Not Quite Dead: Open World Survival · published
Hey survivors!
I wanted to explain a little bit why I decided to introduce the new Season Rewards system.
Over time, I’ve watched a lot of survival-game content creators, and something I always enjoyed seeing was YouTubers creating their own “Season 1”, “Season 2”, etc. permadeath runs in games like SurrounDead.
It gave their playthroughs an extra purpose and made each run feel like its own story.
That gave me an idea for Not Quite Dead.
I wanted players to have something more to work toward beyond completing quests.
Quests give you objectives and help guide your progression, but killing zombies is obviously a huge part of the game too. I wanted those kills to actually mean something over the long term.
That’s where Season Rewards come in.
As you kill zombies, you’ll progress through different milestones and unlock rewards along the way.
Instead of:
“I killed another 200 zombies… cool.”
I want it to feel more like:
“Just another 50 kills and I unlock my next reward.”
It gives players another reason to explore dangerous areas, clear infestations, hunt zombies and keep progressing even after completing quests.
And this is only the beginning. Future seasons can have different rewards, different weapons and potentially even rewards chosen directly by the community. 👀
The Prison area is also becoming more rewarding — and more dangerous.
Zombies found around the Prison now have approximately:
2x Health
They will take significantly more punishment before going down, so entering the Prison unprepared may not end very well. 😅
However, there is now a reason to fight them.
So if you’re looking for materials to improve your weapons, the Prison can become an important high-risk / high-reward location.
Harder zombies → Better rewards.
Some of the fake/blocking walls that were used during the Playtest are now visible.
Previously, certain invisible barriers could make it confusing to understand why you couldn’t continue through an area.
Those barriers are now visually represented, making it much clearer where the playable boundaries currently are.
There’s been a lot of work going into these final systems, and my goal is to give you more reasons to keep playing, exploring and killing zombies instead of relying entirely on quests.
Season 1 is just the start. ❤️
Thanks again for all the feedback and support.
VOID Studio