The Dead Linger is an FPS that embodies the gaming community's hunger for a true, open-world, zombie apocalypse survival sandbox! Set in a planet-sized procedural generated worlds, survivors learn to fight, run, and survive against the never-ending and relentless zombie hordes. With pure sandbox, free-roam gameplay, multiplayer, exploration, free-form barricading, physics, and intense realism, this is the zombie apocalypse experience you've longed for all these years. 

The zombie genre has died. We're bringing it back from the dead. 

Survive
We're creating a game first and foremost about your choices, and those choices determine your survival in this zombie-filled world. The goals you have are the goals you set. Scavenging, exploring, fortifying, building, barricading, and of course, fighting off the zombie hordes.
Explore
Procedural generated worlds of upto 64,000 square kilometers. Every new world created will be different, and you can explore every inch of it, indoors and outdoors, every window, every door.

Fortify
You've found a hideout. Now what? Barricade it! Fortify it! Defend it! You probably need a place to keep your stuff. You might need a place to house your clan, or maybe you just like a particular building you found. If you choose, you can fortify and defend
Friends
Supporting up to at least 16 players in a single world, The Dead Linger can be played solo or with a group of friends watching your back.

Enemies
We're bringing Player vs. Player to the zombie apocalypse! Have you ever wanted to shoot it out through a massive city-scape, with zombies intermingling and causing chaos in between? The Dead Linger will feature solo, cooperative, and PvP game modes for whatever flavor you prefer.
Kickstarter (Successful)
Kickstarter.com

Where to from here?


Stages:


Stage 1: Alpha (Current)

  • The core game mechanics in place, to at least a rough level, from head to toe!
  • Lots of fun features and "stuff to do" updates, such as campfires, scavenging, barricading, and more!
  • Items for every single character equip slot.
  • More flashlight types, batteries, duct tape, and more!
  • Basic crafting system
  • Improved zombie AI and pathing, better zombie appearance
  • As with every stage, lots and lots of new buildings and regions!
  • Limited customization on the player (hair, face, eyes) and more, including female character models.
  • Basic start of hostile and friendly NPC survivors.
  • Basic weather systems that drastically change gameplay and zombie behavior!
  • Item delivery system for special (non-pay-to-win) items, for KS backers, early pre-order bonus, and more!
  • Discounted price of $19.99 USD!

Stage 2: Beta

  • Everything from Alpha, but even better!
  • Vehicles! Cars, trucks, boats, and aircraft of all shapes and sizes!
  • Greatly improved zombie AI and pathing
  • Greatly improved crafting system!
  • Greatly improved day-night cycle, and weather systems!
  • Greatly improved character customization, including all clothing showing on the player, and facial/hair/body customization! This includes greater variety in zombies!
  • Even more enemies, and not just NPC survivors! The horrors you will find have hardly begun.
  • Friendly NPCs
  • As with every stage, lots and lots of new buildings and regions to explore!
  • Discounted price of $24.99 USD!

Stage 3: Release

  • Everything from Alpha and Beta, but even better!
  • DRM-Free version will be available on Release.
  • Official and supported Mac and Linux versions of the game!
  • As with every stage, lots and lots of new buildings, regions, and more!
  • Post-Release bi-weekly patches that add new features and places to go!
  • Official modding support with tools so players can modify a little, or do total-conversion mods with our game!
  • The updates won't end with Release. There's always more we'll be adding to the world and gameplay!

  • Final release price of $29.99 USD! A lot of bang for your buck!

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Blog RSS Feed Report abuse Latest News: Monumental Multiplayer Update - Hotfix 10h

0 comments by TheUnbeholden on Nov 10th, 2013

Hello Survivors!

Hotfix 10h is finally LIVE! If you do not get it automatically, we’d
recommend restarting your Steam client (or verifying game cache) to
receive this update.
This has been a crazy month for us here at Sandswept! We started
development on Hotfix 10h on October 4th, and after slaving 7 days a
week, here we sit at almost 3 AM on November 5th! This build makes
sweeping improvements to performance, zombie AI, multiplayer gameplay,
some balance tweaks, and even more! Huge patch notes below!

Patch Notes for Hotfix 10h

“The Monumental Multiplayer Update”

This update is so large, we’ve added some categories to it like we do for our larger builds.
Achievements:

- New achievement “I Linger Too” is now active! Play The Dead Linger
(10h) before the end of November 9th to receive this Halloween
Anniversary achievement!
Multiplayer Changes:

- HUGE: Tons of fixes to the multiplayer experience! We’ll try to list them all here.

- General improvements to syncronization between clients. Survivors
should appear in the proper position and generally move more fluidly to
other survivors.

- Survivors now see other survivors facing the correct direction in multiplayer.

- Large improvements to the spiral world generator.

- Fixed a bug where windows and doors would not stay broken after reloading a saved world.

- Fixed a bug where some physics objects would pop into the air on World Refresh.

- Large improvements to long distance travel in multiplayer. Survivors can travel further apart with less problems than before.

- Chat should now properly show up for hosts and client survivors equally.

- Survivors are now properly removed from the game and scoreboard when exiting a multiplayer game.

- A message now properly displays when a survivor leaves a world.

- Fixed an issue where survivors would sometimes stop showing any movement to other survivors.

- Survivors can now see the flashlights of other survivors.

- Objects held by other survivors will no longer drop repeatedly while being held.

- Names from other survivors will now only show up from 50 meters away,
and when you’re looking at the survivor instead of simply showing up
when they’re on screen.

- Survivors can now see other survivors opening and closing doors. Doors are synced better in multiplayer.

- Survivor ping now shows up properly on the scoreboard in all cases.

- Disconnecting from multiplayer has been cleaned up and should now work much better.

- Improved host framerate when a client is joining a server. There is
still some stuttering during the join process but it is minimal. We
will improve this more later.

- Fixed a bug where client survivors would experience large terrain holes in farmland areas.

- Fixed a bug where a clients inventory was not being properly saved
after rejoining a game, causing them to lose inventory items.

- Fixed a bug where survivors sometimes would respawn all the way back
at the center of the world (regardless of where they were,) instead of
closer to their corpse as intended.

- Large fixes to issues where host/client survivors would turn
invisible to one another while still being able to interact with
objects.

- Client survivors can now cut down trees.

- Fixed a bug where buildings (such as a watertower) might have a different rotation for each survivor.
Zombie Changes:

- Zombies now animate their walks much better and no longer slide across the ground while animating.

- Tying in to that; Zombies are now slower. We will be adding two faster foes… Soon.

- Regular (Medium) Zombies now move at 1.1 speed, down from 2.5.

- Starving (Slow) Zombies now move at 0.4 speed, down from 1.

- Zombies are now less-CPU intensive than they were previously.

- Zombies should now more properly aggro on multiplayer clients.

- Zombie animations are now better syncronized across multiplayer.

- Zombies should no longer be able to emit multiple zombies noises at once.

- Zombies should no longer hit survivors through walls.

- Zombies should no longer hit survivors from far away.

- Zombie window climbing is improved. Zombies slide around and float much less when climbing obstacles.

- Zombies should now decide to climb over an obstacle or through a
window much quicker, instead of just walking into it for awhile.

- Zombies should rarely (if ever) hang in the air or appear motionless after spawning in the world.

- Zombies now pursue survivors more agressively once they’ve acquired a target.

- Slow zombies should be properly animating now.

- Potential fix for zombies repeatedly climbing the same obstacle and never getting over it.

- Potential fix for cases where invisible zombies may be present and able to collide with and attack the survivor.

- Potential fix for cases where zombie corpses may still move about and attack after they have been killed by the survivor.

- Zombies should no longer hover or hang in the air until the survivor gets close.
General Gameplay Changes:

- Hunger now decreases at a rate of .1% per 3 seconds, down from 5
seconds. In other words, it now takes 50 minutes to starve, down from
83 minutes.

- Fixed a small delay caused by animations when swinging with some melee weapons.

- Fixed a bug where a survivor would be able to climb a ladder to infinity.

- Potential fix for a large framerate drop sometimes encountered when
interacting with doors. (Not necessarily fixed in all cases.)

- Some fixes for large drops in framerate when respawning. Additional fixes will come later.

- Fixed a bug where survivors would be stuck on a white screen after
dying. (Most commonly encountered when dying of starvation.)

- Crosshairs now go away while interacting with or carrying an object.

- Potential fix for a bug where the previous weapon from the last
played world might appear in the survivor’s hands after entering a new
world.
Barricading Changes:

- General improvements to consistency of barricading. It’s generally easier to barricade now.

- You can now pry boards off with Mouse 2 (RMB) while holding a hammer. (Fixed a bug where it was Mouse 1 (LMB) instead.)

- Grab hand no longer shows up when looking at nailed objects.

- You can no longer melee while holding a nailable object and wielding the hammer.

- You can no longer melee while holding any object. The object will be thrown instead.

- Some improvement on held objects accidentally pushing through houses, walls, and other objects.

- When holding Mouse 2 (RMB) and dragging your mouse to rotate held
objects, the cursor will no longer leave the game window. This is a
particularly good fix for windowed users and users with multiple
monitors.
Inventory Changes:

- Items and objects should no longer fall through the floor of houes nearly as often.

- Some backpack items experiencing a squishing issue should no longer squish nor stay squished when equipped into slots.

- Some GUI elements, such as the inventory system, have changed appearance a bit; particularly in contrast.

- Drop Item box in the backpack now has a darker color scheme.

- Potential fix for overlapping items in the inventory.

- Potential fix for an issue where backpacks would switch when switching weapon sets.

- Fixed a bug where backpacks would not display their tooltip when moused over in the inventory.

- Added some simple numbers above “Change Weapon Set” to show which set number you have equipped.
World Changes:

- Large fix for framerate drops when running around farmland areas.

- Suburban neighborhoods now have more trees in them.

- Corn stalks have a brand new appearance.

- Farm crops, specifically corn fields, are much denser. Other farm
crop fields (wheat, soy, cabbage) have been removed for the time being
and will return in a future build.

- Far away houses now look much better, higher resolution, and more realistic.

- Some detail objects have been added to the Swerts and Office building rooftops.

- Better ambient occlusion lighting has been added to many of the structures in the game.

- HUGE improvement to content creation. The general stuttering when
building new content as survivor’s travel should be vastly improved.

- Moved furniture and other items should remain where you moved them
and no longer reset to its original position when rejoining a
previously saved world.

- Fixed a bug where you could not rejoin a world immediately after disconnecting from it. (Better memory cleanup.)

- The interior water tower ladder now extends to the bottom of the
tank, so survivors will no longer have trouble getting back out of the
tank once they’ve dropped down into it.

- Reloading an existing world or joining a multiplayer world will now
properly show the correct cliff textures and other terrain textures.
Menu Changes:

- There is now a View Distance setting in the Graphics Settings menu.
Setting the view distance lower can drastically increase framerate and
general performance. The default view distance has been lowered
sligthly, but you can turn it back up again if you prefer it. We will
also add an even closer view distance option in the near future,
allowing for even more performance gains on lower end machines.

- Worlds on the World List and Delete World screen are now in a more readable font.

- Worlds on the World List and Delete World screen now include a timestamp of when they were last played.

- On the in-game Escape menu, the “Game is not paused” text has been
moved down, and now properly shows up on all Escape menu screens. [Yes,
we do have plans for a Pause function in Solo Mode in the future.]

- Funny bits on the loading screen now change at a bit slower rate.

- Fixed a grammatical error on the loading screen.

- For new survivors, the configuration launcher should initially
default the game to “Fullscreen” mode instead of “Windowed” mode.

- TDL desktop shortcut is no longer pixelated or low-resolution.

- Dropboxes in the options menus now have a cleaner look.
Server Changes:

- Console command “save” will force the world to save. [Saving is done automatically, but this forces a save if so desired.]

- Fixed an issue where “-8″ coordinates (for one example) would be interpretted as “+8″
Audio Changes:

- Removed the out-of-place breaking sounds that play when you run into a door.
Misc Bug Fixes:

- Potential fix for the “black-screen only-hands” issue some survivors
encounter when running in Windowed mode. This fix will manifest as a
brief flicker when intializing the game in windowed mode.

- Potential fix for a rare (possibly obsolete) DesiredStateInt crash.

- Fixed an issue where the local survivor instance would be lost on death.

- Fixed an issue where controls would lock up.

- You can now force close the game by typing “quit” or “exit” into the
console. This is good for closing TDL when it locks up or otherwise
encounters a soft crash.
KNOWN ISSUES:

- Swapping weapons directly will cause the weapon to not equip
properly. Until we fix this (soon) you just have to re-equip the weapon
again to make it equip properly.

- Creating and joining worlds without closing TDL.exe can cause things
to get a little crazy. We currently recommend rebooting the game
between sessions.

- Guns do not always reload or fire properly and are missing recoil. We
will be updating the game to fix these issues in Hotfix 10i, coming up
next!

- Throwing objects doesn’t always work yet. We will fix this soon.

- Dragging doesn’t work just yet. We will fix this soon.

- Host survivors may experience some mild framerate stuttering when new
survivors are joining their game. We will be improving this as we
progress.

- Some survivors experience black screen with hands and nothing else.
We have added a fix for this, but if you still experience this issue,
run in Fullscreen instead of Windowed Mode. You can also try moving the
window frame, which may correct the issue as well. We will be looking
at a more permanent fix for this issue.

- Zombies are sometimes still appear in different positions for
different players in multiplayer games. We will be improving this.

- Sometimes the Settings menus get overlapped or otherwise crazy. Just
press the ESC key or “Done” button to get the screen back to normal.

- There is a bug where you will sometimes plummet to the ground very
quickly when dropping from a ledge. Holding Left CTRL right before
impact will mitigate some fall damage. Watch your step!

- You can sometimes have a phantom weapon or duplicate weapon in your hands when joining or rejoining a multiplayer game.

- The game and framerate will sometimes stutter for a short duration, especially when coming up on a town or new area.

- Sometimes buildings will forget to spawn. Sometimes loot inside
buildings will forget to spawn. The buildings want you to know they’re
sorry. If you experience this issue, curse loudly at the aformentioned
buildings and then start a fresh, new world, or continue onward to a
new area.

- Lots of other obvious issues that we’re going to be working on. (Welcome to Alpha!)
As usual, please report bugs on our Support & Bug Reporting forum.
We are going to hotfix for a couple more days, bringing more and
more features, fixes, and content that was leftover from the Big Engine
Change. After we are satisfied, prepare yourselves for Build 11 – The
Hunting Update!
Linger on, Survivors!

Post comment Comments  (0 - 10 of 19)
Twillza
Twillza Jan 7 2014, 11:34am says:

DayZ, Rust, ISS, and of course 7 Days to Die rip off!
XD a terrible game that will never finish and is a failure far worse than The War Z. LMAO!
You should avoid this unstable game. Not worth the $19.99 asking price.

-2 votes     reply to comment
Anna.
Anna. Mar 1 2014, 11:47pm replied:

GTFO!

+2 votes     reply to comment
someguywho
someguywho Feb 6 2014, 8:59pm replied:

DayZ came out about half a year after this was first revealed...

+2 votes     reply to comment
D3XtheG
D3XtheG Nov 30 2013, 10:55am says:

why is this game so super laggy???? a friend gave his copy to me hoping it wasnt laggy on my laptop but still tried it on a medium to high end gamepc still laggy as **** on low graphics! anyway to fix this????

-1 votes     reply to comment
Ardman55
Ardman55 Nov 26 2013, 11:04am says:

It still say Ogre engine listed as this games engine, if im correct you switched to unity some time ago?

+2 votes     reply to comment
Shardface
Shardface Nov 25 2013, 6:43am says:

Please make it for mac!

-1 votes     reply to comment
KaiMan32
KaiMan32 Oct 14 2013, 12:44am says:

Funny, when I said "I want to see this on Steam's Early Access category", whaddya know. It's on Steam Early Access :P

-1 votes     reply to comment
Endimmion
Endimmion Sep 28 2013, 7:11am says:

The Dead Linger is also on Sandbox-Games.net: http://www.sandbox-games.net/2013/09/new-game-added-dead-linger/

-1 votes     reply to comment
gbleebin
gbleebin Aug 22 2013, 8:55am says:

I cant wait to see more! i have been watching this for a few months now, is there going to be anymore news updates commenting on the progress of things?

0 votes     reply to comment
EliteHunter9632
EliteHunter9632 Aug 6 2013, 5:01am says:

Can't wait... ARGH!!!!
TRACKING.

0 votes     reply to comment
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The Dead Linger
Platform
Windows
Developer & Publisher
Sandswept
Engine
Unity
Contact
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Official Page
Thedeadlinger.com
Release Date
Released Oct 29, 2012
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8.7

45 votes submitted.

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Ratings closed.

Highest Rated (5 agree) 8/10

game is moving fast =) going to be great!

May 8 2013, 10:03pm by zonatefever

Style
Genre
First Person Shooter
Theme
Horror
Players
Single, Multiplayer & Co-Op
Project
Indie
Twitter

Latest tweets from @thedeadlinger

@CapMiosso RVs are planned later in development.

42mins 29secs ago

RT @Demaxbag: The Dead Linger - Philip Omnis T.co via @Twitch @thedeadlinger @PhilipOmnis

4hours 8mins ago

RT @GamesUnhinged: Yo what's up survivors! @thedeadlinger #TheRealTDL Season 2 Episode 1: Lost, is out! T.co we hope you…

Jul 30 2014, 8:37pm

RT @rkeene0517: Today on @thedeadlinger More vehicle tweaks.

Jul 30 2014, 5:19pm

@Comrade_Kaizer The M1177 SCV is designed to very specific specifications for the task at hand.

Jul 30 2014, 5:08pm

Found footage. #Build15 #SirensOfTheCity #TheDeadLinger T.co

Jul 30 2014, 5:02pm

@ExGaMer5000 We have art in the works for female survivors and female zombies, but probably won't appear in 15. Planned for shortly after.

Jul 30 2014, 10:44am

RT @rkeene0517: Today on @thedeadlinger : More AI and Vehicle combination code.

Jul 29 2014, 7:42pm

RT @geoffkeene: Added some new @thedeadlinger avatars to the Sandswept forums. T.co

Jul 29 2014, 5:56pm

RT @geoffkeene: The various loudspeaker clips for the Siren are, um, quite an earful. Dat atmosphere. #YouAreNowUnderMartialLaw #Build15 @…

Jul 29 2014, 12:46pm

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