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Description

We Never Die
We Never Die is a zombie-themed, turn-based, two-phase strategy and tactics game. You cycle between states of strategic thinking and tactical decision making.

You both command the activities of the camp at home, where you have to answer questions such as :
What you want to work on for the day?
What do you wish to start on?
How many people you want on each job?
Who will you risk on an expedition and who will stay at home?
What upgrades do you think could help you in the future outside?

And you tactically lead the survivors you send outside, where you will have to :
Plan two steps ahead of the undead.
Ration your people's energy for actions each turn.
Try to escape with your lives and precious resources for the ones at home.
Utilize the terrain to its fullest.
Risk the night if you dare.

Features include...
Setting customization for colorblind and left-handed individuals.
Randomly generated survivors with a personality trait and a past profession.
11 different projects to work in camp which will affect living in your camp and your capabilities outside your camp
7 different maps.
Terrain that affects your tactical decisions
And potentially more...
more ↓

Screenshots

#1. We Never Die (iOS) By: Conner Yoon#2. We Never Die (iOS) By: Conner Yoon#3. We Never Die (iOS) By: Conner Yoon

What's new

  • Version: 1.0385
  • Updated:
  • Debugging and Optimization
    Fixed bugs :
    Zombies now see and attack.
    The people you send on mission no longer disappear temporarily when you exit and enter during a mission.
    Optimization :
    Big performance fix. Game should load quickly. May not be observable for y'all but it means that future development and debugging should go more smoothly

    Explanation For Computer Nerds :
    For performance - I got someone to help me out for a bit. Turns out I had the game create its entire audio system 10 more times than it needed to. On top of which, to create the audio system, the audio system itself handled creating each sound effect, taking a whole 10 seconds to load. Thus, every time I wanted to even start testing I had to wait at minimum 1-2 minutes. It was fixed via a singleton and a use of asynchronous loading/delegation of SFX.

    People Disappearing - To keep track of where the people are, there’s a enum. Essentially a custom marker. When you exit the game however, the people would remain in the mission, I just simply told it to send people back when the player opens it back.

    For zombies seeing - Zombies have conditions which let them see something. Beforehand there was only targets that were visible and not visible, but I added in another type where targets could be attention grabbing. I left an "and" statement so targets needed to be attention grabbing and visible, which was impossible since it could only hold one state.

Price

  • Today: Free
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  • Maximum: Free
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Additional Information

We Never DieWe Never Die Short URL: Copied!

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