We have modeled our system requirements based off of the Unreal Engine 4 recommended specifications. They are subject to change based on further development.
- Desktop PC or Mac.
- Windows 7 64-bit or Mac OS X 10.9.2 or later.
- Quad-core Intel or AMD processor, 2.5 GHz or faster.
- NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher.
- 8 GB RAM.
Enhanced Character Customization
Reaching this stretch goal will enable us to implement custom morph targets that will expand our character customisation options. In addition to modifying your player’s eye colour, hair colour, and head type, morph targets will allow you to completely retool your player’s face.
Hitting this stretch goal will also allow server owners to enable dynamic progression for your character’s appearance: hair growth, scarring, and ageing and more, all of which can be adjusted via server settings. We will also be adding makeup, razors, and similar cosmetic items to let you change your look on the fly.
In-Depth Medical System – Our medical system keeps track of player health through a variety of factors, such as blood pressure, blood loss, bites, scratches, and broken bones. Individual limbs and organs track injuries, and to avoid to sweet release of death, trauma has to be dealt with. For those of you who love playing doctor, we’ve made sure you’ll have plenty of fun.
Day and Night Cycle – Day in and day out, the world of Dead Matter never stops moving forward. The metagame system uses the time of day and time of year to dictate the weather, and the actions and decisions of all animals, AI, and zombies. As the days change, your threats change, and you’ve got to stay on your toes through all of it.
Weather – The weather is more than just a backdrop in Dead Matter. At any time, the elements could turn against you, and the warm skies of Alberta could birth heavy storms, blinding blizzards, and scorching heatwaves, all of which pose unique threats to your character and the world around you.
In-Depth Inventory System – A grid-based, jigsaw-style inventory system that challenges you to plan and conserve. Just as they are in the real world, items are host to a variety of unique variables beyond size and quantity, like temperature and quality. What you scavenge will often require unique planning and storage, so be conscious.
Scavenging – We didn’t want scavenging to feel restrictive in Dead Matter. Any container you find can be physically opened and looted, from a nightstand, to a vending machine, to a locked-up gun safe. You can search the home for the key or force it open and play your luck – just don’t make too much noise.
Electrical System – One of our earliest planned features. Electricity is a core part of modern life, and the beginning of the zombie apocalypse will reflect that. Our robust electrical system enables you to fully power your home, opening up many gameplay options from the typical minutia of turning lights on and off, to permitting the usage of power tools to enhance your crafting and upgrades. Nothing this good lasts forever, however, and bad luck and poor planning could leave you with dead equipment when things go south.
Hunting – Find, chase, kill, and skin the wildlife of Alberta for their fur and meat. We’ve tooled hunting to feel satisfying and fun for when you finally track down that buck you’ve had your eye on.
Farming – We’ve created an in-depth farming system that takes advantage of a variety of tools that all serve a variety of purposes. There are a large number of items that you can use to farm, and the more crafting-inclined can rig and repair devices to improve speed and yield.
Construct, upgrade, and expand your control of the world. We’ll be overhauling our player settlement system to support greater constructive capabilities, allowing you to assemble seamless, personalized shelters from shacks, to shanties, to cabins, to garages that serve whatever purpose you’ll give them. Like all else in the game, our game options will allow server hosts or singleplayer explorers to adjust and fine-tune every aspect of these player structures, from changing the material requirements to outright disabling them.
MODULAR GEAR, NEW WEAPONS, AND ENHANCED TWITCH SUPPORT
Upon reaching this tier, we’ll be able to fully flesh out our modular suit system. Scavenge and scrap the remnants of the apocalypse and fit your player with a set of gear that can be worn atop most of the clothing in the game. We’ll also be adding fifteen new melee weapons and five new firearms.
We’ll also be including official Twitch support. In addition to our already planned ‘Broadcast Mode’, which disguises your player name and the server you’re connected to, this goal will allow us to expand our integration further: view your chat in-game, poll your viewers, invite them to participate and easily add connected viewers to your party.
RADIO & RADIO STATIONS
The final word of stations of the past, classical tunes, emergency broadcasts, and hijacked airwaves will be yours to hear, control, and follow. Play with new vehicles like OB vans, contact your friends with new tools like pocket and HAM radios, and explore and conquer the old radio stations at your leisure.
INTERACTIVE AI SETTLEMENTS & FACTIONS
Work with – or against – your fellow man. Trade with, run errands for, and earn favour with the inhabitants of the world to determine the outcome of new communities of families and strangers.
Or expand your own: invite your new friends and followers to join your homes. Organize scavenging runs, delegate jobs and roles, and work to keep eachother alive.
WAY BACK WEST
A new sandbox inspired by Vancouver Island and the original Dead Matter mod’s map. Smaller and denser, Vancouver Island is home to new weapons, new enemies, new vehicles, new clothes, and new places to explore, all on a coastal landscape that will change the terms of survival.
You’ll also be able to travel between Alberta and Vancouver Island at your leisure, assuming you’ve got the supplies for it.
PLANES & TRAINS
While the base game will be bustling with cars, trucks, boats, and bicycles, giving you the tools to conquer the skies and the rails will require more. Hitting our goal with this means that Dead Matter will receive helicopters, fixed wing aircraft, and trains for you to fortify, upgrade, and defend from those who want them for themselves.
To store your new machines, we’ll also be fleshing out the train stations, heliports, and airports throughout the map. New unique weapons, vehicles, and clothing will be there for you to find and claim.
Our depiction of Alberta is already huge. However, we still have some unused space to fill, including underground. Hitting the required amount for this stretch goal means that we will be able to add in new locations to the map, such as an abandoned underground mining complex. We will also include new weapons and new items to compliment the locations that we add in.
The key to nurturing the ideas of our players in a way that’s open and fun is the world.
We’ve crafted our depiction of Alberta to be the ultimate survival sandbox; lush with variety and life, from the wild forests and lakes of the Rockies, to the once bustling city of Calgary.
To effectively simulate a breathing world, we’ve built our metagame and AI systems to support true variety. Expect the unexpected: any forest trek, highway cruise, or grocery store trip could lead you on crossed paths with a settlement of soldiers, a band of scavengers, or simple families searching for shelter, all of which will do whatever it takes to ensure their own survival.
But the AI don’t get to have all the fun. The world of Dead Matter was developed to support your settlements. Any building you see can be barricaded, upgraded, and fitted with electricity and flowing water. The land can be farmed and cultivated, and the lakes fished. You can live quietly, in the shadows of day-to-day post-apocalyptic life, or settle your people around Alberta’s transformers, dams, and bridges, to retake control of the world around you.