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Urban Strife News

Urban Strife Prologue Demo with Zemalf @ TurnBasedFest (Rerun)

This is a re-run with the best moments of the awesome Urban Strife #TBF Demo Launch Party we've had over on twitch.tv/Zemalf stream. This new Prologue Demo, prepared for the #TurnBasedFest event, includes a year worth of new features and, while the setting is similar to the demo we've run in 2021, it plays a lot different, with dangerous waves of zombies rising from their spawns, shelter plunged into a real survival crisis and enemies more cunning than ever. And, just as an added bonus, a 4k interface redesign.

Download and play for free from our Store page. Demo will only be available for a limited time, while the festival lasts.

Urban Strife Demo - Quick Fix



We fixed a hang during the zombie turn in the Old Port area. Game would enter an non-breaking loop when a specific spawn was triggered. Problem was identified with a duplicate spawn waypoint and should be fixed now.

Please update your game, you should get a small 20mb download.

New Urban Strife Demo is LIVE!

We are launching a new Prologue Demo for Urban Strife live on https://www.twitch.tv/zemalf, thanks for the #TurnBasedFest event. Come join the devs for an ad-hoc Q&A and a chance to win a full game key. The demo is free for all and you should see it on the game Steam page.

For our new players we have prepared a special "cheat sheet" with introductory information about our interface and mechanics. You can open image in full screen with right-click, save it, and keep it at hand for a bit of quick help if you skip through the ingame tutorials too fast.



Enjoy! And do not forget to try other #TurnBasedFest awesome games, too:

https://store.steampowered.com/curator/43077188-TurnBasedThursday/sale/turnbasedfest

New #TurnBestFest Urban Strife Demo To Launch on Friday!



The new Urban Strife demo is launching Friday, December 9th, during an official launch party hosted on Twitch.tv/Zemalf, starting at 12 EST (17 GMT).

Urban Strife is joining another 300 turn-based games or so for the #TurnBasedFest event and you'll be able to download and play the demo for the entire duration. We'll come back with an updated demo in January and again, in February, for Spring NextFest!

The new demo is built on the latest production Unreal Engine (4.27) and thus comes with native 4k support. The entire interface has been upgraded to this new resolution, with some changes/improvement and additions to the shelter economy and looting HUD.

Speaking of looting, the entire system has been reworked, based on Loot Areas (more details in our DevBlogs) and container item preferences and should make more sense. No more pants found in fridges and no more spam cans rescued out of toilets. Cars and containers also change visual state when looted - that will also come in handy to quickly figure out what's up for grabs.

Combat wise we're on the second AI iteration and working on third already. The weapon load-out has been adjusted for all INTENDED enemies to fit the early game states of the Prologue. There are still main factions representatives present as an introduction to the game story and you can attack them, but beware, they're much well armed than a poor scavenger.

Finally, the main RPG quest lines have been streamlined for more logical completion. And there will be a looming shelter crisis you need to keep an eye on due to low resources, so make sure you do not forget about the folks back home. There will be NPCs in the base that will take your looted food (Kitchen Chef), medicine (Doctor) and morale (Mayor) items if you care to donate them.

Hope you'll enjoy the updates to the game and have a good time playing the demo!

Urban Strife - Halloween 2022 Development Update

[h2]When can we play the game?[/h2]
Let’s start with the elephant in the room - release date. No, we cannot set a precise day yet, as much as we wish that day was upon us. But we can have a fair estimate that work on the game will be in pretty good shape at the end of Q1 2023 so around that time we can have a chat about the big day coming. But wait, so when do we get to play, you ask?

Well, since we’re entering the end stretch of this marathon, we will try to be about everywhere you, our players, might be. We’ll have a combat demo this December, if our friends from Turn Based Lovers will pick us for their #TurnBasedFest event. We hear there are already 300 plus submissions so the company will be awesome. Come January, we have another event lined up at the end of the month where we hope to showcase the shelter mechanics and the economy. And no later than February, for the grand finale, we’ll be at Spring NextFest (this one is 100% confirmed), with what we hope will be a demo that will give you a taste of all critical features and give us a lot of essential feedback for the final bugfix before release. So don’t worry, the horde is coming!

[h2]New factional groups[/h2]
Work will focus now on mid to late game campaign, but until we have something worthy to showcase from there, we have prepared a quick sneak peek into the factional groups you will encounter when exploring the sectors closer to home base.

In no particular order, meet the Courthouse Police, trying to maintain order in a sector where the local brewery is way more popular than the volunteer hospital and triage. Although morale is low, mostly due to the Army not delivering promised supplies and reinforcements, they are still a force to be reckoned with, boasting snipers, dangerous marshals and shotgun toting troopers.



Travel into the more suburban parts of the city and you’ll meet a lovely group of bounty hunters, visiting the Whitepond Supermarket neighborhood in search of a family of cultists, the Saint brothers. Once supermarket owners, the Saint family has discovered new abilities in working with the undead and are slowly training them into a loyal army. But there are people in Urban less than delighted with the existence of the zombie cult on the premises, hence the visit of the aforementioned bounty hunters.



Move down White River and you’ll eventually meet the Devilsons, a biker clan and a family business centered around turning scrap metal into badass choppers. The patriarch, Rick Devilson, has reached an age where he is hoping his twin sons, Brad and Hawk, will take over the shop. Instead the two dimwits have decided it is better to go to war against each other over a shared love interest. Without spoiling the story here's a couple of friendly local union workers who decided to take advantage of the moment and “renegotiate” their contract with Rick Devilson, with one of his sons as collateral. A fun bunch, guaranteed.



Finally, the local FBI office will be very much interested in what goes on in the Devilson Scrapyard, but meeting them is an experience in itself so we won’t give out too many spoilers. Their fancy black jeeps are all gassed up and ready for the upcoming raids on the criminal underworld. Only there’s a small problem with the assault team having their entire inventory of body protection gear stolen by some mysterious local thieves. No more cavalry coming to help anyone, unless you decide to help the federal investigation and make some kevlar vests “magically” turn up.



[h2]Looting improvements - special “looted” state for containers[/h2]

In the same effort to make looting less of a chore and more of a hint of opening Christmas presents, we decided to stick to a library of lootable containers, places where common sense would tell you that loot can be. Also these containers will have a special asset blueprint with a looted state that will visibly indicate you don’t need to bother checking them, so less carpal nerve damage for you. In this respect we’ve modified our vehicles so now they have trunks/bonnets that open after you loot them and we’ll be going through the furniture assets too with the same plan.




[h2]Interface Upgrades[/h2]
We have redesigned stealth indicators to be clearly visible in dangerous places. The red “no access” tiles, enemy sight and hearing ranges are now clearly visible on mouse hover. We have kept the effect discrete though in order not to disturb your immersion. Another area we’re looking for serious upgrades into is the inventory management interface, but it's too WIP to show anything yet.



[h2]Other improvements in progress[/h2]
We’re looking to improve the game experience with an immersive new soundtrack. Will have more details as we progress further with this. Animations are still being upgraded and, in case you didn’t notice, we have new 2D art for our Steam page and social media platforms.