Jump to Section

We're letting it all hang out.

Welcome Survivors!

We at Sandswept have decided to try something completely different from the norm. This is where we're going to lay out the entire game.

Every. Single. Feature.

If you’ve been looking for a developer who is open and transparent about development, you just came to the right place. This is as transparent as it gets.

Do you want to know where your favorite feature is at in the pipeline? Do you want to see where the game is at before you purchase it on Steam Early Access? You can track progress of the entire game to an intimate level with this large list of features the game has available, in progress, and planned, with information on the state of the feature, and honest remarks about whether or not bugs are present. Watch the video below for a 15-minute discussion about the roadmap, or skip on down and figure it out for yourself!


Estimated Overall Completion: This percentage is derived from estimating the number of features currently in game, number of completed features, in progress features, overall quality and polish of the game, and some zombie voodoo magic for good measure. This number is not an exact science and should only be treated as a rough guideline. Each increment of percent is not necessarily equal and is not indicative of how long the remaining percentage(s) will take to complete.

32%

Current Game Status: The Dead Linger is currently in the ALPHA stage of development. This means the game is not feature complete, may contain numerous bugs, and nothing is quite locked into place yet for where it will be in the final version of the game.

Alpha - Build 15bEvery massive update we release has a new number. The smaller updates we release usually right after a large update, are called "Hotfixes." For Hotfixes, we use letter iterations. For example, the letter 'b' after a build name would indicate we've release 2 hotfixes since the builds release. (example: 15a, 15b) | Beta | Release


There are five main stages to our features during development:


1. Pre-Production:
This means the feature has not yet been developed in any way except for on-paper design, and is as of right now, still planned.

2. Concept Ready:
This means the feature has been conceptualized by a concept artist or is otherwise ready to start main production.

3. In Development:
This means the feature is actively being worked on by someone on the team. This could mean the art is being done, it's being coded into the game, or anywhere in between.

4. Beta Ready:
This means the feature is completed but still needs some rigorous testing and tweaking before we call it done.

5. Completed:
This is a very high bar. This means the feature is completed and fits the plan for the final release of the game. While changes and improvements can still happen here, the feature is something we're quite happy with and doesn't really need any modification at this point.

DEVELOPMENT IS NOT LINEAR.

Please bear in mind that development can and will take place on any feature at any given time, and nothing you read here is set in stone. This is not a timeline and no specific dates are given here. This list is not arranged in any specific order, other than category. Not all features are created equal. Features can be changed, added, or removed from this list at any time.

If you see this icon next to a feature, that means it's currently available in The Dead Linger's latest playable build.

B## If a red number is present, this indicates the feature is scheduled to be added in the upcoming build of that number.

soon If it says "soon," it means the feature is ready to add, but is not yet assigned a specific build number.

SPOILER WARNING

We are laying out our entire plans here. All of them. This is as transparent as it gets. This list contains almost every feature, NPC, zombie variant, weapon, and more, that we plan to include in the game to reach final stage. This list does not include post-release, Steam Workshop, or holiday content, however. We will not spoil any story here, but if you want to experience The Dead Linger completely dark and with no prior knowledge, you have been warned.

The List Hover over the name of a feature to view more information about it, if available.

World Generation

Hey, is that another water tower?

World Size: 32,000 x 32,000 kilometers

World Size: 32,000 x 32,000 kilometers

The procedural worlds in The Dead Linger are capped at 32,000 kilometers per world. Yep. We're dead serious. Every single building in the world is explorable. Every single window and door can be entered through without a loading screen. There are no invisible walls and there are no fake doors or windows -- ever. All of this takes place on a fictional North American landscape of sprawling towns, cities, forests, farmland, and more.

Welcome to the apocalypse.
Completed
Seed-based Generation

Seed-based Generation

Worlds in The Dead Linger are generated using a random or user-inputted string of letters and numbers to create random variation in the 32,000 kilometer worlds. Every time you create a world, you can get a completely different result.

If you want the same result as someone else, or a previous world, you simply have to input the same seed to get the same (or very similar) results. Specific loot spawns and some other things are intentionally NOT tied to World Seed so there is some variation within each seed, but the general zone placement, building placement, and road layouts will always be the same.
Beta Ready
Parameter-based Generation

Parameter-based Generation

Unlike seed-based generation, parameter-based generation will allow survivors to create a world based on various rules or percentages. If you want a world that is all pine forests, or all water zones, this planned feature will be the way to achieve that.
Pre-Production
Modular Building Layouts

Modular Building Layouts

All of the buildings in The Dead Linger are designed to have entire sections swapped out for other pieces. We are developing new buildings and reworking some old ones to support this system in full. For one upcoming example, the single-story suburban home we're currently working on will have a potential of 10,368 unique layouts, and that's not even including texture or color variations.

The office buildings currently use random floor layouts every time it creates a floor, and the number of floors are always randomized as well. One single type of office building can generate in the world with thousands of different layouts, creating a new, unique experience every single time.
In Development
The World Refresh

The World Refresh

Due to the size of The Dead Linger's world, we have to occasionally "re-origin" the center of the world in the underlying engine. This process currently drops in some fog to hide 'popping' and slows the game down a bit until the process is complete. It does NOT stop gameplay and we will never require it to throw up a loading screen. During this process, there is a little "DOVRAC icon" spinner in the bottom right to indicate the game is currently moving data around in a heavy fashion and may result in a slight performance drop during the 20-60 second process.

This is NOT the final plan. We are expecting to have the World Refresh be almost (or entirely) seamless when we are finished.
In Development
World Wrap on Borders

World Wrap on Borders

Worlds in The Dead Linger currently do not wrap at the edges. If someone does manage to travel all the way to the edge, we have no idea what would happen right now. In the future, we will make it so the world wraps back to the other side at the edges, as if you were walking on a seamless globe.
Concept Ready
Long Distance Travel RAM Cleanup aka "Garbage Collection"

Garbage Collection

In The Dead Linger we are actively streaming the world data to you; object positions, terrain height, and other things of that nature.

Nothing about the overall world data is pre-computed or pre-compiled before you reach it in game. Because of this, we have to go to extra lengths to ensure that the game is not forgetting to remove older content from memory, especially while the survivor is traveling long distances. We are always striving to improve the RAM useage of The Dead Linger.
In Development
Adaptive LOD / World Detail Handling System

Adaptive LOD System

Underneath The Dead Linger's warm, fuzzy exterior is a beast of a machine, managing distances to objects, checking what you can and can't see, and handling level of detail of all the surrounding world. This is not your regular old LOD system you might find in every other game engine.

As the default view distance is about 8 kilometers, we have to ensure you can see buildings, towns, and forests from very, very far away, and travel all the way to them to explore at their most intimate level.

To do this, we have to juggle every single object in the game and ensure it isn't being loaded or rendered when it doesn't need to be. This is a massive system, and in many ways, the hardest part in creating the entire game of this scope and world type. We have made some sweeping improvements to the system and will continue to do so for the forseeable future.
In Development
B16 1-meter Terrain Resolution

1-meter Resolution Terrain

We are currently developing much higher detailed terrain that automatically drops its level of detail based on distance for improved performance. Current terrain in Build 15 is 4 meter resolution, which means it is blockier looking, and it's also very bad on performance. Terrain is currently one of our biggest hits to framerate. New terrain coming soon!
In Development
Zone Layouts

Zone Layouts

Zones are small areas in the game, about 700x700 meters, that contain a given environment, be it a farm, a suburban neighborhood, a city district, or anything else you can imagine! Zones are currently a bit random in their shape and style, which is great for random variety, but not great for realistic variety. We are working to create zones that are both realistic and fun, with some newer tools such as Watertower, our scene creation tool.
In Development
B16 Region Layouts

Region Layouts

The current system for laying out zones is a bit primitive and does not reflect how streets and cities are actually zoned and laid out. Regions will allow us to theme a much wider area, consisting of multiple zones, to create a much more realistic world altogether.
Concept Ready
B17 Optional World Borders aka "Quarantine Walls"

Quarantine Walls

We acknowledge that some survivors do not care for the 32,000 kilometer world, feel it's unnecessarily large, or simply want to contain other survivors in a given space to duke it out in PvP or for just about any other reason.

With Quarantine Walls, we're going to allow survivors to set a world border around the spawn area. This wall can be passed by clever survivors, but there are dire consequences for doing so. This feature will allow PvP servers to contain all of the action in a given area, ranging from a few kilometers, to hundreds or thousands if they so choose.

These walls will also change their appearance based on the zone they're in for a more immersive feel.
In Development
Roads Connecting Between Zones

Roads Connecting Between Zones

Roads currently do not always connect properly between zones. You can sometimes find dead ends, or roads that don't quite match up in a realistic way. With our new zone layouts we're working on, roads will connect at pre-determined points and blend seamlessly with the larger road systems (highways and interstates) as well as simply looking better inside zones.
In Development
Intra-Zone Roads

Intra-Zone Roads

Intra-zone roads are, as they sound, roads that traverse the interior of a zone. They are specifically set up in Watertower by anyone using the editing tool, and can go anywhere inside the zone. They will only connect to other roads at the zone road connection points leading to adjacent zones, or when meeting a highway and interstate on the edge of a region.
In Development
B16 Highways

Highways

Highways will be larger roads, usually 6 or more lanes, passing around the outsides of a regions. All roads will lead to these roads, allowing you to get from anywhere in the world by traveling through the vast road systems of The Dead Linger.
Concept Ready
Interstates

Interstates

Interstates use the same routes as highways, but are fewer and farther apart. These roads, even-numbered running east to west and odd-numbered running north to south, will generally consist of 8 or more lanes and include on-ramps and off-ramps, as well as trucker stops, gas stations, and rest stops along the way. These roads will allow you to travel the entire span of the world without leaving the interstate if you so choose.

With the potential for zombie hordes, abandoned cars, and thousands of different towns and locations to see along the way, your commute will never be the same.
Concept Ready
Power Grids

Power Grids

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Sewer Systems

Sewer Systems

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Cave Systems

Cave Systems

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Abandoned Mines

Abandoned Mines

Information withheld by order of the Department of Virus Research and Control
Pre-Production
B17 DOVRAC / Military Quarantine Checkpoints

DOVRAC / Military Quarantine Checkpoints

The government personnel did its best to try and contain the outbreak. Some of them are still trying, or at the very least, using these outposts and checkpoints as a defensive standpoint against the teeming hordes of undead.
Concept Ready
soon Rivers

Rivers

Rivers will be a key source of food (fish), a convenient mode of travel for larger rivers, and usually, a path to follow that will usually lead you towards civilization. Shallow but faster rivers will make you move slower, but also slow anything that might be in pursuit, and will even sweep you downstream if you aren't careful.
Concept Ready
B19 Bodies of Water

Bodies of Water

Water is a formidable foe if you aren't adept at swimming or don't like to sail. Still, lakes and large ponds will be a useful way to traverse the world, separate yourself from zombies, or find a secluded island or oil rig to call your home. Zombies can not easily traverse bodies of water, but they will get across with enough flailing. Fish will also be an abundant food resource in the water.

In some ways, being afloat on the water will be quite safe. For now.
Concept Ready
B18 Water Sources / Cleansing Infection Risk

Water Sources / Cleansing Infection Risk

While most water is no longer running, there is often still some water pressure left in the pipes. Faucets and other sources of water will be able to be turned on for a short duration before running out. This will lower a survivor's infection risk and keep them clean.
Concept Ready
B16 Region: Metropolis

Region: Metropolis

The sprawling metropolis regions will be home to city districts of all sorts, from the downtown, sky-scraper filled Commercial Districts, to the dusty Industrial Districts, to the more dangerous Ghetto Districts, and apartment-filled Residential Districts. And that's just the tip of the ice-berg.
In Development
B16 Region: Wilderness

Region: Wilderness

Wilderness regions are filled with countless trees, overgrown grasslands, and old, forgotten farmland. If civilization hasn't touched it for awhile, it's probably found in this region.
In Development
B16 Region: Residential

Region: Residential

The quaint residential areas are and will be filled with homes, schools, and community buildings, as well as smaller towns with some business infrastructures and the occasional restaurant. You're not in the heart of a city, but a lot of people used to live here...

Well, the people are still here. Whether or not they're living is another thing entirely.
In Development
Region: Desert

Region: Desert

In the more arid regions of the world there will be sweeping sands and rocky crags. Some small towns and pit stops litter the landscape. The sun is hot and the living are few and far between.
Pre-Production
B19 Region: Lake

Region: Lake

Sometimes a body of water will span kilometers at a time, and will have various water-related zones within it. There are many things to find out there in the waters of the world.
Concept Ready
Region: Mountainous

Region: Mountainous

Some regions of the world will be large mountain ranges and towering peaks, brimming with forests at the base, campgrounds all throughout, and high altitude snow and tundra near the peak. The population is sparser here.
Concept Ready
Survivor Mechanics

The most important part of the apocalypse -- you.

Chopping Down Trees / Collecting Wood

Chopping Down Trees / Collecting Wood

Like the great lumberjacks of old... You know, the... There's a few famous ones... Probably. Well, anyway, like those guys, you can cut down majestic trees and level beautiful forests. Grab an axe and get hackin'! You can collect the wood to use in crafting, barricading, burning, and bludgeoning!

Oh, Paul Bunyan! There's one.
In Development
Armor / Defense Stat

Armor / Defense Stat

Gear sometimes comes with a Defense rating, which dampens the damage you receive from various sources. Armor can dampen damage by up to a maximum amount of 90%, but most armor is rather cumbersome and heavy.
In Development
Sustenance System (Hunger and Thirst)

Sustenance System (Hunger and Thirst)

We believe that hunger is not and should not be a cut and dried, black and white percentage bar. Starvation is a gruelling, disgusting process, and we want the game to reflect that. Currently if Sustenance reaches 0%, you starve.

We will be adding a thirst and hunger system that is tied together. This system will require survivors to balance their diet between beverages and food to ensure they are getting the proper Sustenance and overall satiation from their food.
In Development
Temperature System

Temperature System

When the Temperature System is added, the survivor's core temperature must remain around 98.6 degrees Fahrenheit or they will begin to experience various symptoms of heat stroke or hypothermia, and if untreated, death. This will require the survivor to change, remove, or modify clothing to maintain a proper temperature in extreme climates. Clothes will have a warmth rating. Different climates and weathers will require different clothing to keep warm. Too hot, and the survivor will get heat stroke. Too cold, and the survivor will get hypothermia.
Concept Ready
Speed Stat

Speed Stat

The Speed Stat shows how fast the survivor can currently move and it's based on a number of factors, ranging from inventory weight to items equipped. Survivors who pack light and don't wear as much armor will have a definite speed advantage over others.
In Development
Infection Risk System

Infection Risk System

Infection Risk determines exactly how likely you are to contract the HNZ virus when bitten by a zombie. The lower a survivor keeps their Infection Risk, the less likely they are to turn. Remember; there is no cure. Infection Risk can be lowered by wearing certain items, and it will be able to be lowered by using water sources, such as faucets, or by jumping into a body of water.

Clean that blood off your face -- it's contamined!
In Development
Infection Symptoms

Infection Symptoms

Once you are infected, it's all downhill from there. That process is not entirely complete yet and will more accurately mimic flu and fever symptoms, as well as some visual indicators that other survivors might be able to pick up on if they're watching you closely.
In Development
Stamina System

Stamina System

Your stamina is precious. Sprinting, climbing, swinging, jumping, and more all use your stamina. Keep your stamina ready for engagements, and use it only when you need it. The current system does not penalize the survivor as much for running into a fight with low stamina, but that will change in the future. If you sprint a long distance only to get straight into a fight, we will make sure you're also not ready to swing that big hammer around.
In Development
B16 Stealth / Spotting System

Stealth / Spotting System

Survivors currently have no way of knowing how hidden they are and it's difficult to understand when and how much your foes can see you. We will be adding a stealth indicator on the HUD (optional) to indicate how hidden you are, as well as reworking the stealth system so zombies fill a little less omnipotent than they are currently. Coming soon!
Concept Ready
Strength System

Strength System

Strength is important for moving objects around, carrying heavy items around, and dealing damage with melee weapons. The more you do these things, the larger your strength will be, and it will decay slowly over time if you do not do any strength-related activities for awhile.
Concept Ready
Directional Damage Indicator

Directional Damage Indicator

This is a simple feature that allows you to see which direction you're taking damage from, and what type of damage you are taking, be it from glass, a swipe or other general damage, or even a bite. We may add more damage indicator types in the future, but this feature is working as intended for the long haul, as of right now.
Beta Ready
Digging / Modifying Terrain

Digging / Modifying Terrain

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Sleeping / Resting / Fatigue System

Sleeping / Resting / Fatigue System

Fatigue will be accrued by going for long periods of time without resting in some capacity, be it sleep or just a general resting state. Fatigue will reduce all of your stats as it grows, and if left unmanaged for too low, the survivor may even collapse to exhaustion.

We do not plan to have sleeping in Multiplayer (instead we will have resting), but sleeping will certainly be added to Solo mode and allow you to skip a large portion of the night.
In Development
Environment Manipulation

Environment Manipulation

Touch everything. Open anything. Grab that thing. Poke this thing. Break that stuff. Eat those berries.

If it exists in the environment, we want you to be able to mess around with it in some form or another.
In Development
Farming / Agriculture / Gardening

Farming / Agriculture / Gardening

Farming is a very important part of having a sustainable food source without having to hunt animals or resort to scavenging. A more civilized feature from a more civilized age.

Farming will add seed packets and fertilizer, allowing you to plant seeds in tilled dirt, and watch your plants grow over a few (in-game) day's time. You'll need to watch out for things that might trample your plots of land, or otherwise disturb their growth.
Concept Ready
Fishing

Fishing

Fishing is still in early design development but we're rather close to narrowing it down for implementation. Fishing will be a short minigame using fishing rods to catch fish that are ready to skin, cook, and eat.

Yes, you will be able to fish from boats.
Pre-Production
Battery System

Battery System

Batteries in The Dead Linger are not currently in the world. Batteries will be added to the inventory and will equal up to a total of your overall battery amount. All electronic sources, such as flashlights or night vision goggles, will drain from this battery supply.
In Development
B19 Swimming System

Swimming System

Swimming will work as you expect it to. The movement will be fluid (pun not intended) and the Stamina System will be in charge of your breath. Swimming faster will use more stamina and you'll have to surface sooner. And if you don't surface... Well, there's another section for that.
Pre-Production
Grabbing Objects

Grabbing Objects

If you hold down the interact key, you can also hold objects in the air in front of you. This is called "grabbing" and is different than "picking up" (which stashes the items into your backpack.) This is great for moving items around, setting up your base, or shootin' some hoops.
In Development
Dragging Objects

Dragging Objects

Dragging works similar to Grabbing Objects, but the object is much heavier and you can only drag it as fast as its willing to allow you to. Dragging is slow, but you can move some pretty big objects with enough patience.

We would like to allow multi-person dragging, to allow multiple survivors to move a much heavier object much quicker.
In Development
Gun Recoil

Gun Recoil

Guns currently do recoil when fired and works as intended, but we'd like to improve the system to feel a bit more natural, and include a little more sway to the action.
In Development
B21 Projectile Trajectory / Drop

Projectile Trajectory / Drop

Bullets currently do not drop, but arrows do. We will be adding bullet drop to firearms soon, and different guns and ammunition types will travel further than others. Landing accurate long range shots will become a mark of true skill.
Concept Ready
Iron Sights

Iron Sights

We broke iron sights! Because of some new animation systems we're working with, the iron sights kind of exploded. They'll be returning soon, with the new survivor animations. In the meantime, we have made the iron sights function simply zoom your view a bit. This is only temporary - DO NOT PANIC!

Guns will have full 3D ironsights, scopes, and 'alternate sights' for those scoped weapons.
In Development
Dynamic Scopes

Dynamic Scopes

Currently sniper scopes are just a basic 3D overlay when zooming in. We will be adding dynamic scopes to weapons, to allow you to see around the scope while peering into the zoomed view of the scope at the same time.

Realism and tactical awareness is the name of the game!
Concept Ready
Holstering Weapons

Holstering Weapons

Sometimes you just don't want to point your guns at everyone's face all the time. We'll be adding a feature to holster your weapons quickly and easily, to show you're friendly, or just get your gun out of the way.
Concept Ready
Shotgun Spread

Shotgun Spread

Shotguns currently operate as if they're firing a slug, which is not the intended effect. Shotgun spread will return soon, spreading out the shotgun damage over multiple impact points for buck-shot and ammo of that sort.
Concept Ready
Posture-based Gun Sway

Posture-based Gun Sway

Stance currently does not affect aiming accuracy. This will change.
Concept Ready
Stamina-based Gun Sway

Stamina-based Gun Sway

Stamina currently does not affect aiming accuracy. This will change.
Concept Ready
Bandaging / Heavy Injury System

Bandaging / Heavy Injury System

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Ladders / Climbing System

Ladders / Climbing System

Ladders currently work, and you can easily jump onto and off of them with ease. However, the top of the ladder currently just 'pops' the survivor off of it. We will be adding a feature where the survivor actually animates their transition from the top of the ladder to the surface they are trying to reach.
In Development
Vaulting Obstacles / Smooth Movement / Parkour

Vaulting Obstacles / Smooth Movement / Parkour

Currently the survivor can only jump over obstacles and through windows. We will be adding a smooth vaulting system that allows the survivor to quickly climb out of windows in a smooth fashion and hurl themselves over small obstacles when they're in a hurry. Our goal is to ensure the survivor never gets stuck on anything, especially when seconds matter. We will also be adding climbing, so if a survivor can reach a ledge, even by jumping, they can grab that ledge and pull themselves up onto it or over it.

Parkour!
Concept Ready
Lockpicking

Lockpicking

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Lock and Key System

Lock and Key System

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Melee Combat

Melee Combat

The current implementation of Melee Combat involves swinging weapon hit-boxes through the air and checking if they collide with zombies. We would like to improve this system, not only with more ways to swing the various weapons and adding different types of damage such as Sharp and Blunt damage, but also by making the hit-boxes more reliable and reach the distance that survivors expect every single time.

We will also be adding different attack types for jumping, sprinting, crouching, and realistic (read: not silly) assassination and silent take-down moves when approaching zombies from behind.
In Development
Manipulating Doors

Manipulating Doors

Doors are currently opened by grabbing the door and moving the mouse in the direction -- sort of like you would with an actual doorknob. We'd like to improve this system so that the doors react a little more realistic, a bit heavier, and less 'twitchy.'

We will also be adding breaking and shattering doors (damage states for doors) as well as the ability to properly and quickly kick down wooden doors in a swift, loud motion. This motion will also allow you to deal damage to zombies and other enemies on the opposite side of the door.

Breach and clear!
In Development
Peeking / Leaning

Peeking / Leaning

You can currently lean around corners with your weapon out. We'd like to improve this system, adding a little more functionality to the lean, and allow you to lean and roll while on the ground. Currently there are no third person animations for leaning.
In Development
Peripheral Vision

Peripheral Vision

We are planning to simulate the effects and utility of human peripheral vision. The exact concept is currently in the early design stages, but it will be a simple cue or effect to tip the survivor off that something may be moving right outside their immediate field of view.
Pre-Production
Restoring Power / Generators / Solar Panels

Restoring Power / Generators / Solar Panels

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Siphoning Gas

Siphoning Gas

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Skinning Large Animals

Skinning Large Animals

You can currently skin large animals by equipping a knife and swinging it at the corpse. This works with the buck, for one example. Right now, the meat simply drops from the corpse and there is no animation. We will be adding an animation and make the meat appear in a more exciting fashion.

There has to be a better way to write that...
In Development
Ducking / Crouching

Ducking / Crouching

Yep, you can crouch and duck! It's currently an instant transition, which we'll improve later. Crouching currently makes you a lot less visible and smaller profile, but it will greatly increase stealth and weapon stability once we make another pass at it.

You can also crouch into building ductwork and under smaller passages, but if you stand up while crouched in a small space, your camera goes through the ceiling. We'll be fixing that in a bit.
In Development
Prone / Crawling

Prone / Crawling

Yes, we will be adding prone/crawling for the survivor. Before we add it, we want to make sure the zombies know what to do with a survivor laying down. Dog-pile, anyone?
Pre-Production
Dual-Wielding

Dual-Wielding

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Basejumping / Skydiving

Basejumping / Skydiving

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Third Person View

Third Person View

We want to be clear that The Dead Linger is first and foremost meant to be an immersive first person experience. Third person is in the game, but it is only a debug version of the feature and is not intended for real gameplay use and is definitely not indicative of the final version of the feature. Still, you can use it if you'd like! We will be improving third person mode later on and allowing server hosts to disable the feature entirely if they so choose.
Pre-Production
Kickstarter Rewards

Kickstarter Rewards

We will never forget our roots. We've been gradually adding names to the game for our high-tier Kickstarter backers. We plan to create a page with a list of every higher-tier Kickstarter backer and which item we've put in the game for them, probably using a similar format to the roadmap. If you're wondering where your item or name is at, the upcoming list will provide that.
Concept Ready
Oculus Rift VR Compatibility

Oculus Rift VR Compatibility

You ready for some motion sickness? I mean immersive first person virtual reality goodness?! We have an Oculus Rift dev kit and it's pretty neat-o. We have not gotten around to really plugging it into The Dead Linger just yet.
Concept Ready
Steam Controller / Big Picture Compatibility

Steam Controller / Big Picture Compatibility

Oh, look at you and your big fancy "couches" and your "big screen 40,000p television sets" and your fancy bowl of chips conveniently placed on the coffee table in front of yo-- Hey wait, that sounds pretty cool actually!

We have a few beta versions of the Steam controller and it's pretty awesome. We'll be experimenting with Big Picture compatibility in the future.

...as long as you invite us over to use your 50-inch flatscreen TV.
Pre-Production
Mac OS

Mac OS

We will be bringing Mac support to The Dead Linger in the not-so-distant future.
Concept Ready
Linux OS

Linux OS

We will be bringing Linux support to The Dead Linger in the not-so-distant future.
Concept Ready
64-Bit Support

64-Bit OS Support

The Dead Linger will transition to a 64-bit program in the not-too-distant future so that you may take advantage of more of your CPU cores in a more elegant fashion, and so that you may take advantage of all of your PC's additional RAM.
Concept Ready
Switch to Unity 5

Switch to Unity 5

The Dead Linger currently runs on Unity 4.6.

Unity 5 looks very promising and will include many features we'd like to take advantage of in the near future. We are currently prepping for this transition and will move over fully once we feel the latest version of Unity 5 is stable enough for what we're doing and what we require of it. New licensing costs and the general time it will take to transition are the current concerns we have at this time.
Concept Ready
Inventory System

Storage space, carrying items, and anything to do with backpacks.

Equipment Slots

Equipment Slots

The Dead Linger currently features an equipment slot for equipping just about everything you can think of, ranging from your head to your toes. We may even add a few more in the future. Your equipment slots can be seen while the inventory screen is open.
In Development
Backpack Sizes

Backpack Sizes

Backpack sizes are currently being rebalanced and we will unveil the new plan shortly. Currently you can find Small, Medium, and Large packs, which allow for an enormous amount of inventory space. We will be adding a 4th size; Huge, and we will also be resizing some items to fit the newly planned balance a bit better.
In Development
B21 Pockets

Pockets

Pockets will be smaller areas of inventory space that are granted by clothing, such as a pair of pants or a super stylish fanny pack. Coming soon!
In Development
Inventory Radial Menu

Inventory Radial Menu

By right-clicking an item in the inventory a contextual menu will pop up around the item. You can click various buttons to perform various actions on that item, such as dropping, eating, skinning, or equipping it. We have about a dozen more potential functions to add to this menu.
In Development
B18 Inventory Weight System / Encumbrance

Inventory Weight System / Encumbrance

Weight will affect your speed and cause you to run out of stamina quicker. We'll explain this system in more detail once it's in the game.
In Development
Misc Item Storage

Misc Item Storage

Information withheld by order of the Department of Virus Research and Control
Pre-Production
B21 Belt Hotbar

Belt Hotbar

For quite some time we had plans for a "quick-use" slot. What we found out is that there are far too many items a survivor needs and would realistically have quick access to. We tossed the idea of a single slot and are now prepping to add a new feature; the Belt Hotbar.

The plan is that depending on your type of belt you would have anywhere from 1 to 6 'quick slots' that you can assign items to. Weapons could not be assigned to a belt slot, but food, small tools, medicine, or thrown items could be assigned to these slots and quickly used. This will be coming with the inventory overhaul currently planned for Build 21.
Concept Ready
Item Quality Levels

Item Quality Levels

Items can be found in varying quality levels which affect the damage, maximum durability, speed, and defense stats of the item. We have some improvements and balance tweaks to make to this system, but there are currently 7 tiers of items that you can find in the world. Higher tier items are progressively more rare.
Concept Ready
Autoequipping Items

Autoequipping Items

If you have an equipment slot that is vacant, (i.e. Eyewear slot) picking up an item compatible with that slot (i.e. Sunglasses) automatically places it into that slot. Some slots currently do not auto-equip and we will improve the rules of this so the system does not automatically equip negative items or contaminated items and things of that nature.
In Development
Cooking

Cooking

When standing near a fire or other cooking source, you can right click on certain items in your inventory and cook them. Cooked food provide more nutrition and benefit you greater than raw food. In the future we will probably lengthen the cooking time and require food to sit at the fire while it cooks, allowing you to do other things in the meantime.
In Development
Overeating

Overeating

Watching your Sustenance level is really important, but cramming down food will temporarily give you some negative effects, and cramming down too much too quickly may even result in losing in some food - if you understand our meaning.
Concept Ready
Food Poisoning

Food Poisoning

Rotten or spoiled food currently just gives you less hunger-fill, but in the future it will make you sick. Food will always spoil over time, either sitting out, or while sitting in your inventory for too long, and quicker in hotter climates.
Concept Ready
Stacking Items

Stacking Items

Some items are stackable, and can currently be stacked in the inventory. We have some improvements to make to this system, as stacked items currently do not merge.
In Development
Splitting Stackable Items

Splitting Stackable Items

Part of the stackable item system, splitting stacks is an important feature for organizing your inventory. It's currently not available, but will be.
Concept Ready
Reloading / Magazine Management System

Reloading / Magazine Management System

In the current version of The Dead Linger, survivors can swap magazines if they have filled magazines available. If their weapon supports magazines but does not have any rounds in the magazines, they will refill the magazines, one round at a time. This is best done somewhere safe.

We are still debating if we will split magazines off into their own items, or keep it as it is, where each gun has a set number of magazines that come with it. One thing that will never change is we will not have a "magic refilling pool" for ammunition and magazines will always have to be managed and maintained by the survivor.
In Development
Skinning Small Animals

Skinning Small Animals

You can currently skin small animals by right-clicking on their corpses once you've put them into your inventory. This will go through a short process and leave you with the skinned version of the animal's corpse. You can cook and eat this corpse. This is working mostly as intended, but may need some polish and an animation during the process.
In Development
Item Durability System

Item Durability System

Items have a moderate chance to take 1 point of durability damage when used and they will eventually break if they are not properly repaired or maintained.
In Development
Naming Items / The Engraving Bench

Naming Items / The Engraving Bench

Survivors will be able to give custom names to their items if they can find the appropriate tool for doing so. This process will take a short amount of time and make a lot of noise, but survivors will be able to name their favorite gear, item, or weapon.

I call it Vera.
Pre-Production
Head Items Obscuring Vision

Head Items Obscuring Vision

The Dead Linger is all about immersion. When wearing a helmet -- depending on what it is -- your vision will usually be obscured by the edges of the helmet, or the trim around the goggles of a gas mask. For example, if you wear a welding helmet, you only get a narrow slit to view the world through. Everything is a trade-off.

We have a bunch more helmet types to add to this system, and we'd like to tweak this system to be a little more reliable with how this is presented on screen and have it jostle and move with the survivor's movements a bit more.
Pre-Production
B22 Treasured Item System

Treasured Item System

This is the 'special' item deployment system for The Dead Linger. It's going to start small - a couple items like the Kickstarter backpack, DOVRAC gas mask, and a few items if you own some games on Steam. Items through this system will never be statistically better than other items you can find in the world.

There will NEVER be pay to win items in The Dead Linger.

Never. Zip. Zero. Zilch. Period. Full stop. Not happening. No chance.

End of discussion. Nope. Nada.

Ok, you get the picture.
Concept Ready
Crafting System

Building, creating, and taping stuff together.

Freeform Barricading System

Freeform Barricading System

Grab a hammer. Grab some wood. Barricade by pressing attack.

Seriously, it's just that easy. You can currently hold right click to rotate items while grabbing them and you can nail anything to just about anything, from any angle, however you want. You can make entire structures just from planks of wood, and you can block up doors and windows any way you please. You can also right click with the hammer to pry boards off of their current position.

We have some major improvements and tools planned for making barricading even easier to use and an incredibly powerful system.
In Development
Freeform Welding System

Freeform Welding System

The welding system will work just like the barricading system, but survivors will also be able to weld shut any metal door, and metal will only weld to metal. Aside from being stronger than barricading, this system will also provide one big advantage over wooden barricading -- metal can be welded to vehicles. Check the Vehicle Mechanics section for more on the freeform vehicle welding system.
Concept Ready
Crafting Screen in Inventory

Crafting Screen in Inventory

Crafting in The Dead Linger is currently in place where survivors drop items into the large crafting area, and if the recipe matches up, they can create the object or item fitting that recipe. There are currently no 'pattern placement' requirements and we are not yet sure on how extensive the system will be. We may also provide some in-game journals that explain certain recipes.
In Development
Repairing Items

Repairing Items

Weapons and items currently break once their durability has reached zero. In the near future, survivors will be able to put the item into a repair slot, along with another similar item and some duct tape. This will fully repair the item primary item back to 100% durability, removing the duct tape and the secondary item in the process.
Concept Ready
Craftable Campfires

Craftable Campfires

You can craft fires by putting a bunch of logs together. Currently there are three sizes of fire; Small, Medium, and Large. Each fire lasts a different amount of time (big fires last longer) and you can add logs to fires when standing near them to reset their 'burn-out' timer. Food also cooks faster when you use a larger fire.

Things left to add on fires are upgrading fires by adding logs, a burned out version of a fire once it has depleted its fuel, and some animations when lighting, cooking, and throwing logs into fires.
In Development
Craftable Door Replacements

Craftable Door Replacements

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Rope Physics System

Rope Physics System

Information withheld by order of the Department of Virus Research and Control
Pre-Production
B25 Craftable Timed Explosive

Craftable Timed Explosive

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Craftable Traps

Craftable Traps

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Various Crafting Recipes

Various Crafting Recipes

There will be dozens and dozens (possibly hundreds!) of crafting recipes when we are finished. As long as this feature is "In Development" it means we are definitely not done adding more recipes to the game.
In Development
Craftable Journals

Craftable Journals

Survivors will be able to craft and write their own journals and documents for whatever purpose they see fit. They can trade these to other survivors, or leave them for another survivor to find.
Concept Ready
Craftable Signs

Craftable Signs

Survivors will be able to craft a whole arrangement of different signs to place outside of their base, label their item containers for organization, or as a warning to others.
Concept Ready
Pipe Bomb

Pipe Bomb

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Craftable Explosive Sledge

Craftable Explosive Sledge

You know what this is.
Concept Ready
Death Mechanics

There are many ways to meet your end.

Corpse Retrieval

Corpse Retrieval

Ahh, the old corpse run!

When you die in The Dead Linger, at least on lower difficulties, you will respawn nearby and must retrieve your items from your corpse. Currently your corpse (or corpses, if you're that kind of person) are indicated by a skull marker, shown in the picture above. This only shows up if you're close enough and disappears when you're within a few meters of it.

You can retrieve your items by interacting with your corpse, and most of them will automatically re-equip to where they were previously, if there is room.
In Development
Death Type: Infection

Death Type: Infection

Information withheld by order of the Department of Virus Research and Control
In Development
Killing Your Corpse

Killing Your Corpse

If you die from infection, your corpse will reanimate. You'll need to kill your corpse before you can retrieve your items from it. Good luck!

You're gonna need it... Uh, against yourself...
Concept Ready
Death Type: Falling

Death Type: Falling

Fall damage does work, but we will be tweaking the exact distance a survivor can fall before dying, and add some other negative effects, such as spraining your ankle or even worse injuries. That is coupled with the Bandaging and Large Injury system.
In Development
Death Type: Burning

Death Type: Burning

Like most types of death, this one is pretty straightforward. We will be adding fires that actually ignite and burn over time, so if a survivor doesn't get doused, they're going to fry.
Concept Ready
B19 Death Type: Drowning

Death Type: Drowning

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Death Type: Bleeding Out

Death Type: Bleeding Out

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Death Type: Electrocution

Death Type: Electrocution

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Death Type: Headshot

Death Type: Headshot

The quickest and most painless way to die. You can be killed by headshots, but the entire sequence is not quite finished yet and needs some work before it becomes the fully jarring experience it should be.
In Development
Death Type: Projectile Wound

Death Type: Projectile Wound

Information withheld by order of the Department of Virus Research and Control
In Development
Death Type: Bludgeoning

Death Type: Bludgeoning

Information withheld by order of the Department of Virus Research and Control
In Development
Death Type: Explosives / Shrapnel Wound

Death Type: Explosives / Shrapnel Wound

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Death Type: Eviscerated

Death Type: Eviscerated

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Death Type: Mauled

Death Type: Mauled

Information withheld by order of the Department of Virus Research and Control
In Development
Death Type: Crushed

Death Type: Crushed

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Suicide

Suicide

It's the end of the line. Zombies pouring in through the windows and you've got nowhere to run. Or maybe you've lost hope. Or maybe you're actually just lost. Maybe all of these things.

Who knows? One thing we do know is that you really want to kill yourself. That's pretty heavy, but who are we to judge?

Suicide is definitely an option in The Dead Linger. As of right now, you can open the console (~ key) and type "kill" and press enter. We will add an official button in the inventory for this and require your character to actually kill themselves with whatever you have available. We know we're gonna have a really fun time animating that!

...

Too dark?
In Development
Death Notes / Final Words

Death Notes / Final Words

Curse your foes or warn your allies in your dying breath.
Pre-Production
Survivor Customization

Be unique.

B24 Multiple Characters

Multiple Characters

Currently there is only one character available for you. That's your main character, he goes everywhere with you, and doesn't really carry anything long term.

We will be adding the option for additional characters, each with their own unique stats and appearance for you to customize and set up. The only thing that will carry between servers is the character's stats, but inventory, spawn locations and things of that nature will be tied specifically to the server you are playing on. This won't mean much until we add more stats and character progression, as you can see further down in this section.
Concept Ready
B24 Gender Selection

Gender Selection

We will be adding female survivors (and zombies!) to the game in an upcoming build. It's a lot of clothing artwork and animations that we have to go through and ensure it fits with the female form, but we're getting it all prepared as we speak.
In Development
Body Type

Body Type

We plan to provide some tools to change your character's muscularity, broadness, and general weight so you can create the exact survivor you want to be.
Concept Ready
Height

Height

We'd like to give survivors control over how tall their character is, by a small variation. This will indeed change the location of the head ever so slightly, so survivors must understand before-hand that being taller could be a slight disadvantage, but we're also aiming for realism and this is one step we plan to take in that direction.
Concept Ready
B24 Skin Tone

Skin Tone

Our skin shaders are already set up for varying skin tone, to reach across all potential races and ethnic backgrounds. We will be avodiing any strange colors, such as green, blue, or red, but we'll be giving a very wide range of choice within the realistic human skin tone spectrum.
In Development
B24 Hairstyles and Hair Color

Hairstyles and Hair Color

We are currently developing quite a wide selection of hairstyles for survivors to pick from, both male and female. Zombies will also be getting various 'dead' and ratty hair styles.
In Development
Face Customization

Face Customization

We plan to allow survivors to change various aspects of their character's face, ranging from jaw shape to nose shape to brow shapes so you can achieve the look you want. Our goal is to allow survivors to get as close to their real appearance as possible, within our resources. All of these same characte customization features are being provided to the zombie randomization system as well.
Concept Ready
B24 Eye Color

Eye Color

We will be providing options to customize your character's iris color in a wide array of natural colors. Our current character shader already supports this feature and its simply a matter of plugging it into an option when character customization rolls around.
In Development
Face Detail / Makeup / Scars / Tattoos

Face Detail / Makeup / Scars / Tattoos

We will be allowing survivors to modify and place their character's makeup, lipstick, freckles, scars, and tattoos.
Concept Ready
Difficulty Level Selection

Difficulty Level Selection

The Dead Linger will feature multiple difficulties that are permanently tied to a character. Once the character is made you will be able to increase the difficulty but you will never be able to decrease it. Characters will never be changeable from Hardcore to non-hardcore, or vice versa.

Difficulty will determine where you respawn when you die (how far from your corpse) and what you lose when you die. In the current default difficulty level, you do not respawn with your gear, and you spawn about 100 meters away, give or take. Difficulties scale easier and harder with this base level difficulty. There will be about 4 difficulties available for survivors of all skill-types when we make difficulty selectable. Difficulty will never scale health or damage.

Server hosts will be able to select which difficult level characters are allowed on their server, and survivors of different difficulty levels will be able to survive together.
In Development
Hardcore / Perma-death Characters

Hardcore / Perma-death Characters

Hardcore characters are perma-death, meaning they can not respawn. Once they die, that character will be forever lost and not able to be played ever again. The character will be taken and put into a 'vault' (a sort of Hall of Fame) showing their final stats, how long they survived, and other related features.

If a hardcore character dies in multiplayer, we plan to allow servers to let them respawn fresh but all their items and corpse are destroyed, or the server can choose to ban them entirely.
Concept Ready
B17 Wearable Clothing Showing In Game

Wearable Clothing Showing In Game

Survivors can currently equip all kinds of gear on their survivor, but currently it doesn't show up in game (except most of the helmets and face items.) The work we did getting the zombie clothing showing visibly was about 90% of the work required for this system, so we'll soon be switching over to a new survivor model, with new animations, and all of the clothing and gear showing visibly on the survivor.
In Development
Survivor Titles

Survivor Titles

Survivors who achieve certain feats will be rewarded with special titles that they can choose to display in multiplayer.
Concept Ready
Achievements

Achievements

Steam Achievements are big part of progression and completion of a game, for many survivors. We're planning to add a lot more achievements in the future, to allow survivors earn titles for specific feats, and also encourage survivors to get out there and try new things in the world of The Dead Linger. And let's be honest, some are just totally for fun.

Many of the achievements rely on features being further along, or at least completed, so they will be added as the features they pertain to are implemented into the game.
In Development
Leveling and XP

Leveling and XP

We will be added some experience and leveling aspects into The Dead Linger, but they will not be intrusive or obnoxious. They also will not grant additional stats, but they will help you gain access to new perks and Survivor Trials.
Concept Ready
Survival Trials

Survival Trials

Survivor Trials are essentially feats that a survivor can do, either simple or complex, that gradually increase. If you perform a lot of shooting, let's say for example, headshots, you will eventually beat a trial that corresponds to achieving lots of headshots. This trial could permanently unlock a perk that boosts your marksmanship, sort of the same way training a lot with firearms in real life would make you better at using firearms. Trials can also permanently unlock Survivor Titles or other special bonuses and rewards for you to use.
Concept Ready
Zombies

The lingering dead...

Gore and Dismemberment

Gore and Dismemberment

The Dead Linger's gore system is in the early development phase at this time. We have a very extensive system planned which will allow you to shoot and cut the limbs off of zombies in full gory details. Zombies will still come after you without their limbs. Remember; always aim for the head! But if you do happen to miss, we want it to be a chunky, bloody experience. We will provide multiple gore settings once the gore in TDL is a bit further along.
Concept Ready
Blood Spatter

Blood Spatter

Currently when you hit zombies some blood does spray from their body. It's very basic right now, and we will be adding projectile spray that will come out differently based on the damage type and where you hit the zombie, and that blood will spatter about onto nearby surfaces - or even you.
In Development
Randomized Limb Damage and Spatter

Randomized Limb Damage and Spatter

In The Dead Linger we always aim for two things; to make the world feel like others have been through it before you -- that the world tells a story -- and to ensure every encounter is unique in its own way.

To achieve this, we're going to be randomly injuring zombies and splattering blood all over them to make the world feel more correct. Not every zombie should be intact, and they should all tell a unique story about where they came from and what happened to them - either before or after they turned. Different limb damage will also create different encounters. For example, a missing leg would result in a crawling zombie instead of a usual eye-level threat.
Concept Ready
Sight Detection

Sight Detection

Zombies can currently spot survivors from a distance, but the method we use is a bit too 'omnipotent' right now. We will be improving the system so zombies do not spot you when you're reasonably hidden.
In Development
Smell Detection

Smell Detection

Zombies do not currently smell the survivor, but they will in the future. Zombies use all of the senses as strongly as possible and without distraction. They will smell prey over time if they linger nearby for too long, even when the prey is silent and hidden.
Concept Ready
Sound Detection

Sound Detection

Zombies are currently drawn to sounds, but it's a little sporadic and needs some tweaking before it's where we want it to be. We'll also make sure that sounds made inside are a bit harder to be detected by zombies outside of a closed structure.
In Development
Touch Detection

Touch Detection

While a simple concept, this is an important part of the zombie's senses. If a survivor is sneaking about and they accidentally bump into a dormant undead, the zombie will turn to face them. Be cautious.
In Development
AI Pathing Navigation

AI Pathing Navigation

Zombies currently use nav meshes to walk around structures. This is a very efficient system but it only takes care of the physics computation inside structures. It does not take care of the complex specifics of pathing. In the picture above, the nav mesh is shown in orange.

The purple markers in the picture above are waypoints, which we've set up around all of the buildings. They are currently not being used, but will be used in the very near future. These will allow zombies to properly navigate around structures and up stairs without running into walls or ever getting stuck on corners. Zombies will be smart enough to find survivors inside a building, but will still have trouble pinpointing your exact location if they hear a sound emanating from a hidden location.
In Development
Ambient Corpse Eating / Random Corpses

Ambient Corpse Eating / Random Corpses

We have briefly experimented with animations for this in the past, but there is currently no specific functionality for it in the game. Not everyone got up after being slain by the undead - or by someone else. We will be bringing randomized corpses, scattered all throughout the world which zombies will occasionally be found munching or tearing at.
In Development
B16 Behavioral Sounds

Behavioral Sounds

Zombies, at the moment, sort of moan and make noise at random. With our upcoming sound overhaul in Build 16, zombies will emit sounds in a much more predictable fashion based on what is going on; boredom, alerted, attacking, and so on. When the survivor hears a zombie making noise, they'll understand why it's making the noise and it will make sense for the context.
In Development
Vaulting / Climbing

Vaulting / Climbing

Zombies are not able to climb ladders or up high ledges, both due to their lack of coordination and the fact that their limbs are rotting quite heavily and may simply tear. Zombies will however crawl through windows and over lower fences. They currently do this, but the animations and smoothness of transitioning to and from climbing is a little bit rough at this time.
In Development
Sleepers

Sleepers

It's just a corpse, right?
Concept Ready
Dropping Items

Dropping Items

Zombies currently have about a 2% chance to drop a random item when killed. We will be adding items that visually display on the zombies (i.e. a rifle slung over their shoulder from a previous life) that you know will be obtainable when you kill that specific zombie. Most of the clothing a zombie is wearing will be heavily contaminated and filled with disgusting substances; not something a survivor would want to wear.
In Development
Animation-based Speed

Animation-based Speed

In the current system the most common zombie has two forms; slow (starving) and normal. The slower zombies move one specific speed, and the normal zombies move another speed. This will soon be changing.

We are currently working on a variety of animations that are all different speeds and those instead will determine the zombies movement rates. This is a more realistic system and will ensure that each zombie moves at a unique speed.
Concept Ready
Crawling

Crawling

Crawling is not yet in the game, but we have set up 'crawl points' on the navigation meshes for zombies to use in the near future. Zombies will crawl when their legs are too damaged to use and when they want to travel under or into a small space to pursue a survivor.
Concept Ready
Biting

Biting

Zombies currently bite at random when attacking, and the Strays can only bite. This method of random biting is not entirely fair and is only a temporary measure. See Grappling / Grabbing Survivors below for more information.
In Development
Hordes

Hordes

One major objective we have with The Dead Linger is to simulate the real terror of the apocalypse; massive unstoppable hordes of the undead. Our current setup -- with more developments on the way -- can already handle about 200 zombies very close to the survivor at any given time.

Zombies can be found wandering in gigantic, roaming crowds. If you're not careful, you can have a whole lot of zombies up in your face very, very quickly.
In Development
Grappling / Grabbing Survivors

Grappling / Grabbing Survivors

We have very large plans for grappling and grabbing - a huge staple of zombies. This is a complex system with many parts and requires animations for both survivors and zombies to interact with one another. We will ensure that being grabbed and breaking free feels as natural as all the other controls in the game, and it will not be a "mash X 50 times" quick-time event.

If a survivor fails to break free, they can be bitten by the zombie, and will then have a chance of being infected. When this system is in place, we will remove the random zombie bites that currently take place and there will be a lot more skill involved in when and where survivor's can become infected.
Concept Ready
Breaking Doors

Breaking Doors

Door breaking mostly works as intended but doors themselves do not currently have destructible stages. This section is specifically about zombies attacking doors, however.

Zombies do line up and doors and will attack them until they are destroyed, but they do not always face the correct direction or reliably hit them. We will be upgrading the way they hit doors and ensuring zombies stack up properly on the doors.
In Development
Breaking Windows

Breaking Windows

Breaking windows is similar to the way zombies break doors and will require a similar effort. We will probably use similar code for both.
In Development
Breaking Obstacles

Breaking Obstacles

Zombies sometimes have trouble getting around big objects, mainly furniture. Depending on the type of furniture, zombies will either push or destroy the obstacle, especially when it comes to barricades and furniture used to block doors and hallways.
In Development
Clothing Benefits

Clothing Benefits

Some clothing, such as an armored helmet or riot gear the zombie is wearing from their previous life, will require the survivor to go to greater lengths to kill it.
Concept Ready
Helmet Pop-off

Helmet Pop-off

Zombies and headshots go together like drinking blood from the skulls of your enemies and sacrificing virgins into volcanoes.

Uh. Anyway, when you shoot zombies, their helmets will sometimes pop off of their heads, allowing you to pick them up and wear them.
Concept Ready
Interacting with Vehicles

Interacting with Vehicles

Zombies will be grabbing onto doors, smashing themselves through windshields, and assaulting vehicles the only way they know how; violently.
Pre-Production
Car Door Zombie

Car Door Zombie

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Water Interactions

Water Interactions

Zombies can not swim, but they will thrash their way through bodies of water. And let's not get started on the floaters...
Pre-Production
Ragdoll Corpse Physics

Ragdoll Corpse Physics

Zombies (and everything else) will have ragdoll physics in the future. It's a complex system and we're trying to keep the physics overhead low until we have room to wiggle around a bit with ragdoll.
Pre-Production
Zombie Variants

There are no mutants. Variants do not have super powers.

Bob

Bob

That's what it says on the name tag, anyway. He's a big fellow, isn't he?

He hits like a truck.

He has (sorry -- had) a few jobs before the apocalypse hit.
In Development
Stray

Stray

It jumped species pretty quick, didn't it? Strays can be found here and there... They don't quite pick through the bones of the dead, just yet.

They do pick through the bones of the living, though.

Currently being revamped.
In Development
B23 Zombull

Zombull

Some parts of the world are a bit too safe. We're fixing that.
In Development
B21 Screamer

Screamer

Information withheld by order of the Department of Virus Research and Control
In Development
Anklebiter

Anklebiter

Unfortunately, the virus does not hold bias against age.
Pre-Production
Twin

Twin

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Broken

Broken

CHK-CHK-CHK-CHK
Concept Ready
King

King

You are what you eat.
Concept Ready
Frank

Frank

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Zombear

Zombear

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Zombird

Zombird

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Carcharozomb

Carcharozomb

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Zedacean

Zedacean

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Zombolf

Zombolf

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Zomboar

Zomboar

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Zator

Zator

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Survivor Perks

Build yourself. Perfect yourself.

What are Perks?

What are Perks?

Perks are small tweaks and advantages that survivors can pick and choose from in order to gain various abilities and narrow in on their preferred playstyle. Perks can be anything from being able to run faster, aim quicker, or hit harder. These are just three examples, but Perks will cover a very wide range of gameplay attributes.

Perks are not currently in the game, but will be added alongside other survivor progression systems and unlocked by completing trials related to the Perk. For example, running a lot will reward a survivor with a perk that enhances their running skills.

Survivors will be able to enable only a small number of Perks at a given time.
Marksman

Marksman

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Gun Control

Gun Control

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Doctor

Doctor

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Engineer

Engineer

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Endurance

Endurance

Information withheld by order of the Department of Virus Research and Control
Concept Ready
King of the Ring

King of the Ring

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Feet of Fury

Feet of Fury

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Built Tough

Built Tough

Information withheld by order of the Department of Virus Research and Control
Concept Ready
White Blood

White Blood

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Handyman

Handyman

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Nimble Hands

Nimble Hands

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Pack Mule

Pack Mule

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Defensive Driver

Defensive Driver

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Leadfoot

Leadfoot

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Healthy

Healthy

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Synesthesia

Synesthesia

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Night Owl

Night Owl

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Fancy Footwork

Fancy Footwork

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Animal Person

Animal Person

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Double Penetration

Double Penetration

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Breath Deep

Breath Deep

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Trigger Happy

Trigger Happy

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Spry

Spry

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Boy's Club

Boy's Club

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Girl's Club

Girl's Club

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Wrestler

Wrestler

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Tosser

Tosser

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Game Hunter

Game Hunter

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Immune

Immune

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Rough Repair

Rough Repair

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Friendly Foe

Friendly Foe

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Nothing Inside

Nothing Inside

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Adaptivity

Adaptivity

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Firmly Planted

Firmly Planted

Information withheld by order of the Department of Virus Research and Control
Concept Ready
My Kind of Rain

My Kind of Rain

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Ghost Bullet

Ghost Bullet

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Parkour

Parkour

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Explosives Expert

Explosives Expert

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Strongman

Strongman

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Robin Hood

Robin Hood

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Falconry

Falconry

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Whaler

Whaler

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Bulwark

The Bulwark

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Shadow

The Shadow

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Ninja

Ninja

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Locksmith

Locksmith

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Farmington

Farmington

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Psychopath

Psychopath

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Outrunner

Outrunner

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Nook and Cranny

Nook and Cranny

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Druggy

Druggy

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Hands Off!

Hands Off!

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Cartographer

Cartographer

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Binging

Binging

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Heat of Battle

The Heat of Battle

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Southern Spirit

Southern Spirit

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Lone Ranger

Lone Ranger

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Sticky Pavement

Sticky Pavement

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Master Chef

Master Chef

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Friendly NPCs

A friendly face in the apocalypse... Well, mostly.

Non-Player Characters
NPC Sub-Characters (Neutral and Friendly)

NPC Sub-Characters (Neutral and Friendly)

NPC sub-characters are essentially as they sound. They will be random 'ambient' NPC survivors that you can find surviving about the world, doing pretty much the same things you're doing, and not having much interaction outside of that. They might tag along for a short time, but the interactions will be minimal. They'll range from neutral to friendly and will usually run or defend themselves if attacked. They will generally react or act in different ways, depending on what sort of person they are. You will find lots of these characters around survivor encampments as well.
Concept Ready
NPC Survivor Compounds / Camps / Settlements

NPC Survivor Compounds / Camps / Settlements

NPC compounds or settlements have been a widely requested feature. We'll be sorting out ways to create small towns and locations you can come across for safety or trading, assuming they let you in.
Pre-Production
NPC Trading

NPC Trading

NPC Trading will be a crucial part of interaction with random NPCs in The Dead Linger's world. Sometimes they'll have a gift, an item they'll only trade for another specific item, or they'll simply have an array of items for you to buy for a form of currency.
Pre-Production
NPC Companions

What are NPC Companions?

NPC Companions are a much more detailed type of NPC you will be able to come across in The Dead Linger. They have their own unique dialog, unique personalities, and if you can get on their good side, they'll actually follow and assist you as long as you choose. Each companion will be good at doing something specific, and excel in different areas. You can set up their gear, trade with them, give them loot to carry for you, and give them suggestions on how to best protect or help you.
The Friend

The Friend

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Soldier

The Soldier

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Drunk

The Drunk

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Sniper

The Sniper

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Guardian

The Guardian

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Silent

The Silent

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Cowboy

The Cowboy

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Mall Cop

The Mall Cop

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Doctor

The Doctor

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Egghead

The Egghead

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Scout

The Scout

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Cheerleader

The Cheerleader

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Firefighter

The Firefighter

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Viking

The Viking

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Teacher

The Teacher

Information withheld by order of the Department of Virus Research and Control
Pre-Production
The Fisherman

The Fisherman

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Hostile NPCs

It's a dog-eat-dog world. You're the scraps in the middle.

Crazed Survivors

Crazed Survivors

Not everyone wants to be friends.
Pre-Production
B17 The Harbingers

Harbingers


The 7th Regimental Special Troops Battalion is a phantom division in what remains of the United States Army. The Harbingers do not exist outside of absurd conspiracy theories in the civilized world.


Guess where you aren't.
In Development
Harbinger Bomber

Harbinger Bomber

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Harbinger Sniper Team

Harbinger Sniper Team

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Harbinger Raven

Harbinger Raven

Information withheld by order of the Department of Virus Research and Control
Pre-Production
B16 Harbinger Siren

Harbinger Siren

The M1177 Sector Control Vehicle aka "the Siren" is an Infantry Fighting Vehicle platform based on the fundamentals of the Canadian LAV III and US Stryker platforms. The M1177 SCV is designed primarily for stop-and-go urban fighting and close range engagements against small arms fire.

With its high visibility crew compartments and mounted thermal CROWS V gun system, the Siren offers more tactical awareness in small urban conflicts while sacrificing the lower profile of other armored vehicles. The Sector Control Vehicle variant is generally fielded as an impromptu blockade and general enforcement vehicle and excels in controlling city streets.

There have been a few notable uses of this variant since the Siren's were fielded in late 2014.
In Development
B16 DOVRAC Rhino

DOVRAC Rhino

The M1178 Medical Response Vehicle aka "the Rhino" is a variant of the Siren platform contracted specifically by the Department of Virus Research and Control for treatment and containment in wide-spread medical epidemics both foreign and domestic.

Along with the features that come standard in the Siren chassis, the vehicle is generally outfitted as an unarmed ambulance platform. The project received various criticisms when it launched in May of 2015, most notably inquiring as to why DOVRAC requires a 17-tonne military fighting vehicle for domestic medical incidents. The criticism has been largely ignored by DOVRAC spokespersons.
In Development
Meatwagon

Meatwagon

Information withheld by order of the Department of Virus Research and Control
Pre-Production
B17 Containment Snipers

Do Not Cross The Quarantine Line

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Mental Health

Terror comes in many forms.

Sanity System

Sanity System

The Dead Linger will feature a sanity system based on contact with the undead, horrifying events, and in general, hanging out alone in the dark for too long.
Concept Ready
Startling the Survivor

Startling the Survivor

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Visual Insanity

Visual Insanity

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Hallucination

Hallucination

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Just the Wind...

Just the Wind...

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Wildlife NPCs

They're made of meat.

Buck

Buck

Survivors traveling through the world can find the majestic (and tasty) buck traveling through the woods and grassy fields of the wilderness. If a survivor manages to kill the buck, even if only because it bled out a few hundred meters later, they can skin the buck with a skinning knife and take some fresh venison from its corpse.

We will be refining the fleeing patterns of bucks, adding some road crossing mechanics, and adding some family dynamics to the buck, his mate, and his offspring. We will also be adding some more pathing tweaks so bucks will not get stuck on fences or running into walls of buildings.
In Development
soon Doe

Doe

Information withheld by order of the Department of Virus Research and Control
In Development
Baby Deer

Baby Deer

Information withheld by order of the Department of Virus Research and Control
In Development
soon Cow

Cow

Moo.
In Development
Sheep

Sheep

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Farm Pig

Farm Pig

Information withheld by order of the Department of Virus Research and Control
Concept Ready
B18 Forest Boar

Forest Boar

Information withheld by order of the Department of Virus Research and Control
In Development
B18 Raven

Raven

Information withheld by order of the Department of Virus Research and Control
In Development
Horses

Horses

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Horse Taming

Horse Taming

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Horseback Riding

Horseback Riding

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Rabbit

Rabbit

Rabbits currently use the same general AI as the buck, but we're planning to make them a little more sneaky and cause them to pop out and run from location to location, instead of the general fleeing pattern they have now. Still, they give quite the chase as it is! If you manage to kill one, you can pick up its corpse, skin it, and cook it.

Silly rabbit! Humans have weapons that shoot high velocity projectiles.
In Development
Squirrel (Animal)

Squirrel

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Farm Chicken

Farm Chicken

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Farm Rooster

Farm Rooster

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Bush Turkey

Bush Turkey

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Alligator

Alligator

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Elk

Elk

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Bat

Bat

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Bald Eagle

Bald Eagle

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Bear

Bear

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Buzzard

Buzzard

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Various Fish

Various Fish

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Various Birds

Various Birds

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Rat

Rat

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Rat Traps

Rat Traps

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Butterflies

Butterflies

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Loot and Weaponry

Pick up that can.

Rifles This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Uinta Rifle (.22)

Uinta Rifle (.22)

The Uinta Rifle is the cheapest, weakest, and most reliable rifle available. It fires a single .22 LR round that will still penetrate a zombies skull, but might pale in comparison to the other guns available. It is however a bit quieter than the higher caliber firearms.
In Development
Vegas Rifle (.30-06)

Vegas Rifle (.30-06)

The Vegas Rifle is a high end police and military rifle most commonly found in law enforcement and military-heavy locations. With a 5 round internal magazine and 4x zoom scope, this bolt-action rifle fires a menacing .30-06 round that will make a real impact on any target dumb enough to cross its path.
In Development
Autumn Rifle (.308)

Autumn Rifle (.308)

The Autumn Rifle is a high caliber scoped bolt-action hunting rifle used for taking down the largest elk in the American north.
In Development
SK 63 Rifle (7.62x39mm)

SK 63 Rifle (7.62x39mm)

The SK 63 is Russian-made military surplus rifle from the late 1960s. This semi-automatic rifle fires a hefty round, and is the predecessor to the more robust Kalashnikov Rifle.
In Development
C-DEF Sandstone Rifle (5.56mm)

C-DEF Sandstone Rifle (5.56mm)

The Civilian Defense Rifle, also known as the Sandstone Rifle is the most wide-spread modern semi-automatic rifle available to civilians in the United States. The rifle generally sports 30-round magazines filled with 5.56mm cartridges. As the Picatinny rails make it a highly customizable platform, this rifle will be found with many different variants and attachments.
In Development
Vintovka Mosina (7.62x54mm)

Vintovka Mosina (7.62x54mm)

The Vintovka Mosina is one of the cheapest and oldest firearms available in domestic markets. Built in the late 1800s, this bolt-action rifle has seen more dislocated shoulders than any other firearm in existence.
In Development
Scoped Vintovka Mosina (7.62x54mm)

Scoped Vintovka Mosina (7.62x54mm)

There will be a scoped variant of the Vintovka Mosina.
Concept Ready
Boar SAW LMG (7.62 NATO Belt)

Boar SAW LMG (7.62 NATO Belt)

The belt-fed "Boar" Squad-Automatic Weapon is a light machine gun platform designed to address the need for automatic firepower in small tactical units, primarily built to be operated by a single individual for suppression and general support. The Boar SAW is not available for civilian ownership without the strictest of permits.
Concept Ready
Homefront Rifle (.308)

Homefront Rifle (.308)

The Israeli-made Homefront Rifle is built on the Kalashnikov platform for better stability and more versatility. It chambers a hefty .308 round and has become increasingly popular among domestic collectors in the United States.
Concept Ready
Tantal Rifle (5.45x39)

Tantal Rifle (5.45x39)

The Polish-made semi-automatic Tantal is a lighter and more compact carbine based on the Kalashnikov design. Like many rifles no longer in service, the Tantal has become coveted among United States gun collectors.
Concept Ready
Glacier Rifle (5.56mm)

Glacier Rifle (5.56mm)

The bullpup Glacier Rifle is the Belgian-designed semi-automatic variant of the ergonomic Iceberg Assault Rifle. This highly compact and versatile rifle fires a 5.56mm round and features a Picatinny rail system for high levels of customization.
Concept Ready
Kalashnikov Rifle (7.62x39mm)

Kalashnikov Rifle (7.62x39mm)

The Kalashnikov Rifle is the most popular firearm in media, in culture, and in conflicts around the world. The fully-automatic rifle has been responsible for more victories and more deaths than any other rifle of this era. It's more rare to find in countries where fully-automatic weapons are not easily obtained, but they can be found if you know where to look.
Concept Ready
Berlin Rifle (.308)

Berlin Rifle (.308)

The Berlin Rifle is a heavier German-built rifle sporting a high-capacity C-MAG drum magazine and an integrated scope.
Concept Ready
Redwood Rifle (.308)

Redwood Rifle (.308)

The United States military selective fire automatic Redwood Rifle is generally fielded as a designated marksman rifle.
In Development
Polar Rifle (7.62x54mm)

Polar Rifle (7.62x54mm)

The Romanian-built Polar Rifle was designed after the Soviet Union discontinued sharing and exporting military equipment to Romania in the late 1960s. The rifle itself is based loosely on a Russian-made light machine gun, but has been adapted for long range marksmanship. The rifle has become popular among US collectors both for its reliability and low cost to maintain and supply. It also features a high magnification scope.
Concept Ready
Messier Rifle (.50 BMG)

Messier Rifle (.50 BMG)

The Messier Rifle is a long-range, high-caliber semi-automatic rifle that hurls .50 BMG rounds towards its target. With low recoil and with an effective range well past 1 kilometer, the Messier Rifle is coveted in both military and civilian markets.
Concept Ready
Muzzle-Loading Musket (Lead Ball)

Muzzle-Loading Musket (Lead Ball)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Shotguns This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Farmington Double (12g)

Farmington Double (12g)

Information withheld by order of the Department of Virus Research and Control
In Development
Alpine Shotgun (12g)

Alpine Shotgun (12g)

Information withheld by order of the Department of Virus Research and Control
In Development
Bump-TAC Shotgun (12g)

Bump-TAC Shotgun (12g)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Blitzkrieg Assault Shotgun (20g)

Blitzkrieg Assault Shotgun (20g)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Bypass Shotgun (20g)

Bypass Shotgun (20g)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Galaxy Shotgun (20g)

Galaxy Shotgun (20g)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Handguns This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
J-Mac 49 Pistol (5.56mm)

J-Mac 49 Pistol (5.56mm)

Information withheld by order of the Department of Virus Research and Control
In Development
Rabbit-Two-Two Handgun (.22)

Rabbit-Two-Two Handgun (.22)

Information withheld by order of the Department of Virus Research and Control
In Development
Mediator Handgun (9mm)

Mediator Handgun (9mm)

Information withheld by order of the Department of Virus Research and Control
In Development
Tundra Hawk Handgun (.44)

Tundra Hawk Handgun (.44)

Information withheld by order of the Department of Virus Research and Control
In Development
Mastodon Revolver (.357)

Mastodon Revolver (.357)

Information withheld by order of the Department of Virus Research and Control
In Development
Scoped Mastodon Revolver (.357)

Scoped Mastodon Revolver (.357)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Brick 17 (9mm)

Brick 17 (9mm)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Wulf Handgun (.45acp)

Wulf Handgun (.45acp)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
1911 (.45acp)

1911 (.45acp)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Velvet Handgun (9mm)

Velvet Handgun (9mm)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Flare Gun (Flares)

Flare Gun (Flares)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Miscellaneous Weapons This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
B25 Anti-Tank Rocket Launcher (84mm HEDP)

Anti-Tank Rocket Launcher (84mm HEDP)

84mm HEDP rockets has proved their usefulness in a large variety of wartime scenarios, and are able to remove all sorts of armored threats from the battlefield.

The Anti-Tank Rocket Launcher will begin to make an appearance around the same time Sirens are driveable by Survivors to aid in dealing with those potential threats.
Concept Ready
Flamethrower

Flamethrower

YES, YES, BURN IT ALL DOWN!! LIGHT MY PRETTIES, LIGHT!!

MWAHAHAHAAHHAHAAAHAHAHAA!!!
Pre-Production
Melee Weapons This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Various Household Objects

Various Household Objects

A staple of the zombie apocalypse has always been using whatever you have at your disposal to dispose of the dead. Baseball bats, lacrosse sticks, hockey sticks, guitars, frying pans -- it's all fair game when it comes to survival. We've add numerous "regular" objects you can use as weapons, and will be adding dozens and dozens more.

Check out our Steam Workshop guide at thedeadlinger.com/workshop if you'd like to help contribute to the arsenal!
In Development
Various Actual Weapons

Various Actual Weapons

Sometimes you can find actual melee weapons laying around, such as a katana from a collector's home, or a sword from a museum.

Check out our Steam Workshop guide at thedeadlinger.com/workshop if you'd like to help contribute to the arsenal!
In Development
Knives

Knives

Why do knives get their own category? Because stabby stab.

Actually, because they're useful in quite a few ways! Knives are the bread and butter of.. Er, they... spread the bread and butter of close range stealth and skinning dead animals. Currently, knives are pretty basic as melee weapons, but they'll soon be getting their own animation types, some very sneaky stealth take-down animations, and will all around be a vicious weapon in close quarters with the undead or other survivors.
In Development
Construction Tools This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Hammers

Hammers

It's a hammer.

Survivors can use hammers to nail wood to surfaces in order to create barricades and structures. They can also right-click on nailed wood while wielding a hammer to remove the wood from the surface it was nailed to. Currently all survivors initially start with a hammer.
In Development
Sledgehammers

Sledgehammers

While also an effective melee weapon, the sledgehammer is a powerful tool for bashing down doors and pounding wooden posts into the ground.
In Development
Fireaxes

Fireaxes

Fireaxes are a fantastic melee weapon, but we will be improving them to better damage doors and assist in breaching barricades. You can also use a fireaxe to chop down trees.
In Development
Hatchets Small Axes

Hatchets / Small Axes

Hatches are a weak melee weapon, but are good for chopping down trees when nothing stronger is available. Currently all survivors initially start with a hatchet.
In Development
Box of Nails

Box of Nails

Nails are currently in the world but they are not used in gameplay yet. They will be required to barricade and will be fairly common.
In Development
Duct Tape

Duct Tape

Duct tape is currently in the world but it is not used in gameplay yet. Duct tape will be required to craft and repair certain items. Survivors can view duct tape a sort of 'crafting currency.'
In Development
Gardening Hoes

Gardening Hoes

Gardening Hoes are used to till the earth before planting seeds, and in a pinch, defend yourself. They will be added alongside the farming update.
In Development
Bows This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Recurve Bow

Recurve Bow

Information withheld by order of the Department of Virus Research and Control
In Development
Compound Bow

Compound Bow

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Pistol Crossbow

Pistol Crossbow

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Hunting Crossbow

Hunting Crossbow

Information withheld by order of the Department of Virus Research and Control
In Development
Food This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Produce Items

Produce Items

Information withheld by order of the Department of Virus Research and Control
In Development
Canned / Packaged Foods

Canned / Packaged Foods

Information withheld by order of the Department of Virus Research and Control
In Development
Taco Tacos

Tacos

TacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTaco
TacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTaco
TacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTaco
TacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTaco
TacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTaco
TacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTaco
TacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTacoTaco
NEVER, Zag Ate Them All
Other Food Items

Other Food Items

Information withheld by order of the Department of Virus Research and Control
In Development
Quick-Use Items This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Molotov Cocktails

Molotov Cocktails

Information withheld by order of the Department of Virus Research and Control
In Development
HE Grenade

HE Grenade

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Grappling Hooks

Grappling Hooks

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Treestands

Treestands

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Signal Mirror

Signal Mirror

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Rope

Rope

We have a massive rope-based physics system planned for The Dead Linger. Rope will be a crucial resource for creating fantastic contraptions and devastating traps.
Pre-Production
Plant Seeds

Plant Seeds

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Containers (Buckets, Fuel Cans, etc)

Containers (Buckets, Fuel Cans, etc)

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Flashlights and Batteries

Flashlights and Batteries

A flashlight is currently in the game and can be turned on by using the V key. While the current flashlight simply depletes slowly and recharges over a short duration, the final plan is to have many types of flashlights that must be held or otherwise equipped and they will drain batteries over time.

The Battery System is described in further detail under the Survivor Mechanics section of the roadmap.
In Development
B17 Night Vision Goggles

Night Vision Goggles

Bweeeeeeeeeeeee...
In Development
Distraction Grenade / Noisemakers

Distraction Grenade / Noisemakers

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Clothing Items This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Hats

Hats

The most important type of clothing. We have many in the world for survivors to find and wear, and we will be adding many, many more.

Check out our Steam Workshop guide at thedeadlinger.com/workshop if you'd like to help contribute hats, helmets, face gear, eyewear, and a whole bunch more!
In Development
All The Other Clothing Types

All The Other Clothing Types

Information withheld by order of the Department of Virus Research and Control
In Development
Trinkets

Trinkets

Trinkets will be a small item attached to the survivor's belt, hanging from their hip. It has no specific purpose, but it's a small flair item that shows visibly to others, either for bragging rights, roleplaying, or just for fun.

Perhaps something from their past; a reward, a gift, or a memento.
In Development
Vehicle Mechanics

Drive, fly, float, or pedal. Travel by whatever means you prefer.

B20 Vehicle Doors

Vehicle Doors

In keeping with realism, vehicle doors will work the same way current doors work - grab and pull. Survivors will need to open doors of vehicles in order to access the interior.
Concept Ready
B20 Vehicle Driver Position

Vehicle Driver Position

This is the captain at the helm, the pilot in the cockpit, or the driver at the wheel. It's a rather important part of a vehicle, wouldn't you agree?

All vehicle positions will be a first person view, with fully detailed dashboards, fully functional mirrors, and the ability to look around and interact with things inside the vehicle.
Concept Ready
B20 Vehicle Passenger Seating

Vehicle Passenger Seating

We plan to allow survivors to use their weapons while seated in vehicles.
Concept Ready
Vehicle Walk-Around Space While in Motion

Vehicle Walk-Around Space in Motion

In the larger vehicles, such as buses or larger boats and aircraft, we will allow survivors to move around on board independent of the seating arrangements. If you'd like to walk down the aisle of the bus or stand on the bow of a ship like someone who enjoyed Titanic a little too much, we're not going to stop you.
Concept Ready
Gunner / Turret Positions

Gunner / Turret Positions

Some vehicles will have a turret with a mounted gun, or there will simply be mounted guns here and there throughout the world, usually at military checkpoints. These will be 100% usable by survivors.
Concept Ready
B20 Fuel Level / Refueling

Fuel Level / Refueling

Vehicles will have fuel and it must be maintained to travel long distances. The first implementation of this system may be that vehicles simply run out of fuel and can not be refueled, but this will change.
Concept Ready
Vehicle Freeform Welding System

Vehicle Freeform Welding System

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Battery Swapping

Battery Swapping

Some vehicles, specifically cars, will be found without a battery, or without a proper working battery. Survivors will need to find a working (non-depleted) battery to power the vehicle. Batteries from cars can also be taken to power other items as well.
Concept Ready
Crashing

Crashing

We want crashing to be a visceral experience for the survivor, and a dangerous one at that. We're going to ensure running your vehicle into walls at high speed will always be a very, very bad thing.
Concept Ready
B20 Running Things Over

Running Things Over

This feature does not require a description.
Concept Ready
Unlocking Cars

Unlocking Cars

Some vehicles in the world will be locked and must be broken into by various means.
Concept Ready
Hotwiring Vehicles

Hotwiring Vehicles

The majority of vehicles will not have the key available, but some will. For those that don't, survivors will be required to complete a proper hotwiring to turn the vehicle one.
Concept Ready
Car Alarms

Car Alarms

Survivors must be careful when stealing a vehicle. Alternatively, it could make a nice distraction.
Concept Ready
B20 Wheeled Vehicle Functionality

Wheeled Vehicle Functionality

While this sounds a bit obvious, this feature is the movement and physics of the majority of wheeled vehicles - cars, trucks, Sirens, you name it. This is a very important feature for proper vehicle feel.
Concept Ready
Vehicle Stability Rating

Vehicle Stability Rating

The stability rating of a vehicle will determine how easy the vehicle will roll at higher speeds. A lifted truck, for example, would have a much lower stability rating than a sedan, for example.
Concept Ready
B20 Vehicle Acceleration Speed

Vehicle Acceleration Speed

Each vehicle will have a unique acceleration time, dictating how long it takes to get up to the maximum speed.
Concept Ready
Vehicle Storage Space (Trunks and Truck Beds)

Vehicle Storage Space (Trunks and Truck Beds)

We have no plans to have a user interface for storage containers. We would like all of the storage space to take place in a real, physical space. If survivors want to store something in the trunk of the car, they will go and open the trunk like they do with any other door, and they will place the item inside the physical space, then they will close the trunk.
Concept Ready
Cruise Control

Cruise Control

A toggle-able Cruise Control (similar to auto-run) will be added to allow survivors to lock the vehicle's speed while traveling long distances.
Concept Ready
Bicycle Mechanics

Bicycle Mechanics

Bicycles are available in The Dead Linger, but the mechanics are not quite done yet. We plan to fix a few bugs and improve the handling so that survivors can rotate and angle the bike while its in the air, not only for tricks and fun, but also for more versatility and to mimic the feeling of riding a bicycle across varied terrain. Bicycles currently do not account for and change velocity based on steep uphills or downhills very accurately yet, but they will.
In Development
Bicycle Sprinting

Bicycle Sprinting

In The Dead Linger, survivors can currently sprint on the bicycle, going much faster at the cost of stamina. This system works mostly as intended but we may improve it a tiny bit before calling it correct.
In Development
1-Handed Weapons on Bicycles

1-Handed Weapons on Bicycles

We plan to allow survivors to use a one-handed weapon, be it a handgun or a small melee weapon, while riding bicycles.
Concept Ready
B22 Motorcycle Vehicle Functionality

Motorcycle Vehicle Functionality

Information withheld by order of the Department of Virus Research and Control
Concept Ready
1-Handed Weapons on Motorcycles

1-Handed Weapons on Motorcycles

Information withheld by order of the Department of Virus Research and Control
In Development
Motorcycle Stability Rating

Motorcycle Stability Rating

Similar to other vehicle stability rating, motorcycle stability will determine how likely a survivor is to wipe out on a motorcycle when cornering at high speeds and too abruptly.
Concept Ready
B22 Motorcycle Acceleration Speed

Motorcycle Acceleration Speed

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Wipe Out / Motorcycle Crash

Wipe Out / Motorcycle Crash

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Boat Anchor

Boat Anchor

Anchors on boats will allow the occupants of a boat to disallow the vessel from drifting about on the water. Most boats will come with an anchor and this anchor will be destroyable and removable by other survivors from underwater.
Concept Ready
Boat Throttle

Boat Throttle

Unlike wheeled vehicles, motor-driven boats will have a throttle that remains open and locked at a specific speed by default.
Concept Ready
B19 Rowboats / Paddleboats

Rowboats / Paddleboats

Some boats will require the survivor to use the oars and paddles to move them about.
Concept Ready
Boat Stability Rating

Boat Stability Rating

Information withheld by order of the Department of Virus Research and Control
Concept Ready
B19 Boat Acceleration Speed

Boat Acceleration Speed

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Boat Sinking

Boat Sinking

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Plane Taxying

Plane Taxying

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Plane Flight Mechanics

Plane Flight Mechanics

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Helicopter Flight Mechanics

Helicopter Flight Mechanics

Information withheld by order of the Department of Virus Research and Control
Concept Ready
World Rail System

World Rail System

While this feature is more related to the World Generation section, we put it here because it relates directly to trains as well. And you know how Zag feels about trains.

The rail system in The Dead Linger's worlds will stretch hundreds of miles and wind through all sorts of areas. Have you ever wanted to take your buddies, grab a train, and explore the world from town to town, stop to stop, looting and surviving among the undead world?

Of course you did. And we're bringing that experience.
Concept Ready
Train Refueling while Moving

Train Refueling while Moving

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Attaching/Detaching Train Cars

Attaching/Detaching Train Cars

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Rail Switches

Rail Switches

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Vehicles and Transports

Trains, planes, and automobiles. And boats.

Cars This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
B20 HM Typical

HM Typical

The most basic of sedans. Still kinda cool, in its own right. This vehicle will be coming soon, and it will help us establish all of our base mechanics for all wheeled vehicles - hotwiring, doors, windows, trunk, hood, headlights, mirrors, and more.

The Typical will seat up to 5 survivors, including the driver.
In Development
Nebra Dingo

Nebra Dingo

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Nebra Jungler

Nebra Jungler

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Aquila Fastas

Aquila Fastas

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Kubel Tortoise

Kubel Tortoise

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Kubel Armadillo

Kubel Armadillo

Information withheld by order of the Department of Virus Research and Control
Concept Ready
HM School Bus

HM School Bus

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Blaxland Horvath

Blaxland Horvath

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Blaxland Munro

Blaxland Munro

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Blaxland Heisenberg

Blaxland Heisenberg

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Blaxland Casse

Blaxland Casse

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Pork Colorado

Pork Colorado

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Pork Arizona

Pork Arizona

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Pork Utah

Pork Utah

Information withheld by order of the Department of Virus Research and Control
Concept Ready
HM Fire Truck

HM Fire Truck

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Armstrong Oppressor

Armstrong Oppressor

Information withheld by order of the Department of Virus Research and Control
Pre-Production
B25 Armstrong Siren

Armstrong Siren

Information withheld by order of the Department of Virus Research and Control
In Development
B25 Armstrong Rhino

Armstrong Rhino

Information withheld by order of the Department of Virus Research and Control
In Development
Armstrong Archwood

Armstrong Archwood

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Boats This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
B19 Dink

Dink

A small, beat-up paddleboat.
Concept Ready
Whitewater

Whitewater

A kayak.
Pre-Production
Seaskimo

Seaskimo

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Childhood

Childhood

A canoe.
Pre-Production
Crow

Crow

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Walrus

Walrus

A jetski.
Concept Ready
Skiffer

Skiffer

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Louisiana

Louisiana

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Lucky Horseshoe

Lucky Horseshoe

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Fish Story

Fish Story

A small fishing boat.
Pre-Production
Huggle

Huggle

A tugboat.
Concept Ready
Fourty-Seven

Fourty-Seven

A coast guard Lifeboat.
Concept Ready
Deep Blue

Deep Blue

A mid-sized luxury yacht.
Pre-Production
Musgrave

Musgrave

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Carpet

Carpet

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Islander

Islander

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Deadliest Catch

Deadliest Catch

A large fishing trawler.
Concept Ready
Haus

Haus

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Thunder

Thunder

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Cargo Ship

Cargo Ship

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Nessy

Nessy

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Yeti

Yeti

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Dietanic

Dietanic

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Planes This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Princess

Princess

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Hoplite

Hoplite

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Sapphire

Sapphire

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Pound

The Pound

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Ruble

The Ruble

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Dollar

The Dollar

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Pleasure

Pleasure

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Business

Business

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Zedair

Zedair

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Lambda

Lambda

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Big Belly

Big Belly

Information withheld by order of the Department of Virus Research and Control
Concept Ready
VIP Big Belly

VIP Big Belly

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Thor

Thor

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Soviet

The Soviet

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Stratosphere

Stratosphere

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Helicopters This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Liberty

Liberty

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Squirrel

Squirrel

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Seabird

Seabird

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Bluebird

Bluebird

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Coalhawk

Coalhawk

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Sea Cow

Sea Cow

Information withheld by order of the Department of Virus Research and Control
Concept Ready
VIP Sea Cow

VIP Sea Cow

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Medic

Medic

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Trains This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Main Engine Car

Main Engine Car

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Dining Car

Dining Car

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Passenger Car

Passenger Car

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Long-Distance Car

Long-Distance Car

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Autorack Car

Autorack Car

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Box Car

Box Car

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Flat Car

Flat Car

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Hopper Car

Hopper Car

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Tank Car

Tank Car

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Caboose

Caboose

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Steam Engine Car

Steam Engine Car

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Bicycles This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
The Bigfoot

The Bigfoot

The Bigfoot is a mountain bike survivors can find in the world. It isn't too fast, but it isn't too slow either. It's easy to use, and quick to learn. Like all bicycles, we have some more tweaks to make to the mechanics in order to get it just right, and it's currently missing some animations, but those are coming along nicely.
In Development
The Hipster

The Hipster

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Lance

The Lance

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Coupler

The Coupler

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Motorcycles This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
The German

The German

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Wraith

The Wraith

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Traveler

The Traveler

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Chopper

The Chopper

Information withheld by order of the Department of Virus Research and Control
Concept Ready
B22 The Neighborhood

The Neighborhood

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Flatter

The Flatter

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Donnell

The Donnell

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Insurgent

The Insurgent

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Bat

The Bat

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Dub

The Dub

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Grasshopper

The Grasshopper

Information withheld by order of the Department of Virus Research and Control
Concept Ready
The Tarantula

The Tarantula

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Skateboards / Scooters This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
Maplewood Skateboard

Maplewood Skateboard

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Brisbane Longboard

Brisbane Longboard

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Sky and Weather Systems

It's always nice this time of year...

Day / Night Cycle

Day / Night Cycle

The day night cycle is working quite well in the world of The Dead Linger. We have a set time for days and nights to create a quicker cycle than the real world, but the time-rate can be changed via the console as well.

We have sunsets, early morning sunrises, dark, dark nights, and a proper starmap that survivors can use to navigate.
In Development
Moon Phases

Moon Phases

The Dead Linger will have a monthly calendar (sped up, as with the day-night cycle) and the moon phases will change, providing more light and less light depending on the waning and waxing of our big bright friend.
Concept Ready
Seasons / Calendar System

Seasons / Calendar System

The Dead Linger's world will change with the seasons as the months progress, changing the types of weather encountered, and changing the temperature of the air outside.
Concept Ready
B17 Rain and Storms

Rain and Storms

Coming very soon, rain and storms will be returning to The Dead Linger's world, with full effect and wonderful visuals. Rain will affect the hearing and sight range of enemies as well.
In Development
Snow

Snow

We already have some solid ideas on how to dynamically coat the environment in snow. We are not yet sure how deep snow will get, but snowfall and icey winter months are a fairly simple task for our complex environment shaders.
Concept Ready
Sandstorms

Sandstorms

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Fog

Fog

There is currently some early morning fog, but we will expand this system in a fog system that sometimes rolls through. Creepy, fog-filled town? Check. Zombies? Check. Hey, at least you have some ammo.
In Development
Other Weather Types

Other Weather Types

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Mysterious Sky Events

Mysterious Sky Events

We don't like to spoil all the fun.
Pre-Production
Buildings, Structures, and Furnishings

Every room, every window, every door. It's all real, and it's all explorable.

Smaller Loot and Props This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
B16 Openable Cabinets and Drawers

Openable Cabinets and Drawers

Information withheld by order of the Department of Virus Research and Control
In Development
General Interior Props Phase 1 (about 200 props)

General Interior Props Phase 1 (about 200 props)

Information withheld by order of the Department of Virus Research and Control
In Development
General Interior Props Phase 2 (about 200 props)

General Interior Props Phase 2 (about 200 props)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
General Interior Props Phase 3 (about 200 props)

General Interior Props Phase 3 (about 200 props)

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Exterior Yard Props (Sheds, Swingsets, House Utilities, etc.)

Exterior Yard Props (Sheds, Swingsets, House Utilities, etc.)

Information withheld by order of the Department of Virus Research and Control
In Development
soon "Put Any Prop Into Inventory" System

"Put Any Prop Into Inventory" System

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Buildings and Structures This is not a complete list, and does not account for Steam Workshop contributions or future content updates outside of the initial planned scope.
General Wilderness Structures

General Wilderness Structures

Information withheld by order of the Department of Virus Research and Control
In Development
Town Structures

Town Structures

Information withheld by order of the Department of Virus Research and Control
In Development
Suburban - Low Class Structures

Suburban - Low Class Structures

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Suburban - Middle Class Structures

Suburban - Middle Class Structures

Information withheld by order of the Department of Virus Research and Control
In Development
Suburban - Upper Class Structures

Suburban - Upper Class Structures

Information withheld by order of the Department of Virus Research and Control
Concept Ready
City - Commercial District Structures

City - Commercial District Structures

Information withheld by order of the Department of Virus Research and Control
In Development
City - Entertainment District Structures

City - Entertainment District Structures

Information withheld by order of the Department of Virus Research and Control
Concept Ready
City - Chinatown District Structures

City - Chinatown District Structures

Information withheld by order of the Department of Virus Research and Control
Concept Ready
City - Ghetto District Structures

City - Ghetto District Structures

Information withheld by order of the Department of Virus Research and Control
Concept Ready
City - Residential District Structures

City - Residential District Structures

Information withheld by order of the Department of Virus Research and Control
Concept Ready
B18 City - Industrial District Structures

City - Industrial District Structures

Information withheld by order of the Department of Virus Research and Control
In Development
School Zone Structures

School Zone Structures

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Small Town Structures

Small Town Structures

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Lake Structures and Props

Lake Structures and Props

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Oil Rigs

Oil Rigs

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Military Base Structures and Props

Military Base Structures and Props

Information withheld by order of the Department of Virus Research and Control
In Development
B16 Forest Structures and Props

Forest Structures and Props

Information withheld by order of the Department of Virus Research and Control
In Development
Farm Structures and Props

Farm Structures and Props

Information withheld by order of the Department of Virus Research and Control
In Development
Estate Structures

Estate Structures

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Stadium Structures

Stadium Structures

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Theme Park Structures

Theme Park Structures

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Misc / Other Zone Structures

Misc / Other Zone Structures

Information withheld by order of the Department of Virus Research and Control
In Development
Story and Lore

Only bits and pieces... Just bits and pieces...

Collectable Journal Entries

Collectable Journal Entries

Journal Entries will be findable pieces of lore found throughout the world that can be collected and read by survivors. They could range from transcripts to journals to medical documents, or short stories completely unrelated to the apocalypse the survivor finds themself in. For the survivors who love pouring over books for hours on end, or just like to get a glimpse of what is going on around them, these are for you.

Check out our Steam Workshop guide at thedeadlinger.com/workshop if you'd like to submit journals to The Dead Linger!
In Development
Collectable Audio Logs

Collectable Audio Logs

Audio logs, much like journals, will be small bits of lore you can find throughout the world. These will be anything from an answering machine message someone left, or a personal audio diary of a man on the brink of insanity.

Check out our Steam Workshop guide at thedeadlinger.com/workshop if you'd like to submit audio logs to The Dead Linger!
Concept Ready
Television Broadcasts

Television Broadcasts

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Radio Broadcasts

Radio Broadcasts

Radio broadcasts will be heard randomly throughout the world, either from a radio a survivor can find, a survivor's own personal radio, or through a loudspeaker system. There could be numerous types of broadcasts, and they could contain anything you might expect from humans attempting to survive in the apocalypse.

Check out our Steam Workshop guide at thedeadlinger.com/workshop if you'd like to submit radio broadcasts to The Dead Linger!
Concept Ready
Story Vignettes

Story Vignettes

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Game Modes

Your world. Your rules.

Survival
Cooperative

Survival - Cooperative

Survive with Friends.

Cooperative Survival mode is the default and current game mode available in The Dead Linger and it is our primary focus. We want to ensure friends can survive together in the undead world against a common foe.

Coming up, this game mode will feature a party system so you can still create your smaller groups and avoid others, but with virtually no focus on any PvP elements.

This mode can be played solo as well.
In Development
B17 PvP Free For All

Survival - Player Vs. Player Free For All

Kill or be killed.

Survival PvP FFA is not for the faint of heart. This is the mode for masochists and survivors of a questionably moral nature. If you do not enjoy this style of play, you will never have to participate in server's running this game mode. For those that do want to experience the grittiest side of the apocalypse, this is for you. No teams, no parties, no rules. Oh, and the zombies haven't gone anywhere.

Coming soon.
In Development
B25 PvP Teams

Survival - Player Vs. Player Teams

Red vs. Blue.
Good vs. Evil.
Us vs. Them.

If you're familiar with first person shooters, this game mode should make perfect sense. It's still survival, but all the survivors must join one of up to 8 different teams. Teams have group spawning, and a color to help identify those who you're aligned with. The zombies haven't gone anywhere either. Resource wars, massive clan battles, and sabotage are the name of the game. Kill them before they kill us.
Concept Ready
Exploration Mode

Survival - Exploration Mode

Exploration Mode will be a way to play survival without any major threats. This mode is mainly to allow survivors to explore worlds they generate without consequence. We may still allow wildlife and hunting, if you're interested in survival without the zombies or hostile NPCs.

An interesting side-affect of The Dead Linger's world generation and gameplay is that we're also creating a pretty robust hunting and survival simulation, even without the zombies. (Still, zombies remain our main focus.)

As of now, there will be no character progression allowed in this mode.

This mode will be playable solo and cooperatively as well.
Concept Ready
Overlord

Survival - Overlord

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Tower of Power
Cooperative

Tower of Power - Cooperative

Confined to a single skyscraper, survivors must start the lobby and fight their way to the top -- if there is one. As zombies pour through the lobby and give chase from behind, up is the only way to go, and you won't survive a fall from those windows. Tower of Power will be added as an intense, uphill climb. The higher you and your friends can make it, the higher your score.

This mode will be playable solo as well.
Pre-Production
PvP Teams

Tower of Power - Player Vs. Player Teams

Information withheld by order of the Department of Virus Research and Control
Pre-Production
PvP Free For All

Tower of Power - Player Vs. Player Free For All

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Last Flight Out
Cooperative

Last Flight Out - Cooperative

The concept behind Last Flight Out is as simple as it sounds.

Time is short as the military bombings close in on your sector. The last helicopter out of the area is leaving soon, without or without you. You and your crew better get out there, and fast.

This mode will be playable solo as well.
Pre-Production
PvP Free For All

Last Flight Out - Player Vs. Player Free For All

Information withheld by order of the Department of Virus Research and Control
Pre-Production
PvP Teams

Last Flight Out - Player Vs. Player Teams

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Special Modes
Machinima Mode

Machinima Mode

Movie-makers rejoice! We will be bringing a solid and highly customizable machinima camera mode to The Dead Linger. We want to give you full control over the time of day, the weather, zombie spawns, and more, to control the scene and environment.

We at Sandswept fully support any and all efforts to create movies and series within The Dead Linger.
Pre-Production
Editor Mode

Editor Mode

Just as it sounds, this is essentially a cheat mode for on-the-fly building and modifying of the environment, and we will not be adding it until we feel the game is further along and more fleshed out.

In the meantime, we would recommend looking forward to Watertower Scene Creator Tool for all of your creative needs.
Pre-Production
Server and Multiplayer

Band together, or tear each other apart.

B15c Standalone Dedicated Server for Windows / Mac / Linux

Standalone Dedicated Server

We are currently working on a very robust dedicated server that will run headless on Windows, Linux, and Mac servers. We are going all the way with this so you can have a stable environment to experience The Dead Linger's multiplayer, which we feel we currently do not provide for you. To make up for this shortcoming, we are focusing all of our programming efforts on this as we speak and it will be out with Hotfix 15c -- the very next update.

We are also planning to launch some official 24/7 servers for survivors to enjoy.
In Development
Admin Server Commands

Admin Server Commands

We plan to allow admins to have full control over their servers, both from outside and inside the game. With a simple login, survivors will be able to connect to the admin controls and modify their server as they see fit, on the fly.
In Development
Server Moderator Role

Server Moderator Role

We acknowledge that many clans have a structure of command, and would like to provide some lower level clan members access to the server controls without giving them full control. We will be providing some additional roles the server host can customize to allow certain users access to commands like kicking and banning, without allowing access to commands like shutting the server down.
In Development
Server Chat Channels

Server Chat Channels

Currently servers only have a global chat. We will be adding various other chat channels, ranging from party chat, to officer/moderator chat, and more. This will allow admins and server moderators to communicate behind the scenes without requiring a third party program.
Concept Ready
Server Lobby / Spawn Selection

Server Lobby / Spawn Selection

When joining a server, the survivor will first be placed in a physical room, and must select their spawn by walking through a specific door. The lobby room will provide you a safe place to figure out where you want to spawn, or who you want to spawn near (if they let you.) You can also choose to spawn at your previous location if you have been on the server before. Different servers and gametypes will have different rules for when and where you are allowed to spawn.
Concept Ready
Server Options

Server Options

Information withheld by order of the Department of Virus Research and Control
Concept Ready
B19 NPC Checklist

NPC Checklist

Some survivors feel that zombie animals or hostile NPCs may ruin or upset their experience. We're cool with that. We know that not everyone will agree with our decisions, so we're going to leave it in your hands to decide.

When starting a world, survivors will be able to select which enemy types they want to see spawning in the world. If you don't like Strays, for example, you'll simply be able to tick off the "Stray" box on the NPC Checklist.
Concept Ready
Inspecting Other Survivors

Inspecting Other Survivors

We wanna check you out.
Concept Ready
B21 Party Creation

Party Creation

Party Creation will allow survivors, in modes that support it, to create a party with other survivors, giving them the option for internal party chat and a few features that allow for easier identification of those who are banded together.
Concept Ready
Trading with Other Survivors

Trading with Other Survivors

In The Dead Linger, you currently have to drop items on the ground to trade them. This is not very secure, and if something bad happens, you may lose an item entirely. We will be adding a safe and secure trade window for survivors to trade items with one another in safety.
Concept Ready
Custom Team Names

Custom Team Names

In modes that support teams, the server host will be able to set up the custom colors and names for each team on their server, both for roleplaying and general fun. Currently we plan to allow for 8 teams, but we may allow for a lot more if we decide it is necessary.
Concept Ready
B17 Friendly Fire Settings

Friendly Fire Settings

In the main cooperative survival modes and team modes we will allow the server to set what amount of team damage they want to allow, from 0 to 100% damage. We will also add some options to allow damage to reflect (if you shoot teammates, it will hurt you instead) and add automatic penalties for friendly fire, to prevent griefing and encourage survivors to work together. We will leave it up to server hosts to decide how realistic or gamey they want this to be.
Concept Ready
Emotes

Emotes

/wave

We will be adding a large list of /commands for animating various gestures. Give a friendly wave to your teammates, sit by a campfire, or threaten another survivor with some form of punishment.
Concept Ready
Proximity Voice Chat

Proximity Voice Chat

We will be adding built in voice chat, and that voice chat will allow others to hear you if they're close by. Careful out there.
Concept Ready
Radio Communication

Radio Communication

While still in the early design stages, we may require survivors to find and tune radios in order to communicate with voice chat over long distances.
Pre-Production
Survivor Name Display Types

Survivor Name Display Types

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Bandana Name Masking

Bandana Name Masking

Are you one of THOSE people? Yeah, you probably are. Here, have a bandana name-hiding feature. When wearing a bandana, it'll make your name not show up in multiplayer, so no one will know who you are. Totally.

Yeah, whatever Tom, we all know it's you. Cut it out.
In Development
Dev Blog News Integration

Dev Blog News Integration

In the main menu of The Dead Linger, you can see what the news is happenin'.
In Development
@TheDeadLinger Twitter Integration

@TheDeadLinger Twitter Integration

Our twitter account is now right there in your face when you come to the main menu. Now you'll never miss a tweet.

p.s. Follow @thedeadlinger on Twitter!
In Development
Steam Friends List Integrated into Menus

Steam Friends List Integrated into Menus

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Server List with Master Server

Server List with Master Server

Information withheld by order of the Department of Virus Research and Control
In Development
Direct IP Join

Direct IP Join

Information withheld by order of the Department of Virus Research and Control
In Development
Mod Manager Menu

Mod Manager Menu

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Character Select Screen

Character Select Screen

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Survivor Card

Survivor Card

Information withheld by order of the Department of Virus Research and Control
In Development
Survivor Advanced Stats Screen

Survivor Advanced Stats Screen

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Hardcore Characters Hall of Fame

Hardcore Characters Hall of Fame

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Highly Customizable Graphics Settings Menu

Highly Customizable Graphics Settings Menu

Information withheld by order of the Department of Virus Research and Control
In Development
Key Bindings Screen

Key Bindings Screen

Information withheld by order of the Department of Virus Research and Control
In Development
soon Watertower Integration / Accessible via In-Game Menus

Watertower Integration / Accessible via In-Game Menus

Information withheld by order of the Department of Virus Research and Control
In Development
World Select / Create Screens

World Select / Create Screens

Information withheld by order of the Department of Virus Research and Control
In Development
Credits Screen

Credits Screen

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Treasured Items Menu Systems

Treasured Items Menu Systems

Information withheld by order of the Department of Virus Research and Control
Pre-Production
Back Buttons Everywhere!

Back Buttons Everywhere!

Information withheld by order of the Department of Virus Research and Control
Beta Ready
Exit Button

Exit Button

Information withheld by order of the Department of Virus Research and Control
Beta Ready
Scene Editor Tool (Watertower)

Create your own zones and regions for The Dead Linger!

soon 3D Mode

3D Mode

Information withheld by order of the Department of Virus Research and Control
In Development
Multiple Panes (2D Views)

Multiple Panes (2D Views)

Information withheld by order of the Department of Virus Research and Control
In Development
soon Quick-Test

Quick-Test

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Upload Scene to Steam Workshop Directly from TDL

Upload Scene to Steam Workshop Directly from TDL

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Multiplayer Quick-Test

Multiplayer Quick-Test

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Terrain Painting

Terrain Painting

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Terrain Height / Manipulation

Terrain Height / Manipulation

Information withheld by order of the Department of Virus Research and Control
Concept Ready
Custom AI Pathing Routes

Custom AI Pathing Routes

Information withheld by order of the Department of Virus Research and Control
In Development
Steam Workshop Support

Upload your own content for a chance to have it made official in The Dead Linger!

Workshop Guide

Workshop Guide

Steam Workshop support is opening soon. If you'd like to get a headstart on the action, you can check out www.thedeadlinger.com/workshop to see our complete guide!
Beta Ready
TDL Item Testing Tool

TDL Item Testing Tool

Information withheld by order of the Department of Virus Research and Control
In Development
soon TDL Workshop Uploader Tool

TDL Workshop Uploader Tool

This tool will be available the very same day we officially release Steam Workshop support. Coming real soon!
Beta Ready
3D Package for Artists

3D Package for Artists

On our workshop guide, we have provided a 3D package for artists that gives them access to a basic version of our character model for creating meshes for clothing and gear in The Dead Linger.
In Development
soon Content Creation Tutorials

Content Creation Tutorials

Our artists will be creating basic tutorials to get you started on Steam Workshop items. We will not be teaching artists how to create art -- there are plenty of tutorials for that all over the internet -- but we will be providing tutorials talking about how to fit The Dead Linger's art style, polycounts, and any other measurement rules.
In Development