Dead Fibers - Official Reveal Trailer

Hi All,
I would like to show you a post apocalyptic action horror FPS game that I have been working on called “Dead Fibers”. The game’s steam page is also mentioned in the video description. The game’s demo will be free to download in the next Steam Fest. There is a lot more to the game and to show which I will be showcasing in upcoming dev logs. I hope you like the game!
Most of the 3D assets are purchased.

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Hi there @Wolfy123x,

Welcome back to the Unreal Engine forums. Hope you’ve been well :slight_smile:

The intro alone made this project feel incredibly exciting. The world “vibe” combined with the weapon options are so distinctly rad. Out of curiosity, how much of this game is based around a story? :smiley:

Thank you for welcoming me back and for liking the trailer, I appreciate it.

Dead Fibers is a open-world single player game with focus on the story. The story is mostly told through radio transmissions, notes etc.

In this trailer I wanted to focus on the world design and level variety whereas the upcoming devlogs will focus more on gameplay as the gameplay is pretty in depth with proper stealth, melee, gunplay and driving mechanics.

The demo will be released in the next Steam Fest in October and the release in early 2025.

Cool Title :slight_smile: One of my first game designs learning UE4 was a Zombie FPS. This brought back memories. Looks Crispy! Awesome Work!

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Very nice gameplay and scenery hope everyone likes your game! :raised_hands:

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Thanks for liking the trailer and commenting. What are you working on currently? Would love to see it!

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Thank you so much!!! I really hope so too that people will like the game and working hard to make sure it does well…cheers!

Unfortunately, my primary game project broke during migration to 5.4. So i’ve been playing around with other game concepts. To be very honest, im no longer interested in developing a huge game. I rather dev collections of small games. I call these Arcades.

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@TechLord
I looked at your projects and they seem very interesting and quite unique. Its a bummer your project got messed up because of the engine upgrade but you always learn from mistakes, best to always keep a project backup before upgrading no matter how large the file size is. Best of luck to you and I will follow you for future updates.

Thank You @Wolfy123x. I’m going multi-perspective with ALL my games using this Camera Subsystem. Freedom to control the Camera adds a layer of visual interactivity as one plays and direct the scene in real-time simultaneously.

I utilize Perforce Source Control for backup and versioning. I learned to do this the hard way many years ago. However, I do not desire to revert back to 5.1 because i want to implement 5.4 features to support my new run-time constructions systems.

My plan is to revamp the player character movement system that broke with the new motion matching, but need it to be function in multiplayer.

In the interim, im learning and experimenting (1,2) with the Game Animation Sample Project (GASP) and testing other game concepts.

I have one Central Project (Repository) that contains all the Subprojects. I put all my own assets and Marketplace Assets (over 10k) into it to share resources, mix and match assets and game mechanics, prototype quickly.

I’m also testing some sci-fi zombie apocalypse concepts. hehe.

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I wanted to share with you guys an updated environment showcase and the soundtrack video. Hope you like it!

Hey @Wolfy123x. Just saw this awesome tutorial and thought of Dead Fibers.

Sorry for such a late response my friend. Sadly i am not logging into Unreal Forums regularly due to my busy work schedule in past couple of months.

Thanks for sharing this. I have seen this and if you see the limitations pat of the video, you would see that this is more suitable for renders and not suitable for games.

I have heavily researched niagra/vertex animation crowds but this option is fairly limited. My games AI is pretty intelligent and i am working with fewer enemies onscreen at one time but they are very dangerous.

There are some parts in the game where i have hordes, but for those hordes, i have made a simple AI actor (not pawn) which has no character movement component as this component is very performance intensive.

I am working on the first dev-log for the game and would love to share with you once that is out. I will update the post here and tag you if you would like.

Tell me what you are upto and thanks for sharing!

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I’ve been following Dead Fibers. It brought back fond memories of my first zombie game and first ue project (cancelled). Hopefully you get time to work on it. I know how busy work schedules go. Keep Up the Amazing Work.

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I was thinking the technique could be very useful for Zombies and much more. I’m going to experiment with it for monsters in my game. I definite will need to optimize, but ill do that last. Need to test new concepts first.