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Urban Strife : Post-apoc survival
Asid:
Urban Strife - Alpha Trailer
Jun 19, 2020
Old school turn-based strategy, post-apoc survival
WHAT IS URBAN STRIFE?
In Urban Strife you lead a team of makeshift, slightly deranged rangers in an effort to keep the small community of Urban alive, amidst a zombie pandemic. With what’s left of human civilization divided into factions fighting over the scraps, you will need to broker alliances and fight factions wars, fortify and rebuild your community and forge a future against the ever-present threat of the zombie horde.
Proceed with care and stealth and eliminate your targets one by one or blast away with shotguns and machine guns that mow entire hordes of zombies at once. Lure unsuspecting AI enemies into noise traps and knock them out cold from the shadows. Blow their cover with explosives and Molotovs, snipe them silently with silenced pistols and crossbows or get your hands on rare .50 BMG anti-material rifle and knock their door (and half the wall) down.
Asid:
An amazing journey ends? and another starts!
Tue, December 10, 2024
Urban Strife is launching into Early Access today! Tue, December 10, 2024
An incredible journey of over eight years reaches its harbor today. What began as a project that, on paper, seemed impossible has now become reality: Urban Strife.
This game was brought to life by a dedicated team of three devs, alongside a roster of amazing friends who generously contributed their expertise. It?s still a rough gem, waiting to be cut and polished?that?s why we chose the Early Access path. We believe this is the best way to finish our journey: together with you, the players. Those players who ? same as us three - wanted more and always got less from their games, because ?it is what our focus groups say is trending?.
Making this moment even more special, we?re launching Urban Strife with the support of MicroProse?a name that has been synonymous with gaming excellence for generations.
In the past two weeks, we shared an Early Access preview build with over 100 content creators. Thanks to their efforts, we identified and fixed a dozen critical bugs, resolved hundreds of minor issues, and introduced vital balancing and quality-of-life updates. Their generosity in donating their time and expertise has been invaluable, and we are deeply grateful to them.
To those who?ve said, ?I like the game, but I?d rather play it when it?s out of Early Access,? we hear you, too. We invite you to stay with us on this journey?share your ideas and critiques, and help shape Urban Strife into the game you want it to be when it officially launches as version 1.0.
So? welcome to Urban Strife. If you?re curious about what lies ahead, we?ve prepared a detailed Early Access roadmap for you. If you?re ready to dive in, check out the introductory playthrough running on a loop on our store page, or explore the quick tips we?ve provided under the ?Quick Reference? section of our Steam page.
Good luck out there, and thank you for your incredible support!
Asid:
Dev Blog: Early Access - Week One
Fri, December 13, 2024
Code Freeze Over - Back to Work!
The current public build of the game is showing strong signs of stability. While there are still a few patches to be applied, the problems seem proportionally limited. This allows us to keep the default branch as a stable release and end the code freeze to resume development. Meanwhile, everyone who bought the game is welcome to join the BETA BRANCH starting next week?provided you understand that it is a laboratory where things are experimental (and will sometimes go wrong).
So, what can you expect to see (and play) in the beta branch?
SANDBOX MAPS
Many of you have expressed a desire for more maps and the option to play them in a sandbox format. While Urban Strife was never advertised as a sandbox game, we?ve heard your feedback and thought of a solution that should make everyone happy!
We have many maps waiting in the campaign queue to be integrated into the game. A lot of effort has gone into their level design. Why not let everyone enjoy them while the main story is still being developed?
So? in the beta build, you will see all the maps that will eventually make up the game, complete with their real locations and details. The maps will be accessible for sandbox play as soon as they have a basic setup that supports combat (a local faction, basic traders for restocking, loot, etc.). Cutscenes and intrigue will be added later, as the maps exit ?sandbox mode? and are fully integrated into the campaign.
Next week, you can expect a trip to a very gruesome graveyard, where Father Pio Di?Angello?s camp is under attack by a gang of ruthless slavers.
FASTER ANIMATIONS
Another common issue that many of you highlighted was the speed of the animations. While we initially planned to address this optimization later in Early Access, the feedback was clear, so we decided to start working on it now.
The animations will be updated in batches, with improvements released regularly. The first batch you?ll see focuses on faster melee attack animations.
This beta branch approach allows us to experiment and iterate, with your feedback as a critical part of the process. Thank you all for supporting the game in EA and hope you all have a lot of fun!
Asid:
Big Update and a 20% Discount!
Mon, March 3, 2025
Coming February 31st as promised... :-)
Our first major update (long overdue) is finally here! To mark this occasion, we?re also offering a price discount so you can fully enjoy it. Here?s what?s new in this patch:
Non-linear RPG
After reviewing player feedback, we realized the start of the game felt too linear. Originally, we designed it as a step-by-step mission, with the map unlocking in small sections. While this worked as an extended tutorial, it ultimately forced everyone down a narrow path?something that didn?t align with our vision for the game. Now, you can bypass (at least for a while) the entire Sheriff Rogers quest and choose where to go right from the start.
DISCLAIMER: We did our best to ensure these script changes do not break your saves, so we don?t have to invalidate them. However, playing from an old save may not provide the optimal experience?unless your only goal is to test the two extra maps. You'll miss many important changes; for example, if you eliminated factions from the suburbs, they will remain eliminated, and hero characters (named NPCs) won?t respawn. Ultimately, the choice is yours, but we suggest starting a new game for the best experience.
Peaceful Diplomacy and Daily Trader Restocking
Another common complaint was that the factions you encounter in the suburbs forced players into overly aggressive choices too early in the story. It didn?t make much sense to drive them away when you could benefit from their services. To address this, these factions now include traders who restock daily with fresh goods, making them worth keeping around. They also provide three recruitable characters?Bubba, Samuel, and Benny?each with new or updated recruitment quests tied to their backstories. Additionally, all bosses now offer new alliance-related quests or, at the very least, have new interactions with added depth.
More calibers and weapon types!
Some players felt that ammo variety was too limited early in the campaign. To fix this, we?ve introduced 9mm and .45 caliber rounds, making them more common in the early stages. As a bonus, you?ll also encounter SMGs chambered in these calibers, along with snipers equipped with 5.56mm rifles. We adjusted damage and armor values to balance these weapons within the starting gear range. While addressing this, we also tackled another issue: frequent insta-deaths from headshots. Instead of just tweaking armor values, we increased the shock effect of bullet wounds while reducing direct HP loss. In practice, lighter calibers will now cause significant bleeding and temporarily incapacitate characters/NPCs rather than outright killing them. Smart players and AI can recover by bandaging wounds and using stamina boosters. However, zombies remain highly vulnerable to headshots, so that hasn?t changed.
Shelter Industry Recipes!
Industry crafting has been a long-discussed feature, and this update finally introduces the most requested workbench upgrade?the ammo press. It?s still in a proof-of-concept phase, so we?re open to feedback and suggestions on how to expand it. We?re considering adding special ammo recipes as unlocks in future updates. For now, the ammo press will consume some of the recycled junk you donate as materials, mix it with a bit of gunpowder, and yield a decent batch of bullets. Production time is intended to be around 12 hours, but that will come in a future patch. Additionally, recipes for armor, optics, gunsmithing, and explosives workbenches are in development. As a quality-of-life improvement, we?ve also added a favorites system, allowing you to pin your preferred recipes to the top of the crafting list.
New "sandbox" maps to fight and loot on
In keeping the promise to provide more maps without any strings attached, where you can fight and loot freely without worrying you're breaking something in the main campaign, this patch brings two new locations:
A small forest village where something dramatic has taken place. Up to you to discover what and deal with it. Just make sure you bring a lot of hollow point ammo. The locals will NOT welcome you. The map is accessible from the Gas Station.
The small grocery store in across the road from the Motel California has a strange group of fellows, with a twitchy trigger finger and a bad attitude. They don't like zombies, but they aren't crazy about the living either so no red carpet for you.
Other fixes
- A bug that prevented trader Ruby (Motel) to sell you promised gas if you finished the boss quest was fixed
- We removed the locker storage in the Sheriff's Department and replaced it with the already available base stash; also added a tutorial about using the stash properly;
- We removed the map limits in Villa so you can engage anyone at will now;
- Sheriff Rogers burial was moved inside the Shelter since the new Villa map is too dangerous for cutscenes;
- More texts have been proofread, including the recruit stories;
- We're moving from automatically triggered cutscenes (that often overlapped and caused bugs) to cutscenes triggered by dialogue
- And a lot of other minor code tweaks that would make this TLDR...
Coming next:
- We will rework the RPG for the published four T1 maps (Gas Station, Motel, Supermarket, Courthouse), so they function as standalone questlines (storywise they will still be linked, but quests will untangled to make more sense). The ones lacking a sister mini-map will receive one, too;
- Shelter industry will be expanded to include more recipes;
- Federal and Scrapyard locations will complete the first tier of the campaign;
- We are collecting feedback on the forum on key shortcuts you consider must-haves; make sure you go there and have your say;
- Stealth will receive its advanced upgrade, adding initiative the model and other improvements;
- The promised scavenger mechanic will be added, allowing you to use the idle refugee population as looting parties (maybe even scouts, we'll see). A big bonus of the scavenger mechanic is that it will not depend on the player explored location. They will chart their own routes, your job will be only to assess the risk of the expedition and to adjust the duration/range, the size of the party and their defence equipment. Longer trips will be more profitable, of course but might also result in brutal losses.
THANK YOU FOR PLAYING URBAN STRIFE!
Please remember that if you like this game and want to see it develop into a great product we need your feedback! Get involved, report bugs and leave a review if possible! It all helps!
Asid:
Patch Notes - March 12th 2025
Wed, 12 March 2025
Savefile recovery, Inventory optimization and Bugfixing
Thanks to a couple of dedicated players who reported various bugs and were kind enough to send over their save files for debugging, we have identified and fixed several issues that crept into the game with the latest changes. Many thanks to them?and to all of you?who are patiently contributing to the development of Urban Strife, helping it become the great game we all want it to be.
Here?s a list of the improvements and changes included in this update:
- Savefile Auto-Recovery: We are introducing an auto-recovery mechanic for save files in case of power loss or other unexpected issues. Previously, some players found themselves unable to continue due to corrupted save files. This is the first iteration of the system, so while we can't guarantee a 100% success rate, at the very least, you will be alerted if your save files are the problem. As a quick workaround, corrupted saves can be removed to allow the game to start.
- Inventory Improvements: We are investigating various reports of lag caused by inventory while looking at other optimization issues. As a first step, we've adjusted how item stacks (such as ammo) are handled. These are no longer treated as unique objects, and inventory data is now stored more efficiently in memory, reducing fragmentation and generating smaller save files. Expect more good news in this area soon, in particular concerning memory consumption and stability.
Bug Fixes:
- FIXED ? On Adams Villa map, a script bug prevented the cultist leader, Father Joseph, from properly marking his quests as completed.
- FIXED ? On Little Italy map, Bubba's recruit quest contained a script error that kept his quest objective active, leading to a fatal error when recruiting him with a full squad.
- FIXED ? On Little Italy map, Honest Joe?s hidden clue lacked an option without checks, which could result in a dead-end dialogue scenario.
- FIXED ? On Grocery map, shop windows were unbreakable, causing AI enemies to get stuck in an endless loop trying to break through them.
- FIXED ? On Gas Station map, an optimized animation introduced earlier this year turned out to be faulty, leading to another infinite loop in enemy AI movement.
- FIXED ? A bug that caused toolboxes to be consumed instantly when dismantling items. They should now properly last for 100 uses.
Again, many thanks to those getting involved, actively reporting bugs, writing reviews. We hear you and we take your feedback seriously because we know you care.
PS: We will participate in Steam Spring Sale event that start tomorrow so expect Urban Strife at 20% discount for the entire duration.
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