Project commenced 2007-06-25. Now postponed indefinitely.
Development ideas
- Main inspiration: X-Com UFO Defense
- Two-level map: the island is divided into small areas called blocks, which are divided to 4m^2 tiles.
- The smaller-scale combat and decision making in the game is turn-based, while strategic level events happen in real time.
- The game has an isometric view on both map levels.
- The survivors have different basic skills that affect their efficiency in building things and combat.
- ranged fighting - using firearms and grenades
- melee fighting - using whatever improvised weapon is available
- engineering - building/removing barricades, fixing electric equipment, cars, guns
- physical fitness - running, hit points
- The survivors in the game have different professions that affect their starting abilities.
- Soldier/security - high ranks in fighting and physical fitness
- Engineer - high ranks in engineering
- Civilian - low ranks in everything actually useful, some random bonuses
- The game's enemies range from mindless zombies to chainsaw-wielding lunatics, Dead Rising -style.
- Limper - The basic zombie. Easy to kill when outnumbered.
- Runner - An advanced, more dangerous zombie with high health and a powerful melee attack.
- Survivor - The survivors may also be hostile bandits
- Maniac - Deranged lunatics using special weaponry
- Visibility-based gameplay - What the players don't see, they can't kill. Everything is more dangerous by night. Power is out, and visibility is very limited. The players can help the situation by using flashlights and fire, even rigging their own electric lighting systems or restoring the island power plant to operation.
- Scarcity of supplies - The players have to search for food and ammo constantly.