Soldak Planning Zombasite Expansion And New Game

Soldak make interesting games, such as Din’s Curse, Depths of Peril and Zombasite [official site]. These are action-RPGs that are doing more than hack and slash – Zombasite, the most recent, is set in a world gradually being consumed by a zombie virus, in which your decisions can affect the spread of the undead threat. It launched back in August and now developer Steven Peeler has written a blog update to say he’s working on an expansion and an entirely new game.

Peeler writes:

“While Zombasite isn’t doing as well as I would like (hopefully launching on GOG will change that some), I think it deserves an expansion. So that’s one of the 2 projects we will be working on. I’m not positive what the focus of this expansion will be, but some possibilities are more classes, lots more quests, more monsters, etc. The nice side benefit of working on an expansion is that it allows me to actively work on Zombasite, so that will mean fixes, balancing, and probably even some new features here and there will sneak into the base game. If you all have things you would like to see in an expansion, please speak up!”

It’s a shame that it’s not doing so well, though when Alec played it in early access just a month before it’s final release, he wasn’t wholly impressed. “To me, as someone who hasn’t played those, the zombie stuff does just feel like extra layers of fiddle on top of a relatively solid core,” he concluded. “It hasn’t much motivated me and it doesn’t feel much like a thing that is actually happening to my world, and to be honest I’d much rather just be getting on with doomed adventuring.”

Soldak make interesting games, even though they aren’t always polished or don’t fully come together. Their best is probably space ARPG Drox Operative, which Adam reviewed and loved in 2012.

As for the new game, Peeler offers a few details:

“The other project is going to be a separate game that is focused around the ideas of hardcore characters with random skills and traits, the next generation of character is evolved from his/her parents, and each world has a random setup and win conditions. The general idea is each individual character life will be fairly quick, but some amount of the character’s power growth will pass on to the next generation. Also which characters you evolve from will greatly control what mix of skills the new character has. Ever want a character that could stealth, use healing spells, and shoot arrows? You should be able to do that, but it will take some time improving and evolving from the right characters. I know this is relatively vague still, but if you have any ideas or games that you would like me to look at, again please speak up!”

Which sounds like a very Soldak kind of idea. He ends the post by noting that he may change his mind about both of these projects, but I hope, at least, that he continues to improve Zombasite.

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4 Comments

  1. Baines says:

    Zombasite simply looks horribly boring, a fantasy game with zombies pasted on top. It looked like Soldak was trying to cash in on the zombie craze years late and with no effort put into the project.

    It didn’t help that I wasn’t exactly wowed by their fantasy games. Nice in concept, but lacking the visual polish and action that tends to hide the faults of Diablo-style games.

    Drox Operative however was addictively great. Despite being spaceship-Diablo, the spaceship part removes a bunch of those Diablo flaws. It is a shame Soldak went back to fantasy.

  2. Throwback says:

    Zombasite is an excellent game, unlike anything you will find anywhere else. The game world is *alive* – there are other factions playing the same map as you with their own motivations, and manipulating them is really cool.

    Unfortunately at the time I stopped playing (101 hours according to Steam), the game had a number of issues:
    1. Terrible presentation. It’s ugly.
    2. Clunky (at best UI).
    3. Graphics issues – such as acid (very important to dodge) not being top of the visual stack, and gaps that you think exist not actually existing.
    4. Balance. Massive, massive difficulty spikes at certain levels when until that point, you had been cruising. Some classes being very poorly implemented, balance-wise – they would be fine in another type of game, but not this one.
    5. Too ‘clicky’. Unfortunately the game headed towards micromanagement of your town and it’s members. It’s a cool part of the game, but it got too much for me. A lot like the game ‘Thea: The Awakening’, if you have played that.

  3. Uglycat says:

    Zombasite felt like a half-assed reskin of Din’s Curse with a couple of extra features. I probably put a 100 hours into DC but couldn’t really do more than about 5 with Zombasite.

  4. Nonoga says:

    Zombasite is quite more than Din’s Curse with a couple of extra features.

    The clan management includes a lot of stuff to find and exploit. It’s not the place here to develop, but in short ton of traits and ton of jobs, so you’ll hardly find two NPC identical. Managing relationships, their happiness, their insanity level, their jobs and rest. Managing them to guard the town for you. Manage their kicking off to tune you clan skills. Or at reverse adapt your management just to keep a NPC and reverse his tendency of being unhappy to give him a tendency to be happy. Manage food for the clan and hunting party, and their jobs and activities to manage how much food the clan use. Make forage party to collect potions. Or collect party to collect stuff in an area. Put a recruit NPC in quarantine to discover his traits and avoid he builds relationship with the whole clan so you can kick him off more easily if you don’t like the traits. Learn how make your clan happy, detect workaholic NPC to make them work constantly, use therapist to manage insanity level of clan, many more.

    Many click to manage your clan? Wrong. Bind the command to distribute item to clan to a mouse button, and then quick click on any green and yellow item to at same time identify and distribute, it’s quickly done. Manage manually only the jewelry, rings, necklaces.

    Sure the clan sim is very abstract, they do jobs but you don’t have the animations just the results, they get married but you don’t see any celebration, more. Still if you bother, there’s a lot of stuff to quote and exploit.

    Yeah the zombie layout is pretty minimal. And what? The clan is the main point.

    There’s also light 4X elements with other clans and a light diplomacy, they add to the mood, and there’s tricks to find.

    I played a character up to level 100, I doubt I had reach level 40 in Din’s Curse.

    Zombasite is no way just a Din’s Curse, there’s a lot more.

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