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The Dead Linger by Sandswept Studios

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seronx
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2012/04/08 16:55:33 (permalink)


http://www.kickstarter.co...dswept/the-dead-linger

^Dedicated Servers!!!!
FAQAre the developers open to new suggestions/ideas?
Yes, if we make a suggestion/arguement for something compelling enough, it may just happen.
Everything is subject to change.

When will the Alpha become available?
Sandswept hopes to release a working alpha between March and May.
Ugh ... I can't wait that long! Is there any way to speed up developement?
Well you could always support the studio by buying their other title, DETOUR.
Will this game be available on Steam?
Maybe when it's finished, unfortunately Steam doesn't accept games in progress.
What platforms will this game be available on?
Windows, Mac and Linux.
Will my computer be able to run it?
Well no specs have been posted yet, but a wide variety of options are planned so whether you have a top of the range PC or the cheapest one you can find you should be able to run it.
How much will this game cost?
Currently the Alpha costs $25, but it won't be that cheap for long, so be sure to snag a copy before the price goes up!
How large will this game be?
Currently it's expected to be at roughly 3 - 5 GB but that number will grow with each iteration of the game.
Will I have to pay for future iterations of the game? (Updates)
Nope, once you buy the game you will recieve all future updates and patches of the game free.
What programming language is the game written in?
C++.
Will this game be first person or third person?
First person.
Will this game be fully playable solo?
Yes.
What will the game look like?
Probably something similar to this screenshot from stalker.
Will this game's art style be realistic or stylized?
Realistic.
Does that mean there will be gore in this game?
Yes, but you can disable it if you so choose.
Will this game be realistic in general?
Well the primary design focus will be fun but second to that the game will be as realisic as possible.
Will your character feel hunger?
Yes, your character will need to eat.
... What about thirst?
Drinking water won't be that necessary for your character but it will lower infection risk.
Will there be platforming in this game?
Yes, there will be basic platforming. (e.g. Rolling over the hood of a car, jumping over a railing, climbing a ledge, etc.)
Will there be barricading in this game?
Yes, free-form barricading is one of the main features in the entire game. No preset spots to place boards on windows. The integrity of a given barricade will be determined by what it is and how you place it on the door/window.
Can I create my own items in game?
There will be some sort of crafting system yes, what that will be is still to be determined, so put your suggestions up on the forums!
Where will this game be based?
Everywhere, USA.
Will this game be open world?
Yes.
Will the world be procedurally generated?
Yes.
Will the game's enviroment be destructible?
We're not sure how destructible yet, but windows and doors will be things you don't want zombies hitting.
Will there be mountains in the game?
Yes, in fact every terrain feature is supported, including caves and mineshafts, although currently excluding overhangs but they will be implemented if need be.
Oh cool, so does that mean [example terrain] will be available?
Not right now, the only features that have been implemented so far are:
- Suburban (friendly neighborhood housing, school districts, parks)
- City (skyscrapers, larger buildings, industrial districts, city parks)
- Rural (Farmland, cornfields, wheatfields, barns, farmhouses)
- Forestry (national parks, pine forests, dense forests)
- Swamps (Swamps)
- Caves, sewers, old mineshafts are do-able, and they plan on doing them.

Oh ... I see how it is, so does that mean there's no chance of [example terrain] making it into the game?
Not at all, simply that the above spaces are the only ones planned/implemented so far.
What is the algorithm used to generate this world?
Sandswept will be using the expert system, where each classification has it's own expert to determine how it will be generated, for example the building expert will decide on the structure of the building while the city expert will determine the place and size and so on and so forth.
We will also be able to tweak these settings ourselves at some point in developement.

Will there be friendly AI in this game?
Friendly AI cannot be confirmed at this point.
Will there be zombie dogs and/or animals?
Currently it's confirmed zombie wolves are planned and there are other zombie animals that have not yet been mentioned planned for the game. There may be a zombie bull.
Will there be mutated zombies? (Acid spitting zombies, exploding zombies, etc)
None are planned at this moment in time.
Will there be slow/fast zombies?
There will be a wide variety of zombies, ranging from slow to normal to fast, normal zombies being the most prominent.
The explanation for this is more freshing bitten zombies have decomposed less thus can move faster.

What about child zombies?
Official word on that is: "Until we figure out how it would give a solid advantage to gameplay, we're not particularly interested in gratuitous child violence for the sake of it. That said, if they did exist, there would also be an option to not have them."
How will zombies act?
Zombies will essentially have 3 states. (Names of the states are made up for the sake of explanation)
- Idle (Wandering a area, just standing there, gnawing on something)
- Investigating (Being aroused by a outside source; be it light, sound, smell, etc; And going around to investigate)
- Aggro (Actively pursuing a player they saw or know is there)
Zombies within a investigating or aggroed may draw other zombies to them.

Will there be inventory limitations?
Yes, you can only carry as much as your backpack, pockets, etc, can hold.
Will I spawn in a safe location?
It will be relatively safe compared to the areas around you.
Will there be background music while I'm playing?
Yes.
Will this game have multiplayer?
Yes.
Can I host my own server so I can play with my friends in a private lobby?
Yes, a application will be released to allow you to host a server.
Will there be LAN?
Yes.
Will there be clans in this game?
Yes, there are also two types of servers for clans, PvP and PvE.
If all the players leave the server, could zombies overwhelm our stronghold?
No, if there are no players on the server it idles until someone rejoins the server.
Will there be voice chat in the game?
There will be eventually but during the Alpha you'll most likely have to use a outside program like Teamspeak or Skype to communicate through voice, there will be text chat though, so you can still communicate in game.
Will the game have mod support?
It is planned for the future but there aren't any systems put in place for it yet.
Will there be different weather?
Yes, the current confirmed weather is rain, thunder storms and sunny days.
Will weather have a effect on the AI?
Yes.
Thunderstorms will make it more difficult for zombies to hear you, night time makes it easier for them to hear you but decreases their vision, this is all the information we have about the effects of weather on the world so far.

Will there be a day/night cycle?
Yes.
How long will a day last?
Currently the planned default length of a day is two hours, but you can alter the length if you so wish.
I'm a experienced modeller and I'd like to help out with this project, is there any way I can submit my work for it to get in the game?
Yes, underneath the forum "Survivor Creations" there is a thread dedicated to this topic.
I wrote this nice little diary entry I think would make a great backstory for a dead character in the game, can I submit it?
Yes indeed, if you post your entries in "Survivor Creations" and they're just quite good enough they might make it into the game. :D
Will there be DRM or any form of restrictions to the player for piracy prevention?
No, in fact as long as you buy the game if you like it pirating the game just to try it out is even encouraged.
I'm a hardcore zombie fan, can I turn off music/fast zombies/zombie animals/etc?
Yes, options will be implemented so you can tweak your experience exactly to your liking.
Will there be human abilities/attributes/skills?
Yes, there will be human attributes.
You may only have three at a time and you can only change one attribute for another every hour.

Can I gain attributes?
There will be trails/challenges allowing you to gain extra attributes/increase your current attributes.
Will there be driveable vehicles in this game?
Yes and they will require fuel so you may need to top off the tank before driving it off into the sunset.
What are the terms "zed" and "zulu" referencing?
Zed and zulu are references to the letter Z, the former being and enunciation of the letter, the latter being the letter Z in the NATO phonic alphabet, these two terms are commonly used as shorthands for the word "zombie", referencing the way the first letter within the word would be said.
Just want to put this game on your guys maps...16 player co-op/~150 km² map.
They have also succeeded in their goal of $60K.
post edited by seronx - 2012/04/08 17:00:22

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#1

31 Replies Related Threads

    ShurikenTenshi
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    Re:The Dead Linger 2012/04/08 17:00:16 (permalink)
    It sounds amazing

      
    12G-P5-3953-KR     6/30/2021 6:23:47 AM PT YES!
    10G-P5-3899-KR  6/23/2021 6:01:36 AM PT No    
    10G-P5-3889-KR  6/23/2021 6:01:12 AM PT No  
    24G-P5-3979-KR  6/23/2021 6:00:45 AM PT No  
    12G-P5-3968-KR  6/3/2021 8:15:04 AM PT No   
    10G-P5-3898-KR  12/17/2020 7:55:06 AM PT No 
    #2
    EliteGeek91
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    Re:The Dead Linger 2012/04/08 17:27:18 (permalink)
    Yup, will prolly donate $25 to help out, and also get a free copy of the game on release. 

    #3
    seronx
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    Re:The Dead Linger 2012/04/08 17:30:15 (permalink)
    EliteGeek91Yup, will prolly donate $25 to help out, and also get a free copy of the game on release. 
    And, access to the Alpha and Beta.


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    #4
    EliteGeek91
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    Re:The Dead Linger 2012/04/08 17:43:00 (permalink)
    Ahh wow, didn't read that! Even better.

    #5
    seronx
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    Re:The Dead Linger 2012/04/08 19:54:29 (permalink)
    EliteGeek91Ahh wow, didn't read that! Even better.
    Just found out there can be more than 16 players per server.  Sandswept is just testing for 16 players as of now.  (Up to 1000 players for one server, unofficial)


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    #6
    tet5uo
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    Re:The Dead Linger 2012/04/08 20:18:29 (permalink)
    This is what I've been waiting for since forever :)
     
    Hope they can pull it off man.
    #7
    seronx
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    Re:The Dead Linger 2012/04/08 23:15:57 (permalink)
    tet5uoThis is what I've been waiting for since forever :)
    Hope they can pull it off man.
    Same... I've been waiting for this foooorrreevvveeerrrr.....


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    #8
    doorules
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    Re:The Dead Linger 2012/04/09 01:25:16 (permalink)
    It has been bad enough that games are dropped on the market in a half finished state.
    I guess I really shouldn't be surprised that someone would take this approach, only as to what took them so long.

     
    #9
    boomerman18
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    Re:The Dead Linger 2012/04/09 22:38:14 (permalink)
    The video gave me chills haah...i love ANY game that has zombies in it. If they do everything they say they will do then this sounds like an epic masterpiece. It also reminds me of Project Zomboid but on a much larger scale with better graphics. Im def going to keep an eye on this ty for the post.


     
    ^^^^
    Charlie sheen if he was a robot
    #10
    seronx
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    Re:The Dead Linger 2012/04/10 14:41:57 (permalink)
    video link

     
    http://www.thedeadlinger.com/donate
    ^PayPal for you EU guys

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    dbe425
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    Re:The Dead Linger 2012/04/11 11:20:22 (permalink)
    I'm not a zombie game kind of person but this sounds interesting.  I'll give these guys support simply because its nice to see people passionate about what they do. 


    #12
    Kymera3
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    Re:The Dead Linger 2012/04/11 12:06:39 (permalink)
    I gave support for wasteland 2 and this game also looks amazing, i'm helping on this one for sure !
    #13
    Asetek Im Hit!
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    Re:The Dead Linger 2012/04/11 14:20:13 (permalink)
    Great stuff. And a long time coming. How all these other zombies games have danced around this concept is amazing. All the zombie movies and comics should had made this seem like a low-hangin no-brainer for devs. Glad someone is aiming to nail it.  
     
    Great find. 

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    #14
    Aether245
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    Re:The Dead Linger 2012/04/29 12:25:03 (permalink)
    This project only has a couple of hours left.  If anybody wants to fund it, now would be the time to do so!  And yes, I know, necro-post.

    #15
    seronx
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    Re:The Dead Linger 2012/04/29 13:46:31 (permalink)
    https://p.twimg.com/Ari1WV4CQAEPJBv.png:large
    ^ a screenshot of the dev builds they are working on it pretty quick like ;D

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    dbe425
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    Re:The Dead Linger 2012/04/29 13:56:33 (permalink)
    Just pledged.  Hope its as good as it seems.


    #17
    aka_STEVE_b
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    Re:The Dead Linger 2012/04/29 14:12:32 (permalink)
    First time I've ever done something like this .....Pledged for $50 - 2 copies
     
    Here's to it not sucking.!! *cross fingers*

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    Khalus
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    Re:The Dead Linger 2012/04/29 14:20:04 (permalink)
    Damnit, the only bad thing about Kickstarter is that there are just too many great sequels and new ideas popping up to afford supporting them all right now!


     
    #19
    Aether245
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    Re:The Dead Linger 2012/04/29 15:20:05 (permalink)
    Ended with 258% funding! I can't wait to see what they have by the time the alpha releases!

    #20
    seronx
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    Re:The Dead Linger 2012/04/29 15:25:36 (permalink)
    Aether245Ended with 258% funding! I can't wait to see what they have by the time the alpha releases!
    Nice that means ~18 months of paid development for the game.
    http://www.thedeadlinger.com/iwanttolinger <-- You can continue to donate/pledge whatever here.
    Because we’ve had so much success with our Kickstarter, we’ve decided to extend our PayPal donations to May 9th! You can pledge any amount up to $500 and receive the same Kickstarter rewards! This will be your last chance to donate before the Alpha comes out.

    post edited by seronx - 2012/04/29 15:27:42

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    blacksapphire08
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    Re:The Dead Linger 2012/04/29 16:22:23 (permalink)
    I'm seriously considering pitching in, Detour was a fun game. 

     
    #22
    jureth
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    Re:The Dead Linger 2013/02/27 19:58:45 (permalink)
    I was looking around to see if there was a dead linger post on the forums and i found one.
     
    The dead linger is in the 007 patch it has a lot of real nice looking updates.
    any one else seen the need 007 patch what do you think?

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    Aether245
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    Re:The Dead Linger 2013/02/27 20:51:59 (permalink)
    I play regularly, and I am really impressed with the progress they've made so far.  Build 007 looks great, and 008 adding foliage is going to make it even better.  I really can't wait until they add more things to do in game and improve zombie AI.

    #24
    TECH_DaveB
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    Re:The Dead Linger 2013/02/28 10:07:18 (permalink)
    Name rings a bell, somehow I missed this one, definitely looks interesting!
    #25
    lilchronic
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    Re:The Dead Linger 2013/02/28 10:14:34 (permalink)
    looks cool!

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    Bowenac
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    Re:The Dead Linger 2013/02/28 10:19:44 (permalink)
    Hopefully it looks better than nes when they are done...
    #27
    tet5uo
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    Re:The Dead Linger 2013/02/28 10:46:20 (permalink)
    Bowenac

    Hopefully it looks better than nes when they are done...

     
    yeah, I think the plan is to have better graphics eventually. They're mostly placeholder while they nail down the more important mechanics.
    #28
    jureth
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    Re:The Dead Linger 2013/02/28 15:47:07 (permalink)
    The next update is supposed to have Anti-Aliasing features.
    that should help smooth things out.
     
    heres a link to the blog
    http://www.thedeadlinger.com/
    and their twitter its got tons of update info.
    https://twitter.com/thedeadlinger

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    aka_STEVE_b
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    Re:The Dead Linger 2015/11/12 18:10:37 (permalink)
    FYI - It has been shut down / no more updates / no more work being done....... Myself - (the 2 copies I bought ) and the rest of you backers lost out on this one........
     
    It had great potential but they made too many mistakes  ( 3 engine changes* cough*cough*  ) 
     
    http://www.thedeadlinger.com/archives/6019
     
     
    The Final Word

    By TDL Team on November 12, 2015 in Events

      
          

    Hello Survivors,
     Geoff Keene here, project lead on The Dead Linger and CEO of Sandswept Studios. Richard Keene, co-founder and CTO, also signs his name to this as well.

    This is one of those blog posts that nobody wants to write, and most of you don’t want to read. Bear with me.

    The Dead Linger was started in the infant era of alpha-funded sandbox games, before we even heard tell of similar titles, such as DayZ. We wanted to make a massive, open-ended zombie game with a huge focus on cooperative play. Some of the early response and sales were extremely promising for the game, as was the code and art development, with a skilled staff of about 15 people, some paid, some not – a testament to the penny-pinching we’ve been doing since Day 1. We’ve put every single penny from The Dead Linger’s development straight back into tools, asset creation, and salaries for the team, and it still hasn’t been enough.

    Looking at the scope we’ve designed coupled with the cost of engine changes after settling on something that wasn’t sustainable for the scale we had planned, that cost is well above and beyond the sales The Dead Linger has made, both combining the original Kickstarter and Steam sales. We’ve been putting this off for many months, trying to get out what we can with our limited time next to keeping our rent paid, and we’d hoped the latest update would start to turn the tide a little. Some of you have been very excited for the latest updates, but the sales just aren’t reflecting that excitement, and as they say, money talks. The tide hasn’t turned.

    The Dead Linger is something we’ve been building for the last 3 years, we have hundreds of unique assets that cost our in-house artists hundreds of thousands of dollars to create, and a good half of those haven’t even seen the light of day because we simply haven’t had the manpower to move the code forward in the timescale demanded by our budget and the community’s interest. The Dead Linger costs more per month to develop than it brings in, with a scope larger than we should have ever attempted, and gameplay focus that is far less profitable than other games in the genre. The reality we face is that we’ve been pinching pennies and it hasn’t let up. The entire team, from current staff to our former staff who were told we couldn’t pay their rent next month, have had to cut some major stuff out of our lives to see the game continue development month to month. We can’t continue it.

    I’m not sugar-coating this for you as “this is no doubt a dissapointment to the community.” It straight up sucks. It sucks for you guys, and it sucks for us.

    As the project lead, my entire reputation as a developer has rested on the swirling vortex of negativity that TDL has become. I completely own that, and I am tremendously grateful for the support we’ve had through our rough development. Despite working a minimum of 10 hour days alongside a team of some of the most dedicated people I’ve ever met, we have been completely unable to deliver on the gameplay we wanted. The scope was too large, and the initial budget was too low. As the project lead, I made a few very key mistakes during development. Engine changes aside, there were decisions made about the scope and tech that cost a lot more than we predicted, as well as some of what we’d call “bad luck.”

    I’ll start with “bad luck” and perhaps the most negative part of this entire blog post.

    I feel a need to clear this one up because I still get remarks about it daily and it wears me thin. This is truly my final word on it. I don’t intend to continue feeding trolls or airing dirty laundry. It actually really sucks that I have to even address this at all, and I debated not including it in this blog post, but I’d really like it done. Seeing this garbage in an actual TDL review has kind of been the final straw for me. This is not the only reason things have gone poorly, by any means, but it was a major catalyst present in the last 6 months, and I don’t mean to paint it as anything but that. So let’s get this dirty, negative crap out of the way first.

    A small butterfly effect that started very early on was when we informed a few of the staff that we could pay them very little, or none at all, with the funds we had at the time. This happens frequently in indie dev, and was done entirely in favor of paying other team members we deemed more crucial to development at the time. This was even something we established as team prior to the Kickstarter launching, at which time no one, including myself, was paid.

    It’s never an easy decision to include some and exclude others from pay, but one that had to be made, and one we absolutely did not blind-side anyone with. Up to that point, everyone was there because they wanted to work on something cool. A very small portion of the staff members didn’t believe what we were telling them after we had some money coming in and decided that we had simply left them out to dry in favor of lining our own pockets, despite the checks I was sending our monthly to the majority of staff, and having only funds to continue that action for 6 or so months. To stretch that money as far as it would go, some people were paid little, or none. It wasn’t ideal, but it was where we were at the time. I talked individually with every staff member to get their monthly expenses and cover them on the bare minimum that we could. Some we could not. That’s just the way it was, and we were upfront about this from the start, and repeated it often.

    When these few staff members’ very short contracts with Sandswept ended, they began to spread extremely negative (and completely false) allegations about where the funds had gone, as well as some strange things about my personality or work habits. As this only came from two or three people while the rest of our 10+ staff were working hard as ever, we would’ve outright ignored these. We actually did, for a really long time.

    Unfortunately, months and months (and in some cases, years later) these claims resurfaced and were picked up without verification or evidence by some blogs and youtubers and spread throughout the Steam forums, even spilling on to reviews about the game itself. We do appreciate that some of the blogs/journalists retracted their posts later on when we addressed the issue with them, and we are grateful for their integrity on the matter.

    But the damage was done. It’s discouraging to see that on the internet anonymous sources are held in the same regard as the word of someone putting themselves and their work out there, with their names on it. That sort of sucks, and it seemed almost unbelievable at first, until we watched it happen first-hand. What was an upward trend alongside our improvements to the game, quickly declined as people envisioned me running off to Las Vegas with dollar bills spilling out of my pockets.

    I don’t even like Vegas.

    With that dirty topic out of the way, let’s talk about other things that went wrong, which were fully in my control.

    For one, I heavily misread the market. I joked a few weeks ago that we should’ve done what our critics suggested we were doing already — actually gone ahead and cloned DayZ. When we switched to Unity, we might have made some really solid money early on if we’d focused on a smaller, non-procedural world, a little crafting, and a huge focus on PvP, right out of the gate. We know a few other titles did that, and they outsold TDL by leaps and bounds. As a cooperative, non-PvP player myself, I’ve been nothing but shocked over the last few years as I watch youtubers and streamers run around shooting random players for a can of beans. We set our aim high, and we missed the mark. We probably should have settled for less, and listened more intently to the wider Steam market.

    We simply lost the climb against others who had similar-but-different ideas. After 3 years of non-stop development and obsession, it’s just not a climb we can compete in anymore.

    I’ll be more than glad to share more in a blog post and peel back the curtain on more of our development. We’ve gone through an experience that the majority of developers (hopefully) never have to, and I’d like to share that in order to see they don’t make the same mistakes. I want people to succeed out there.

    What happens now?

    We are not going to move The Dead Linger into “Finished” state or “version 1.0″ and call it good and done – because it’s not, and it would be dishonest to cut it short and throw a bow on it. The Dead Linger is going on the backburner, meaning it’s effectively postponed indefinitely. We’re not officially shuttering development of TDL at this time, as we love the core ideas of the game and we may yet spur it ahead in the future, but the bottom line and main takeaway from all of this is that we can not keep developing a game that is coming out as a net loss every single month. I will update the various portions of the website to reflect this when I get the chance. Again, we’re a small team, and all of the front-end of these websites are primarily maintained by one guy – me.

    As The Dead Linger is not yet a finished game, and we do not have a timescale of when or if it will be revisited and completed, we’ll be dropping the price on steam way down for the forseeable future. (Pending pricing approval – will update when that goes through.) We’ll be keeping an eye on it to see what we can do to support TDL in the future, even if it’s just small patches to tidy up bugs. The forums will remain open as well.

    We’re also debating what we might do with the source code and assets if we do shutter the project for good. The art we made in-house for TDL is extremely high quality and we’d like to at least show it off or share it in the future. There is a lot of really skilled, careful, and caring work that has gone into The Dead Linger, and I don’t think we’ve done a good job of showing that. Our team (and even myself, believe it or not) have had our talents squandered by the crushing weight of a game too large and well outside of our funding capabilities. It’s made us all look bad at what we do, and I take full blame for that.

    The game industry commonly sees projects getting put on hold or cancelled – a lot of which never see the light of day – but it doesn’t make it any easier. I can’t muster up the words to convey what I feel right now. This is the hardest decision, and it absolutely breaks my heart.

    What is Sandswept doing next?

    I actually had a close friend suggest we close down and start a new company, hiding our names from future projects to avoid a bad rep.

    I respectfully declined the suggestion. Sandswept will not be closing down and we will continue to make games under the same name. I own my mistakes, and I know you guys want to talk to honest faces in the industry. It’d be a shame for there to be one less of those. My cards are on the table.

    We’ve learned enormous amounts from the successes and failures of The Dead Linger. Forging an open-world sandbox survival, diving into procedural generation, submerging ourselves into not 1 but 3 different game engines, and building a strong core team along the way. We are now experts in Unreal Engine 4, having delved deep into the engine’s source code to allow TDL’s Pepper Valley to sustain such a large number of items and beyond. The next thing we do will be powerful, playable, and most of all — fun. What we do in the future will be functioning and fun before you get your hands on it in any form.

    With a team holding two decades of experience in game development, we’re moving on to something new. We are shifting all of our team to a new multiplayer game, which we’ll announce later on through our twitter. @Sandswept

    We really love making games, and I’m deeply sorry that The Dead Linger has turned out this way. I’d be more than happy to answer any questions on the forums.

    Thank you for all your support.

    - Geoff Keene and Richard Keene
     Sandswept Studios

     

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