Stay Alive: Apocalypse cover
Stay Alive: Apocalypse screenshot
Genre: Role-playing (RPG), Simulator, Indie

Stay Alive: Apocalypse

About New Update

Hello to everyone. 1.5 months passed since last update. There are those who think I've stopped developing the game, but that's not true. On the contrary, I am working on the next update.

In the next update



Zombie Mode


You can play as a zombie in this mode and when you died with zombification, you can continue game play as a zombie. This mode only for fun not any game ending there unless you die.

Graphical improvement


Not much but you will see the differences.

Mini Games


Already added some of mini games and future updates I will add more of them. A kind of monopoly with different rules, tetris, card game, mangala and some small games were added.

Industrial area


A small industrial area added at ASABUY. Lots of materials and vehicles you can find in there. a large industrial area will be added in the future at near Kiyikent.

New sounds


Lots of objects now have their own open and close sound.

Animals


I am started to working on animals. But for now I will only add chicken for testing purposes. In future updates animal type to be increased.



These are just biggest improvement. More improvement will come along with next update (New melee combat system, new objects ect). But you have to wait a little more for it. It will be upload in this month if there is no problem occurs. Thanks for your support.

Mehan Games

Suggestions for Huds

Hello everyone. I am working on new update and I want to ask your suggestions about Huds. Design is not my powerful side. So I can't comparing good or bad about huds. I am design something and want to ask your opinions.

First, I put diseases indicators top of the screen and make more smaller them. Also change keylist options like this:



It is still unworked, some changes will can made on it like alpha gradient or edge lines. What can be added? What can make hud more useful and understandable?


I was change inventory pockets like this too. What do you think about it?



You can write all your suggestions under this post. All your suggestions will very helpful for me.

Version EA 3.05

You can play old save files with this version. (after version EA 3.00)

It was an early update to fix some problems. I keep working on animals and mini-games.

Some optimization work has been done. If there were any changes on the FPS, I would appreciate it if you write here about how much changed.

Some objects may appear pink. Please inform me of these.

[B]Features
[List]
<*>Hold down the Shift key to get only 1 item from stacked objects
<*>It also writes object description in the field of craft (only basic information, the full functions will be written over time)
<*>Atlas maps have been created or renewed for hundreds of objects
<*>The vehicle wheels were rearranged so that they would not react to each object (especially after hitting the zombies)
<*>The disease risks of foods can now be seen from outside the inventory
[/List]

[B]Changes
[List]
<*>The information progress bar has changed and now the condition is written by numbers
<*>Washing machine container size raised to 7
<*>Inventory basic informations has been renewed and made more comprehensible
<*>The harvested vegetables will fall on the floor if no place on the inventory (useful for mini-greenhouse)
[/List]

[B]Fixes
[List]
<*>Craftable shower problem - Fixed (Again)
<*>Compare screen problem when compared object has no pockets - Fixed
<*>Compare screen problem when looking backpack but wearing different than backback in your backpack slot - Fixed
<*>City billboards dublicate elecetric box when loading - Fixed
<*>Some rooms disappear after loading of the new private house - Fixed
<*>Walking in the tutorial always gives the sound on the wood- Fixed
<*>Laptops are problematic at Market's 2. floor - Fixed
<*>The key shown in the object rotation information is incorrect - Fixed
[/List]

Version EA 3.04

You can play old save files with this version. (after version EA 3.00)

What can be contain next update:
Intercities signs not completed yet, I will finish them.
I will starting with animals but mostly small animals for now. I will add more animals future updates.
Also I want to work on mini games.

[B]Features
[List]
<*>A new private house has been added


<*>Elkur power plant and lighthouse added
<*>Added compare information screen for clothes and weapons
<*>In houses with generators, it is no longer necessary to enter the inventory and open the connection to open the light sources. It is set to be connected with the direct turning on.
<*>Fluid transfer with hose set to double-sided
<*>Removed: Pressing and holding the F key for wear directly.
Added: Wear the object directly with the G button (for clothes and weapons)
<*>Set top cooker and roller washing machine are added as producible
<*>Bullet-producing machine and gunpowder added to the game
<*>Randomly spawned structures have been added to certain intercity routes (greenhouse, watch tower, farm, old gas station, junkyard)

<*>In the NPC work system, made some optimizations for using less CPU
<*>Sideboard, wardrobe and dresser models were softened around the edges
<*>Electric poles added along the map

<*>Road connections improved on intercity roads


<*>Problems of inter-city boards are fixed, more is added and they can be destroyable now
<*>Road and sidewalk textures changed

[/List]

[B]Changes
[List]
<*>Changes were made in the shelter claim system (please let me know if you are find of the problems that arise during the test phase)
<*>Changes were made to the edge lines setting and the default was set to on
<*>Reduced NPC spawn rate
<*>Buttons do not show up when in car
<*>VSync and edge lines settings moved to Graphics Settings
<*>Vehicle Mirrors set to High Performance section
<*>Changes were made to the "Balanced" setting in general settings
<*>Vehicle engine sound increased
<*>Minimal optimizations were made on rigidbody
<*>Radio energy consumption reduced by 80%
<*>Headlight energy consumption of non-working vehicle reduced by 80%
<*>Added object rotation info
<*>Splint effect increased by 10 times
<*>Made optimizations when driving vehicle
<*>Red hair zombie %75 chance throw up now (before %25 chance)
<*>Police can craft Handcuff instead of 9mm bullet
[/List]

[B]Fixes
[List]
<*>No fluid evacuation warning - Fixed
<*>The lights in the house pass through the walls - Fixed

<*>Zombie description on character screen is same as healing - Fixed
<*>Problems with the big truck container - Fixed
<*>The sound of constantly walking in the grass - Fixed
<*>Problem with lod in a seat - Fixed
<*>The fireplaces can not be burned - Fixed
<*>After the seat updates the craftable seat became invisible - Fixed
<*>Crafted shower becomes unusable after loading - Fixed
<*>Texture errors on intercity roads - Fixed
<*>Lod problems in new apartments - Fixed
<*>Some translate mistakes - Fixed (Thanks for "Hannibal Lamb")
<*>Choose a female portrait / gender (character creator) and still get a male body - Fixed
<*>Objects become disappear driving a vehicle after a while - Fixed
[/List]

[B]Fixes (Need more tests)
[List]
<*>Garbage truck problems - Fixed
<*>The Task where i have to Trade with NPC total Value of 100 did not work - Fixed
[/List]

HOTFIX - EA 3.03

[List]
<*>Now the gas lamp and torch continues to burn out of inventory
<*>Mini workshop height reduced
<*>Can not refuel vehicles - Fixed
<*>Carpet texture problem in small house - Fixed
<*>The new apartment have double exterior door - Fixed
<*>Can't do "kill zombies with weapon" task in adrenalin missions - Fixed
<*>(Should be tested) If there is a rotten food in the inventory, NPCs do not consume other foods in the inventory - Fixed
<*>Fridge in the air in new apartment - Fixed
<*>Can not make drinking or transferring fluid from plugged objects - Fixed
[/List]

Version EA 3.03

You can play old save files with this version. (after version EA 3.00)

[B]Features
[List]
<*>Added generator information to the shelter data
<*>Some animations have been renewed (Like entering vehicle)
<*>If there is no inventory area to take the item, hold down the E button will wear the item directly
<*>The armchair models have been changed. Carpet textures updated. The edges of the coffee tables were softened.


<*>The effects on performance of graphics settings are more clearly grouped

<*>Added liquid transfer system with hose to fillable objects from vehicle gas depot
<*>Warning screen added during fluid drain
<*>Added the ability to undo the plug that was added
[/List]

[B]Changes
[List]
<*>Volumetric lighting setting updated


<*>Sea quality setting updated

<*>Large apartment exterior door enlarged

<*>Camp fire light source pulled up half a meter
<*>Bigger version of new apartment added
<*>Added image to zombie indicator on K screen
<*>You can no longer read books in the dark
<*>Changes were made in light LOD levels
<*>Low-conditioning weapons are warning now
<*>Tutorial motion systems have been renewed and most of the problems are fixed
<*>When producing fruit juice, a container with some juice could be added instead of empty container. In addition, the unspoiled fruit should be used and after the production the container is set to fill 0.25 lt instead of filling completely.
[/List]

[B]Fixes
[List]
<*>Furnitures are always spawned in the same color - Fixed
<*>When you enter the new apartment from balcony, the house becomes empty - Fixed
<*>In the new apartment, the signboard at shop is wrong - Fixed
<*>New apartment roof is invisible - Fixed
<*>Positioning and door problems with the new apartment - Fixed
<*>Sometimes NPCs start game with -100 love and trust- Fixed
<*>When the volumetric lights are on, the sea becomes invisible - Fixed
<*>Washing machine does not work with new update - Fixed
<*>Some weapon modes are worked reversed in some cases - Fixed
<*>The commando description is edited - Fixed
<*>The location of some of the vehicle gas depot differs from the view - Fixed
<*>The problem of water pump not working when the water is cut off - Fixed
<*>The police toilets are looking in the opposite direction - Fixed
<*>Some problems with the new generator system - Fixed
<*>Can not consume liquids other than water - Fixed
<*>There is no pharmacy sign and billboard - Fixed
<*>The flare is not emitting light - Fixed
<*>Problem of creating missing door and others - Fixed
[/List]

[B]Fixes (Need more tests)
[List]
<*>When leave the vehicle, the character remains stationary - Fixed
<*>Problems with achievements - Fixed
<*>Recorded sounds are not working - Fixed
<*>When the house is selected as base, the leadership achievement is earned - Fixed
[/List]

Gameplay and Giveaway

You can watch the gameplay of Stay Alive Apocalypse on Ortouch Twitch Channel and you can also win a steam key of the game on Ortouch Twitch Channel

You can watch after half an hour from now. (14:30 pm --- GMT-4)

Version EA 3.02

You can play old save files with this version. (after version EA 3.00)

Progress for coop play: Object spawning synchronization is complete.

In the next update I will work on the following: A new private house, inter-city structures, all the roads can be change ...

Deleting old models cause some problems in Tutorial animations. I will try to fix them with next update.

[B]Features
[List]
<*>Unity updated to version 2018.1.4f1
<*>A new apartment was added
<*>New furniture layouts added to apartments
<*>The energy consumption system of the generators has been updated / optimized. Now the generator connections are made from objects.
<*>In the inventory, "Get One" option was changed to "Get X"
<*>The object that requires the object for the operation is shown as a symbol in the container field now.
<*>Days passed, arrangements were made that could lead to the development of newly discovered houses or the filling of supplies.
<*>New Objects: Pipe Counter, Changing Cabinet, Dress Hanger, Clothes Hanging Closet, Mannequin and Wide Shoe Cabinet.
<*>The back color of objects in the Craft area has been changed:
Red: The required production area is not open
Orange: Required are not met
Yellow: Not enough material
Green: Producible
[/List]

[B]Changes
[List]
<*>Some of the gaps in the terrain have been removed and some of the rocks have been removed
<*>Turret working system changed / updated
<*>Autosave turned on during sleep
<*>Initial graphic settings pulled higher
<*>To prevent NPCs from being jammed between objects: if they are wait more than once in the same place, they are teleporting 10 cm forward now
<*>The Barbecue and Steelmaking Furnace consumes the fuel as long as it needs to.
<*>The situation of crouching and standing is now being switched on instantly
<*>Some extra furnishings were identified as object sorting space for NPCs
<*>Changes / improvements were made on resting while the NPC was sleeping
<*>NPCs will not fill objects with a capacity of less than 1 liter in water stocking
[/List]

[B]Fixes
[List]
<*>Market and firefighter pathfinder problems - Fixed
<*>NPCs do not own areas like market and parks - Fixed
<*>Some objects remain blurry when the Motion Blur setting is turned on - Fixed with Unity version
<*>The description of the crafted shower is written "toilet" - Fixed
<*>Crafted shower working shortly even if there is no water in the cabin - Fixed
<*>When upgrading a vehicle, all upgrades can be added, if all upgrades tried but only one of them is added - Fixed
<*>The reading limit on the information display is not shown if karma is positive or negative - Fixed
<*>When the refrigerator runs out or stops, the food rot can come to an instantly - Fixed
<*>The refrigerator is not running after loading - Fixed
<*>NPCs are stuck in multiple jobs - Fixed
<*>NPCs keep sleeping outside the bed if the main character sleep while the NPCs sleeps- Fixed
<*>Lights turning off after loading - Fixed
<*>Some objects can be operated with things other than energy source - Fixed
<*>Objects placed directly from the inventory, the problem of occupying the space on the RAM - Fixed
<*>Can't seen water in the pools - Fixed
<*>Fruit Crate comes with 1 lt of water every time when taking in inventory and place again - Fixed
<*>Continuous walking animation is running in case of crouch - Fixed
<*>NPCs can not open reinforced doors - Fixed
<*>Some problems with NPC object arrangements Fixed
<*>Dart is throwing at an irrelevant spot - Fixed
<*>If there are at least 2 darts, the number of darts after the launch is constantly increasing - Fixed
<*>Some problems with NPC water filling and cooking - Fixed
[/List]

[B]Fixes (Need more tests)
[List]
<*>Sheltering missions make bug after harvesting task - Fixed
<*>NPCs are having trouble with accessing objects - Fixed
<*>Solar panel starts turn off after loading - Fixed
[/List]

Version EA 3.01

You can play old save files with this version. (after version EA 3.00)

Progression for Coop Play: Synchronization between players of randomly generated cities has been completed.

In the meantime, a new apartment modeling is over. It will be added in the next update.

[B]Features
[List]
<*>Connecting and towing vehicles (Still in development phase, some physical problems may occur)
<*>Added ability to remove seats from vehicles (from the vehicle upgrade screen)
<*>NPCs who are spawned on the street are looking for a place to settle rather than walk randomly
<*>Round L seat, added
<*>You can remove special abilities by pressing X next to your abilities from the Notification screen
[/List]

[B]Changes
[List]
<*>The melee combat system has been updated
<*>Edited on Pathfinder
<*>The quantity of objects now decreasing on "Take xxx object..." tasks
<*>The washing machine was transformed into a container. The washing machine container has been upgraded from size 5 to 7 (now you can put a big cooking pot). This will be working on newly founded machines.
<*>Added to Neat Freak Trait: Portage +25 increased.
[/List]

[B]Fixes
[List]
<*>Weapon modules can not be added and there are problems (Still some fine tuning needs to be done) - Fixed
<*>The game freezes when starting a new game or opening a saved game after dead - Fixed
<*>The roofs of the apartments are invisible at close range - Fixed
<*>Food levels in the soup counter do not rise - Fixed
<*>The balcony elevator disappears when called from the top - Fixed
<*>When the container is open and there is a carpenter trait, the tool drops into the container but becomes invisible - Fixed
<*>The toilet can be used when someone is in the toilet - Fixed
<*>Some npc decision making code mistakes - Fixed
<*>Objects in the washing machine tank disappear after the game is loaded - Fixed
<*>Washing machine does not consume detergent - Fixed
<*>Graphic errors occur on the floor of the karorta buildings - Fixed
<*>Weapon animations are not working - Fixed
<*>Tutorial pathfinder and information overtaking problems - Fixed
<*>"Turn off the oven" button not working at Tutorial - Fixed
[/List]

[B]Fixes (Need more tests)
[List]
<*>Problems with beer - Fixed
<*>NPC problems with: "Look after guests" - Fixed
[/List]

Fix Patch for EA 3.00

[List]
<*>When returns to the main menu does not enter the game again - Fixed
<*>Double window in a private house - Fixed
<*>Some trees inside houses in Merkez, Karorta and Kiyikent - Fixed
<*>Above the limit while adding NPCs - Fixed
<*>The toilets is starting to clog - Fixed
[/List]

Known Issues: Crouch animation always walk. Weapon animations not working. I am working on it.