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Because single is too little

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Game Overview
There's lots of zombie games on the market. Loads of 'em in fact. But maybe you were looking for a zombie game with a little bit of everything. Double Death is a community driven single and multiplayer game in which you can customize your character with tons of accessories and take part in the zombie apocalypse. But what sets the game apart from other games? Well, mainly the fact that the game has a huge ass modding API which can be easily used to make custom gamemodes and maps.Unlock & Equip perks to mix up how you fight, or create cool zombie killin' combos to spin a slot machine to create some chaos on the battlefield. Team up with friends or play alone as you fight the horde or take part in creating the apocalypse, making as many maps and game modes as you want.

Default Gamemodes
Drawing inspiration from games like Killing Floor and L4D, this is a mode about surviving a set number of waves with friends or by yourself. Visit the trader in between waves to upgrade weapons. By default all special zombies, all perks, and all power ups are enabled in this mode.
Similar to Classic, but instead of surviving a set number of waves, the horde will never stop coming. Ever. By default all special zombies, all perks, and all power ups are enabled in this mode.
Arena style mode where players can actually play as the zombies as well as the survivors, and try to kill each other. Multiplayer only.
In a sense, it's basically story mode. It's a handpicked rotation of the default maps with extra content added in, such as NPC's and objectives.

Default Maps
East Side
What's left of a large city overrun by the horde. Straightforward layout without many obstacles. Nothing too special here, but maybe some buildings hide some cool stuff.
Same city as East Side, but in the heart of the horde. This map extends underground as well, allowing you to roam the streets or explore the sewers below. Features a few secrets in the sprawling sewers.
It's the Titanic a ship about to meet its doom, swaying back forth while hordes of zombies flood the decks. Features areas above and below decks, as well as a couple of easter eggs and dynamic events, one of which leads to an insane boss battle.
An old, abandoned warehouse filled with tons of places to hide and take refuge. Pretty straightforward besides that, with nothing too special. It's exactly what the name says it is.
An abandoned nuclear plant. Multi-level map with one large easter egg with a very insane "reward". Also contains a few secrets.
A very limited map consisting of a makeshift refuge on the top of a hill. Zombies come from both sides and try to break in. Sort of a KOTH style map.
The largest included default map. Consists of a massive, sprawling city in complete ruin. Tons of secrets and easter eggs are included here, as well as a few things not seen in any other map.

Custom Content
Custom content can be made for the following:
-Guns/Gun Mods
-And More (It's possible!)

Image RSS Feed Latest Screens
Grindhouse Map Demo Extremely Early Trader Screenshot Special Zombies
Blog RSS Feed Report abuse Latest News: [Gif Heavy] State of the Game #2

0 comments by Bonesy0 on Jul 16th, 2014

Hey everyone, Bonesy here again!
It's been awhile since I last posted an update, but I hope the game is still fresh in your mind. Today I'm going to be going over the Trader, the Upgrade System, and a few other special things just for you.

So, without further ado, here we go.

This here is the Trader screen. In between rounds, there's a bit of downtime before the horde strikes again. This gives you an opportunity to spend your hard earned, blood stained cash on power-ups and more! You have 4 slots for upgrades, and some upgrades can be equipped in all 4 slots for 4x (or 3x, or 2x) the effect. Some powerups are not compatible with others as well, and cannot be equipped together. You can also buy ammo here in stacks of 25 and 50, but the maximum reserve ammo you can have at a time is 250. You can upgrade your maximum clip though! You can also sell an upgrade after buying it by right clicking on it. Most upgrades work together with synergy, and since there are roughly 50 different base upgrades, that's a ton of different combinations!

Upgrades are classified in 6 different categories.
Utility - Serves as a form of technical power-up (ex. speed boost, more ammo, lifesteal)
Fun - Serves to create chaos on the field, with ridiculous power-ups (ex. shrink enemy, teleportation shots [switch places with the player you shot], bouncing bullets)
Support - power=ups used for the benefits of others (ex. healing shots, way-point marker, ammo share)
Defense - power-ups which upgrade survivability (ex. Iron Skin, No Knock-back, +Max HP)
Offense - power-ups used to deal more damage (ex. rapid fire, lasers, +damage, Money is Power)
Misc - power-ups which with miscellaneous purposes (ex. Health = Ammo, Invisible While Rolling, Boomerang Bullets)

Here's some examples of upgrades in action:
(please ignore the red box in some, it's a debug menu)

Crossbow bolts!

Exploding Bullets!

Flare/Flaming Bullets!

Ice/Freezing Bullets!

Lasers (WIP)


Rockets! (WIP)

Shrinking zombies!?

Sniper upgrade

2 upgrades shown: Spitter shots (projectile used by Spitter Zombie) and Split Shots!

Bullet Spread

Sticky Bombs (WIP)

Toxic Clouds (WIP)

Traps (WIP)

Lastly, I just want to let everyone know you can add new powerups through modding. These custom powerups still retain synergy with other vanilla powerups.

I have a ton more things coming soon, so stick around for more! Thanks so much for your support everyone.

Lastly, if you want to get into contact with me here's a few ways!
Youtube (currently inactive):
Email: admin[@]      <----(without the [ ])

Signing off for today,
-Joe (Bonesy)

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Double Death
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Latest tweets from @iammrbonesth

found a huge resolution scaling bug. this is going to be hard to fix.

28mins 24secs ago

my views on early access still stand and I refuse to release a game that is not finished. please do not ask me to do so, I will not respond

13hours 44mins ago

day 16 million: progress has been made but there is still no trailer or greenlight. gotta pick up the pace...

Jul 30 2014, 1:07am

can't wait to try out trails in the sky!

Jul 29 2014, 4:32pm

this is why early access is flawed, we should be catering to players not us developers

Jul 28 2014, 12:51pm

yeah I'm sure that'd work out great for both me and the consumer, now we have an unfinished mess and an unhappy player

Jul 28 2014, 12:50pm

imagine if i started working on another game with all my effort while double death wasn't even finished

Jul 28 2014, 12:50pm

RT @pcgamer: Rust's Garry Newman confirms its continued development in response to the Riftlight announcement backlash.

Jul 28 2014, 12:49pm

RT @CynicalBrit: Why we watch, a response to BBC Newsnights "What is Twitch?" feature

Jul 26 2014, 8:00pm

every time an "early access survival horror" game is released a part of me dies.

Jul 25 2014, 11:55pm

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Double Death
Double Death
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