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Genre: Simulator

Deadcraft

DEADCRAFT Ver. 1.04 Patch Notes

We have released a new update for DEADCRAFT that applies the following changes:

- Energy consumption of some actions has been adjusted.
- Adjustments have been made to make it easier to recover HP and energy when sleeping in bed.

DEADCRAFT Ver. 1.02 Patch Notes

We have released a new update for DEADCRAFT that addresses the following issue:

- Fixed a progress-blocking issue that could occur during the mission "Gene and Reid."

DEADCRAFT Ver. 1.01 Patch Notes

We have released a new update for DEADCRAFT that addresses the following issues:

- Fixed a progress-blocking issue that could occur when reporting a successful mission while a different mission is displayed on-screen.
- Fixed a progress-blocking issue that could occur during the mission "Firestarter."
- Fixed a progress-blocking issue that could occur if the mission "Frankie Envy" was accepted while the mission "A New Power" was in progress.
- Fixed an issue where the Storage Shed would become unavailable for crafting if the skill to unlock the Hoarder's Shed was learned before the Storage Shed was crafted.

Jessie's Wasteland Wares Launch Stream!

Ready to raise some funds for Jessie's beloved Duna? Join us at 4pm PT/7pm ET for tonight's #DEADCRAFTgame stream! Tune in for giveaways in the chat as we show off the brand new "Jessie's Wasteland Wares" DLC! :syringe::zombie:

https://www.twitch.tv/xseed_games

https://store.steampowered.com/app/1702260/DEADCRAFT/

Developer Blog #9: Creating the second DLC: Jessie’s Wasteland Wares

The second DEADCRAFT DLC, “Jessie’s Wasteland Wares,” is a standalone mode starring the character Jessie, who appears as a supporting character in the main game. In this mode, she runs a shop to earn money for her beloved Miss Duna.



The second DLC was created all at once during the final stages of development, and I think it turned out great due to our staff being more experienced from working on the main game. The systems of the main game lent themselves well to the store-management gameplay of the DLC. I decided to make Jessie the main character of the DLC because I wanted to create a fresh experience that was different from the main story.



However, I was worried that the combat would be monotonous and players might get bored quickly since Jessie only has one weapon and can’t use special zombie abilities. However, we were instead able to create a combat experience that is about managing a fight with a limited skillset, and it turned out to be pretty fun in the end. In the main version of the game, guns can only hold a limited number of bullets at a time, but giving Jessie’s shotgun infinite ammo was key to this new gameplay experience.

I also want to highlight a special feature separate from the core gameplay. There is an item called “Instant Camp” that allows you to camp out in the wilderness, but we changed it into something different in the DLC. I had a lot of other priorities, so when I first saw the new Instant Camp, I wondered, “Is this really something we should be spending time on?” Now I feel everything worked out wonderfully, and I hope you check out the new Instant Camp. Trust me, it’s worth it!

Hisashi Fujii
DEADCRAFT Producer

*Screenshots captured from a game still in development.

Livestream and Giveaways Tonight!

Tune in as we head back to the Slums for tonight's #DEADCRAFT livestream! ːdeadcraftzgrampsː
Join us as we show off the newest DLC with code giveaways in the chat, starting live at 4pm PT/7pm ET on Twitch and Steam!

https://www.twitch.tv/xseed_games

https://store.steampowered.com/app/1702260/DEADCRAFT/

"It Came from the Junkyard" DLC Livestream!

#DEADCRAFTgame's first DLC has arrived and we're celebrating with gameplay and giveaways! Join us TONIGHT at 4pm PT/7pm ET as we show off the brand-new "It Came From The Junkyard" DLC! ːdeadcraftdunaː

https://www.twitch.tv/xseed_games

https://store.steampowered.com/app/1702260/DEADCRAFT/

Developer Blog #8: Creating the first DLC: “It Came From the Junkyard”

The first DLC for DEADCRAFT, “It Came From the Junkyard,” was conceived in the early stages of development. We started with the general idea of an additional story like you often find in manga, where after beating the game an even stronger enemy appears, and you must team up with your friends to defeat the new foe. What I wanted to do was simple—I wanted to create the supreme ruler of DEADCRAFT’s post-apocalyptic zombie wasteland.



Both DLC scenarios were assigned to a different writer than the main story. I thought it would have been difficult for our staff to be working on DLC while also developing the main story.

The main setting in “It Came From the Junkyard” is the eponymous Junkyard, a barren land inhabited solely by zombies. Although this area appears in the main story, it may be difficult for players to fully explore it because of the sheer number of powerful zombies that roam the area. In the DLC, Reid and his friends will take on the Junkyard together, and I hope you reach the very end of it.



I don’t want to spoil any more details, but if you enjoyed the main game, I think you will enjoy the DLC as well!

Hisashi Fujii
DEADCRAFT Producer

*Screenshots captured from a game still in development.

Launch Livestream Tonight!

Developer Blog #7: Building the story and world of DEADCRAFT

DEADCRAFT focuses on the story of its main character, Reid, but the lives of NPCs such as Vernon, who asks Reid for help, are also woven into the game’s overall narrative.



When creating the story, we took care not to make Reid and other characters virtuous heroes. After all, a sense of morality would limit gameplay options in the lawless lands of the apocalypse. In DEADCRAFT, the player is able to go so far as to engage in villainous activities such as stealing resources and money from the weak, so we made sure to not portray Reid as a just hero. For this reason, Reid, Vernon, and other characters are each motivated by their own selfish needs and desires.



When creating the world of DEADCRAFT, we wanted to avoid relying on elements of devastation, ruin, and wastelands that are associated with post-apocalyptic environments, and focus on creating a more original world that would stand apart from other games. One way we accomplished this is by setting the game decades after the spread of zombies, a time when humanity has learned to make use of the walking dead as a resource. Surely in a post-apocalyptic world where resources are scarce, people would turn to plentiful swarms of zombies.



For example, soldiers in the game adorn their armor with zombie parts, and the currency traded in the game, zol, is made from processed zombie bones. And of course, players will get to experience Reid creatively utilizing zombie parts in his crafting as well!

Akira Kurochi
DEADCRAFT Director

*Screenshots captured from a game still in development.