Into the Dead: Our Darkest Days

Into the Dead: Our Darkest Days

Time Scale?
I see it says the game has a day/night cycle. Is it accelerated like most other games, real time or what? How does the day/night length affect looking for supplies, does it take the whole day and then you fortify at night or what?
Originally posted by Ordisoftware:
It's about planning, not the flow of time. The game is turn-based, with alternating phase names using day and night , with corresponding light and dark landscapes. Like a tabletop board game: at the start of each turn, you define the actions: eat, sleep, heal, build, reinforce the barricade, cook, play cards, from 0 to 3 raids, etc. Once step 1 of the phase is underway, you launch step 2 (key R) which is the chosen raid(s). Then step 3 is the end of the turn itself and we move on to the next turn, the game is saved. We start again in a loop until the end of the game or the death of all the characters. There is no clock. Also, on the workshops, you will notice that there are two blocks each with their own queue: you can thus plan to craft over two turns thus a full day. Another example: a character can sleep during the day or at night, or make him sleep for 2 turns or more, or even not at all because coffee reduces the fatigue gauge. Think of it as a kind of team rotation.
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The author of this thread has indicated that this post answers the original topic.
It's about planning, not the flow of time. The game is turn-based, with alternating phase names using day and night , with corresponding light and dark landscapes. Like a tabletop board game: at the start of each turn, you define the actions: eat, sleep, heal, build, reinforce the barricade, cook, play cards, from 0 to 3 raids, etc. Once step 1 of the phase is underway, you launch step 2 (key R) which is the chosen raid(s). Then step 3 is the end of the turn itself and we move on to the next turn, the game is saved. We start again in a loop until the end of the game or the death of all the characters. There is no clock. Also, on the workshops, you will notice that there are two blocks each with their own queue: you can thus plan to craft over two turns thus a full day. Another example: a character can sleep during the day or at night, or make him sleep for 2 turns or more, or even not at all because coffee reduces the fatigue gauge. Think of it as a kind of team rotation.
Last edited by Ordisoftware; Apr 13 @ 1:17am
Paddy Apr 13 @ 3:53am 
It reminds me very much like a mobile game in this regard.
This is officially the team's third game; the previous ones were on mobile (3D FPS). This is the first major desktop game that is a platform game being like Dead Age, This War Is Mine, Deadlight, Mr. Prepper, Fallout Shelter... and like old 1980s style.
Last edited by Ordisoftware; Apr 13 @ 4:20am
celsius03 Apr 13 @ 11:45pm 
it's simple, day and night is a turn
no difference as of now other than daylight
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Date Posted: Apr 13 @ 12:15am
Posts: 4