Survive the zombie apocalypse with turn-based combat and permanent death! Manage survivors, go on dangerous scavenging runs, build alliances, craft equipment, make difficult story-influencing decisions, defend your camp against undead hordes and experience non-linear rogue-lite elements. An innovative Indie Survival-RPG!Read full description
Please Note: This is an Early Access Title
Survive the zombie apocalypse with turn-based combat and permanent death! Manage survivors, go on dangerous scavenging runs, build alliances, craft equipment, make difficult story-influencing decisions, defend your camp against undead hordes and experience non-linear rogue-lite elements. An innovative Indie Survival-RPG!
Just after the zombie outbreak you were fortunate enough to join a group of survivors and hole up in their camp.
But that doesn't set you out of danger! Food supplies are running low, injured survivors must be tended to and materials need to be scavenged to keep the camp intact.
The zombie threat increases steadily and gangs of hostile survivors keep you on the defensive.
Every survivor should be protected because you'll need all hands on deck to defend against the dangers of the apocalypse.
Scavenge supplies in zombie-infested areas, craft survival gear and buy and sell equipment to keep yourself and your camp members alive long enough to learn the skills necessary for long-term survival.
The combat system has its roots in classic role-playing games. You can fight strategically, learn to utilize various weapon types and use a range of bombs or traps.
Should you fail to survive the apocalypse, you can purchase upgrades with medals earned in previous playthroughs to give your new character an edge to start with.
Unlocked pre-apocalypse professions of your character allow you to specialize in various jobs.
Each new playthrough offers different random missions and survivors to meet.
A praised feature of Dead Age is its non-linear story with real in-game consequences. Decisions you make in conflict situations affect the story's future.
You can choose to be a hero and save more survivors, or let them die to stock up on supplies. You can build romance relationships with other survivors or start rivalries that may have disastrous chain reactions.
Daily events offer new dangers and situations in which you must make choices that affect the survival chances of your camp.
Live long enough, and you'll have a chance to unlock one of the game's six possible endings.
Why Early Access?
Being an independent RPG developer we decided to use early access in order to have the chance to react on the community´s feedback starting from alpha stage. We believe the community can provide useful feedback in regards to balancing, features and bug fixing what is a great chance for an indie survival RPG.
Approximately how long will this game be in Early Access?
We aniticipate an Early Access phase of 3 months, depending on the feedback we will get. The game will definitely be completed and we don´t want the game to become an endless Early Access game.
How is the full version planned to differ from the Early Access version?
The full version will also have gamepad support, more survivors, more quests, achievements, additional sceneries, enemies etc. The full version will have different endings, improved balancing, new character classes and will be optimized according to the feedback we will get from the community.
What is the current state of the Early Access version?
Our Early Access version is a feature complete alpha version. The version will include 20 quests, 24 different undead enemies as well as 16 human enemies, different NPCs to interact with and 6 locations. During the Early Access phase we plan to update the game every 2-4 weeks in order to add new content and improvements based on the feedback we get from the players.
Will the game be priced differently during and after Early Access?
The release price will eventually be higher than the Early Access price.
How are you planning on involving the Community in your development process?
We will check the forums for feedback on a regular basis and would like to involve the community in the development process as good as possible. Beside the forums, players can also send us their feedback via email to: [email protected] As the game is already feature complete additional features are not planned, but we would like to improve all existing features based on the feedback we get.
Dead Age is yet another zombie apocalypse game but one that mixes in turn based RPG combat, combat and utility skill trees, permanent death, and choices during story events. Choices and events are fairly standard for the genre, do you want to help people or be more aggressive with them in order to get supplies, choosing to explore an area might lead to supplies or an ambush, a good feature is that the way some things can turn out is randomized and there are some rougelike elements where you can start a new game with some bonuses depending on how you did in your last playthrough. This also adds more replayability to the game. It can be in your best interest to spread out combat skills as you might not always be able to find the types of guns and ammo that you want if you give multiple characters the same skill. Combat plays out fine but it isn't very appealing to look at. The game has just released in early access and has had one update to fix some issues, there are plans to include new skills, scenes, characters, endings, and quests and if all of that gets added and improvements continue to be made we should be left with a solid game.
A nice and unique crossover of zombies and turn-based rpgs! Dead Age has it all in a zombie apocalypse setting where you not only have to survive but manage numerous survivors and a base. To survive, you have to send your survivors to gather for food and supply. This process may sound easy but each survivor can only do 1 thing a day so you have to manage and make sacrifices when deciding their jobs. In addition, you have to go around and follow the quest line so you need to form a strong and capable group of survivors to survive the zombie onslaughts. The onslaughts are attacks against your base and you have to make sure your survivors are healthy enough, strong enough, and well-equipped enough to survive. The best thing about the game is the fact that you can actually lose survivors without losing the game. This really enhances the zombie survival aspect of the game for me as casualties are a given in any zombie scenario. Currently, the game is a little repetitive combat wise and tactically but it was very fun on the first play through.
Dead Age is lumbered with more ideas than it has any interesting prospect of realising. The game's biggest flaw is also its unfortunate selling point. The touted 'Final Fantasy-like combat' is a little disingenuous in its advertising; it's more like the superficial surface controls of any JRPG driven by a frustrating AP system that chokes the fighting sections into a monotonous war of attrition. Your action points build gradually with each round of combat, allowing you to do little more than basic melee and gunplay. By the time your abilities of any tactical importance or nuance are available to you, it's either at the end of the battle or just too late to be any more effective than a simple swing of your bat. This might not be such a huge deal if the fighting didn't feature so heavily in the game but it is literally the only live-action element of Dead Age. The rest is spent in menu micromanagement, assigning survivors jobs at the camp and noodling through the inoffensive but incredibly typical script. You quickly fall into a monotonous routine of delegating hunting, lookout duty and ammo/weapon/armour crafting (which CANNOT be done while you're on the road), thereby sacrificing NPC plotlines and story paths in exchange for having to leave them at base to perform scavenging duties that should REALLY be integrated into the main game for the sheer amount of time you spend drudging the highway for supplies. There are a lot of very decent ideas in Dead Age but, at this point, it doesn't have the in-game scope to realise them.
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