
[ 2017-07-12 05:12:59 CET ] [ Original post ]
Trading cards are just the tip of the undead iceberg! Patch 1.0.7 includes a load of fixes, tweaks, performance optimisations and... well, why don't we just read the changelog below?
- Trading cards (including backgrounds, emoticons and badges) are now available.
- Added a number of keyboard shortcuts for navigating the user interface. These shortcuts can be found under the "Interface" section of the in-game help.
- Added a new video setting to disable high-dynamic range rendering. This can substantially improve performance on low-end machines, at the cost of lower-quality lighting.
- Cancelling a drag-and-drop operation involving multiple tokens now correctly returns those tokens to their original position.
- The Treat order now uses full survivor names. This fixes an issue where the order would not work correctly when multiple survivors had the same first name.
- Updated the manual to include more information on weapons and sniping during investigations.
- It is now slightly easier to snipe zombies in less-occupied rooms during investigation missions (where the snipe mode was enabled).
- Bonuses on modified items now load correctly.
- Fixed some typos in investigation reports where sniping occurred.
- Tweaks to noise generation when sniping a location during an investigation.
- Route lines now stop short of the origin and destination locations, making those locations easier to select.
- Route lines are now slightly thinner.
- Route lines for moving survivors are now less bright than those of survivors that have yet to embark.
- Added extra checks for the Grizzled achievement.
- Optimisations to zombie rendering.
- Zombies are now rendered slightly smaller on floorplans.
- Fixed an issue where the "searched" value for locations would show 0% instead of 100%.
- The mission planner now sorts survivors by their sniping skill, rather than their investigate skill, when snipe mode is active.
- Breaches caused by fleeing survivors no longer count towards the Reckless Breacher achievement.
- Fixed a number of bugs with state changes and transitions.
- Fixed a number of bugs with diary page turning.
[ 2017-07-05 08:01:09 CET ] [ Original post ]
Trading cards are just the tip of the undead iceberg! Patch 1.0.7 includes a load of fixes, tweaks, performance optimisations and... well, why don't we just read the changelog below?
- Trading cards (including backgrounds, emoticons and badges) are now available.
- Added a number of keyboard shortcuts for navigating the user interface. These shortcuts can be found under the "Interface" section of the in-game help.
- Added a new video setting to disable high-dynamic range rendering. This can substantially improve performance on low-end machines, at the cost of lower-quality lighting.
- Cancelling a drag-and-drop operation involving multiple tokens now correctly returns those tokens to their original position.
- The Treat order now uses full survivor names. This fixes an issue where the order would not work correctly when multiple survivors had the same first name.
- Updated the manual to include more information on weapons and sniping during investigations.
- It is now slightly easier to snipe zombies in less-occupied rooms during investigation missions (where the snipe mode was enabled).
- Bonuses on modified items now load correctly.
- Fixed some typos in investigation reports where sniping occurred.
- Tweaks to noise generation when sniping a location during an investigation.
- Route lines now stop short of the origin and destination locations, making those locations easier to select.
- Route lines are now slightly thinner.
- Route lines for moving survivors are now less bright than those of survivors that have yet to embark.
- Added extra checks for the Grizzled achievement.
- Optimisations to zombie rendering.
- Zombies are now rendered slightly smaller on floorplans.
- Fixed an issue where the "searched" value for locations would show 0% instead of 100%.
- The mission planner now sorts survivors by their sniping skill, rather than their investigate skill, when snipe mode is active.
- Breaches caused by fleeing survivors no longer count towards the Reckless Breacher achievement.
- Fixed a number of bugs with state changes and transitions.
- Fixed a number of bugs with diary page turning.
[ 2017-07-05 07:49:21 CET ] [ Original post ]
Patch 1.0.6 comes with a highly requested feature from the original game. There's a few caveats however, so please be sure to read this post for all the details!
Back by popular demand, we've introduced "Snipe mode" to the investigation mission as an experimental feature. Snipe mode serves a similar purpose to the assault mission in the original Zafehouse Diaries. If activated, survivors - in addition to the usual investigation actions - will attempt to snipe zombies through windows at the destination, making future breaches easier. As you might expect, they'll need ranged weapons (with a good sniping score) and ammunition to perform this step. Because the new option has a significant effect on how the game is played and will almost certainly alter the difficulty, we've implemented Snipe mode as an experimental feature that is disabled by default. To try out the new snipe option, you must enable "Experimental features" via the new "Gameplay settings" in the options menu. You'll then see Snipe mode available when using the mission planner, and you'll be able to cycle it as an option via the mission tabs. Once we're happy with Snipe mode in terms of balance and functionality, we'll make it available to all players, without having to enable this setting. With that out of the way, here's the full changelog for 1.0.6!
- Added "Snipe mode" to the investigation mission as an experimental feature. To see Snipe mode in-game, you must enable "Experimental features" under "Options -> Gameplay settings" via the main menu.
- Treat order changes: Previously, injured survivors had to be assigned to the Treat order before they could be treated. Now, so long as at least one survivor (a "doctor") is assigned to the Treat order, then any injured survivors at that location will be treated.
- Tooltips for untreated injuries on the survivor dossier now mention what medical item is need to treat that injury, as well as if the injury is treatable at all.
- Added a more convenient custom asset folder for OS X / macOS users. Please see the "Custom content" section of the in-game help for the exact path.
- Tweaks and optimisations to diary page rendering, including an attempted workaround for artifacts on certain configurations.
- Fixed a rare error that could occur in locations with no furniture.
- Fixed a typo involving soap when a single survivor cleaned themselves.
- Additional fixes for ammo duplication.
[ 2017-06-30 06:50:10 CET ] [ Original post ]
Patch 1.0.6 comes with a highly requested feature from the original game. There's a few caveats however, so please be sure to read this post for all the details!
Back by popular demand, we've introduced "Snipe mode" to the investigation mission as an experimental feature. Snipe mode serves a similar purpose to the assault mission in the original Zafehouse Diaries. If activated, survivors - in addition to the usual investigation actions - will attempt to snipe zombies through windows at the destination, making future breaches easier. As you might expect, they'll need ranged weapons (with a good sniping score) and ammunition to perform this step. Because the new option has a significant effect on how the game is played and will almost certainly alter the difficulty, we've implemented Snipe mode as an experimental feature that is disabled by default. To try out the new snipe option, you must enable "Experimental features" via the new "Gameplay settings" in the options menu. You'll then see Snipe mode available when using the mission planner, and you'll be able to cycle it as an option via the mission tabs. Once we're happy with Snipe mode in terms of balance and functionality, we'll make it available to all players, without having to enable this setting. With that out of the way, here's the full changelog for 1.0.6!
- Added "Snipe mode" to the investigation mission as an experimental feature. To see Snipe mode in-game, you must enable "Experimental features" under "Options -> Gameplay settings" via the main menu.
- Treat order changes: Previously, injured survivors had to be assigned to the Treat order before they could be treated. Now, so long as at least one survivor (a "doctor") is assigned to the Treat order, then any injured survivors at that location will be treated.
- Tooltips for untreated injuries on the survivor dossier now mention what medical item is need to treat that injury, as well as if the injury is treatable at all.
- Added a more convenient custom asset folder for OS X / macOS users. Please see the "Custom content" section of the in-game help for the exact path.
- Tweaks and optimisations to diary page rendering, including an attempted workaround for artifacts on certain configurations.
- Fixed a rare error that could occur in locations with no furniture.
- Fixed a typo involving soap when a single survivor cleaned themselves.
- Additional fixes for ammo duplication.
[ 2017-06-30 06:45:30 CET ] [ Original post ]
What's better than v1.0.4? Patch v1.0.5 of course! Here's everything you can expect from the latest update.
- *NEW* Pliers can now be moved as mission cargo again.
- A number of tweaks and additions to the tutorial to better guide players towards the win condition in Safe as Houses.
- You can now right-click and annotate locations with crosses and squares, in addition to circles.
- The status icons on survivor photos will now show their tooltips when looking at order details and the supplies list.
- Removed the spotting bonus on pliers.
- Fixed an issue with unusual system paths and filenames that would cause the game not to start.
- Fixed a save game loading bug related to injuries.
- Survivors now select the closest location border by default when investigating.
- Survivors will now accumulate fatigue from moving around town.
- Fixed an issue with the spot order where reported zombie numbers were higher than the actual zombie count.
- The Mob now takes a little longer to arrive.
- Furniture status bar on the location summary is now capped at 20. The bar won't reduce from 100% until the location has less than this number.
- Fixed one-line breach reports at locations with resource generators.
- Fixed missing punctuation in breach reports.
- The diary entry for the Mob dilemma now reports survivor deaths.
- Various changes to the Treat order to make it clearer who's taking care of who.
- Workaround for a save game loading bug when a survivor's equipped item isn't at the same place they are.
- More fixes for ammo duplication. We continue to monitor this issue.
- Fixed broken transparency on the bottle cap token, which made the centre area invisible.
[ 2017-06-28 23:11:45 CET ] [ Original post ]
What's better than v1.0.4? Patch v1.0.5 of course! Here's everything you can expect from the latest update.
- *NEW* Pliers can now be moved as mission cargo again.
- A number of tweaks and additions to the tutorial to better guide players towards the win condition in Safe as Houses.
- You can now right-click and annotate locations with crosses and squares, in addition to circles.
- The status icons on survivor photos will now show their tooltips when looking at order details and the supplies list.
- Removed the spotting bonus on pliers.
- Fixed an issue with unusual system paths and filenames that would cause the game not to start.
- Fixed a save game loading bug related to injuries.
- Survivors now select the closest location border by default when investigating.
- Survivors will now accumulate fatigue from moving around town.
- Fixed an issue with the spot order where reported zombie numbers were higher than the actual zombie count.
- The Mob now takes a little longer to arrive.
- Furniture status bar on the location summary is now capped at 20. The bar won't reduce from 100% until the location has less than this number.
- Fixed one-line breach reports at locations with resource generators.
- Fixed missing punctuation in breach reports.
- The diary entry for the Mob dilemma now reports survivor deaths.
- Various changes to the Treat order to make it clearer who's taking care of who.
- Workaround for a save game loading bug when a survivor's equipped item isn't at the same place they are.
- More fixes for ammo duplication. We continue to monitor this issue.
- Fixed broken transparency on the bottle cap token, which made the centre area invisible.
[ 2017-06-28 08:15:22 CET ] [ Original post ]
Fixes, tweaks and features, oh my! Patch 1.0.4 is an update you'll want to grab right now, for all the reasons below!
- *NEW* Survivor tokens now glow when their matching photo is hovered over.
- *NEW* Fixed watch glowing too brightly (bug introduced in 1.0.4).
- Tokens on survivor photos and on the mission planner are no longer transparent.
- Added extra functionality to the status icons on survivor photos. They now show if an agent is resting or on an order, in addition to up/down arrows for injuries and modifiers.
- Mission planner tutorial now mentions middle/shift-clicking to mass move items, as well as a little more detail about which rooms to breach.
- The calender now has a tooltip which includes how many days and hours have passed since the survivors arrived in town. The notes envelope also has a tooltip, but it's much less exciting.
- Endless scenarios now show a popup the first time they are played, providing more detail about how completion stars are awarded.
- Completion stars for endless scenarios are now awarded as soon as the conditions are met, with accompanying success message.
- Message box now appears as soon as the player fails to met the requirements of an endless scenario (say, a survivor dying before 7 days have passed).
- The location supplies list on the mission planner no longer shows items equipped by survivors not assigned to the mission.
- Added tooltips to equip buttons when no item is available.
- Fixed a lot of diary layout and image generation issues when loading and saving games.
- Fixed incorrect buff / debuff arrows for some status effects.
- Fixed a bug that could cause ammo to duplicate. Please note we're still keeping an eye on this!
- Fixed multiple diary death photos sometimes having "DiaryEntry" as the survivor's name.
- Fixed a bug where tokens would get frozen when breaching a location where a survivor previously died.
- Defend and breach images in the diary now show skull icons for all deaths that occurred.
- Agents assigned to a mission will now show up under the "busy / resting" section of the order tooltip.
- Added equipping controls to the dossier / relationship view. Note that these controls are disabled when survivors are between locations.
- A few small optimisations.
[ 2017-06-26 06:14:48 CET ] [ Original post ]
Fixes, tweaks and features, oh my! Patch 1.0.4 is an update you'll want to grab right now, for all the reasons below!
- *NEW* Survivor tokens now glow when their matching photo is hovered over.
- *NEW* Fixed watch glowing too brightly (bug introduced in 1.0.4).
- Tokens on survivor photos and on the mission planner are no longer transparent.
- Added extra functionality to the status icons on survivor photos. They now show if an agent is resting or on an order, in addition to up/down arrows for injuries and modifiers.
- Mission planner tutorial now mentions middle/shift-clicking to mass move items, as well as a little more detail about which rooms to breach.
- The calender now has a tooltip which includes how many days and hours have passed since the survivors arrived in town. The notes envelope also has a tooltip, but it's much less exciting.
- Endless scenarios now show a popup the first time they are played, providing more detail about how completion stars are awarded.
- Completion stars for endless scenarios are now awarded as soon as the conditions are met, with accompanying success message.
- Message box now appears as soon as the player fails to met the requirements of an endless scenario (say, a survivor dying before 7 days have passed).
- The location supplies list on the mission planner no longer shows items equipped by survivors not assigned to the mission.
- Added tooltips to equip buttons when no item is available.
- Fixed a lot of diary layout and image generation issues when loading and saving games.
- Fixed incorrect buff / debuff arrows for some status effects.
- Fixed a bug that could cause ammo to duplicate. Please note we're still keeping an eye on this!
- Fixed multiple diary death photos sometimes having "DiaryEntry" as the survivor's name.
- Fixed a bug where tokens would get frozen when breaching a location where a survivor previously died.
- Defend and breach images in the diary now show skull icons for all deaths that occurred.
- Agents assigned to a mission will now show up under the "busy / resting" section of the order tooltip.
- Added equipping controls to the dossier / relationship view. Note that these controls are disabled when survivors are between locations.
- A few small optimisations.
[ 2017-06-26 00:53:13 CET ] [ Original post ]
We've just uploaded version 1.0.3 of Zafehouse Diaries 2, which comes with a number of important fixes and tweaks.
Update: A hotfix (1.0.3a) has just been applied with the following changes:
- Fixed a rare bug that could cause the supplies list to stay open, preventing play from continuing.
- Fixed bug in diary reporting relating to treatment and added clearer descriptions of results.
- Middle-clicking now also mass moves item stacks and categories on the mission planner.
- *NEW* Fixed lingering tooltip when mass-moving by category.
- *NEW* Fixed more freezing issues related to new survivors.
- Item stacks and entire item categories can now be moved in the mission planner by shift-clicking.
- Clarified the resource bullet point on the objectives notepad for the Night Life Scenario.
- Items created by resource generators now save and load correctly.
- Workarounds for a potential issue where dilemma photos are mismatched in the diary.
- Additional memory clean-up code for handling custom images that are no longer in use.
- Fixed an issue with importing PNG images where the image colours would be incorrect or distorted.
- Fixed a few potential issues with extremely long-running games.
- The auto-loadout buttons on the mission planner can now be reclicked to reapply the current loadout setting.
- Fixed a few issues on systems running at extremely high frame rates, particularly the rate at which the watch accelerates time.
- Fixed an issue with attracting new survivors that could cause the game to become unresponsive.
- Fixed an issue that could cause survivors to "rebreach" a safe location.
- Day and night background ambience now correctly transitions as the time of day changes.
- Fixed a rare error related to first names with the connection rumour.
- Fevers now take longer to develop from lacerations.
- Fixed a rare error when quickly navigating the image and sound UI for custom items.
- The film strip in the survivor editor now correctly resets crop and scale data.
[ 2017-06-23 23:46:48 CET ] [ Original post ]
Hello players. It looks like Steam is currently experiencing issues with downloading or updating the game via US (and potentially) other download regions. Fortunately, there is a workaround until Steam fixes the problem -- you can change your download region to one that works. Currently, we know that the Australian regions are working, so switch over to one of those and try downloading again, remembering to clear your download cache, verify local files and restart Steam (if necessary). For instructions on changing regions, please see the following support page: https://support.steampowered.com/kb_article.php?ref=2274-IFLV-5334 Update: A number of other recently-updated games are also affected by this issue, confirming our suspicions that it's a problem with Steam and its distribution network.
[ 2017-06-23 21:27:19 CET ] [ Original post ]
There's a new, delicious and meaty patch available for ZD2, so check out the notes below and devour it ASAP!
Update: We've released a hotfix, 1.0.2a, to address some important issues.
- Fixed a rare bug where survivor deaths during breaching could cause the game to enter an unrecoverable state.
- New survivors joining the group will no longer bring strange items with them.
- New survivors joining the group will no longer hide the items they bring.
- Workarounds to try and address audio cutout issues for some users.
- A few tweaks to injury sounds during combat, including adding an effect for broken bones.
- Fixed misreported game duration in the epilogue text.
- Fixed win condition checking in the Kill Switch scenario.
- Fixed a typo in investigation reports related to that one zombie.
- Fixed an issue with modified item names not being saved correctly. Current save games are not affected by this fix.
- Renamed the Combat Knife to "Bayonet" so it won't get a silly name when modified.
- The map on the mission planner screen now shows last known zombie positions inside locations.
- Optimisations to the custom editor UIs to make them more responsive.
- Added alternate, easier-to-access custom asset folder on Windows. Please see the "Custom content" section of the in-game help for the specific path.
- Token tooltips now state if a survivor is assigned to a mission.
- Several fixes and checks related to the arrival of new survivors (specifically custom ones).
- Fixed an error during game start involving custom survivors and prejudice assignment.
- Fixed rounding errors with custom items and encumbrance.
- Added check for rare exception related to the watch light colour.
- Fixed an error with barricade order reports.
- Fixed an error with extremely long combat simulations.
- Broken bone injuries are now slightly more likely to occur, giving players a use for all those stockpiled splints.
- Fixed some issues with the Grizzled and Bury the Hatchet achievements.
- Protection gear now provides a blanket bonus against all injuries, in addition to any specific bonuses.
- Fixed an issue with the display of some injury sprites.
- Fixed a freeze relating to the snipe order.
- The snipe order was sometimes unavailable at the very start of the game, despite all requirements being met.
[ 2017-06-22 02:42:32 CET ] [ Original post ]
A new update is out for ZD2 that addresses the more critical issues players have encountered so far. Patch notes below!
Update: We've just rolled out 1.0.1a with some more additions and fixes.
- *NEW* Broken bone injuries are now slightly more likely to occur, giving players a use for all those stockpiled splints.
- *NEW* Fixed some issues with the Grizzled and Bury the Hatchet achievements.
- *NEW* Protection gear now provides a blanket bonus against all injuries, in addition to any specific bonuses.
- *NEW* Fixed an issue with the display of some injury sprites.
- *NEW* Fixed a freeze relating to the snipe order.
- *NEW* The snipe order was sometimes unavailable at the very start of the game, despite all requirements being met.
- Fixed an issue with custom protection gear. If you have any custom protection items, make sure they protect at least one area.
- Added information tooltip to the watch that mentions fast right-click feature.
- Added more information regarding the mission planner to the tutorial.
- Structures and other immobile objects (such as the spotlight) no longer appear in the supply list.
- Survivors will now make more use of antibiotics.
- Fixed some issues with the spotlight effect not turning off / on correctly.
- Reduced the rate at which survivors get hungry.
- Fixed vehicle parts appearing as white squares in the diary.
- Added some missing sound and visual effects for several events and orders.
- The Trader now makes it clearer what she will give and take from the survivors.
- *NEW* Fixed a possible game freeze when exploring the general store.
- *NEW* Character name field in survivor editor should behave normally in regards to capitalisation.
- *NEW* Fixed "floating" caret issues in custom content editors.
- Significantly increased the number of snacks found in-game.
- The starting and maximum number of zombies in-game has been reduced and they now enter the town at a lower rate.
- Checks to make sure survivors always attack at least once during combat.
- Fixed an issue where tokens could sometimes get stuck in or between locations.
- Improvements to search reporting and efficiency.
- Encumbrance is now correctly reported in various places in the UI, including the item editor.
- The Kill Switch scenario now makes sure all survivors have the "Soldier" occupation and no prejudices, even if they're custom characters.
- Removed the "all off" shortcut for difficulty settings, as turning a setting off doesn't always result in making the game easier.
- Super-powerful custom breaching items should no longer cause issues.
- Added tooltips to difficulty shortcuts.
- Zombies will no longer vanish from the map unexpectedly.
- Fixed an issue where cooked meals would disappear from the world.
- Fixed an issue with the Infected dilemma.
- Fixed an issue that made finding car parts in Road Kill overly difficult.
- Several fixes to barricading.
- Extra checks and balances for determining the movement of survivor tokens.
- Fixed hotspots when mousing over status bars on the location summary.
- Several fixes to mission tabs.
- Plural names for items and occupations are now checked for uniqueness to avoid potential problems.
- Fixed an issue with idle survivors playing games.
- *NEW* Character name field in survivor editor should behave normally in regards to capitalisation.
[ 2017-06-21 01:30:56 CET ] [ Original post ]
Hello players! Here's a quick post regarding our current priorities and what we have planned for the near future.
First of all, thanks to everyone - new and old players alike - for providing feedback. Whether you've left suggestions on the forums or sent us bug reports and player logs, you've helped us improve the game. We thought we'd let you know what we're working on and prioritising over the next few weeks, based on your feedback. First, bugs. This is the biggest priority. We're working hard to nail everything we can find, and we massively appreciate everyone who's reported technical issues. Our next step is to improve some of the diary reports, tooltips, and other UI features to make it clearer what's happening. Then we'll move onto your suggestions and feedback on gameplay, difficulty and features. Finally, we'll be releasing trading cards and a Linux version as soon as we can. Thanks again for your support. And if we don't get around to replying straight away, never fear. We're reading all your comments and taking everything on board. Stay tuned for more updates.
[ 2017-06-21 01:22:48 CET ] [ Original post ]
Hello new and returning players to the world of Zafehouse! We've just released a balance patch to address some important issues for players.
- *NEW* Fixed some issues with saving and loading games.
- *NEW* Fixed typo in the cooking order.
- *NEW* Improvements to Custom game difficulty settings relating to consumables.
- Reduced the chances of survivors being poisoned from food.
- Patrolling is less likely to result in injury.
- Boosted the distribution levels for many items.
- Waste-related events are less frequent and damaging.
- Boosted the prevalence of ammunition in the world and made it a little easier to find.
- All orders are now slightly easier.
- Increased the speed of barricading.
- Survivors working in silent mode now do so faster.
- Fixed a typo in the tutorial.
[ 2017-06-18 02:13:57 CET ] [ Original post ]
- Zafehouse Diaries 2 - Linux [284.94 M]
Zafehouse Diaries is back!
The cult hit from 2012 is now bigger, better and more terrifying than ever. Take control of a group of people - each with their own skills, motivations and prejudices - and try to survive the zombie apocalypse.
Every hour, designate tasks for your handful of survivors and then read what happens in your dynamically updating diary.
There are several different scenarios. Most are based around achieving an objective: get to the rescue point, repair a car, stop the military. But others are open-ended and can be played for as long as you can survive.
Features
- Every story is unique: Each game is procedurally generated - will your survivors work well together and complete their objectives?
- Ordinary people, extraordinary situations: Keep your survivors happy and motivated, or they'll turn on each other
- All new engine: Zafehouse Diaries has been upgraded in every way. Full widescreen support, high resolution, a 3D environment and multiplatform support
- More of everything: Loads of new items, orders, events, occupations, dilemmas and scenarios
- Increased control: Equip your survivors and determine how they defend and breach locations
Play it your way
Zafehouse Diaries 2 has a wide range of customisation options. There are many ways to adjust the game’s difficulty and add custom content, including survivors, occupations and items.
- Custom game options: Change variety of gameplay options, from item distribution and zombie strength, to relationships and dilemmas
- Survivors: Create your own survivors and configure their occupation, gender, sexuality and more. Choose from dozens of built-in portraits or import your own
- Group creator: Customise special groups of survivors - including their prejudices - to control exactly who you want in your game
- Occupations: Add new occupations, configure their bonuses, and assign them to your custom survivors
- Item editor: Design new items, import photos and even add your own sound effects
FAQ for Zafehouse players
How does Zafehouse Diaries 2 differ from the original?At its core, Zafehouse Diaries 2 is the same strategic drama simulator as the original, but it expands on it in every way: added content, upgraded engine, more surprises, more madness.
I loved the original. Will I like this?
Yes! We've taken all the great bits that our fans loved about the original, smoothed out the rough edges, and expanded on it. While we've added some extra complexity around combat and orders, we've also made the systems quick and easy to use, and included a smart set of defaults if you just want to go with the flow.
What are some of the new gameplay features?
You have more control over how your survivors breach and investigate locations. You can also equip your survivors with a weapon that they will always use.
Some orders have more granular options - if you notice zombies massing to the north, then you can focus your barricading efforts on north-facing entrances.
We've also overhauled many parts of the interface so it's easy to see what's going on. The most obvious example is the location layout, but you can also easily check your survivors' skills, injuries and special modifiers.
Are survivor relationships important?
Absolutely. We've refined the system so you can have more ways to change relationships. In addition to the rumour system, we’ve added a new option: redemptions.
This involves one survivor being asked to do certain tasks to 'redeem' themselves in the eyes of another, which removes a prejudice. It's also more obvious what might happen to relationships during a dilemma, so you can tactically choose an option that improves relationships.
Is combat still brutal?
Combat is still the most dangerous aspect of the game, but you have more control over breaching. For example, you can equip survivors and select how cautious they should be while breaching. Furthermore, survivors are more likely to flee if things are looking pretty grim. If you still find it hard, then you can tweak the difficulty settings.
- OS: Ubuntu 12.04 or later
- Processor: Intel Core 2 DuoMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce 300 Series / AMD Radeon equivalent with 1GB
- Storage: 300 MB available space
[ 6107 ]
[ 575 ]