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The year is 2011, and a terrible infection has spread across the United States.

The infection was airbourne as well as highly contagious. Symptoms were similar to the flu, including high fevers, vomiting, coughing, as well as a general weakening of the immune system. Due to this epidemic, the US began to collapse. Hospitals were overrun with infected patients, plants and livestock began to perish, which led to the economy's failure. All of the military bases were facing difficulties trying to quarantine the disease, even failing to stop the infection from spreading within their own ranks. There seemed to be no answer, and no cure...

But the worst was yet to come.

It was roughly a week before those who were unfortunate enough to become infected began to show enormous amounts of hostility to family, freinds, and strangers alike. This single infection brought down the entire USA from the inside, as its own citizens were murdering each other out of an unexplained rage.

It's been four weeks since the infection began. Those who were neither killed nor infected have held out and survived in shelters in cities, towns, and rural areas using any means necessary.

Now, follow the story of two survivors as they attempt to survive Hell on Earth.


Latest Blog

Featured! I can die happy now...

I can't believe it! I'm at a loss for words. This has been my dream since joining RMN.

Infection is featured! And on the day after Halloween, it's so perfect. Thank you so much!

To everyone that has made this game possible I'm so grateful. To everyone who has supported, reviewed or left a comment I thank you all very much. My dream has come true and I'm incredibly happy about this. :D

Happy Halloween!

Posts

InfectionFiles
the world ends in whatever my makerscore currently is
4622
Yay! Awesome sabin, I'm glad you got through it and when the time comes I'll hope you get frustrated again at the new content! haha, kidding! I hope not...either way it'll be fun! :D

Thanks for the updates, I'll fix the bugs in the park you mentioned as well as the safehouse ladder.
As for Break Free, I've haven't messed with it much to check to see if you are grappled so that if you weren't you didn't gain health. I'll see what I can do, but yeah it is a mini heal spell early on in a way. :P
I'll definitely be adding more skills along the way to 10, just for now in the demo I wanted to keep it simple. Saving the new skills so when I bust out new content and enemies it'll seem more fresh. :)

I'm always down for more expansion! I've tried to open up more buildings and I plan to just for now I'll probably work on more new areas rather than adding.
But I do accept the idea and maybe one day I'll give you that apartment building to explore!

Thank you so much for all the kind words, even if it was difficult you got through it and enjoyed yourself and that's what it is all about for me, so you're welcome!
Okay, I finally got around to playing it properly -- and I even managed to finish it! :D It was an insanely hard slog until Michelle hit lv5 and gained the Tend Wounds skill, which then turned everything around. Once she had the ability to heal, it was significantly easier and more manageable. The game is great fun and positively oozes atmosphere, though the initial difficulty curve may put some people off (I lost count of the amount of times I cursed the game, deleted it, then grumbled to myself and re-extracted it.. hehe..) and I'm definitely looking forward to more content.

There were a couple of glitches/issues;

*Infinite dog enemy pack in the 2nd park area, right before the sewers.
*In the same park2 area there is an Infected enemy pack that causes a hard crash saying something like "expected enemy entity does not exist" (sorry, I'm going from memory from earlier) - so I basically had to run away from that enemy else the game crashes.
*The final safehouse causes a script freeze if you try and climb the ladder before entering the house. Jonathan says "we should check the building first" and then it freezes and you can't move.
*The Break Free skill that replenishes around 13HP when breaking grapple status ALSO replenishes HP if you're NOT grappled. I only found this out at the end of the game and was kicking myself for not abusing and exploiting it as free healing at the start of the game :P
*Max level is 10, but you stop gaining abilities at lv5. It's not a glitch, I just thought it seemed a bit dead, progression wise, from 5 to 10.
*There's a huge Inn building that is blocked off and inaccessible, which is a crying shame as something like that would usually be fantastic for exploration, infected bashing and resource gathering ;)


All in all, challenge aside, I really have enjoyed the short demo and think the game has enormous potential. For all the zombie games out there, RPGs are the fewer in number and that's a shame. I'm definitely looking forward to more of this! thanks InfectionFiles, I had a blast.
author=kumada
Sounds like you're at the end of the demo, Sabin.


... aye, only this time it's at the start of the game! Oopsie! :D

author=InfectionFiles
Haha, yeah it's broken! Thanks for letting me know!


You're welcome, I'm looking forward to checking out the end result :D
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Haha, yeah it's broken! Thanks for letting me know!
Sounds like you're at the end of the demo, Sabin.
Um, did you change the start of the game? When I load it up now, I'm in a house with Michelle and the Dog, if you leave the house there's nowhere to go and if you re-enter it; the game triggers the "It's nice when things go right, okay let's stay here" cutscene which then ends the game. What happened to the tower-block opening from 3.1?

In either case, it seems like something is broken :(
InfectionFiles
the world ends in whatever my makerscore currently is
4622
Sweet! I look forward to it!
New download, downloaded. I'll try it out and I'll give you some opinions.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
I've updated the download for those who are interested. :)
Review is sent, and should be pending.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=Mechno
Just subbed and downloaded! Keep up the good work I want to see a cool zombie rpg!

Thanks man! I appreciate the support! :)
InfectionFiles
the world ends in whatever my makerscore currently is
4622
@sabin1981- Oh, honestly it isn't just you that made me want to turn down the difficulty abit, after a playthrough I noticed it would just be more fun and you can actually try to immerse yourself in the setting instead of worrying about fast infected on screen as well as having like three follow you.
It can definitely be tough, and I'd rather have the beginning of the game hard, but at the same time doable so you can reach the more brutal parts.

@kumada- They don't get stronger as you go, they do get weaker as you level and whatnot. I meant that they are harder in the start so that they kinda scale with you as you level and they don't become paper to fast.

I just recently changed the walkspeed from run to the walk pacing it is now. So I think I'm having to adjust the game slightly because you aren't running through it full speed.
I'm hoping one day to implement a run/walk system with an energy bar so you do have the option to run faster for a given time.
Just subbed and downloaded! Keep up the good work I want to see a cool zombie rpg!
Thanks again, kumada, you've been a great help
Make no mistake, this game is extremely hard. I had to do a few restarts as well as a lot of continues, and there was some save/load abuse involved in my surviving until level 6. I absolutely did not breeze through this thing. It was much more skin-of-my-teeth.

Sabin, I can't recommend enough putting both melee weapons on Jonathan, since he has higher overall strength, and the higher you can get your average damage output on a character, the quicker you can kill zombies. Have him prioritize attacks over strong kicks, and only use brutal blow on targets you intend to attack last. Jonathan swinging twice with a crowbar/golf club combo, or even a crowbar/bat or crowbar/knife is about as fearsome as any player character in this game gets.

I didn't notice the generic infected getting any stronger over time, by the way. If anything they become less of a challenge as you level, because you're becoming incrementally stronger. It's only when you hit the dogs and bloat flies that the challenge ramps back up.
@kumada

No BS, what you said is pretty much exactly how I've been playing - though I wasn't aware that child/woman infected had different stats, I'll keep that in mind.

*I break grapple at the earliest chance possible. Zombies ALWAYS attack first, so I generally start a fight and wait a second or two to see if it's a grapple or something. At least then I have a a full ATB with which to use break. If they don't grapple, I use Adrenaline.

*I only fight when I have to, though by doing so I don't get any stronger.. whilst enemies further into the game DO seem to get stronger and more numerous, so I'm crippling myself by avoiding combat and not taking the time to level up.

*I hammer the Z key on almost every tile I can find, trying to search for consumables and equipment (it seems a shame that the most logical of places, the boots/trunks of cars, aren't searchable)

*Jonathan has a Baseball bat (2h/90%/20% F.Chance), Brown Leather Jacket (5 End) and Running Shoes (14 Ath)
*Michelle has Crowbar (90%/15% F.Chance) and a Large Butcher Knife (85%), Military Jacket (3 End) and Heart Charm (2 Ath)
*Dog has nothing

Jonathan has the single weapon since it gives him more strength than the two, vice-versa with Michell. We're all level 4 and - once Adrenaline'd up - I generally use Melee for Michelle's two attacks, each one does between 4-6 (.. for comparison sake, infected hit for between 6-17) and Survival>Strong Kick on Jonathan since his melee damage is a single hit of 4-8 and his S.Kick can sometimes hit 12. Dog fights on it's own. Michelle's Flurry only hits once, though it does hit all enemies simultaneously, and Jonathan's Brutal Blow rarely seems to hit at all, let alone causing Fracture when it does. This is pretty much how I play and I've long since used the molotovs I found. It takes a long time to down an enemy and packs are now frequently filled with 3 infected at once and I simply don't know what I'm doing wrong.

@InfectionFiles

I wouldn't feel comfortable with you making the game easier just on account of my whinging. Like I said, nobody else is complaining about the difficulty so it's obviously NOT an issue to everyone else. Making it easier would benefit me to the detriment of other players, which just doesn't feel right. Yanno? I love the idea of the game, love the style and I'm well aware that zombie apocalypses aren't supposed to strolls through sun-kissed meadows, but right now I feel like I'm missing something insanely obvious because I can't seem to progress -- whereas Kumada isn't having much difficulty at all by the sound of it.
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=kumada
Strong kick has a fracture chance (I think? Maybe it just autos) but I never used it. The damage from using two weapons and attacking instead always seemed to outweigh its usefulness. If it had, say, a fracture chance and a stun chance, it would be a different beast entirely.

A user's manual tab on the game page would be very welcome, and I think would do a lot to improve accessibility.

I definitely can and will write a review, but it might take me a little while, so shoot me with a PM if it isn't up by mid next week.


Hmm, the point for strong kick was to have 90% chance to cause fracture so you can put DOTs on everybody easily. I'll look into raising the percentage as well as the base damage too.

That'd be awesome, don't worry about time, when ever you can it would be very appreciated. :)
InfectionFiles
the world ends in whatever my makerscore currently is
4622
author=sabin1981
Thanks guys, I appreciate the help and advice =) I'll try it again tomorrow, see if I can't push through and try to make some headway. It's just exceedingly difficult at the moment, fighting packs of 3+ infected and I'm stuck at 50hp or so, which means I can barely take out a single pack. I've even restarted twice over and still ended up hitting the same difficulty vs progression wall.

You want me to send you the revised version that I worked on recently removing all the mentioned bugs as well as lower zombies on screen and most of them being slower, as well as dogs. I also added some nice "secret" treats if you can find them. :)
Strong kick has a fracture chance (I think? Maybe it just autos) but I never used it. The damage from using two weapons and attacking instead always seemed to outweigh its usefulness. If it had, say, a fracture chance and a stun chance, it would be a different beast entirely.

A user's manual tab on the game page would be very welcome, and I think would do a lot to improve accessibility.

I definitely can and will write a review, but it might take me a little while, so shoot me with a PM if it isn't up by mid next week.

edit: Sabin, the game is really hard in its present state. Don't sweat it. If you can't access any new healing items and everyone in your party is at around 50 hp, it might be time for a restart.

Things you can do to give you an early-game edge: equip two weapons on the dude, avoid all fights until you get the dog, use maltovs as soon as you have them in any fight of 3 or more zombies, always break grapples, target little girls and ladies first (they seem to have slightly less hp,) and only fight when you absolutely have to (you'll absolutely have to fairly often) until you get Tend Wounds. Don't stay and grind areas. Always push forward to keep yourself supplied with items.
Thanks guys, I appreciate the help and advice =) I'll try it again tomorrow, see if I can't push through and try to make some headway. It's just exceedingly difficult at the moment, fighting packs of 3+ infected and I'm stuck at 50hp or so, which means I can barely take out a single pack. I've even restarted twice over and still ended up hitting the same difficulty vs progression wall.