DeadOS cover
DeadOS screenshot
Genre: Simulator, Indie

DeadOS

Version 0.10.2 is now live!

Hi everyone! Got some interesting new AI features for you this week!

When infected humans are 15 or less turns from turning into a zombie their behaviour will change.



They will stagger around and head towards other humans with a hunger just before turning. Cops and military can detect a turning infected at this stage and take them out.



Cops will also now shoot infected corpses they see on the ground instead of leaving them alone. Together these two things are giving cops the chance to fight back against the spread of infection and make for more interesting simulations.

Things I want to also add to this soon are people reacting to civilians being shot by cops and the ability to adjust the amount of time people are in this turning state. Along with last week's barricading the humans are getting better at surviving an outbreak, and I hope you enjoy seeing how simulations play out!

Version 0.10.1 is now live!

Hi everyone! Just a tiny update because the last update accidentally caused crashes when pressing the Reset Population button. It's fixed now!

Thanks for playing!

Version 0.10.0 is now live!

Hi everyone!

This week I have a new AI mechanic added to simulations: Barricading!





I've been wracking my brain a little bit over how to implement this and I've finally come up with a work in progress system. Each room that civilians hide in has an amount of available items to use for barricading based on the size of the room. Civilians will use these to patch up windows and doors to keep the zombies out, and can go as far as to keep barricading while a zombie is trying to break in on the other side of the door.

In the future I want some kind of visual representation for these barricades, planks on the windows or something like that, but this is a start to that system! I hope you enjoy the latest update!

Version 0.9.9 is now live!

Hi everyone! Got a bit of a small update for you this week as I have a lot of things going on but I still wanted to give you something so here it is!



It's a follow up update to the Police Station update where the overlay no longer shows quarantine information when cops have decided to withdraw. Hopefully this should make it more visually clear what the cops are doing. Also added mouseover information for the UI explaining how the police station mechanic works a little better.

I hope you all have a great week!

Version 0.9.8 is now live!

Hi everyone! Got an exciting update for you this week! This week is the Police Station update!



I've been feeling that the cop AI has been getting a little stale, with them still trying to quarantine when they are almost eradicated, so I've given them the option to withdraw to a designated police station for fun last stand scenarios.

On the cop settings screen there is a new option:



With this you are now allowed to assign one block as the "police station". What does this mean?



It means that once the amount of cops in the simulation drops below a threshold you specify (I've set the default to 75% at the moment) they will fall back to the station to have their last stand.

I hope you enjoy the latest update!

Version 0.9.7 is now live!

Hi everyone! Got a bit of a small update for you this week as I spent most of it fixing bugs in the game. There is one small new addition though:



You can now use these little arrows I've added if you mark multiple units to flick between them easily so if you are trying to track units you've named after your friends or things like that, it should be much quicker now.

Bugs fixed:


  • Zombies now correctly starve to death when they are being controlled by the user.
  • Fixed several bugs with the overlay systems including units getting stuck in glowing states and UI being in the wrong places when pressing certain button combinations.


Hopefully some more exciting things soon but sometimes you just gotta fix bugs before you can move on to new content! Have a good week everybody!

Version 0.9.6 is now live!

Hi everyone! Got an update that allows for some new exciting combinations this week!

In the same way you can currently allocate zombies individually and by region, you can now do this for cop allocation:



The cop screen has been changed to a new UI that allows for both random and manual allocation:



This should allow for plenty of new fun simulations for you to try! I enjoy designating single blocks as a "police station" (and in the future I might be interested in making this an official part of the simulation) but there are plenty other uses for you to experiment with.



Also fixed:

Find Civilian screen now automatically grabs keyboard focus when you open it.

Thanks for playing and I hope you enjoy this latest update!

Version 0.9.5 is now live!

Hi everyone! Got something fun and interesting for you this week, Zombie AI Overrides!



When viewing the zombie overlay there is a new button:



Using this you can designate zones for the zombie AI to gravitate towards, enabling you to create and move your own zombie hordes during simulation.



These are the kinds of tools that I built these new overlays for and I hope you enjoy the new ways you can interact with the sim!

Also in this patch: Lowered the urge to break doors and windows on the Zombie AI's list of priorities.

Version 0.9.4 is now live!

Hi everyone!

I'm working on some new mechanics for controlling zombies, but in the meantime I've put out this update that fixes a lot of bugs, here's a list of the fixes!




  • Infected count is now on the graph!
  • Fixed visual flickering in the nuke effect
  • Fixed issue with Military units still being marked in overlay when they are killed
  • Units that are being controlled now have their infection timer work correctly
  • Removed civilian overlay button for now.
  • Fixed issue with temporarily dead civilians being marked incorrectly as cops and military
  • Fixed units being marked for overlay while overlay is disabled
  • Fixed a bug where certain overlays wouldn't disappear after taking the mouse off the grid
  • Fixed control mode arrows not having a single line border

Version 0.9.3 is now live!

Hi everyone! Another overlay for you this time with the Military Overlay Update!

The military now have their own overlay tab similar to the cop and zombie overlay tabs.



With this overlay you can see where military squads are going to drop, and which regions they are currently targeting. In the image above the squad inside the building are moving out to the neighbouring street, so know you can know a little more about how the AI is working behind the scenes. I want to allow the player to be able to set these targets eventually!

Other patch notes:

Military no longer respond to panicked civilians in the way that cops do, they ignore them.

Vsync is now enabled by default. This means that your frame rate will be limited to 30,60 or 120 fps based on your machine so that your GPU won't be stuck running at 100% power 100% of the time. I can add an option if you wish to disable this!

Thanks again everyone and I hope you enjoy the latest content!