Survive is very early in development and is using a game engine completely written from scratch by Subsurface Games. Most of the development work so far has gone into creating the engine. The engine just go to the point where all future work is being devoted to gameplay.
Survive will also have Crafting, Multiplayer, Traps, Dynamic Barricading, Land Vehicles, Air Vehicles, and Survivor npc's. All of these features and more are described in detail in this blog post: Subsurfacegames.com
You can think of this game more as a zombie apocalypse simulator. If you think right now in your head your exact plan for a zombie apocalypse (which I'm sure all of you have thought of at least once) I want you to be able to do it in the game. The whole goal of the game is to simply survive. There are no quests, there is no story line, and there are no goals. The only goals you have are the ones you set for yourself to survive, such as find guns, find food, find water, or find shelter. Everything that you think should be possible in the game will be. If you want a natural source of fresh water then maybe you should find a cabin on a river. If you don't want to worry about food go to the nearest grocery store and barricade the doors. Think you will need guns (you will), then head to the police station or the nearest sporting goods store. Worried about the heavily populated areas like stores being overrun with the infected (they will be), then maybe the cabin on the river is a better idea. The point is everything will be as true to life as possible to create a genuine zombie apocalypse experience.
The game world will be completely procedurally generated and you will start in a random house in a random person's life (you will most likely be able to customize you character and his/her attributes). You wake up to the dynamic sounds of npc screams and police sirens in the distance. You must do whatever it takes to survive. Because the world is procedurally generated it allows for unlimited replay ability. The game will never get old because you will always play in a new world with new challenges and places. The procedural generation will also allow for one of the most important parts of this game. It will allow you to enter into literally every single house and building you see without a loading screen. I really hate it in games when, as the player, you see a house or a building in the distance and really want to go inside it only to be disappointed and pulled out of the game world when you realize you can't go inside. It reminds you that you are just playing a game and not really running for your life in a zombie apocalypse. The only problem is that it's just way to time consuming to have an artist or a designer go though and lay out every single house or building in the world and fill them with props. The only realistic way we could achieve this is with procedural generation.
Survive has been Greenlit! Survive will be released on Steam early access when it enters Alpha in a few weeks. Thank you for all the support and yes votes, you guys are awesome!
There will be a video showing the new update in a few days! Here is a screenshot of the new gun and arms to tide you over.
Highest Rated (2 agree) 10/10
Very fun game
Nov 14 2013 by Bluepenguin63
Lowest Rated (6 agree) 1/10
Game started and my gun was going crazy and flipping all around the screen. I tried restarting it and the same thing was happening. I was like "okay whatever, I guess its just a buggy game" and continued to play. Every zombie appears to be a fat guy and theres tons of them. I started running in one direction and they were chasing me as I was mowing them down, and then guess what... The game crashed. Its a decent idea, but at this point it seems very poorly executed.
Nov 14 2013 by Blackm0th
Latest tweets from @subsurfacegames
Day 84. More work on the structure of the pipeline. Making it so individual city generation is isolated and can be split up into threads.
15hours 47mins ago
Day 83. Started working on splitting up the last few city road gen stages to work on a per city basis so they can be done in real time.
Sep 1 2015
Day 82. More work on the city block generation stage and a few more optimizations for block gen and road gen.
Aug 31 2015
Day 81. Finished multithreading roads, and worked on more general optimizations. Also started moving city block generation to its own stage.
Aug 30 2015
Day 80. Working on multithreading the city road generation and just general performance optimizations.
Aug 29 2015
Day 79. Did the weekly, and made some good progress on multithreading the city road generation.
Aug 28 2015
Weekly update is live, i'm all set up at new house, and back to full time work on generation pipeline! T.co
Aug 27 2015
@mworch You should just find a case you like and build it yourself. Usually cheaper, get exact look/specs you want, and its not that hard.
Aug 27 2015
@RussellGreene8 Yeah, but I did some stupid stuff just to get it to work as quickly as possible, and it's not multithreaded at all yet.
Aug 22 2015
@BradTimms I just posted a screenshot of city road generation 3 days ago.
Aug 22 2015