Dead Matter

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I searched but couldn't find a thread on this...

It an early access FPS, zombie survival open world game... but wait before you click away...

This looks like a cross between Escape From Tarkov & what DayZ should perhaps have been, built on Unreal Engine. Some really interesting mechanics for moving items, gun play looks like it's taking a good leaf from the book of Tarkov and the base area stuff seems interesting too.

https://playdeadmatter.com/

Here is the latest Dev vlog. It's worth having a scan through a few others as the team seem quite dedicated to their vision for this game. I see the potential and I've backed it, against my better judgement of such practice...

Closed Alpha is due out in June, early access on Steam 2021.
 
I suppose sooner or later someone has to get this right. In other words, have good core ideas/mechanics and the technical proficiency to enact them, make it fun to play, and most importantly with these kinds of projects, have the wherewithal/general resilience to see it through to completion.
 
I suppose sooner or later someone has to get this right. In other words, have good core ideas/mechanics and the technical proficiency to enact them, make it fun to play, and most importantly with these kinds of projects, have the wherewithal/general resilience to see it through to completion.
yea and it's not going to come out as an early access walking simulator.

early access kills any games that are supposed to be multiplayer or online since the population fizzles out so fast to almost nothing then never recovers
 
I get the apprehension. Previously I've backed Squad (result), Star Citizen (questionable but I'm happy), Escape from Tarkov (result) and of course DayZ (terrible for years, modding community seems to be saving it) If nothing else at least I will take the hit so you guys don't have to! :D

New Dev blog update is out:

JUNE UPDATE
06/13/20
June Update
Hey Survivors!

We have an update regarding the current state of development, as well as where we are in terms of the June release. This is a bit of an all in one update, and we’d like to thank everyone for showing us patience as getting this update out has taken quite a bit of coordination on our end to get out before the 14th.

Development Update
We’ve been getting the game ready for the Closed Alpha, dozens of bugs and critical issues have been getting squashed. While we’re not likely to get every single issue taken care of before the launch of our Closed Alpha we want to make sure that the Closed Alpha is palatable so we can get feedback on core gameplay mechanics rather than being in a state of constant firefighting after we push.

Quest and NPC Dialogue System
One of the things that we have been working on getting implemented for the Closed Alpha is the Quest and NPC dialogue system, as well as basic human NPCs to go alongside that. While we won’t have wandering NPCs on day one, Dead Matter will feature safe-zones that contain NPCs that you can interact with. We’ve built a flexible questing system that’s built on a set of simplistic rules, and the best part about that is we believe that this is an excellent opportunity to take some feedback from the community on Quests as well as NPC dialogue trees. If you would like to learn more about the Quest/Dialogue system or you would like to suggest a Quest, check out this thread on the forums: https://playdeadmatter.com/forums/index.php?threads/suggest-a-quest.575/

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Survivor Player Mesh
Payton has been overhauling the player mesh in preparation for the Closed Alpha, you will be able to tweak many elements of your appearance such as your facial hair and a variety of features. Here are some profiles that Payton has provided for this update including different variants of the player mesh, there is also an overhauled version of the female mesh in the works.



Click the image above to see the full album!

Trading System
In addition to the NPC dialogue and questing system we have implemented a new trading system that allows players to trade with each other while also allowing players to trade with NPCs. We’ve still got a few more kinks to work out with the system but we’re quite pleased with it thus far.

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Please note we still need a bit of work on the visuals but the system largely works at the moment.

Map Expansion
Our Closed Alpha will actually be launching with a much larger region than we were initially anticipating. The playable area will be roughly 7.5km x 7.5km with a new region that has yet to be revealed in a Development Vlog or Blog. Until now. Check out a few screenshots from the region below:

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For the full album Click Here

There's also been some progress made on the safe areas that will be in the game, as seen here:

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For the full album Click Here

We've mainly expanded the playable area based on feedback from our backers raising concerns that the initial map size might be too small, rest assured that we've heard you and have acted on the feedback!

Release Schedule Update
We are currently not on track for a June release due to external factors that we need to get taken care of before we push the release. These factors are mostly out of our control but do need to get taken care of to push the game into Closed Alpha.

We’re not anticipating that this will push us past the end of July and we will be making weekly updates until the Closed Alpha is released to keep you guys briefed on what the current situation is, we will be pushing the Closed Alpha as soon as everything is ready to go. It is coming very soon, and we genuinely appreciate your understanding and patience on the final lap. We apologize for any inconvenience or negative impact that this may have but we have obligations to make sure that we have all our bases covered and that is currently what is taking a bit longer than we had anticipated.
 
Seen this sort of game to often now, getting bored as the same thing rehashed over and over doing very little different than the last. Oh and it'll more than likely be an unoptimised POS just like all the other clones

Preach brother!


Not to mention, probably stay in alpha/early access status for years to come.....

Just need a good triple A studio to do something like this.
 
This is lacking in any real info, but might be a good introduction to people who haven't heard of the game until now.


Sounds way too ambitious to ever be realised, despite their funding successes. I wish them luck though.
 
Latest blog update:
JULY 3 UPDATE
07/03/20
July 3 Update
Hey Survivors,

We have another weekly update for you on our road to the Closed Alpha. Thank you all again for your continued patience and support while we work to get the Closed Alpha in the hands of our Backers.

We have updated the contact details on our IndieGogo page, and we now have a support email [email protected] for any help and support questions regarding Dead Matter.

Closed Alpha
Unfortunately we're still working on clearing the roadblock stopping the release the closed alpha. However, progress is being made and we're constantly working to clear the issue and make the best use of our time we can while that work is being done.

Development
Kyle has been working on a code pass for the ATV and player-made containers such as buildable crates that players will be able to attach locks to. He has also been working on triggers that will snuff out campfires if there is a lack of oxygen such as rain or heavy snow, and switching seats while still in a vehicle (passengers will be able to interact with empty seats to move to them). He has also gotten key distribution set up on our website so backers will be able to access their closed alpha and game keys when they are available. More details to come on that as we get closer to release!

Disclaimer: the following clips were recorded in a development environment with many gameplay features turned off (such as hand animations, full player models, etc.) while features are being developed.


Gunschlinger has been working on polish passes for the campfire and bird AI.

The Level Designers have been working on polishing and detailing the world overall. Metamoth has been working on detailing the caves, wilderness areas, many of the houses, and utilizing some new furniture setups throughout the map.

Dogtooth has been continuing his work on the player and NPC models and has started work on jerseys and other clothes for players.

Yitz (Marquis) has been working on some more safe areas that players will interact with NPCs as well as more rural areas of the alpha map. The NPCs that survive in Dead Matter have managed to secure a foothold in many much-needed facilities on the map so they can continue to survive the outbreak. Players will find plenty of people to talk to, learn about, and gain the trust of in order to (potentially) gain some access to what they have.

The safe areas:

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The not-so-safe areas:

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Hax has been working on gunshot tails (sound effects) implemented for many environments. Check out the example below:

Note: This is a test environment and the clip is intended to showcase sound effects, so the map does not represent the state of the closed alpha map and includes visual effects for development that will not be present in the game.

Alright everyone. that wraps up this development update. Thank you all for your continued support, and we look forward to your feedback and chatting with you all.

If you're not a backer already and want to support the development of Dead Matter, you can back the project at the following links:

IndieGogo

or

https://qisoftware.ca/store

Even if you can't, or aren't comfortable with backing just yet, spreading the word to your friends and talking about the game helps all the same.

Thank you all again for your patience.

Plan accordingly,

Regi

I'm still hopeful for it, I like the direction it's taking and I don't mind backing a slow burner (Star Citizen anyone...) If they get the feel of Tarkov with open world survival right I'll be happy. Some of the considerations around power to buildings I quite like too.
 
I gotta say, the world looks great, I think the environmental art is on point. I'm guessing it's not much of a game to play as a single-player game tho? I'd definitely be interested, but I have no desire for MP titles anymore.
 
I can't remember if there is a single player element to it. I know there will be quests, ala Tarkov & building your base/stronghold.

I know what you mean about MP though, these games seem to attract a somewhat toxic & kill on sight element to them.
 
It does look interesting, but it seems far too ambitious. Would rather they worked on getting a stable playable game before trying to add things like workable airports in.
 
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