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A huge open-world game where you have the freedom to play how you want - but your choices have consequences. You've survived the zombie apocalypse by living in a bunker for a year and now it's time to venture out. Scavenge for supplies, find other survivors, trade or fight with them, form relationships and build a community. Go on quests, face moral dilemmas, and uncover dark, terrible secrets!

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Some questions for the dev. (Games : Survivalist : Forum : Spoilers : Some questions for the dev.) Locked
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Feb 14 2017 Anchor

Hello sir,


I was wondering some stuff, if you don't mind answering I'd really appreciate responses.

1. How is a sequel coming along?

2. Care to share anything new that you are really excited about in the sequel?

3. Do you plan to do more advertising for the sequel?

I wondered about advertising because I love the game (130 hours in, still going strong.) but it seems like there isn't a super large player base, which it without a doubt deserves, and felt like it would do great with more advertising, I showed 5 of my friends and 4 bought it, so figured that helps a little at the least. Please just do like banner ads though.. Nothing animted/pop-upy.

4. Is there anything that I could do to help you?

I don't have any talents regarding design/art/etc. that would be of use for this, but I'd help with anything you could instruct me to do, could give advice on stuff, could conduct polls, help with community/etc. - To note, I'd volunteer to do this, not interested in pay, just want to help you since never found a game I liked more than this.

5. Will the sequel be released as DRM free on certain platforms?

I personally dislike Steam, so I bought both the Steam and DRM free version - plan to play multiplayer eventually.

6. Is it possible to transfer a save file to the Steam version?

7. Do you have any other games in the works?

Besides the sequel. Perhaps maybe eventually a sort of spin off, something in an unrelated area without any of the main cast.

8. Will there be more craft-able stuff in the sequel?

I loved the crafting elements in the game, though Chicken Wire was rarer than I'd have liked. Would love to see more crafting recipes - like the Molotov/bandages. Perhaps even a new skill for the recipes, could see it having two factors 1. quality of ingredients. 2. Level of skill.

9. I've seen a lot of interest in vehicles, so what are the chances you will be adding them? If you do add them what are the chances you'd make them require fuel of some sort?

Maybe something like insulin that you have to do quests to collect?

10. How many hours per week do you work?

I'm wondering this to imagine in my head how hard it has to be to dedicate time to developing games like this.

11. I don't know at all how this board works but if possible have you thought of making a new section for questions like this?

I came to this section because seemed to be the one people asked the most questions in.

12. Have you thought of a price tag for the sequel?

I think it's safe to say a lot of us wouldn't buy at a $60 price tag, but I feel like the current $5 is to cheap.

13. Will you be keeping the same camera angles?

I'm not sure how to word this exactly, but I love the view as it is now.

14. Is there any way the community in general can help you? I understand you can't quit your current job and this is all done in your free time, but maybe the community could help to an extent if you set up a github or something? What about a patreon? Patreon could get you a bit more funding at least.

15. What's the most annoying aspect of creating a game like this?

16. Did you play the game yourself? If so was there anything you wished was different?

17. Would you be willing to tell any details of new skills and/or needs?

18. What inspired you to do this?

19. Are you going to do more interviews?

I read thexblig interview and tried to find more with no luck, if you have more I'd be glad to read them if you would be kind enough to tell me.


Pretty sure I went a bit overboard on this.. feels really interview-y, I stopped myself there because I figured you probably didn't want to answer every question in the universe. Added 19, cause the interview-y feel made me think of it.

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