A POST-APOCALYPTIC CITY BUILDING GAME BY SARAH NORTHWAY
Pre-order Deadsville Windows, Mac and (coming soon) Android, and play the (Win/Mac) beta right now on Steam early access or drm-free direct download.
Or get the deluxe Survivalist edition with some cool bonuses: Rebuild 1 & 2 desktop versions are available now, 5 bonus starting professions coming soon, and and a PDF artbook when the game is finished.
Colin and I are now settled in Cape Town for the first half of winter (their summer). Colin’s going to spend it kiteboarding on the endless, beautiful beach and I’m going to put my head down and work. This is what I’ve said every month for the last year, and does it ever happen? Rarely. Life is just too full of distractions to spend it crunching, I guess. That or I’m paralyzed with fear that I’m going to screw up this wonderful, already successful game somehow because I don’t truly understand why people like it.
Let’s hope it’s that first one.
So October’s version 0.69 (hahah… yeah) was big on balancing and increasing the importance of happiness and faction rivalry towards the end of the game. It’s still not right; with so many random elements I’ve got to do a helluva lot of testing to know if I’ve made something too easy or hard, and I’m trusting a lot of that testing to the community. I’m not sure if I’ve told you this lately, beta testers, but I love you. You’re great.
I also included Adam’s final versions of the faction leaders, which are really fun and make me want to write them all some new events. I’ve decided every faction will have a special requirement before they’ll ally with you (in addition to needing 75 respect). Like, the Luddies want you to have a lot of farms, the Government wants you to make ammunition for them, the Pharmacists want you addicted to Bath Salts etc. I’m looking for more suggestions.
Also making it in are the start of relationships, the Kickstarter stretch goal chosen by popular vote. Survivors assigned together will gradually become friends, which gives them a happiness boost if they spend enough time together. They can even fall in love and get married. And yes, there are same-sex relationships too.
Sometimes people just don’t get along, and they hate to work together. Force them on missions together too often and it could end badly. Don’t miss the warning signs!
Next month we might see children finally make an appearance in the game. Colin’s helping me brainstorm how they’re going to work right now. It’s pretty swell having him on the team!
We showed it at CIGGRAPH in Vancouver, then Deep Under the Sky and Rebuild at PAX Prime in our first ever PAX booth. It was an unbelievable experience. I had no idea there were so many Rebuild fans out there! Every time I looked up, someone new wanted to know if I was the Sarah Northway, creator of Rebuild, and could they shake my hand. It was so – I want to say humbling, but it was the opposite of that. It was good, very very good.
Now that Deep Under the Sky is out, Colin’s coming aboard the good ship Rebuild to work on the programming and balancing. We haven’t properly worked together since Incredipede so this is going to be fun. Colin’s first task was to track down the memory leak, which we hope is now fixed in the 0.666 update. He’s also working on the new relationships system (one of the Kickstarter stretch goals), and on balancing happiness and fort policies.
In the new update I also added 60 new backstories (written by Stephen Gray), 11 survivor perks, and 5 new main leader jobs. I finally hooked up the Steam deluxe edition with 5 more main leader jobs for a total of 15 to choose from. Here’s an overview of how they work and what each one does.
All about jobs in Rebuild: Gangs of Deadsville
The first thing you do in Rebuild 3: Gangs of Deadsville is design your main character. She (or he) will lead your fort from humble defensive camp to glorious city-state. She’s your most important survivor: the only one (at least initially) who can learn any skill, and unlike the first two games, she can’t be killed.
Now comes one of the most important choices in the game: pick your leader’s profession from her previous life, back before the infection started. This determines her starting skills, equipment, and a fort-wide bonus that affects the whole game. Choose well!
Main leader starting professions in Rebuild 3:
start the game with an extra survivor
25% discount while trading
all injuries recover 1 day faster
all survivors are +10% happier
all firearms grant +1 defense
5 new jobs added in version 0.666:
start with a church and create more devout survivors
5 extra housing spaces
schools and bars are 25% more effective
half materials costs when building
no happiness loss from death or injury
5 bonus jobs for Kickstarter & Steam deluxe edition:
25% faction respect and earn respect 5x faster
Pizza Delivery Driver
car and sword
start with the driver perk
start with a lab and 9 researched techs
Real Estate Developer
all build missions take 1 day
extra defense but all enemies are twice as powerful
These are of course subject to change during the beta as I discover which ones are pleasingly overpowered, and which are just too exploitable. The bonus ones are supposed to be a little crazy… probably not recommended for new players.
In a future update I plan to add extra perks for your leader that she’ll earn from major events in the campaign mode storyline. Once each city is suitably rebuilt (or escaped from), she’ll be travelling on to the next one with some select teammates, so the job you choose will be even more important. For now, these jobs add a bit of diversity to the skirmish mode and something new to try.
I’ll leave you with another picture from our PAX booth: