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Sorry for weird format, bug when making multiple consecutive spoilers.


Hello Dead Matter forums person. You are probably here to learn or to teach information about the game. If not, consider checking out some much more cool, hip thread.


This is a gallery thread of content relating to confirmed Dead Matter things and resources you could use to learn about Dead Matter. Happy diving.


NOTE: Most if this information will be already covered and explained by Dead Matter News reliably. This is mostly a collection of frequently requested information and links to where to find information.




What is Dead Matter?

A rogue-lite zombie survival game set in Canada, and the first that doesn't suck.

As explained on the informational website, Dead Matter is a true sandbox survival horror. Players will fight to survive in a zombie-packed, post-apocalyptic world that fosters whichever play-style fits you best. Settle down and defend your home from outside threats with an expansive crafting and barricading system, cultivate and live off the land, or branch out, explore, and scavenge whatever vehicles, weapons, and food you may find in a zombie-plagued Alberta – alone, or with your friends.

Is there first or third person?

Player's choice, but either can be turned off or on by the server owner if you play multiplayer.

Is this multiplayer?

Yes, but you're not forced to play multiplayer; There is the ability to play singleplayer.

Dead Matter was conceived and developed, from the beginning, by friends and singleplayer enthusiasts alike. We plan to support and encourage both playstyles as often as we can and wherever we can. Whether you want to join a huge dedicated server and explore a bustling community of players and build your list of friends and enemies, or invite some friends and try to take on post-apocalyptic Alberta in privacy – it’s up to you.

Is the world hand built?

Not entirely; It's randomly generated using a multitude of prefabbed parts that are perfectly modular as well as procedurally generated segments. Every game will be just a little different.

Are there special zombies?

The staff team is leaning towards "No," but fresh zombies will move faster than older ones, as the zombies start as runners and decay into shamblers over time.

Can I see an official Q&A?



This is the official Q&A from the Steam Greenlight page, along with a list of the earliest confirmed features, word per word.

A truly open-world game wouldn't be complete without the ability to join up with your friends and combine your skills to increase your chances of survival. This has been supported (and implemented) since development began in March.

Crafting your own gear and upgrades is a natural extension of a true survivalist's skills, and we want to reflect that in the game. Check out the screenshots for a small taste at some of the stuff you can build ingame for your weapons!

Zombie AI
An obvious necessity. To rival the greats, our zombie AI system has been developed at its core to efficiently handle and support massive hordes of zombies, as seen in our demonstration video. Though we're not even close to done, and plan to constantly work on and improve this system so we can deliver higher amounts of better zombies on screen without killing server or client performance.

Day/Night Cycle
We have a fully dynamic day/night cycle.

Electrical System
One of our earliest planned features. Electricity is a core part of modern life, and the beginning of the zombie apocalypse should reflect that. Our robust electrical system enables you to fully power your home, opening up many gameplay options; from the typical minutia of turning lights on and off, to permitting the usage of power tools to enhance your crafting and upgrades. Though nothing this good lasts forever, and bad luck and poor planning could leave you with dead equipment when things go south.

Hunger & Thirst
Food and drinks. You'll need lots of them to survive. From rummaging through shelves, stores, bunkers, and buildings, to hunting fauna and farming your own fruits and vegetables, you'll have to do what you can to stay healthy - even if that means setting up barrels to collect rainwater.

Finding, chasing, killing, and skinning the wildlife of Alberta for their fur and meat. We've tooled hunting to feel satisfying and fun for when you finally track down that buck you've had your eye on.

Medical System
When your hunger and thirst increases, your vulnerability to disease raises with it.
Trauma must be dealt with, individual limbs must be taken care of as there are many unique afflictions that they may fall to. When you're with your friends, a dedicated doctor is a must-have.

We've create an indepth farming system that takes advantage of a variety of tools that all serve a variety of purposes. There are a huge amount of items that you can use in your farming, and the more crafting-inclined can rig devices to improve speed and yield.


Q. How many developers are currently working on the project?

A. There are 3 primary developers actively working on the project, as well as our awesome music guy. We also have a small staff of people that handle out-of-game tasks such as logo design, website design, and community outreach.

Q. What is the current stage of development you are in?

A. We are currently in pre-alpha. As we're still refining and improving our plans for the future, we decided that going public would mean a more intimate development relationship with the community which gives us a chance to find out what you guys want to see in the final release.

Q. Where is the footage showing off zombie gameplay?

A. We didn't have our zombie model in a presentable form for the video, we felt that having a lot of placeholders next to polished assets would be detrimental to the game and hence why they were intended to simply be backdrops in the original video. However, we have an old video from April please do keep in mind that this is a very old video, the player controller and weapon code have been completely rewritten from scratch since this video was made, however this video is to show how we are capable of coding the AI to begin with and how we can also achieve quite large crowds on Unreal Engine 4. You can find it by clicking right here.



2016-2017 early Gameplay Footage



Zombie early demo (April 2016)


Gameplay Footage

Electric System

It is entirely worth noting since these videos, pretty much every object in-game has been subject to a complete remodel, which partially caused the delay of Dead Matter from 4th Quarter 2017/1st Quarter 2018 to Q4 2018. Everything is currently much more beautiful than this and will look drastically different; However, the actual mechanics demonstrated will be similar, just much more polished.


Customization of items, weapons, vehicles, and shelter will be broad.

"In Dead Matter, the only limits on your player is you. Freedom of expression is an important design philosophy for us and as such, we’ve planned out our customization systems from the beginning to give you as much power over your protagonist as you want. From hair, to head, to body, you’ll be in control.


The world of Dead Matter is filled with every manner of weapon you could think of, and we’ve built them from the ground up to support all kinds of personalization. Whether you want to wrap your baseball bat in barbed wire and go out bashing, rig an alarm clock with C4 to go off with a bang, or strap up your gun with a makeshift kitchen knife bayonet, the choice is yours.



And it doesn’t stop with the weapons. Our vehicles were broken down and designed in parts to allow you to transform any run-of-the-mill suburban family van into an apocalypse-kitted survivalist’s dream. All it takes is the right ambition and desire to leave your mark on the world (and the right materials, of course)."-official informational website.


Core Features (as per Informational Page)

"In-Depth Medical System

Our medical system keeps track of player health through a variety of factors, such as blood pressure, blood loss, bites, scratches, and broken bones. Individual limbs and organs track injuries, and to avoid to sweet release of death, trauma has to be dealt with. For those of you who love playing doctor, we’ve made sure you’ll have plenty of fun.

Day and Night Cycle

Day in and day out, the world of Dead Matter never stops moving forward. The metagame system uses the time of day and time of year to dictate the weather, and the actions and decisions of all animals, AI, and zombies. As the days change, your threats change, and you’ve got to stay on your toes through all of it.


The weather is more than just a backdrop in Dead Matter. At any time, the elements could turn against you, and the warm skies of Alberta could birth heavy storms, blinding blizzards, and scorching heatwaves, all of which pose unique threats to your character and the world around you.

In-Depth Inventory System

A grid-based, jigsaw-style inventory system that challenges you to plan and conserve. Just as they are in the real world, items are host to a variety of unique variables beyond size and quantity, like temperature and quality. What you scavenge will often require unique planning and storage, so be conscious.
We didn’t want scavenging to feel restrictive in Dead Matter. Any container you find can be physically opened and looted, from a nightstand, to a vending machine, to a locked-up gun safe. You can search the home for the key or force it open and play your luck – just don’t make too much noise.

Electrical System

One of our earliest planned features. Electricity is a core part of modern life, and the beginning of the zombie apocalypse will reflect that. Our robust electrical system enables you to fully power your home, opening up many gameplay options from the typical minutia of turning lights on and off, to permitting the usage of power tools to enhance your crafting and upgrades. Nothing this good lasts forever, however, and bad luck and poor planning could leave you with dead equipment when things go south.


Find, chase, kill, and skin the wildlife of Alberta for their fur and meat. We’ve tooled hunting to feel satisfying and fun for when you finally track down that buck you’ve had your eye on.


We’ve created an in-depth farming system that takes advantage of a variety of tools that all serve a variety of purposes. There are a large number of items that you can use to farm, and the more crafting-inclined can rig and repair devices to improve speed and yield."
Dead Matter informational page on mod support:
"Player freedom is an incredibly important aspect of a fun survival game, and as such we’re putting everything in your hands–our procedural development tools (which support full polish control for our environment artists), C++ and blueprint access, everything. We’re modders at our core, and we know how important modding support is for a healthy, long lasting community. Any user can host their own server, with their own settings and mods – on or off the Steam Workshop. It’s all accessible and it’s all free."
Let Zucc spy on you on something you want him to see here:
If you want to be spied on and not know the name of the person doing it, the blue bird is here:
Current recommended system specs (Constantly subject to change until the first full release, which will be long after the alpha release) along with other info found here: https://mmohuts.com/game/dead-matter/ (Outdated but still holds up mostly)
  • Status: Pre-Release
  • Business Model: Retail
  • Developer: Quantum Integrity Software
  • Publisher: Quantum Integrity Software
  • Category: Stand-alone
  • Genre(s): 3D, Adventure, RPG, Shooter
  • Platforms: PC, Mac, Steam
  • Recommended System Requirements:
    • OS: Windows 7 64-bit+/Mac OS X 10.9.2+
    • CPU: Quad-core Intel/AMD processor 2.5 GHz+
    • RAM: 8 GB
    • GPU: NVIDIA GeForce 470 GTX/AMD Radeon 6870 HD+
  • Description: Dead Matter is a solo or co-op sandbox survival horror game set in a post apocalyptic Alberta, Canada.










Steam greenlight page for Dead Matter.


Dead Matter official info website.


Dead Matter YouTube page.


Dead Matter screenshots.


Dead Matter Wiki


MMO HUTS page on Dead Matter (Which already has a three star rating for some reason, kind of low.)

Edited by David

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