Zafehouse: Diaries is a tactical game of survival, planning, resource management and problem-solving. Stuck in a remote, abandoned town, you must lead five survivors with conflicting motivations, fragile relationships and fiery prejudices to safety from the roving undead. A sophisticated procedural engine generates new survivors, towns and content so every adventure is a different experience, and you can use built-in editors to add real people and locations to the game. Zafehouse: Diaries uses a unique, diary-based interface. It records your actions, reveals the state of the world, provides hints and clues to help you, and can be exported and shared when the game is over.
A good game if you enjoy zombies and are not hung up on graphics. Zafehouse: Diaries could use a lot more variety in several aspects though, such as the NPC interactions currently being too repetative; there needs to be more emotional engagement, not just between the surviors but with the player and the characters being managed. Relationships or old/new friendships, for example, could provide large and lasting bonuses between two people and could even be taken a step further to include marriage depending on whether a priest is part of the group. Things like that could be used as random events that include both your survivors interacting between each other and with other various issues both good and bad that can happen in the zombie apocalypse; a bit of creativity and variety using drama, violence and love managed to get quite a lot of attention towards The Walking Dead comics, TV series and games.
An increase in the writing for every action that is done would be a welcome change, reading the same things constantly can get quite dull. One way to make things more interesting would be to take survivors personalities into account to change the way the diary is written so that it appears as if one of the survivors is writing the diary, then if this particular character dies, someone else picks up where the last character left off which then changes the perspective and therefore creates variety. Besides the things I just mentioned I can only think of some smaller issues I have with the game like the lack of an intuitive equipment screen for the player to choose whether a character can auto select equipment for every action as it already is in game or whether certain survivors can equip particular items constantly until otherwise specified. Doing this in a style similar to inventory/equipment screens in RPG games would be fantastic, in my opinion.
Anyway, sorry to have rambled! I wish the Devs the best of luck with their game, I'm sure it is in good hands.