Rebuild: Gangs of Deadsville Wiki
(Progress on the game)
 
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(The information here is old and should be updated.)
 
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== Roadmap ==
== Status updates from Sarah ==
 
   
  +
Rebuild: Gangs of Deadsville isn't done just yet! Here's a list of some of the stuff that will be added now that the game's been released on [http://store.steampowered.com/app/257170/ Steam Early Access].
These used to be posted on the now-defunct [http://ideaswiki.rebuildgame.com Ideas wiki], and are now posted on the [http://forums.rebuildgame.com Official forums].
 
   
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{{ambox|image=<br/>|textstyle=color:#000|text=The information here is old and should be updated.}}
* November 2013: The game is now half finished, private Alpha started.
 
   
  +
* Campaign Mode, a progressive journey through a dozen cities of increasing size and difficulty
* October 2013: Kickstarter campaign raised $40k. Soundtrack announced.
 
  +
* Hundreds of new random events
  +
* Longer multi-event plotlines for each faction
  +
* Interactive zombie and faction attacks
  +
* New zombie types and smarter, more dangerous faction raiders
  +
* Survivor relationships & children
  +
* Hundreds of new survivor faces and mix & match outfits
  +
* Equipment that actually looks like what it says it is, along with a bunch more art
  +
* A proper ending to the game, and some other secret ways to win
  +
* Balancing and tweaking of every aspect of the game based on player feedback... including making Impossible actually impossible (or at least harder)
   
 
== Status Updates ==
* September 2013: Added part time illustrator Sara Gross and writer Stephen Gray to the team.
 
   
  +
The best place to find all the most up-to-date Rebuild information is the [http://forums.rebuildgame.com official Rebuild forums], but here's a little history lesson of what we went through to get to where we are now.
* May 2013: Started adding content (techs, events, factions, plots).
 
   
 
* November 2012: Started collecting ideas for the new game.
 
* February 2013: Finished first design pass and started programming.
 
* April 2013: Hired Adam Meyer as an artist. Half of the game's base framework in place.
 
* April 2013: Hired Adam Meyer as an artist. Half of the game's base framework in place.
 
* May 2013: Started adding content (techs, events, factions, plots).
 
* September 2013: Added part time illustrator Sara Gross and writer Stephen Gray to the team.
 
* October 2013: Kickstarter campaign raised $40k. Soundtrack announced.
 
* November 2013: The game is now half finished, private alpha started.
  +
* May 2014: A beta version of the game is released on [http://store.steampowered.com/app/257170/ Steam Early Access]!
   
  +
[[Category:Rebuild: Gangs of Deadsville]]
* February 2013: Finished first design pass and started programming.
 
 
* November 2012: Started collecting ideas for the new game.
 
 
== Roadmap ==
 
 
# Collecting ideas - done
 
# Start programming - done
 
# Find an artist - done
 
# Start content writing - done
 
# Get accepted on Steam - done
 
# Kickstarter - done
 
# '''''Alpha prototype (fans & kickstarter) &lt;--- Here now'''''
 
# Private beta (fans & kickstarter) - est March 2014
 
# Public beta (Kongregate and FGL) - est April 2014
 
# Steam/download & web release - est May 2014
 
# Mobile release - est May 2014
 
# Updates
 

Latest revision as of 22:08, 22 September 2015

Roadmap[]

Rebuild: Gangs of Deadsville isn't done just yet! Here's a list of some of the stuff that will be added now that the game's been released on Steam Early Access.

  • Campaign Mode, a progressive journey through a dozen cities of increasing size and difficulty
  • Hundreds of new random events
  • Longer multi-event plotlines for each faction
  • Interactive zombie and faction attacks
  • New zombie types and smarter, more dangerous faction raiders
  • Survivor relationships & children
  • Hundreds of new survivor faces and mix & match outfits
  • Equipment that actually looks like what it says it is, along with a bunch more art
  • A proper ending to the game, and some other secret ways to win
  • Balancing and tweaking of every aspect of the game based on player feedback... including making Impossible actually impossible (or at least harder)

Status Updates[]

The best place to find all the most up-to-date Rebuild information is the official Rebuild forums, but here's a little history lesson of what we went through to get to where we are now.

  • November 2012: Started collecting ideas for the new game.
  • February 2013: Finished first design pass and started programming.
  • April 2013: Hired Adam Meyer as an artist. Half of the game's base framework in place.
  • May 2013: Started adding content (techs, events, factions, plots).
  • September 2013: Added part time illustrator Sara Gross and writer Stephen Gray to the team.
  • October 2013: Kickstarter campaign raised $40k. Soundtrack announced.
  • November 2013: The game is now half finished, private alpha started.
  • May 2014: A beta version of the game is released on Steam Early Access!