Hello, today we're launching the public playtest round 3 for our upcoming game Deadly Days: Roadtrip. It's a spin-off of Deadly Days with new game mechanics and old acquaintances. This time you are on your own. But you can become more powerful than a survivor in Zombie Apocalypse ever was. Sounds interesting? Sign up on our storepage: https://store.steampowered.com/app/3026450/Deadly_Days_Roadtrip/ If you have already been to the first rounds, you will certainly notice some changes. In addition to some exciting new items and objects on the map, you can now get a first look at two brand new game mechanics: Active Power-Ups and Meta Progress.
Here is the trailer:
[previewyoutube=_7XBBxRh5LE;full][/previewyoutube]
Active Power-Ups
We created a new system for our power-ups (previous health pickup, vacuum, dynamite etc.). Before the change they automatically consumed. Now you can collect them and use them when needed by pressing the keys 1-4. An important strategic tool in the fight against the zombies.
There are also new items that exploit this new design space. Small remark: QoL-wise we decided that the health power-up and level up power up instantly consume. If you have full health though then the health powerup will be slotted.
Meta progression
Depending on how far you get in a run, you will now receive a valuable meta currency that you can use to improve your stats. This means you not only gain game experience over time, but can also improve your initial stats.
Tech Update
Under the hood, we upgraded from Unreal Engine 5.4 to Unreal Engine 5.5 and re-integrated our entire sound design using FMOD. In the process, we have also integrated an extensive and varied soundtrack into the game, which adapts to the danger level. Take a look at the audio options, as these have also been refined in the process. We have also been able to significantly improve performance in some areas. If your hardware is a bit outdated, we recommend that you select the DirectX 11 version when starting the game. Feel free to compare both versions and write your experiences here in the comments, the discussion forums or on our Discord.
Inventory UX improvements
Inventory management is a central component of the game. We have made some progress here. Take a look at the snapping of the items and the item affection visualization.
Other changes
Added
- [spoiler]New magnet item (increases loot range)[/spoiler]
- [spoiler]Craftable rocket launcher [/spoiler]
- [spoiler]New "utility belt" item which increases powerup slots[/spoiler]
- [spoiler]2 new "active powerup" items which permanently give you an ability[/spoiler]
- New "energy drink" powerup (faster stamina regeneration)
- New soundtrack incl. new boss fight music
- Barrels explode on second hit now, not directly on first hit. They also blink for a short period before exploding
- Player damage feedback now scaling with damage received
- Tackle enemy more predictable now (arrow scales and rotates towards player and then locks in and gets red)
- Reworked boss map visuals to fit farm theme
- Boss map gates open and close automatically now (not physics based anymore)
- Fuel automatically absorbed after beating boss and bus near to entrance now
- More vehicle types on maps
- Reworked character portraits
- Reworked day end and win / loose screens
- Manual shooting can also be triggered with CTRL key
- Some tiles on map not generated (black holes)
- Many inventory related bugs
- Airdrop and some loot crates spawned outside of player-reachable area
- Some lakes did block bullets
- Game starting way before loading screen ended
- Reduced base loot range (but you can buff it alot with magnet item and meta upgrades)
- Reduced stamina regen rate (so you can't constantly dash cross the map)
- Loot is distributed more evenly among lootspots (hopefully not completing fuel by just looting one car)
- Generally more lootspots, especially in forest maps (e.g. tents)
About the game:
Deadly Days: Roadtrip is an exciting action roguelite, that combines reverse bullet hell gameplay with strategic inventory management. Start your road trip through the zombie apocalypse! Fight your way through, gain experience and collect items to assemble an epic inventory. Craft more effective weapons and find out what items you can combine to withstand the ever-increasing waves of zombies.
How to play:
Feel free to join our Discord and chat about Deadly Days: Roadtrip: https://discord.gg/WZE8RUXhyu Have fun playing the game. Your Team Pixelsplit
[ 2024-12-13 21:58:29 CET ] [ Original post ]
Hi survivors, It's been a while, but we've just released a new update for Deadly Days! Just in time for Steam Scream Fest. Read to the end to find out more news about the Deadly Days universe. In the classic Deadly Days you will now meet the Hoarder character from Deadly Days: Roadtrip (there we call him "Survivor") and may notice some minor improvements to the game. Details in the patchnotes below.
Changes in Update 1.7
- Added: Hoarder character (+1 free item slot on lvl 5, +1 on lvl 10 -- doesn't "consume" buyable slots, so in total 2 more slots are possible when playing with this character)
- Improved: Healing logic now prefers character with most missing health, relative to max health
- Improved: Game pauses now when controller is disconnected
- Fixed: Performance drops when generating game over screen
- Fixed: Rare edge case where survivor mission house wouldn't spawn if map really small
- Fixed: Edge case where failing by starving would show broken game over screen
- Fixed: Sometimes workshop crafting screen could be opened while loading screen still active.
- Fixed: Turkish systems showed "tofu" characters when i characters were used in text
- Fixed: Medic heal description was in %, but is supposed to be absolute
- Fixed: Toxic sludge weapon upgrade didn't scale with 300%, like writtein in description
- Fixed "Planning room" leveling up did trigger when entering bus; now triggers in base (and thus e.g. treasure hunter drops its item in base)
Next Deadly Days: Roadtrip playtest open!
We just launched round 2 of our open playtest for Deadly Days: Roadtrip. Check it out for free by signing up on the DD:R page! You can even win some keys if you give us feedback :) https://store.steampowered.com/app/3026450/Deadly_Days_Roadtrip/ This time you're going in for a solo adventure, fighting hordes in never seen before ways. Action-packed, fast-paced runs challenge you to the limit. Gear up by making smart strategic decisions with your inventory. Sounds interesting? Check out the game and give us honest feedback. Together we can create a brilliant game and stop the apocalypse. Maybe. The playtest is only running for a limited time, so join now.
Register now for the open playtest round 2 and play the current version of 'Deadly Days: Roadtrip' for free for a limited time. 3 different characters, first glimpse at the meta base, more maps, more items, new enemies, better UI and so much more included. [previewyoutube=SpSj9dh6xFg;full][/previewyoutube] Thanks for everyone who reported bugs and gave feedback! If you have any further feedback or bug reports feel free to join our Discord ( https://discord.gg/pDmH7EnA5S ) or just use the STEAM discussions. - Your Pixelsplit team
[ 2024-10-28 19:26:34 CET ] [ Original post ]
Hello, today we're launching the public playtest for our upcoming game Deadly Days: Roadtrip. We would be delighted if you would take a look at it and give us your feedback. Keep in mind: This is an early alpha version and bugs may appear. Please report them to us. Get it here: https://store.steampowered.com/app/3026450/Deadly_Days_Roadtrip/ Our discord is here: https://discord.gg/WZE8RUXhyu [previewyoutube=SpSj9dh6xFg;full][/previewyoutube]
How to play:
About the game:
Deadly Days: Roadtrip is an exciting action roguelite, that combines reverse bullet hell gameplay with strategic inventory management. Start your road trip through the zombie apocalypse! Fight your way through, gain experience and collect items to assemble an epic inventory. Craft more effective weapons and find out what items you can combine to withstand the ever-increasing waves of zombies.
What else?
We would be delighted if you would take the time to take a look at the alpha version of 'Deadly Days: Roadtrip'. We are also currently at Gamescom - where you can play the game on site and talk to us. Your feedback, ideas, criticism and other comments are best posted on our Discord or here in the Steam discussion forums.
Some Screenshots:
Have fun playing the game. Your Team Pixelsplit
[ 2024-08-21 07:48:32 CET ] [ Original post ]
Dear survivors, It has now been a few years since Deadly Days was released. Meanwhile, we were quietly working on something...
A new chapter in the Deadly Days universe is about to begin.
The spin-off will be called Deadly Days: Roadtrip and is an exciting action roguelite. that combines reverse bullet hell gameplay with strategic Inventory management. More action. faster gameplay and innovative new features. This time you're on your own. In your modified bus you travel from location to location to level up and equip yourself with loot for terrific boss fights. Crafting and inventory management take center stage between battles.
First things first:
- Please take a look at the store page that we have just launched
- If you liked Deadly Days, be sure to add the game to your wishlist!
A sneak peek of what you can expect:
Unlockable characters with individual traits and different starting weapons:
Exciting paths through the apocalypse with procedurally generated maps:
An inventory management system that allows endless combinations of items:
As you can see, there are some new things to discover, but also some familiar ones. Take a look at the store page! Add Deadly Days: Roadtrip to your Wishlist. And stay tuned to see what else you hear from us in the coming weeks and months. Thank you for your support, your Team Pixelsplit
[ 2024-07-19 08:54:14 CET ] [ Original post ]
Survivors! Steam's Autumn Sale is upon us! Giving you the unique opportunity of getting great games for discounts that go haywire with up to 90% off!
Get our strategic pixelart roguelite Deadly Days for 60% off!
Now is the time for a nice Treat! Grab them before it's too late: https://store.steampowered.com/app/740080/Deadly_Days/
But this is just the beginning!
Get a lot of great games from Assemble Entertainment on huge discounts with up to 90% off! Find all of our games currently on sale here: https://store.steampowered.com/publisher/AssembleEntertainment/#browse Simply click the tab 'discounts' to see all games on sale!
[ 2021-11-24 18:00:31 CET ] [ Original post ]
Survivors! Steam's Halloween Sale is upon us! Giving you the unique opportunity of getting great games for discounts that go spookily haywire with up to 90% off!
Get our strategic pixelart roguelite Deadly Days for 60% off!
Now is the time for a nice Treat! Grab them before it's too late: https://store.steampowered.com/app/740080/Deadly_Days/
Additionally, Halloween has come to Deadly Days!
Time-Limited Halloween content
Halloween decoration
- Around the time of Halloween, themed decorations can be found in some places. Some zombies even took the opportunity to dress for the occasion.
- Even the main menu got a spooky theme during Halloween.
But this is just the beginning!
Get a lot of great games from Assemble Entertainment on huge discounts with up to 90% off! Find all of our games currently on sale here: https://store.steampowered.com/publisher/AssembleEntertainment/#browse Simply click the tab 'discounts' to see all games on sale!
We wish you a spooky Apocalypse!
[ 2021-10-28 17:00:25 CET ] [ Original post ]
Survivors of the Post-Apocalypse! Assemble Entertainment's Gamescom Sale is upon us! Perfectly fitting of Gamescom 2021 kicking off today, Assemble Entertainments Gamescom Sale on Steam has started! Giving you the unique opportunity of getting great games with discounts up to 90% off!
Get our Deadly Days for whooping 60% off!
Now is the time! Grab them before it's too late: https://store.steampowered.com/app/740080/Deadly_Days/
But this is just the beginning!
Get a lot of great games from Assemble Entertainment on huge discounts with up to 90% off!
Find all of our games currently on sale here:
https://store.steampowered.com/publisher/AssembleEntertainment/#browse Simply click the tab 'discounts' to see all games on sale!
[ 2021-08-25 17:30:21 CET ] [ Original post ]
A group that zombie slays together stays together. Together with developer Pixelsplit Games we have today announced that our hugely popular over-the-top 8bit-style zombie shooter Deadly Days is out now on PlayStation via the PlayStation Store and Xbox via the Microsoft Store. And, if fans want a taste of the whacky gameplay and epic zombie battles Deadly Days has in store for them, they can now also download a playable demo on both consoles! Players can expect the same crazy antics that theyve come to love from the PC and Nintendo Switch versions. Expect to see bizarre in-game items, powers, and quirky characters as well as the in depth crafting feature that allows survivors to construct rooms with different perks to build weapons with specialized modifications. Check out the brain-munching new trailer for Deadly Days here: [previewyoutube=_KQxImt2Gt0;full][/previewyoutube]
About Deadly Days
Deadly Days is a one-of-a-kind zombie survival game that focuses on intense strategic elements, as well as the undeniable humor behind what a zombie apocalypse would look like in our modern meme-oriented society.
Features of Deadly Days
- Over 60 different crazy items and tons of powerful special abilities that can dramatically change the outcome of any battle
- Over 25 weapon types with randomly generated modifications
- Over 30 different survivor skins and more than 10 unique zombie and boss types that only want one thing: brains!
- Lovingly designed pixel art style and procedurally generated cities and missions
- Expand your base by building various rooms such as a greenhouse or mechanics room and craft crazy, unique weapons.
[ 2021-08-04 09:17:16 CET ] [ Original post ]
Survivors of the Post-Apocalypse! Steam's Summer Sale is upon us! Giving you the unique opportunity of getting great games for discounts that go haywire with up to 90% off!
Get our Deadly Days for whooping 60% off!
Now is the time! Grab them before it's too late: https://store.steampowered.com/app/740080/Deadly_Days/
But this is just the beginning!
Get a lot of great games from Assemble Entertainment on huge discounts with up to 90% off! Find all of our games currently on sale here: https://store.steampowered.com/publisher/AssembleEntertainment/#browse Simply click the tab 'discounts' to see all games on sale!
[ 2021-06-24 17:29:37 CET ] [ Original post ]
Survivors of the Post-Apocalypse! The Assemble Publisher Sale is upon us! Given you the unique opportunity getting great games for Discounts that go haywire with up to 90% off!
Get our Deadly Days for whooping 60% off!
Now is the time! Grab them before its too late: https://store.steampowered.com/app/740080/Deadly_Days/
But this is just the beginning!
Get a lot of great games from Assemble Entertainment on huge discounts with up to 90% off! Find all of our games currently on sale here: https://store.steampowered.com/publisher/AssembleEntertainment/#browse Simply click the tab 'discounts' to see all games on sale!
[ 2021-04-22 17:00:26 CET ] [ Original post ]
Hi survivors, we just released patch 1.6.
Improvements and Changes
- Improved: When you sell a weapon you remain on the inventory page
- Improved: Tutorial + Intro are skippable now
- Improved: Vampire spawns bat immediately after joining the team
- Improved: Drone swarm stays on map for a short time before following the bus
- Improved: Upgrading a custom weapon in workshop gives you a popup now with insufficient tools
- Improved: Changed Pixelsplit intro (dark instead of white now)
- Improved: Several minor performance improvements
Fixes
- Fixed: Sometimes invulnerability display for remaining time showed the count value of the calculator item instead
- Fixed: Weapon based daily mod clashing with vice item
- Fixed: Challenge mode modifiers could be enabled during normal game sometimes
- Fixed: Custom weapons were copied sometimes with the printer item
- Fixed: Rare case where survivors could die in tutorial
- Fixed: German loca for newspaper items now tells about mission selection lock mechanic
- Fixed: Some typos
[ 2021-03-26 13:44:06 CET ] [ Original post ]
Deadly Days is 60% off in the currently running Steam Sale!
Click the banners below for more details and current discounts!
Find even more of Assemble Entertainment's games on Sale accompanying Deadly Days!
[ 2021-03-22 17:09:40 CET ] [ Original post ]
Deadly Days is 55% off in Steam's Lunar Year Sale!
https://store.steampowered.com/app/740080/Deadly_Days/
Click the banners below for more details and current discounts!
Find even more of Assemble Entertainment's games on Sale accompanying Deadly Days!
[url=https://store.steampowered.com/publisher/AssembleEntertainment/#browse]
[ 2021-02-11 18:05:39 CET ] [ Original post ]
Deadly Days is 55% off in our 2 Week Special Sale!
Click the banners below for more details and current discounts!
Find even more of Assemble Entertainment's games on Sale accompanying Deadly Days!
[ 2021-01-25 19:00:50 CET ] [ Original post ]
Deadly Days is 55% off in Steam's Winter Sale!
Click the banners below for more details and current discounts!
Find even more of Assemble Entertainment's games on Sale accompanying Deadly Days!
[ 2020-12-22 18:00:46 CET ] [ Original post ]
Deadly Days is 55% off in Steam's Weeklong Sale!
Click the banners below for more details and current discounts!
Find even more of Assemble Entertainment's games on Sale accompanying Deadly Days!
[ 2020-12-07 18:15:27 CET ] [ Original post ]
Deadly Days is 55% off in Steam's Autumn Sale!
Click the banners below for more details and current discounts!
Find even more of Assemble Entertainment's games on Sale accompanying Deadly Days!
[ 2020-11-25 18:16:05 CET ] [ Original post ]
Survivors! Halloween has come to Deadly Days!
Time-Limited Halloween content
Halloween decoration
- Around the time of Halloween, themed decorations can be found in some places. Some zombies even took the opportunity to dress for the occasion.
- Even the main menu got a spooky theme during Halloween.
Not time-limited, but perfectly fitting for the Halloween season!
Survivors
- Nothing totally new, but keep your eyes out on those rescue missions and you might see some Halloween-themed faces.
Graveyard mission
- Maybe you came across this one already, however, occasionally you might come across a graveyard mission.
- The graveyard features plenty opportunities to rob some graves and dig up some belongings. You might even find someone you thought to already have lost.
Rat infestation Event
- The rat infestation will be a map, crowded with rats and a mini boss rat.
We wish you a spooky Apocalypse! Your Team of Assemble Entertainment & Pixelsplit
[ 2020-10-28 14:26:45 CET ] [ Original post ]
Hi survivors, we just released a hotfix which fixes a rare issue with the "Chaos" mod (which occured in todays daily). We also cleared the leaderboards for todays daily so everyone can play it properly. Thanks to asdfMeats for reporting! - Your Pixelsplit team
[ 2020-10-22 17:09:23 CET ] [ Original post ]
Hi survivors, we just released patch 1.5.7.
Changes
- Added: Hovering over lootable objects now shows you which survivors is assigned
- Added: Option for switching to a non-pixelized font
- Improved: Health bares are now prioritized in rendering (thanks to GuN)
- Improved: Speed up loot hover animations (thanks to GuN)
- Improved: Some Korean localization
- Improved: Username rendering falls back to general use font if character is not in font atlas
- Fixed: Issue where map could not be left when using krypta and laser swords (thanks to Lord Chris)
- Fixed: Hoarder achievement not being unlocked (thanks to Optio)
- Fixed: Achievements earned offline not being synced with STEAM (thanks to huhuhuhuhu)
- Fixed: Issues when upgrading powers or items when using controller
- Fixed: One boss caught in endless explosion loop when using custom weapon with explosive bullets
[ 2020-09-21 19:27:06 CET ] [ Original post ]
In celebration of this year's gamescom, we have set up some decent and limited-time discounts on Steam. With up to 87% we go haywire during Gamescom 2020! https://youtu.be/T8mnO-xtEbk Get Deadly Days for brain-eating 50% off! https://store.steampowered.com/app/740080/Deadly_Days/
More games on discount!
Check out more of our games with exclusive discounts during our Gamescom Sale on Steam: https://store.steampowered.com/publisher/AssembleEntertainment
[ 2020-08-27 14:58:06 CET ] [ Original post ]
Assemble is ringing Hells bells today, as we have thrilling post-apocalyptic news! Our comical rogue-lite zombie shooter Deadly Days is now available on Nintendo Switch via the Nintendo eShop with a limited-time 20% launch discount! https://www.youtube.com/watch?v=4gNb4nWw_54 Additionally, Deadly Days for Nintendo Switch comes with all of the content updates that have been released on PC: Utilize over 60 different items, 25 weapon types, and 30 wacky character skins to make the apocalypse uniquely yours. Nintendo eShop EU: https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/Deadly-Days-1829570.html Nintendo eShop US: https://www.nintendo.com/games/detail/deadly-days-switch/
[ 2020-08-27 10:51:53 CET ] [ Original post ]
Hi survivors, we just released the minor patch 1.5.5.
Changes
- Added: Traditional chinese localization
- Improved: Too many instances of freeze, bomb and drone sounds which oversteered
- Fixed: Items and powers could not be upgraded with controller on first selection
- Fixed: Survivor level up via apples could not work on first controller selection
- Fixed: Rare case where UI would not be presented after finishing wave
[ 2020-07-03 18:10:51 CET ] [ Original post ]
Hi survivors, today we release a minor patch 1.5.4 to fix some issues after update 1.5.
Changes
- Added: Warning popups when you would override an existing run
- Improved: Increased loot range and speed
- Improved: Reduced volume and range of burst / inferno bomb sound
- Fixed: Custom weapon Lightning bullet could sometimes just lie on the ground
- Fixed: Lifeguard could break feeding routine
- Fixed: Loading screen when equipping Rat trap item
- Fixed: Some lootable things didnt shine
- Fixed: Summary would show wrong amount for tools
- Fixed: Typos in German localization
- (Potentially) Fixed: Flickering of UI
[ 2020-06-19 18:07:04 CET ] [ Original post ]
Hello survivors, during the last few months, we have been working on a big update - version 1.5 - which was released today.
Constructing rooms ...
Have you ever been wondering what all those mysterious doors in the base are for? To put something in, of course...! You now have the possibility to build different rooms that give you different bonuses. How about a greenhouse that supplies you with sustainable bio certified apples? Or a mechanic room that will automatically repair some of your weapons? Or a satellite uplink that replaces your boring airstrike with a fancy orbital laser?
But to build these rooms, you need more than conventional scrap: you need proper tools. These are what you can find all over the game from now on, but especially at the new hardware stores. Be a real DIY person and take a trip to the hardware stores!
and crafting weapons
But is that all you can do with those tools? No, actually, you can construct some crazy, unique weapons with them. Within the newly added workshop screen, you will now find the possibility to build custom weapons. First you choose from three basic weapon types, then you can add different modifiers with additional tools and begin to increase the weapon level and damage output.
Apple fanatics and more
Of course, we have also expanded the content for the existing mechanics. You can now meet the apple fanatic and the masochist in the game. The apple fanatic deals more damage scaling with the number of apples you own. The masochist loves being hurt so much that he heals the other survivors based on the damage he takes.
In the battle against the zombies, you can now find two new items: The lightning rod, which modifies your airstrike to fire additional lightning bolts. The air freshener, attached to your rockets, ensures that your airstrikes leave a small healing area.
New special powers have also been added to make the zombies' non-existent life difficult. The Polymorph power turns all special zombies into normal zombies. The laughing gas power significantly reduces the damage done by the zombies.
Rocket science
We also added something with rockets to the game.
Other changes
- Added: New languages (French, Italian, Korean, Polish and Spanish)
- Added: Variety of map tiles (including garages to loot)
- Added: New mission modifiers (e.g. A gym used to be here)
- Added: New daily modifiers (based on the new workshop mechanics)
- Added: New achievements (Tool collector, Builder, Fully upgraded, To the moon!)
- Added: New weapon modifier for pistols (additional crit chance and increased crit damage)
- Added: Food and tools now appear on ressource summary
- Improved: Complete redesign of base
- Improved: New font for better readability
- Improved: Reworked specialization screen
- Balanced: Ice zombie ice ground doesnt stack anymore
- Balanced: Changed rat strike daily modifier to exploding rats
- Improved: Performance and loading times
- Improved: Map generation time
- Improved: Rockets now trigger tree destruction and explosion interactions
- Fixed: Flamethrower sound was broken
- Fixed: Some of the challenge path modifiers not working
- Fixed: Looter skill (chance for double parts on pickup) not working correctly
Trailer
Make sure to also check out our cool update trailer: [previewyoutube=1IuxV5cPw5o;full][/previewyoutube] We hope you enjoy the changes and cant wait to hear your feedback. Our Discord Server is always open for discussion ( https://discord.gg/4KCf5zt ). Or just use the STEAM discussions. - Your Pixelsplit team
[ 2020-06-16 16:33:02 CET ] [ Original post ]
Deadly Days is 33% off in the Assemble Anniversary Sale!
[ 2020-04-02 14:20:19 CET ] [ Original post ]
Dear Deadly Days fans, Thanks for your support and feedback, which helps us to keep improving the game. We hope you enjoy the game and the latest updates as much as we do. If so, you can help us to become even better known with your vote at the German Computer Game Awards. As an Indie Game Studio every voice counts for us. It's only one click away. You can vote here: https://deutscher-computerspielpreis.de/publikumspreis/deadly-days Stay healthy and continue to support indie games. We appreciate your effort! - Your Pixelsplit team
[ 2020-04-01 12:06:25 CET ] [ Original post ]
Hello fellow survivors, we would like to present you the enlightening version 1.4 update, which will especially inspire those who like to loot at night. Furthermore, playing from the couch is now finally possible - for extra long nights.
Let there be light!
In "Deadly Days" it has so far been very difficult to keep track at night. There was a lack of contrast and it was not easy to find the bus.
That's why we developed and implemented a lighting system that improves the gaming experience at night. It also looks great, have a look for yourself. But be careful, the difficulty level hasn't decreased, so don't enjoy the beautiful lighting effects for too long.
Controller support
After we have experimented with an additional control concept for a while, we would like to introduce you to our controller setup, which we think works very well. So if you want to spend a few hours in "Deadly Days", you can now sit back and relax. But be careful: The later the night, the faster the zombies. Are you fast enough with the controller to survive? Find out for yourself
Other changes
- Added: UI feedback when characters are healed
- Added: Hint when hovering over lootable things
- Improved: Several performance improvements
- Improved: Loading times from menu to game
- Improved: Damage numbers now appear more evenly distributed (instead of in a ring form)
- Fixed: In rare scenarios too many leader buffs could be active
- Fixed: Enemies sometimes getting stuck at barrels
- Fixed: Lightning gun bullet staying mid air sometimes
- Fixed: Sometimes buildings were not correctly based on seed
- Fixed: In rare cases survivors could get stuck at threat vending machines
[ 2020-02-27 21:53:22 CET ] [ Original post ]
Hi survivors, Christmas is over and the snow is melting away. We used this opportunity to squash some bugs that popped up over the holidays and made some minor balance adjustments. But in the back room we are already working diligently on the next big patch.
Changes
- Added: You can now hover over the daily mods in the pause screen to read their descriptions.
- Fixed: Game sometimes randomly breaking in the base during daily runs with the chaos mod.
- Fixed: New survivor on maps and from events breaking during daily runs with the Legendary mod.
- Fixed: Some minor graphical glitches
- Fixed: Reviving a character during a daily run with the Evolving Weapons mod could lead to losing the weapon.
- Balance: Graveyard now correctly can revive each character only once
- Balance: Shotgun now has a reduced spread and higher pellet count.
- Balance: Every explosion now also damages enemies outside of the normal radius depending on how far away they are.
[ 2020-01-23 17:08:51 CET ] [ Original post ]
Hi, we just released a minor hotfix.
Changes
- Fixed: The fragile weapon daily mod could break the return to base in rare cases
- Fixed: Crossbow didn't get additional mods with event card / items
- Fixed: Handheld console description wasn't showing the numbers
- Fixed: Sometimes crossbow bullets would not damage environmental objects
- Fixed: Oktoberfest power not dropping powers when upgraded
[ 2019-12-22 16:58:14 CET ] [ Original post ]
Ho ho ho survivors, we have gifts for you! Lots of new stuff for "Deadly Days" that you can find in version 1.3.
Daily Mode - Deadly Edition
We think our daily mode was quite fun already, but we completely overhauled it, in order to add much more replayability and variety! We added over 35 different modifiers that make each daily run unique (by choosing 3 of them randomly). Be warned that very difficult challenges may await you.
Please note that we cleared all the daily scores for today before the release. So you have another chance to die today :)
Content, Content, Content!
You can find new powers, items, weapons and characters. The new powers are: Lifesteal and Dog squad. Lifesteal gives your characters temporarily the ability to heal when damaging. Dog squad... take a look at it yourself.
New survivors also appeared in the world of "Deadly Days". Nobody knows where they came from, but Elkman helps all your survivors being faster when moving. And then there is Casanova. He falls in love with another survivor. Together they are double as strong. But as soon as the loved one of Casanova dies, Casanova will die too. Sad, right?
Survivors also need new weapons. Say hi to the spear and the crossbow. The spear is a long ranged melee weapon. The crossbow is a new legendary weapon with different bolt properties (exploding, freezing, etc.).
You can also find two new items: Handheld console and Spare wheel. The handheld console will temporarily buff your survivors each time they level up. The spare wheel will improve your outcome when looting cars.
Christmas Theming
Sure we also added some Christmas flair to the game ;)
Other changes
- Improved: UI for difficulty selection
- Improved: Some small performance optimizations
- Fixed: In the factory interactions with stuff from the next room were possible (thanks @Exorcismus)
- Fixed: Berserk could lead to giant survivors (thanks @ilias)
- Fixed: Dog behavior sometimes got confused ("Rudi" item)
- Fixed: Oktoberfest power upgrade didn't work properly
[ 2019-12-18 13:14:48 CET ] [ Original post ]
Hi survivors, we just released a small update that fixes some minor problems. Changes
- Fixed: In rare cases item upgrades were not applied correctly
- Fixed: Copy machine sometimes did not duplicate weapons correctly
- Fixed: Description of challenge mode modifier "Complicated items" displayed wrong information
- Fixed: Maps would not load with invalid Twitch connection settings
- Fixed: Code unlockable skins did not save their randomly selected trait correctly during a run
- Balance: Challenge modifier "Labyrinth Houses" now only applies to normal houses
[ 2019-11-09 08:46:22 CET ] [ Original post ]
Hi survivors, we just released a hotfix which addresses some issues that came up in the Halloween update.
Changes
- Fixed: Bats from the vampire were not removed at the end of each day.
- Fixed: Graveyard missions allowed going over the survivor cap.
- Fixed: When using the rattrap item zombies were sometimes compelled to storm the top left corner of the map.
- Fixed: Weapon upgrade event could break when characters died before.
- Fixed: Experience did not scale correctly for the new over-leveling
- Fixed: Emergency teleport could be activated during pause.
- Fixed: Typo in the zombie blood funnel description
- Fixed: Graveyard mission preview was displayed incorrectly (blurry).
[ 2019-10-27 11:07:41 CET ] [ Original post ]
Hi survivors, since Halloween is near we wanted to take the opportunity to bring some spooky flair into Deadly Days and even add some cool new stuff. So we release version 1.2.
New survivors have arrived
Keep your eyes out on those rescue missions and you might see some new faces. They all are Halloween flavored but will stay as permanent additions to the game.
New mission: Graveyard
Occasionally you might now come across a graveyard mission. The graveyard features plenty opportunity to rob some graves and dig up some belongings. You might even find someone you thought to already have lost. The graveyard will also be permanently added to the game.
New event: Rat infestation
We also added a new random map event. The rat infestation. The map will be crowded with rats and a mini boss rat. While doing that we improved rat graphics.
Halloween decoration
Around the time of Halloween, starting today, themed decorations can be found in some places. Some zombies even took the opportunity to dress for the occasion.
Other changes
- Added: You can now level up after level 20. This level is seperate from the characters trait but will increase their maximum health.
- Added: STEAM rich presence support
- Fixed: Sometimes survivors could be hooked by half zombies while jumping in the bus
- Fixed: Double looting by the thief could increase the objective count multiple times
- Fixed: The chosen rooms in the final mission were not based on the run seed
- Fixed: Loca for difficulty selecton didn't change when switching languages
[ 2019-10-25 12:46:01 CET ] [ Original post ]
Hi survivors, we just released another minor game patch and a major STEAM update.
Trading cards
We have now added 10 trading cards that you can collect. If you have them all you can earn some cool Deadly Days rewards for your STEAM account like emotes and backgrounds. BTW check out these fancy trading card interactions in the new STEAM Beta client :O
Other changes
- Fixed: Some Chinese language adjustments
- Fixed: Hulk zombie sometimes could instantly rage on spawn (thanks to tide_wee!)
[ 2019-10-22 16:24:08 CET ] [ Original post ]
Hi survivors, we just released a little patch especially to improve Chinese language integration.
Changes
- Improved: Implemented Chinese localization feedback (it is now much closer to game context)
- Fixed: The Twitch voting system didn't work for the final mission
- Fixed: The line spacing for Chinese and Japanese mission modifiers was wrong
[ 2019-10-21 14:07:23 CET ] [ Original post ]
Hi survivors, we just released a minor hotfix which fixes the problem of permanently slowed characters due to the changed ice zombies. Thanks for the reports! - Your Pixelsplit team
[ 2019-10-17 11:10:17 CET ] [ Original post ]
Hi survivors, today we release another minor patch. It contains some bug fixes and balancing adjustments. Thanks to everyone who gave feedback!
Changelog
- Fixed: Daily mode had connection issues from China
- Fixed: Boss mission with factory tanks could break sometimes
- Fixed: Nightwatch achievement didn't trigger after 5 min (it was 7 min instead...)
- Fixed: Some healthbars were visible during the intro
- Fixed: Log was spammed in intro
- Balancing: Nerfed hook zombies (distance)
- Balancing: Nerfed ice zombies (they drop a slow area instead of completely freezing the characters)
[ 2019-10-15 15:35:00 CET ] [ Original post ]
Hi survivors, since the last patch we received a lot of feedback and found some issues ourselves. So we updated to version 1.1. What did change?
Nerfed half zombie
Probably most of you know the half zombie who has a really long tongue and catches your survivors. We were quite unhappy with them and we received confirmation from the community that you also don't like it much. The problem is that you sometimes loose complete control and can't counter their attacks. So we changed the mechanic and balancing a bit. The half zombies still hook your characters, but they pull them quite slow. During the pulling time you will be able to damage the zombie (with weapons or airstrikes) OR your survivor (with airstrikes to destroy the tongue of the zombie) to free your survivor. Please give us feedback if you like this change.
Weapon seeding
We changed how the random numbers are calculated for weapon drops. This is especially important for the daily mode. In daily mode when two players choose the same mission and they get weapon drops (from whatever source) then the types will be the same. Previously, it was possible to get a different result if you were looting things in different order. This should make the daily mode even more competitive and fair.
Other changes
- Added: Glittering effect + fog reveal on the factory doors and machines
- Improved: Pellet count is now displayed as a multiplier besides your damage number.
- Improved: Loading times from menu to game should be slightly better now
- Improved: Your survivors don't make hurt sounds anymore if they are immune to some damage (e.g. if you use the gas mask)
- Balancing: More pellets on your shotgun now means more damage. Beforehand the overall damage was split among the pellets
- Fixed: The daily win achievement could not be unlocked
- Fixed: The complete tutorial achievement sometimes could not be unlocked
- Fixed: The reach 10000 points in a daily challenge achievement could not be unlocked
- Fixed: Persistency for mallet item improved weapons (before it didn't save the level ups)
- Fixed: German localization was missing for medikit item
- Fixed: In some cases the Twitch viewer name integration didn't work
- Fixed: Several gameplay irrelevant exceptions which could spam the log
[ 2019-10-04 16:23:00 CET ] [ Original post ]
Hi survivors, today we release another hotfix which solves an issue where you can't get past the Pixelsplit intro due to a broken savegame (caused by a crash). This one is important for a handful of players. In some really rare cases savegames could be corrupted and are unrecoverable. If this is the case for you, maybe drop us a message with infos about your savegame and we might be able to manually replace it for you. Now we added a resilient backup mechanism which restores your last savegame in case of an unexpected crash which lead to a corrupted save. So everyone should be save in the future. Thanks to everyone who contributed information regarding this bug. Our Discord Server is always open for discussion, bug reports and your feedback ( https://discord.gg/4KCf5zt ). Or just use the STEAM discussions. Have a nice apocalypse :) - Your Pixelsplit team
[ 2019-09-26 19:36:41 CET ] [ Original post ]
Hi survivors, today we release patch 1.0.3. We fixed several issues and improved some minor things. Thanks to everyone who reported bugs and helped in fixing them!
Changelog
- Improved: Slightly better performance, especially in base screen
- Improved: Tinted enemy rats to differentiate them from player rats
- Improved: Slight performance improvement in base view
- Balanced: Added a survivor cap
- Balanced: Reduced the occurrence of fire stations a bit
- Fixed: Some new players could get stuck in Pixelsplit intro scene
- Fixed: In some cases the franken-boss could not be killed
- Fixed: Poor performance on Mac depending on resolution
- Fixed: Achievement-locked survivors sometimes could be found in rescue missions (without having the achievements unlocked)
- Fixed: Orbital laser sometimes could break
- Fixed: Survivors don't walk through bus in base anymore
[ 2019-09-25 14:29:30 CET ] [ Original post ]
Hi survivors, today another hotfix. Thanks for your reports!
Changelog
- Improved: Slightly better performance, especially in base screen
- Fixed: Event card could stall game if power / item inventory is full
- Fixed: Survivors could get stuck behind conveyor belts in factory
- Fixed: Issue where new run couldn't be started in rare case
- Fixed: Backwards compatibility bug with very old Early Access savegame
- Fixed: Event log spamming for Linux
[ 2019-09-23 19:42:22 CET ] [ Original post ]
Hi survivors, we just released a small hotfix for the game.
Chanelog
- Added: New launcher image
- Improved: Sometimes characters wouldn't be hurt for long time in tutorial map 2, so we force this after 1 minute
- Fixed: Backwards compatibility of savegame for very old Early Access version
- Fixed: Leveling up after tutorial was broken
- Fixed: Edge case where you could break the tutorial
- Fixed: Intro was not played before tutorial (just before first proper run)
- Fixed: Edge case where minigun and lmg could break some items
- Fixed: Log spamming on Frankenboss
- Fixed: Upgraded "Zombie Survival Guide" item could break with just one character remaining
[ 2019-09-21 07:58:51 CET ] [ Original post ]
Hi survivors, we finally reached the end. After almost 2 years of development we proudly present version 1.0 of Deadly Days. This would not have been possible without you. We want to thank everybody who gave us feedback, left a comment, reviewed or just played our game. The project became something completely different from what it was and we are proud that everyone could be a part of our journey. For our final update we tried to cram in as much as possible. We added much more content, heavily rebalanced the game and fixed every single bug we could find.
New content
Deadly Days got a major content update! Let's start with survivors. 25 new survivors have been added, each with individual traits. Including mechanics, party animals and sneaky ninjas.
We added 12 more items to give you even more combo potential. The game contains 60 items now. For example, we added a dog (yep, you can pet him), a rat trap and some penetrating oil.
In order to help you out in certain situations we added two more special powers, including the Drone Swarm.
We felt like the game could need some more weapons, so we added two more weapon types: The sledgehammer and the light machinegun.
Besides all this we added some more map variations including some new events (e.g. the vending machine alley). We also reworked some of the achievements, added some more and tied some content to them - so make sure to unlock them.
Balancing
We heavily rebalanced the game in multiple areas. Firstly we modified how the night works. Until now it was pretty easy to stay as long as possible and it also rewarded a massive amount of points. Now the difficulty will scale much quicker and zombie dogs will start spawning. Staying at night also no longer provides bonus points.
All weapons have been rebalanced. The range stat of a weapon did not really found a use until now. Bullets now travel correctly depending on the range and deal less or even no damage, if they reach their maximum range. With that in mind we also reduced the base range for most weapons. This means the range modifier is no longer useless and the range of the weapon is now important to consider.
Furthermore all three bosses have gotten a big upgrade. Until now they felt more like really tough zombies with no special tactics needed. We reworked their mechanics completely. Bosses now feel challenging and more special than regular zombies. But beware they also might be much more dangerous :)
Other changes
- Added: Intro for game
- Added: Professional localization for Japanese, Chinese, Russian and Portuguese
- Added: Feedback bar for active special powers with durations
- Added: Health bars to treasure zombies
- Added: Displaying leader buffs in character bubble
- Added: Pagination to encyclopedia
- Added: Savegame encryption :)
- Added: Destroyable hydrant which can interact with fire in some situations
- Added: Credits screen
- Added: Custom character name generators for special survivors
- Added: Scientist themed zombies to factory
- Added: New zombie graphics
- Added: New bubble per inventory item, so you exactly know what is new
- Added: New looting progress representation
- Rebalanced: Adjusted scrap that is distributed on map and cars
- Rebalanced: Copy machine item works differently now (can duplicate weapon in inventory)
- Rebalanced: Added pierce chance falloff for piercing bullets
- Rebalanced: Fire station now reduces threat level once (but longer loot time) and based on loot level
- Rebalanced: Vending machines prices are now a bit more randomized
- Rebalanced: Lootlevel for missions is now calculated differently. Allowing for higher variation.
- Improved: Performance
- Improved: Sound of part transfer in base
- Improved: Chainsaw now has additional gore on hit
- Improved: Date formats are now culture specific
- Improved: Overworked all zombie graphics regarding colors
- Improved: Reworked music
- Fixed: Burger building didnt spawn proper amount of mini bosses if one-shottet
- Fixed: The warehouse and hospital now scale their loot correctly depending on the lootlevel
- Fixed: Weapon level is now 1 on day 1 in vending machines
- Fixed: Character overlay sprite sometimes not flipped
- Fixed: Characters endlessly bleeding when being hooked by half zombie
- Fixed: Issue where sometimes event spawned survivors (e.g. find hero) wouldnt enter base and thus blocking UI from reappearing
- Fixed: Wheels glitched through bus in loading screen
- Removed: Early access screen
[ 2019-09-19 09:11:38 CET ] [ Original post ]
Hi survivors,
we just released version 0.80.
Objectives
For the tutorial we introduced an objective system to guide new players with active goals. We decided to also add this for the "normal" game. The top left corner will now contain a list of things you can do on the map. Be aware that these are optional (except in the final mission) and you should always leave if it gets too dangerous. But doing all objectives in one day gets you some bonus points at the end ("Perfect day").
Win streak
You can now maintain a win streak. This counter will increase with every won run (except dailies). If you lose this counter will be reset. There is also a leaderboard for it - who of you will maintain the longest streak?
Other changes
- Added: Overworked main menu
- Added: Hover texts for threat level. day, parts and map pieces
- Added: Feedback bubble that path is blocked (e.g. if a house is behind a car barricade)
- Added: New intro
- Balancing: The threat level increases are much higher now in the late game
- Balancing: Bus cool down is now longer but the starting time shorter
- Improved: Loading screen should be a lot smoother when loading mission
- Improved: Better visual feedback on event cards (grey missions)
- Improved: You can now read the descriptions of items and powers in the unlock screen
- Improved: Challenge path is unlocked on your first win
- Improved: Some adjustments to the tutorial
- Improved: Added German localization for survivor quotes
- Fixed: Powers would sometimes overlap health ability
- Fixed: Looting would somehow continue when survivors dies on its way through the door of a lootable house
- Fixed: Survivors sometimes could get stuck when cycling many characters for one lootable house
- Fixed: Bus could not return to base if a character would die while looting
- Fixed: Encyclopedia entries would change size when changing category
- Fixed: If all your characters would starve they wouldn't show up on the summary screen
- Fixed: Zombies would immediately disappear when loosing a game
- Fixed: Final mission wouldn't appear on summary
[ 2019-07-19 17:29:31 CET ] [ Original post ]
Hi survivors,
we just released a new patch. Here are the changes:
Tutorial
Finally we removed our old help system (with these "?" buttons) and replaced it with an interactive tutorial. This should help new players to easily get into the game.
If you already played the game we'd also love to hear your opinion on the tutorial (and maybe you can even learn something new?).
Billboards
We added a new discovery element to the game.
You can now find billboards on some maps. If you click on these billboards a survivor will inspect them. With that you are guaranteed to get the respective mission type. E.g. inspect a supermarket billboard and in the next mission selection you will have the supermarket available. BUT it overwrites your first randomly generated mission slot so be careful when to use it. We hope to give you a bit more optimiziation possibilities with this.
Other changes
- Added: You actively have to loot cars now (just click on them to assign a character)
- Added: Feedback bubble for consuming food
- Improved: Made emotion bubbles of survivors a lot smaller and compact
- Improved: Performance should be better now due to better memory management
- Improved: Loading times should be a bit better
- Improved: Added loot sparkle when burger building is destroyed
- Improved: When Twitch mission voting starts mission types are shown in chat now
- Improved: No more death gore sprite slicing, but more gore.
- Fixed: Red lines on streets
- Fixed: Zombies sometimes got stuck on trees
- Fixed: Warehouse loot scaling was wrong
- Fixed: Slime boss would sometimes drop multiple keys
- Fixed: Skeleton could revive from starvation
- Fixed: Prisioner triggered unnecessary drops in final mission
- Reset leaderboard
[ 2019-07-06 07:53:44 CET ] [ Original post ]
Hi survivors,
we just published version 0.60 on STEAM. Check out what changed:
Daily mode
We've wanted to do it for a long time and now we've finally done it! From now on you can find a daily challenge in the main menu - can you make it to number 1 in the ranking? You only have one try! To add a little more variety to the game, the daily challenge starts with random survivors, start Item and start power. In addition, four random leader buffs will be drawn from the specializations.For the purpose of being the same for everyone, the daily challenge has also unlocked every item and power. You can still access the daily challenge after winning or losing a run if you want to practice, but only your first run will be scored.
In the future we might want to add some game modifiers, so please let us know your opinion and ideas.
Twitch integration
We added a first twitch integration for the game. The game can draw survivor names from the names of your viewers. And you can activate mission voting, so your viewers decide which missions you have to play. You can find the respective settings in the main menu under "Twitch settings".
Destructible trees
We also did some polish for this version. A major thing is animated trees and their destructability via explosions.
Other changes
- Added: visual feedback for find survivor events
- Improved: Weapon comparison now proplery takes buff traits into account
- Improved: Bus button could block regroup
- Improved: Rocket trails stay longer now
- Improved: Pathfinding between tight house constelations
- Improved: Destroyable things (burger, car barricades) now show damage numbers
- Improved: Survivor selection is now only based on distance (not taking leader status into account anymore)
- Improved: Pivot of freeze grafic on tall enemies
- Improved: No more unnecessary drops on final day
- Improved: Performance improvement by improved sprite atlas
- Balancing: Re-balanced loot level based additional drop chances
- Balancing: Switched effect and upgrade effect for "Coin on string" item
- Balancing: Night now scales up faster after a few minutes. Be careful.
- Fixed: Hook zombies could hook survivors away when entering house
- Fixed: Sometimes survivors could "die" with 1hp left thus not appearing in game over
- Fixed: Day summary screen was somehow broken
- Fixed: Selling "none" weapon is not possible anymore ;)
- Fixed: Railgun pushing zombies
- Fixed: Bosses sometimes didn't show hp bars
- Fixed: Added some missing localizations
[ 2019-06-21 16:11:30 CET ] [ Original post ]
Hi survivors,
we have a new version for you - v0.51. It was mainly focused on content and polish. What changed:
Interaction highlight system
We saw that especially new players have problems identifying click-lootable stuff. We added a sparkle effect so you can easily identify these things.
We'd love to hear your thought about that.
New powers & items
We added 5 new powers and 11 new items. Go find out what they're all doing - here are some examples: [spoiler]Item: Seismograph[/spoiler]
[spoiler]Power: Lightning Storm[/spoiler]
Polish
We took the brush and scrubbed the game a little bit.
- Now characters, zombies and trees have ground shadows
- The streets are partly a little dirty
- We added some more detail objects to the sidewalk
- Explosions shake the screen
Other changes
- Added: Alarm system for the final day
- Added: Visual feedback for events that give you inventory content
- Improved: Regroup is more responsive now (Setting the regroup forces the survivors to go to the middle of that position first)
- Balanced: Gas cloud of gas zombies less frequent and less harmfull
- Balanced: Nerfed half zombies (hooking ones)
- Balanced: Rest tier 1 event gives you additional max health boost
- Fixed: Switching between looting survivors could break looting
- Fixed: Gas zombie not spitting gas bullets
- Fixed: Gas/fire interaction lead to many explosions
- Fixed Zombies got pushed out of map
- Fixed: Factory room dropped too many keys
- Fixed: Sometrait descriptions were outdated
- Fixed: Random cars which blocked some pathways
- Fixed: Oktoberfest power drops were at wrong position
- Fixed: Sometimes continue run button was still visible in main menu
- Fixed: Burger building doesn't take damage from bottom
- Fixed: Airdrop and lootable houses were not properly based on seed
- Fixed: Some issues with 21:9
To all the highscore hunters
From now till release we'll also clear the highscore list every update, since there will be balance changes which can affect the highscores to much. We hope you enjoy it! Feel free to leave feedback here or join our Discord Server ( https://discord.gg/4KCf5zt ). - Your Deadly Days team
[ 2019-06-07 17:49:54 CET ] [ Original post ]
Hi survivors, we just released a minor patch to fix some issues.
Changes
- Fixed: Intro scene could hang on Linux
- Fixed: Sometimes characters would get stuck when looting houses
- Fixed: The automatic fighting could prioritize more distant zombies instead the near ones
[ 2019-05-20 20:02:01 CET ] [ Original post ]
Hi survivors,
after 2 months of intense evaluation, conception and implementation we are happy to announce the next massive Early Access Update - version 0.50. We have many major changes, so if you played a version before, better stay tuned!
New mission and meta game system
Before we basically had one mission type (scavenge) where you could find all loot types (items, powers, weapons, survivors). Now we changed the mission structure in a way that you have to strategically have to decide which type of loot you want. Do you need more manpower? Go on a rescue mission. Do you need more food to feed these men (and women)? Go to the supermarket. Do you need new weapons? Find an airdrop. And so on. It is up to you! But decide wisely, otherwise youll end up as a zombie snack.
But there is even more to find. Make sure to visit burger restaurants from time to time. There you will get hints where to locate the giant burger factory where all the evil originates from.
Wait feed survivors?
Yep, we finally added the survival aspect to the game. You have to collect food, otherwise your survivors will starve terribly. So make sure you visit the supermarket frequently to always have enough food in stock.
Survivor traits
We always wanted it, you always wanted it - we never did it. Until now! Finally we have added character traits. Each of your characters has a unique skin and with it comes a unique trait. Some are good at healing, others are good at laying mines. But what they all have in common is that they can get better! During the game the survivors will get experience and improve their trait. You can even train them in the base now - it only costs a bit of your precious food.
Survivor control changes
Like announced in the last post we changed how you control characters. Click somewhere on the ground and theyll defend that position. NEW is that you can hold the left mouse button and the characters will follow your mouse. Furthermore you can hold the CTRL key and the characters will stop moving and start shooting at that target. Melee Fighters will defend their current position and attack nearby enemies.
Another important change is that you dont click to loot anymore. Your survivors pick up items, powers and weapons for you.
Power and ability changes
We changed how special powers work. Previously you had to collect energy orbs to charge them. This lead to the problem that you often couldnt use your powers. NOW your powers charge up once at the beginning of the day. To counterbalance this a bit we added power slot unlocking like for the items. Furthermore we changed how the basic abilities work. We simplified the system to a cooldown based system. So use your charges wisely. But no worries: There are items to help you out.
Hazard system
Before the danger level of a mission determined how many and how fast zombies appear. Now it also determines how many additional dangers will appear on the map. Stinking rotting mountains of meat or car barricades to be blown away. Be careful where to send your survivors.
Vending machine with delicious content
You can now find vending machines on your missions. Hopefully it will contain something useful to you.
The burger factory
Finally we implemented the new final mission. It takes place in the burger factory. We wont spoil anything more.
Other changes
- Added: Basic attack animation for zombies
- Added: Special zombies get unlocked when threat level increases (in steps of 5)
- Added: Rare purple missions (improved loot, extremely hard)
- Added: New Pixelsplit intro
- Added (back): Back button in mission selection
- Added: 4 new items
- Added: more interactions between items
- Added: Healing numbers
- Reworked: A Lot of items and powers to be compatible with changed mechanics
- Balance: Gas cloud of gas zombies just make area of damage instead of poisoning until healed
- Balance: Hook zombies should be more dangerous now
- Balanced: Loot level (affects amount and rarity) vs danger
- Improved: Ramped up gore level a bit
- Improved: Overworked UI for threat level system
- Improved: Simplified world space health bar design of characters
- Improved: Base progresses visually with more items and powers
- Improved: The further you get in the game the more zombies surround the base now
- Improved: Enemies dont overlap anymore. More mass. GIF
- Improved: UI of threat level and current day
- Redesign: Crate -> Airdrop
- Cleared leaderboard because off all the changes
[ 2019-05-16 08:19:58 CET ] [ Original post ]
Hi survivors, we know the last update was a while ago. But we are constantly working on Deadly Days. We are making some last big changes, these take quite some time (development and testing). Today we want to teaser the stuff we are working on.
Improved survivor controls
A frequently mentioned feedback is the possibility to control the survivors. During the development of "Deadly Days" we already had several changes in the control options, but most players often find the survivors' autonomy annoying. A first change to fix this was that you can't remove the regroup anymore, so the player always actively determines where the survivors should go. Another iteration led us to the current solution. You can keep the mouse pressed and the survivors can follow it. Meanwhile the survivors also fight. But if you want to actively fight a big mob, we've added a CTRL modifier where your survivors stop and shoot where you point them.
All this makes the game much more active and increases your chances of surviving by skill, we hope you like it.
Improved ability and powers controls
Another problem that we've confirmed is that many players have never been able to use the Special Powers. The problem was balancing the energy needed. We have radically simplified the system. Equipped Special Powers can now be used from the beginning of the day, but only once (there are also smart combinations that make multiple activations possible). For the basic abilities (heal and airstrike), the energy system has also been removed, and a cooldown system is now used instead. The mechanics should now be much more transparent and predictable for the players. In addition, every use of the abilities must now be carefully considered. We also removed one layer of indirection. When you press 1 (for airstrike), the airstrike is immediately shot at your mouse position. The same applies for healing. This allows much faster and more accurate usage of the abilities.
New mission layout, food ressource and the end
We started to change the structure of the different missions a bit. Now you have to actively decide which resources you want to collect. There are still scavenge missions where there are just a lot of lootable houses, but with low probabilities for the really good things (items, powers, rare / legendary weapons). Additionally you will get the choice between special buildings like the hospital (gives you special abilities) or the supermarket. The supermarket guarantees you food. Food? Yes, we have introduced food. After each day, each survivor now needs one unit of food. If you don't have enough food, one survivor will die for each food you are missing. So make sure you always have enough food. The whole thing also plays along with the active decision to do rescue missions where you find new survivors - but remember that they also need more food. There are also missions for items and weapons. So choose wisely what you need next. Another new mission type is the burger restaurant. After you destroy it you can loot a piece of a map. Where does this map lead, you ask? Of course this map leads to the burger factory which is the source of all the zombies. This is where you can end it all and finish your run.
Right now there is no ETA for the changes, but well release them as soon as we are ready. Feel free to discuss the upcoming changes, tell us your ideas or just have a chat with us in our Discord ( https://discord.gg/4KCf5zt ). - Your Deadly Days Team
[ 2019-03-19 10:59:54 CET ] [ Original post ]
Hi survivors, today we just have a minor update for you. But be assured that we are in the progress of making bigger changes. Here are the changes for update 0.18:
- Added: Option to activate the community loca sheet
- Improved: Performance
- Improved: Zombie ambience audio was reduced drastically
- Fixed: Sometimes portrait healing didn't work
- Fixed: Abilites and powers were activatable when returning to base
[ 2019-03-01 13:11:32 CET ] [ Original post ]
Hi survivors,
today we release version 0.17 for you. We made the following changes.
Encyclopedia
We added a collection book to the main menu. It contains all items, powers, weapon and enemy types. As soon as you find the respective stuff ingame you can look it up there (including a description). In case of enemies it is killing them to unlock them in the collection book. If you unlock all entries, there is another achievement that you can unlock.
Bloated zombie adjustments
The bloated zombie now contains a surprise. Kill it and nasty, tiny rats will appear. Since you destroyed their home, they'll be very hostile to you.
Added localizations
We added mostly auto translated Chinese, Russian, Japanese and Korean loca to the game (and the store page). Please be aware that the loca is not finalized. It would be super cool if you would help us
Other changes
- Improved: Escape in summary screen now closes the screen instead of showing pause
- Balancing: Energy bubbles get auto looted after a short time
- Fixed: Healing via portrait sometimes breaks
- Fixed: Cancel in difficulty selection doesn't work
- Fixed: Pause menu overlays loading screen
[ 2019-02-01 20:11:44 CET ] [ Original post ]
Hi survivors,
we are all back from holiday now and we just released the new patch 0.16. What did change?
Its getting foggy
With the last patch we introduced regrouping with primary mouse click, which should lead to more active player control. In order to intensify the discovery aspect we added a fog of war. There are several ways how it is revealed, the most basic one is letting your survivors walk through it. The rest you have to find out yourself ;) Furthermore we added a new item which interacts with the fog - the vacuum cleaner.
Special buildings: Starting with MKing
This patch contains the first special building. It is a MKing burger shop. Be careful when you spot them, since they continuously spawn basic zombies. You can destroy the building and then enter it. We are planning more special buildings in the future. Do you have any cool ideas?
Run summary
We added a summary to retrospectively have a look at your run (chosen cards, found survivors and items). You can open the summary in the base screen and in the game over screen.
Back to bus in UI
We added a shortcut to the UI so you can easily jump to the bus and even start the return process. This should make your lifes a bit easier, especially on big maps.
Other changes
- Improved: Clip size mod for rocket launcher definitely gives you a boost now
- Improved: Regroup is disabled when returning to bus
- Fixed: Lasersword could be bought in vending machine
- Fixed: Spacebar triggers regroup
- Fixed: Weapon level not restored when continuing run
- Fixed: Game not being saved properly after events
- Fixed: Final base item slot couldnt be unlocked
[ 2019-01-18 14:20:40 CET ] [ Original post ]
Hi survivors,
this week we release version 0.15 to you. Before we start explaining the changes wed like to point out that this game is now on Winter Sale. This is probably the cheapest price you can get in the near future. We would be happy to see a few new players :)
Now let's start with the changes.
Achievements!
We finally added over 30 achievements to the game. Lets see if you can unlock them all ;)
Control changes (Important!)
This one is really important for current players! Previously we had the movement command as a third basic ability which you had to select and then could use left-click to send the command. We now made this movement ability an integral part of the game by binding it to left-click! Always. So you can quickly send your survivors to some place and thus have more control over them.
Since left-click was used for the basic abilities before, we had to move triggering the abilities to right-click (camera movement is now possible with middle mouse, edge panning or WASD). We also added a hotkey mapping (keys 1 and 2) and glyphs to the basic abilities, so you can easily switch between them. To make your life easier we also added the possibility to heal through the portraits. So select the healing ability, right click on one of the portraits and the respective survivor will be healed (if you have sufficient energy ;) ). Furthermore we added hotkeys to the special powers. So you can activate them with the keys 3-5 when they are charged up. We also show a glyph now when they are charged. Wed love to hear your feedback on these changes!
Melee weapon rebalancing
In the previous versions melee weapons were strong, but quite dangerous to use. In order to encourage using melee weapons we changed the system a bit. First important change is that melee weapons now can have a block chance which reduces the danger of being attacked. Furthermore melee weapons can hit multiple enemies now. That should make them quite strong in crowded situations.
Other changes
- Activated the christmas zombies :D
- Improved: Cleaner representation of the move + defend command.
- Improved: Added a proper weapon level text representation
- Improved: Weapon names scale now for long names
- Balance: Buffed gym item to make melee even more powerful
- Balance: Reduced common weapon drops
- Fixed: Description of emergency heal power
[ 2018-12-20 18:57:38 CET ] [ Original post ]
Hi survivors,
at first: it has been one year now since we released Deadly Days on Steam! Thanks to all of you who play the game and make it better with us.
Today we have a major update for you. You can find the changes for version 0.13 below:
Zombie Threat Level
In our efforts to improve the gameflow and make the game interesting from start to finish we added a system for making zombies more deadly. In the top left corner you will now find the zombie threat level. At certain milestones in the game this threat level will increase and with that zombies get much tougher. But don't worry we won't leave you with just stronger zombies. We rebalanced most damaging items and special powers to keep up with stronger zombies in the beginning but we have even more cool stuff that should even the odds.
Weapon Changes
With stronger zombies you need more firepower. Now every weapon has a level in addition to its rarity. This level increases the overall strength of the weapon. The level of the weapon you can find depends on your current day and on the loot level of your selected mission. This will give you the chance to find much more powerful weapons later in the game. We also adjusted the drop rates of weapons to be slightly lower and increased their selling price. This should make weapons feel much more special and help make comparing them much quicker. But wait there's more.
Special Power Upgrades
Now you are also able to upgrade your special powers. Like upgrading your items this costs 30 scrap and can be done once per power. Like for items you can upgrade via right click while inspecting a power. This has various effects and can increase damage or duration or reduce the costs. For the future we are planning to give each special power a much cooler unique upgrade but this needs some further balance testing. See what happens to an orbital laser :D
Other changes
- Added: Instruction to return to bus when enough medicine collected
- Added: More sounds
- Added: Flavour and effect texts for legendary weapons
- Adjusted: Loot crate has a more wooden color now
- Adjusted: Weapon comparison also shows numbers in addition to bars
- Adjusted: Short zombie is now invisible until he is near your survivors
- Adjusted: More noticable highlighting for basic abilities
- Adjusted: Description of tinkering event
- Adjusted: The burning state is much more dangerous for zombies now
- Adjusted: Survivors can no longer burn
- Improvement: Minor performance optimizations
- Rebalanced: More special energy drops
- Fixed: Bullets not able to shoot over lake
- Fixed: Survivor leveling sound not noticable
- Fixed: Upgrade description is prefixed with !
- Fixed: Bus animation and sound not played every time
- Fixed: Rating modifier percentage always being 0
- Fixed: Anti Matter Gun Effect not properly destroyed
- Fixed: Several rare exceptions
- (Potentially) Fixed: Orbital Laser not getting destroyed sometimes
- (Potentially) Fixed: In rare cases survivor health getting below 0
[ 2018-11-30 19:06:09 CET ] [ Original post ]
Hi survivors,
this week present to you version 0.12.0. You can find the changes below.
Weapon comparison
In the previous versions we had an average damage display which was mainly calculated by dmg x attacks / second. The problem with this is that the downsides of that weapon were not considered. E.g. the rocket launcher has really bad reload speed but high damage. When just looking at the avg damage you might get the wrong feeling about the weapon. What we did now is getting rid of the whole avg damage display. Instead we prominently show the damage the weapon does plus several comparable bars which allow you to easily find the up- and downsides of a weapon. You will also see if two weapons of different type (e.g. Grenade launcher and Uzi) have different aspects like explosion radius.
Furthermore we made a rebalancing where each non-common weapon gets a slight damage mod at the beginning. So comparing really matters now.
Small secret
We added a small secret. Something new has appeared in the city. Keep your eyes open to find it.
Explodable pushback
The explosion of airstrikes, rockets, grenades, etc. will now have a pushback effect. This adds a bit more dynamicity and lets you actively move enemies.
Sounds, here and there
In the last patch notes we stated that we want to add more sounds. We did so. Can you identify which sounds are new? But well further improve on this in the future, we are not done yet.
Other changes
- Improved: Conquer building loot is thrown out of the building bit by bit
- Improved: The red none sign on the special power slots looked like a locking. We replaced it with a + now.
- Adjusted: The fourth challenge specialization is now always shown in the selection screen with a description how to unlock.
- Fixed: The rain splashes are in correct size now.
- Fixed: Some conquer building click areas were not placed correctly so you couldnt throw airstrikes in front of the buildings.
[ 2018-11-23 15:26:24 CET ] [ Original post ]
Hi survivors,
we just release version 0.11.0! Below you will find the changes and well also talk about the rough future roadmap.
New (challenging) content!
The last two weeks we worked on some end game content. We came up with the challenge specialization. Instead of having your leader boosted (like in other specializations) you will get debuffs on your way. So which each level up this specialization will get harder. But we also added two new powers, 3 new items and a new legendary weapon which you can unlock there. We are looking forward to your struggle :)
We also added 6 new powers and one new item in the base pool (can be found in any specialization). We hope this gives you many new possibilities to play.
New structured run flow + many new events
We felt the game flow was a bit unfair sometimes. Sometimes you got events and sometimes you got easy conquer missions. Now we have a fixed structure where three times in a run you have a event selection and two times you select from conquer missions. Conquer missions now also got a lot harder since we spawn mini-bosses which you also have to take care of. Another important change is that we now have over 20 different event cards since we tiered the previous events now.
Help system / Tutorial
Since we really settled most mechanics now we added a help system. In the pause menu you can find a help section but in game you will find little ?-Buttons. Click on these to get (hopefully) useful information. Wed love to hear your feedback if anything is missing or misleading. We didnt add a fully fledged tutorial since we think most rogue-lite players dont really like it. What is your opinion on that?
Other changes
- Added new graphics for the max level abilities of survivors
- Improved that following leader and regrouping is more important now
- Rebalanced survivor leveling experience
- Fixed duplicator boss dropping to few medicine
- Storepage: New trailer (https://www.youtube.com/watch?v=4S1xHLLqotQ)
Whats next?
As mentioned at the beginning, we would now like to share our thoughts about our future roadmap. We are confident that the game is fun at the moment, but here and there sounds are missing and bugs are lurking around. That's what we want to work on. We've also started working on a daily mode where you can fight for a new high score every day. All players will play under the same conditions and there will be negative and positive modifiers, so the dailies will be unique. An area where we still see potential is new map settings. This would make maps feel even more varied, but we would also like there to be a difference in gameplay. Examples would be forest or industrial areas. New content like powers, weapons and items are also still very much on the table, but for now will slow down. We first need to make sure everything up to now is balanced. When we're going to release, we'd like to add some Achievements and Trading Cards to the game, but we have to be unlocked by STEAM for the latter, so we can't promise anything. Otherwise of course polishing and new languages. We do not have an exact release date yet, but are confident it is not too far into the future. But as always: Your opinion is important to us. Wed love to hear your ideas and thoughts about the current state and the future outlook of Deadly Days. Whatever it is just drop us a comment here or join the Discord (https://discord.gg/4KCf5zt). - Your Deadly Days team
[ 2018-11-16 16:19:59 CET ] [ Original post ]
Hi survivors, today we release version 0.10.8b to you. This patch is a bit smaller than the old ones since we put much effort in the next weeks patch - itll be great :) But we also hope you like the changes we made for this patch, see below.
Rebalancing and redesigned items
We did some slight rebalancings, since the game got a bit too easy (especially regarding special power energy etc.). We also redesigned three items: Gasmask, Fire helmet and the broken teleporter. We felt they were quite weak or even useless in their old state. We wont spoiler the exact changes, so go find out yourself ;)
Item usage feedback
Sometimes it was a bit hard to tell when an item effect took place exactly. So we added the Item usage feedback. For chance based items youll see either a short flash of the triggered item or if it is more a mechanical thing youll see it in a feedback bar at the top of the screen. We are also considering implementing it for non-chance based items, but we have to test that first. Please tell us your opinion. Is the feedback useful to you?
Better feedback of collected loot
Some patches ago we introduces New badges for the inventories. We now complemented these with actual weapons, items and powers which fly towards the respective UI position when you are back in base.
Other changes
- Added localization to the unlock screen
- Added new design for orbital laser
- Rebalanced trashbin item
- Fixed that item upgrades would still be equipped, even when taken out of slot
- Fixed zombies spawning a bit on the map
- Fixed bus not returning to base when character exited house in near range to the truck
- Fixed that merchant is available on first day
- Fixed hook zombie sometimes pulling survivors over whole map
- Fixed missing upgrade description for Blue funnel item
- Removed glyph bubble on continue button on game over screen
- Adjusted the character portrait UI in the base slightly
[ 2018-11-09 11:46:40 CET ] [ Original post ]
Hi survivors,
today we release our first beta patch 0.10.7a (in contrast to previous pre-alphas). This means well also release it publicly in Early Access today. With that we also changed the store description and look. We also added a gameplay trailer; a proper trailer will follow. What do you think about the changed store page for now?
Following are the changes of the new patch.
New main menu
We were not super happy with the new main menu we introduced in the last patch. So we made something completely new. We liked it so much, that we also adapted it to some of the STEAM graphics.
Rebalancings
With the improved fighting behaviour (see last patch) we made the game much easier. Therefore we added a new mechanism where the zombies get a lot stronger during night. So dont stay too long.
Leader follow option
Last week we introduces auto following the leader. In order to give you more flexibility you can now disable this behaviour. You can find a toggle below the leader portrait in the survivor sidebar now.
Flavor texts for items
Maybe some of you saw some of them in the last patch already, but now we finalized flavour texts for all items and special powers. Tell us your opinion!
Several new graphics
We overworked / changed several ingame graphics. This includes:
- Rain
- Leader badge icon
- Event cards (like crafting a weapon etc.)
- New stuff in the base
- New final day UI
- New loot progress UI
- New back to base UI
- New emotes for survivors
Further changes
- Added localization for items
- Added custom mouse cursor
- Rebalanced some of the powers
- Fixed missing zombie kill drops in lower loot levels (especially on last day)
- Fixed that special powers dont deactivate your basic abilities anymore
- Fixed missing gore when killing zombies
- Fixed cards sometimes overshooting display when newspaper item is activated and upgraded
- Fixed a bug when a survivor died while entering a lootable house
- Adjusted sounds of map freeze
[ 2018-11-02 19:00:37 CET ] [ Original post ]
Hi survivors,
we are coming closer to the public Early Access Release of the new Deadly Days. The alpha branch contains the newest version 0.10.6a which includes the following changes.
Overhauled survivor AI
We made some major changes on the AI. The survivors are now able to fight against zombies on their way to another target. Example: You send your survivors to loot a house. On their way they now shoot zombies the encounter while running. This is useful in all kind of situations. Furthermore we changed that survivors now ignore survivors when sight checking. This makes the survivors much more efficient when fighting in a group. Since we dont have friendly fire this is fine. Survivors now automatically pick up parts and common weapons in their vicinity. Furthermore we added some sort of magnetism, so loot slowly is pulled towards survivors. We also adjusted the pathfinding of our survivors. They no longer look like drunks when walking around corners. All this makes the survivors more efficient, competent and autonomous thus we need your feedback regarding balance now. Thanks to GeoffSmites for the suggestions and ideas!
Changed command structure
In the course of changing the AI we also changed the whole command structure. Basically there is now only one command: Focus. It behaves like the previous Regroup, but it stays until you remove it. This allows to defend areas (useful in front of conquer buildings). In combination with the other mentioned AI changes you can really have a devastating squad now :) Another change in this course is that we added auto-following the leader now. Like this your squad will stick together more. We are considering to add a toggle to enable / disable it thus staying in a group reduces loot a bit. What do you think? Is it needed? For now we also got rid of the Focus enemy command since it was rarely used and you can archive the same effect now with setting the Focus on the area of the enemy to focus on.
New graphics!
We finalized the special power and basic ability graphics. Now open the game and find them all ;)
Overhauled powers
We also started polishing some of the powers to be more interesting visually. We changed Invincibility, Speed Boost, Crossfire, Map Freeze and the Orbital Laser.
Improved inventory UI
We made some tweaks to the inventory UI. We made the inventory more consistent, moved the cancel button and changed the sell all buttons. Furthermore we wont sort your inventory again when you just want to switch to another character. Also the item and weapon inventory got a little header.
New Main Menu
The main menu got a new design. Wed love to hear your opinion!
Energy orb loot feedback
We added an effect that splashes energy orbs into particles that fly to the respective ui position.
Further changes
- Added weapon muzzle flash effect
- Improved animation when entering / leaving house
- Improved color of anti zombie gas
- Changed that lootable houses are now just spawned if there is enough space in front of house
- Re-balanced railgun to also target enemies through buildings
- Fixed speed boost stacking persistently
- Fixed that selected progression path wouldnt be persisted when you leave game during run
- Fixed animations breaking, especially energy orbs in final mission
[ 2018-10-26 16:37:25 CET ] [ Original post ]
Hi survivors!
We updated our alpha branch to version 0.10.5a. We once again have many changes you can already try for yourself and we hope the to have the official update ready in a few weeks.
Price changes
With these huge changes to our game in our alpha branch, we are confident that we are delivering a much more fun and engaging experience for you all. We spend much more time than we usually intended (and we love it!). While we will not leave early access in the near future, we will hopefully bring our changes over to the main game in the next few weeks. With that our plan is to increase the price of the game from $ Euro to 7.99 $. If you are on the fence about buying this game, now would be a great opportunity.
New event: The Merchant
Now you have a chance to find an event card that lets you visit our merchant. While not really human, it will still offer you great items, powers and weapons. But don't forget your scrap. Everything has its price.
New Weapon Modifiers
We added new modifiers that can be found on rare (purple) weapons. Some are unique to weapon types while others can be found on any weapon. Now you can find melee weapons that heal with every kill, assault rifles with infinite magazines and much more.
Start Equipment
You also now start every game with a power and an item. The item you start will depend on your chosen specialization path. This will make your game feel even more different depending on what you choose.
Map sizes
We redid our size calculations for our maps. They will now offer some more variety while making the difference more consistent. You will be easily able to tell the difference between the sizes now.
New Graphics
We added completely new icons for every available base item at the moment. With that also come some name changes. But now it will be much easier to tell them apart. We also added new graphics for:
- All superweapons
- Scrap
- Lootable house indicator (white banner + smoking chimney)
- Power and item pickups
- Airplane replaced with a drone
Other Changes
- Added: Popup at the start informs now about early access.
- Added: STEAM Cloudsave now compatible with alpha.
- Added: Camera bound padding. You can now zoom and move much better at the edges of the map.
- Adjusted: Pause screen to fit UI style
- Removed: unused tactics from tactic menu
- Removed: the ability to return to base one selecting missions.
- Fixed: Settings font being blurry
- Fixed: toggle for windowed mode not working properly
- Fixed: Endboss layering. You can now see them properly
- Fixed: Medikits having Pickup frames
[ 2018-10-19 15:29:11 CET ] [ Original post ]
Hi survivors!
Today we present you the newest alpha. Version 0.10.4a. It is a huge milestone for us because it somehow completes the set of systems and mechanics for the public launch of the alpha version of the new Deadly Days. (You can already play this version by checking out the STEAM alpha branch)
The new Meta Progression System
The new Deadly Days is definitely a Rogue-lite now. This means you lose your run progress when you die. HOWEVER you will unlock plenty of cool stuff for your subsequent runs! This includes items, special powers, skins and new weapon types. How does that work? Basically when you die or win your game is rated in points. These points are converted to experience which will level you up. The trick now is that there are three different specialization paths that you can level up. Currently we named them: Research, scavenge and warfare. If you want to find new heal stuff just play the research path. You need more devastating powers? Take the warfare path. Most of the unlocks you make will be available in subsequent runs of any specialization. BUT there will also be signatures which will also be just available in the specialization you are currently playing. This signature system also includes a leader system. One of your survivors will be appointed leader. This special survivor will get signature buffs that you unlock along the way leveling up. For example in the warfare path your leader will get buffs that increase damage and give you an advantage in fights.
Rebalancing
In the state of the last patch the game was really hard. We like it that way, but it was a bit too much. We rebalanced the spawn amount, damage output, etc. to have a more linear difficulty curve. Furthermore we adjusted the threat levels that are rolled on the first day. Just green missions, yaih! We also improved the weapon drop probabilities. Higher loot levels increase the chance for rare or even legendary weapons. Improved fighting We adjusted the survivor AI slightly so that the movement around the enemies is reduced. The saved time is invested in shooting lethal bullets. This makes the survivors much more effective in fighting.
New event card
We added a Training event card. Play it and all of your characters will be leveled up. Including the refreshing effect of full health! We also fixed some smaller bugs (and probably introduced some new ;)). If you find any or if you have any suggestions, balancing feedback or whatever just drop us a comment or join the Discord (https://discord.gg/4KCf5zt). Wed love to hear your opinion! - Your Deadly Days team
[ 2018-10-12 19:02:42 CET ] [ Original post ]
Dear survivors,
there's something for all brave adventurers today. As you may have noticed, we've been working on a completely new version of "Deadly Days" for a long time.
We think the latest version (Pre-Alpha) is now playable, many new mechanics are included and filled with content. If you dare, switch to the "alpha" branch in the Steam Client.
We ask you to send us your ideas, suggestions and of course bug reports (in the comments or in Discord (https://discord.gg/4KCf5zt)). The game will have bugs, maybe even many. Also many graphics are still missing or old and the content is of course not complete. But we think that some of you might have some fun anyway!
Oh, one more important point: There is no tutorial yet! Therefore possibly a few hints. Otherwise if you have questions, we are there for you on Discord (https://discord.gg/4KCf5zt).
Here the hints:
- You can loot the houses above which a treasure chest is displayed (just click on the front of the house, then a survivor will run there).
- There is a crate on every map, you can loot it by clicking on it (like houses).
- In the base you can see on the left side "Special Powers", which you can find in the game (red beam)
- In the base you can see the slots for your items at the bottom of the screen. These replace and extend the upgrades of the old version. Items can be found in the game (green ray)
- On the right side you can see your survivors. Click on one of them and you can assign new weapons to them if you have found any. But you have to repair the weapons first!
Just to be sure it is heard we'll repeat it: Please be aware it is Pre-Alpha, it will be buggy, it is not complete, but it should be fun!
Let's go!
- Your Deadly Days Team
[ 2018-09-21 08:18:25 CET ] [ Original post ]
Hi survivors, today another dev story at the campfire. In the process of changing the game significantly (see our other posts) we are also changing the weapon system. Today we want to explain how this system will look in the future, but let’s start with what was wrong in the previous system.
What was wrong in the previous system?
In the previous system a weapon drop was a normal ability and weapons were destroyed after the clip was empty. What the player normally did was spamming huge amounts at the beginning of a day around the map so characters can easily pick up new weapons. Since we think abilities should be something that you can use often with fun during the game the weapon drops are misrepresented as normal abilities. Another problem was the progression of weapons. When you upgraded the weapon crate you unlocked new weapon types and later on stronger versions of these weapons. But you could never have a sniper quite at the beginning, since it was a linear upgrade path.
How does the new system work?
We explicitly shifted the weapon stuff in front of sending your survivors to the city. So you equip your survivors individually with a chosen weapon prior to that. But where do weapons come from? You find them while looting the city or in special events and can assign them to your survivors in the next night. But prior to equipping new weapons you have to “repair” them. And now comes the interesting part.
Different weapon rarities and modifiers
Weapons can be found in different rarities, e.g. a pistol can be found in “common”, “enhanced” and “rare” versions. The rarity determines how many modifiers will be applied to these weapons. What is a modifier? It can be as simple as boosting the damage stat. It could also be a rare effect modification that gives your weapon some special ability, like instantly reloading as soon as the survivor killed someone or piercing enemies with your bullets. These modifiers are rolled (chosen) randomly as soon as you “repair” a weapon. There might also appear occasions where you can re-roll weapons in an special event. Here you can see how the UI for equipping and repairing weapons works:
Comparing weapons looks like the following:
What is coming next?
-
In the next posts we’ll talk about:
- New ability and special power system
- New item system (which replaces base upgrades)
- Map generation and selection
[ 2018-07-30 14:26:14 CET ] [ Original post ]
Hi survivors, we just wanted to share with you some details of the ongoing development process of “Deadly Days”. We know the last patch has been a while but like mentioned in the last “Campfire stories” its due to major changes. What does that mean? There are so many changes that you could name it “Deadly Days 2” (but we won’t ;) ). We were quite vague about the specific changes last time since we were evaluating several approaches, but today we want to tell you more more about concrete plans.
Goals and progression
One real issue we had with the “old” Deadly Days is the endgame and goal orientation. You are hunting for parts but when you get close to having upgraded everything you lose orientation what to do. Our new approach is going much closer to the Rogue-lite genre. The game will be divided in runs. Each run will force you to start from zero (so no more persistent upgrades). Each run consists of a fix amount of days (we are considering something between 14 and 30 days). During these days you scavenge different maps for loot and scrap to prepare yourself for what is to come. When these days are over you are faced with a final fight (huge zombie wave, dedicated bosses, etc.) - if you win this fight your run is won. Whenever your game is over (won or not) your whole run will be rated and you will be awarded with some sort of points (of course more if you won the run). Based on these points you will unlock new loot which can be dropped in all the next runs. The new approach is drastic but offers much more replayability and stuff to discover and learn.
Unlockable loot
So what is this loot we mentioned in the previous section? Loot can be special powers (previously known as special abilities which you found in crates [e.g. Map Freeze]) and items. Items are the stuff that you upgrade your base with. After every day you return to your base which is no longer contained in the map (you will travel around with a bus). Your base will have equipment slots and you assign items to them. You will start with about 3 slots and you will be able to unlock more slots with scrap. But you will have to make decisions which items you want to use since the slots are limited. Each item can also be upgraded once, which also costs scrap.
Let’s make an example. During scavenging you find a new item called “Freezer”. When you get back to your base you can put this “Freezer” into one free equipment slot. This item unlocks the “Freeze Airstrike” (airstrike which freezes enemies). For some scrap you can even upgrade this “Freezer” item. The upgraded freeze airstrike not only freezes enemies but also deals damage. During the next days you will find more items and you will have to decide if you spend your scrap for new slots or for upgrading your items. This system makes the game replayablesince the drops are random and you have to play with the loot (powers,weapons and items) you get and adapt your strategy accordingly. This means every run will be completely different and exciting.
Where to find loot?
Like previously you still find scrap on the maps. The special loot you will find in all new crates. These crates need to be opened on the map itself and will take some time. But if you manage to open it, you are guaranteed at least something cool. There will even be other opportunities like merchants and traders. More infos on that in a later post. But these changes mean our old crate system will be completely replaced. We still think this is the right move, the new system integrates more smoothly into our core game experiences and there is less clutter to manage between rounds.
Random map generation V2
Like mentioned in the last post we are working on a random map generation. However in the course of development we had to scrap our old random map gen approach and replaced it with a new one. The old one was way too “random” and didn’t yield enough lovely detail. We did implement a new approach which is based on hand designed tiles which are put together. This did cost some time but we are happy that we did it, because the results are much better now.
Upcoming
This post is one of many posts that will inform you about the “Deadly Days” evolution. In the next posts we’ll share details about:
- the new special power and completely new energy system
- the new random weapon system
- choosing different maps and events
[ 2018-07-13 12:37:09 CET ] [ Original post ]
Hi survivors,
today we release the 8th patch for Deadly Days. This patch is some sort of milestone since it will be the last patch before the beginning of the upcoming major changes (see here). So here is what we changed in version 0.9.12.
GORE
This is not the most important change but the most eye catching one - so we put it on top of the change list :D See for yourselves
No more ability tokens
We thought we’d give the game more strategic depth by making players buy different tokens in the night (airstrike, healing and weapons). But in the end our observations revealed that it doesn’t have the desired impact. With this patch we completely got rid of those basic tokens and now abilities are directly consuming scrap. The night mode now is a place to rest, activate special tasks, open your crates and maybe get some reserve survivors for your next day.
Improved special zombies
Deadly Days has many different zombie types. In this patch we wanted to increase the impact and differentiation of the various types. We did the following adjustments:
- The Marathon Zombie now runs slower, but when it gets close to a survivor he will start running really fast.
- The emitted gas cloud of the Gas Zombie now poisons your survivors instead of continually applying damage to survivors inside. The poison lasts until you heal them or night arrives.
Improved AI of survivors
We received quite many complaints about the survivor AI. We condensed the feedback down to reactiveness in the near surroundings. Now survivors are continuously scanning and checking their near surrounding and check if there is something more important to do, e.g. picking up a medikit, weapon or killing a nearby zombie which comes too close. Furthermore we fixed a big problem with shooting, where characters would shoot the edges of obstacles. We now take the bullet size into account when checking for line of sight, which fixes this problem.
Upgraded to Unity 2018.1
This is nothing visible to you, but important to us since it will allow to utilize multi core CPUs better in the future. We hope this will enable much more zombies in the future. For now we've got some small performance improvements and some optimized programming language features :)
Other changes
- Balancing: Weapons now have doubled ammunition (but also cost more). Your decision which weapon to provide should have more of an impact now.
- Fixed: Memory leak when using airstrikes.
- Fixed: Survivors targeting far away enemies if using “Enemy Focus”.
- Fixed: Wrong localization for last special task tutorial.
- Fixed: Main Menu zombies' walking direction and order.
- Fixed: Double language entries in the language selection drop down.
[ 2018-05-23 08:04:11 CET ] [ Original post ]
Hi survivors,
it has been a while since our last update so we want to share some of our development progress. Firstly, be assured that we are working on steadily improving Deadly Days. Here is an overview of the major changes.
Random map generation
Probably the most noticeable thing is the upcoming random map generation. The current static map makes the game feel repetitive and lacks a bit of visual fidelity. A while ago we experimented with a random map generator which builds a different layout for each round. Your survivors will travel to these unique maps by truck. There will occasionally be special buildings with special events tied to them. The survivors' base is in a seperate area. We think this will significantly lower the repetitiveness of the visuals and gameplay and create a more fun experience. In the end there will be exactly 2,147,483,647 possible maps ːsteamhappyː
New art style
In the process of working out the random map generator we found out that the perspective mixing of front facing characters and top-down buildings isn't super aesthetic. So we overhauled the graphics to a front-facing style (see the picture at the top). We know that this is a really a big change but we are confident that this will be for the best of the game!
Changing the flow
One of our biggest goals is to give the game some much needed structure. In the future we want to redirect the game flow. We already have some aspects that resemble a rogue-lite and we want to push even more in this direction. A complete game will be much shorter, and include end conditions and the possibility to upgrade between every mission. You will also not be automatically safe after sunset. As the night looms, stronger zombies will appear. Be fast to reach the truck or dare to gather more loot. Winning once will not be the end of the game; unlocks and unlockable content will be waiting for you. The first feature affected by this change in the near future is night mode. Currently, every night you have the possibility to choose from three different token types (Airstrike, Healing and Weapons) which you can then use for different abilities in the following days. We initially thought this would give a strategic meaning to the game which turns out to not be the case. So we will get rid of the token system and directly tie abilities' cost to scrap. This will change the functionality of the night screen quite a bit but we believe it to be a step in the right direction. Eventually in a later update we want to completely merge the night and upgrade screen to give a more seamless experience.
Overhauling character AI
We see that players often struggle with the survivor AI since it does its own thing. In the last patch we tried helping the players by presenting target lines so they can forecast what the survivors will do.
But this still seems to not be perfect. So our goal is to make the survivors smarter, especially with evading and fighting zombies. We also consider giving more control to the player but we are still discussing this.
Changing the weapon system
One thing we observed when others played the core game was weapon spamming at the beginning of each day. We don't think it's very fun and we want to give more meaning to the weapons. We are currently evaluating several approaches.
Much more...
All the above mentioned topics bring up related topics and systems and it is quite a big chain of changes. We try to split it as much as possible to incrementally implement and bring you these changes, but some major features have to be released together. We'll tell you more about the exact plans in the near future. Further topics that we'll handle in the future are special abilities, end conditions of a game (or run) and side missions. We hope you liked the insight and the direction we are going. Feel free to leave us feedback! - Your Deadly Days Team
[ 2018-05-08 14:13:14 CET ] [ Original post ]
Hi survivors, today we release our next patch with some new features and several bug fixes.
Leader tactic
Many players requested a permanent grouping functionality. Now it is possible to let your survivors stick together in very dangerous situations. The tactic tab now contains a “assign leader” ability. You can mark one of your survivors as a leader and others will try to stay near him. They still fight and loot but will make sure to always catch up to the leader. But be aware that they’ll collect less resources since they don’t spread out to scavenge.
Target indicators
We often received feedback that the behavior of the survivors is confusing and hard to follow. To help with this problem we added target indicators which will always show their next target. Furthermore the indicator will be colored red if they intend to fight an enemy. With this you can predict movement and actions much better and hopefully keep your survivors alive for a longer time. If you do not like the target indicators you can turn them off in the settings.
Furthermore we made the following changes:
- Added: Sounds when scavenging cars and bins
- Added: Experimental support for 21:9 ultrawide screens
- Improved: Character movement should be a bit more direct now
- Improved: You can now zoom out more (thus seeing more from the whole map)
- Improved: Dropping weapons check if loot is beneath (so no more weapon drops on scrap / parts).
- Improved: We increased the range of the sounds so you can hear them even with high zoom out.
- Improved: Improved accuracy of prioritize enemy and back to base ability (now the entity nearest to your click gets the effect, instead of a random one).
- Balance: Kills caused by the level up blast no longer give experience to the character.
- Fixed: The camera can’t be moved via keyboard anymore when locked to base
- Fixed: Several sprite overlays were now correctly aligned to the map (Map freeze, flash and nuke)
- Fixed: The truck konvoi event was not time scaled thus being too slow when fast forwarding.
- Fixed: The unlock cost of fitness area and fire are no longer 0.
- Fixed: Time scale is now reset when game is over.
- Fixed: In some cases the tactic bar could break which is now fixed.
- Fixed: Leaderboard display in game over screen should be working again.
- Removed: Daily bonus
[ 2018-04-07 08:44:42 CET ] [ Original post ]
Survivors, we just released the next major patch.
Special tasks
Sometimes you wish you could do more with your survivors? Now you can. During the night you have the opportunity to send them to special tasks. This could be raiding a shopping mall or go scout out a hospital. Sending one or more survivors means surviving without them for the duration of the mission but they come back with plenty of loot. But be careful some missions are dangerous and your survivors could even die. So prepare and send strong survivors to maximize your chances.
Please note that the slot machine got removed. At the same position you can find the special tasks now. We are re-evaluating the slot machine for future use.
Shadows
Some of you (and we too) felt that there was a need to adjust the style of the game a tiny bit. It needed more contrast and depth. Therefore we added shadows to most of the ingame sprites plus a movement of them according to the progress of the day.
Fast forward
We have also included a much requested feature to accelerate the time during the days. Now if you find yourself in a day that is far too easy for you, you can speed right trough it. You'll find respective options in the bottom right corner of the screen now.
Other changes
- Added: In-game option to switch to windowed mode
- Improved: When playing in windowed mode the game will not pause when you leave focus. So playing while doing something else works perfectly now.
- Improved: Buttons to buy tokens are "holdable" now so you can quickly buy a ton of tokens.
- Improved: The reward screen directly skips to the summary if there is just one reward in the reward bundle.
- Removed: Slot machine.
- Fixed: Camera scrolling speed by mouse behaves correctly now
[ 2018-03-02 19:48:13 CET ] [ Original post ]
Hi survivors, unfortunately we had a little issue with our Mac build that could lead to a crash on start. We fixed it and the update is available now. We apologize for the inconvenience. - Your Deadly Days Team
[ 2018-02-14 16:58:32 CET ] [ Original post ]
Hi survivors,
today we release another minor patch with some improvements for input and an important bug fix.
Changes
- Added: Base upgrade screen shows overall and per-category progress.
- Added: You can now browse through the different upgrade levels for each category.
- Improved: We added hotkeys for the ability tabs [F1-F5].
- Improved: The ability toggles and the ability category tabs are now highlighted when selected.
- Improved: The keybinding is now displayed next to the abilities.
- Fixed: The pause menu in base upgrade / night screen shouldn't break the game in fullscreen anymore.
- Displaying commit number in main menu (so we can track down problems to specific snapshots of the project)
- Upgraded to Unity Engine 2017.3 (from 2017.1)
[ 2018-02-12 11:24:26 CET ] [ Original post ]
Hi survivors, today we just release a minor patch, but be assured that we have big changes on our roadmap but we still need some planning for that.
Changes
- Added: Information about abilities are now also displayed when you hover over the respective toggles.
- Re-balanced: Medikit Drop now costs the same as single survivor healing but is a bit weaker. Use it to cover areas where you don't constantly have an eye on.
- Re-balanced: We reduced the cost for RPG. It costs the same as sniper now. Especially useful against bosses.
- Re-balanced: Double the drop rate of crowbars.
- Re-balanced: The truck from the convoy event got a small heal boost at the beginning so you have time to defend it.
- Fixed: Keyboard controls can't activate locked abilities anymore.
- Fixed: Sometimes the points feedback (when killing zombies) had the wrong icon.
[ 2018-02-02 11:20:42 CET ] [ Original post ]
Hi survivors,
Over the holidays we were not idle and prepared a special update for you. Check it out!
Reworked Survivor Information
We redesigned the healthbar and ammo indicators of the survivors. It looks like this now.
You might be wondering what these new stars mean. And with this we come to our next new feature.
Survivor Level Up System
Your survivors now earn xp when they kill zombies. With enough xp they level up. This grants them more max hp and increases their stats overall. They also heal to full health, this can also make the difference in heated combat situations. When they reach the maximum level of 10 they gain one of (currently) five different talents. They greatly boost their capabilities and you should make sure to keep them alive.
Damage Talent This skill doubles the damage a survivor deals in melee and ranged combat. With this even the toughes zombies are no problem. Healer Talent This gives your survivor the ability to heal himself and the others around him by a small amount. This could make the difference between life and death. Looter Talent A Survivor with this skill collects double the scrap and parts he normally would. This will give your resources a huge boost. Ammo Talent With this your survivor keeps giving out ammunition to himself and others. Mine Talent This skill lets your survivor places mines randomly. They will explode when a zombie steps on it or after a short amount of time.
We also added 2 new special abilities that help with leveling your characters. Find them by opening crates.
Difficulty System
But this is not all. We have also implemented a new difficulty system. You start the game only with "Easy" unlocked. You will unlock higher difficulties by increasing your player level while playing. These difficulties influence the strength and spawnrate of zombies. But they will also increase the loot you find. So playing on these higher difficulties is much more rewarding. But keep in mind you probably need to upgrade your base first before tackling these new difficulties.
Improved combat animations
The survivor now will face where they are going. In addition they will now actually aim their weapons in the direction of the enemy and guns have also recoils.
Improved looting
A few patches ago we added searchable containers (like cars) for the player to loot. Now your survivors will help you loot them. And depending on your difficulty settings more containers will contain loot.
Changed camera controls
Important for everyone who already played the game. The camera mouse control is now by right click (instead of left click). We did this to avoid using usables by accident when moving the camera.
Many small fixes and changes
Some of them are:
- Improved randomization logic. We now make sure rare loot spawns and events will reguraly show up.
- Crate screen only shows up if you can open a crate (thanks to VeTaL)
- Display ability cost in red when you do not have enough tokens to use them.
- Fixed survivors blocking each other from picking up the same loot.
- Added more types of truck convois.
- Rebalanced upgrade costs.
- Fixed tactic menu not displaying correctly sometimes.
[ 2018-01-19 16:42:29 CET ] [ Original post ]
Hi survivors,
today we present you the new version 0.9.8!
Christmas special
We have prepared some small adjustments over the Christmas holidays. These are active between 22nd and 27th December. Be sure to look out in the main menu, there is a little surprise hidden. Good luck searching! (It's relatively obvious, hopefully)
Female survivors
In the discussion forum there was a request for female characters. We as a bunch of male developers didn't really have that on the radar. Sorry for that! Now we have added 6 female skins. We hope you like them! In the future we will add more skins bit by bit.
New weapon graphics
All our weapons have been redrawn in pixel style and got a real visual upgrade progression. Do you like the new look? Have any ideas for more weapons?
Weapon pickup behaviour
In the last update we had already adjusted the AI a little bit, but there were still some problems, especially when picking up the weapon. The survivors should now pick up the weapons much more eagerly in order to use them in battle. The update is now available. Have fun! We'd be happy if you drop by the discussion forum. In particular, we posted our current ideas for future development there. We need your feedback and ideas! Thank you! - Your Deadly Days Team
[ 2017-12-21 23:45:59 CET ] [ Original post ]
Hello survivors,
a week has passed and we have not been idle. The new version 0.9.7e is now available. We've made major changes to the game, triggered by feedback and Lets Plays.
The primary complaint was that the survivors were not fighting actively and cleverly enough. But we also noticed that the start of our game was not engaging enough. We have now taken the first steps to resolve these problems.
Survivor now fight against only one target
Previously, the Survivor melee attacks were carried out against all in enemies in a range. That looked strange and didn't feel right. With the new changes, survivors face zombies 1on1 and fight their way through hordes one after another. The zombies got the same change to maintain the balance.
Furthermore, the ranged combat behavior was optimized, so that the survivors are much more willing to fight (especially against groups of zombies).
Zombies, we need more zombies.
In the previous version, the map always felt a little empty. In later days there was a bit more going on, but especially the early game was a bit boring. Now we have drastically increased the number of active zombies. In addition, we have rebalanced the game so that most of the zombies are very weak and can be killed very easily. Now fighting the masses feels great! But be careful: they are still deadly in large groups. As the days continue to advance, opponents with new special abilites and stronger then ever appear, beware!
New special abilities
We added two new useful special abilites. Time Stop Take the stress out of a day, get an overview and optimize the current state of the game (e. g. give all weapons and heal them). All this by stopping the time for a few moments.
Loot Scan Lots of lootable parts are not always clearly visible in the hustle and bustle. In this case, you can activate the Loot Scan to quickly highlight and collect all the loot around.
Weather system
We plan to visually polish the game a bit over the next few weeks. A first step for atmosphere is a weather system, which (currently) randomly activates a weather. Currently we have implemented two weather types, see for yourself. Rain storm
Snow
Lootable environment
Until now, scrap and parts could only be collected openly from the street. But now some of them are also hiding in cars and garbage cans. Keep your eyes open!
We think the game has improved a lot and is now much more enjoyable. We hope you like it too, let us know your opinion. We need your feedback! Now have fun with the new version! Your Deadly Days Team
[ 2017-12-08 21:49:02 CET ] [ Original post ]
Hello survivors,
Today we are happy to announce "Deadly Days" in Early Access.
We are looking forward to your first feedback and are waiting in the discussions for your suggestions on how we should improve the game.
We hope for a good Early Access phase together with you to fully realize the potential of the game.
Now we don't want to keep you any longer. Good luck in the apocalypse!
- Your Deadly Days team
[ 2017-11-30 15:35:44 CET ] [ Original post ]
Hello everyone, we are glad you found your way here! We have just released our Steam page and would like to take this opportunity to share some information about the current plan with you. We are currently working on the following tasks:
Objective System
As you play, you'll get different tasks to complete. You can collect additional rewards and become even stronger. We are currently adapting the system in such a way that short-, medium- and long-term goals are always available. We are also working on the creation of further objective types.
More Events
We have implemented a system for events so that rounds occasionally get quite different. Currently the system is filled with 5 different types (e. g. Zombie Horde), but that's not enough for us. Here we definitely want to generate more content to make event rounds as varied as possible. We have some ideas, but of course it would be interesting for us what you would consider an interesting event. Feel free to post your suggestions in the comments!
Tutorial
In the Alpha-Test we found out that some players are a little overwhelmed at first when it comes to the game loop and the target. Here we definitely want to implement an initial tutorial until the Early Access Start. What is the most important thing for you in a tutorial and what do you not want to see? We plan to make the first Early Access version available mid/end of November. We would be happy if you follow us on the way of creating a great game with and for you. Also Follow us on Steam to get the latest updates on our development progress. - Your Pixelsplit Team
[ 2017-10-27 09:05:36 CET ] [ Original post ]
- "Deadly Days"-Linux [192.77 M]
... the unique zombie apocalypse survival management game.
Being a leader during the apocalypse is hard. Your survivors go out every day looking for parts and scrap to upgrade your base. Help them survive. For example, send a bomber to launch a devastating attack on enemies. Or unlock a variety of weapons for your survivors and support the wounded with medical care. Can you survive? If nothing helps anymore, just start a nuclear strike.
‣ Build a home for your survivors
‣ Fight the zombies and support your survivors
‣ Fight many different zombie types, each with their own unique abilities.
‣ Complete a multitude of random objectives and earn rewards
‣ Random events force you to adapt different strategies
‣ Use a variety of helpful abilities to increase your chance of survival
‣ Break open valuable crates to find powerful items
‣ Discover many powerful special abilities to boost your arsenal
‣ Collect different survivor costumes
‣ Climb the leaderboard and prove that you are the best commander
Shortly before the start of the apocalypse, the fast food chain MKing launched a new burger product on the market. Addictive additives were secretly added to the meat in order to boost sales. The plan worked out. However, the addictive drug meant that all brain areas were shut down over time, except for the area which is responsible for the basic need for fresh meat. Lots of meat! As if that were not bad enough, this disease also leads to the fact that the people affected cannot die naturally. A high level of force is necessary.
- OS: Ubuntu 12.04+
- Processor: 2 GHz. 64bitMemory: 2 GB RAMStorage: 1 GB available space
- Memory: 2 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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