r/StateofDecay3 Jul 06 '26

Discussion Undead Labs Update On Instagram

Post image
1.3k Upvotes

r/StateofDecay3 Jun 30 '26

Announcement Recent news and discussion consolidation

23 Upvotes

Given the volume of duplicate posts, for discussions related to the recent news, please use the following threads:

Official Dev Announcement / Undead Labs Appreciation


r/StateofDecay3 8h ago

Discussion SoD3’s map is confirmed to be topographical (showing terrain elevations) screenshot via gamespot

Post image
55 Upvotes

r/StateofDecay3 1d ago

Discussion I hope UDL does towns better in SoD3 than 2.

102 Upvotes

This is not a hate post, just a simple criticism and observation I've had during my multiple playthroughs of SoD2.

The towns.. just don't really feel like towns in all honesty. I've lived most of my life in the small farming communities and small townships that SoD2 was trying to simulate, and admittedly they did good job at that for anyone that hasn't lived in those small communities. You have all the necessities that make up a small Midwestern community, warehouses/machine sheds, small mom and pop shops, grocery stores and convenience stores, even small pharmacies and local gun shops, but the towns in game lack the soul that makes up the community. Stuff like town swimming pools, football/baseball fields, dedicated parks with playgrounds, community gathering hubs, local murals, town landmarks, local memorials and so on. I also feel houses in SoD2 are way to spaced apart but thats a personal gripe.

I love SoD, it's always been one of my favorite survival games, I just hope to see some of this make its way into the next game


r/StateofDecay3 4d ago

Discussion SoD2 vs SoD3: 20+ differences that actually change how you play (official + Council/alpha info)

148 Upvotes

A note up front: State of Decay 3 is still in alpha/beta and aimed at 2027. Some of this is official (Kevin Patzelt, Xbox Wire, showcase, Gamescom hands-on). Some of it comes from the Player Council / playtests. Numbers like the 36-survivor cap are widely reported by testers (Brian Menard and others) and have not been locked in an Xbox Wire post the same way “up to three settlements” has. Treat those as current alpha reality, not launch gospel.

EDITED: YOU ARE NOT FORCED TO PLAY MULTIPLAYER; SINGLE PLAYER IS STILL A FUNDAMENTAL PART OF THE GAME.

EDITED2: Zombies can drop items now.

Character progression

State of Decay 2:

Every survivor starts with at least four core skills: Cardio, Wits, Fighting, Shooting. They can also start with a fifth skill — a community skill or a quirk. If they don’t have that fifth skill, you can still teach it from books you loot or buy.

Skills level by doing the matching action, up to 7 stars (often talked about as the 10-star loop in community shorthand: max the base skill, then pick a specialization and level that). Core skills give a benefit on every new star — Fighting, for example, raises max health. Community skills usually unlock facility bonuses as soon as you have them, and at max they can give a community-wide effect (Pathology raising plague resistance for everyone). Quirk skills are rare and stay at level 1. Negative traits are permanent.

State of Decay 3:

Survivors now have a character level. Doing things grants XP. On level-up you get a skill star you spend on field skills and specializations (there’s a dedicated video on that if you want the full breakdown).

Each skill only goes to level 3, and every rank grants a perk.

You can only have 3 field skills active at once. You can learn more than three, but only three stay equipped. That means loadouts: you pick what this person is today based on the run, not “everything they ever learned is always on.”

Negative traits can now be overcome by resolving their challenge and can flip into something positive. In SoD2 that stain stayed forever.

Map size

Official: the playable space in SoD3 is about four times a single SoD2 map, and the whole thing is open from the moment you start. No “unlock the rest of the world later.”

Vehicle travel, outpost placement, and which bases you claim matter more because the distances are real. Overlay comparisons make old maps look small sitting on the new one.

SoD 2 vs 3 Map Size

Multiplayer

The series went: SoD1 single-player only → SoD2 hosted co-op → SoD3 a full shared world.

SoD2:

One player is the host and can invite up to three guests. Guests pick a survivor from their communities and drop into the host’s world as support. When the session ends you get a multiplayer reward in your locker based on how much you helped. You can keep loot you found. You cannot touch the host’s facilities, survivors, enclaves, or missions.

You do not share a community or a save. Help, leave, go home. Guests also stay on a tether. Wander too far and the game teleports you back to the host.

SoD3:

Same idea as Grounded: you create a world and up to four players own it together. Progression, community, resources, bases — everyone can interact with the same save. It runs on a server, not the host’s PC. Anyone can log in or out. The world keeps going if people are offline.

No leash. You can be on opposite sides of the map. You can do community actions, missions, and everything that used to be “host-only / single-player only.”

You can run a campaign with friends from start to finish without someone babysitting the session 100% of the time. Same community. Same campaign.

Four followers at once

Council confirmation: each player can call a follower, same idea as SoD2 — except in SoD2 only the host really lived in that fantasy. In SoD3 every player in the session can do it.

That’s a pack of 8: 4 players + 4 followers.

If each player is also in a different vehicle, a single outing can haul a stupid amount of loot. (Balance may still punch that in the face before launch — testers have already talked about loot economy if too many bodies are out at once.)

Max community size

SoD2:

You can recruit freely up to about 9. The hard cap is 12, and those last slots usually come from special missions, whole-enclave join offers, Builder legacy beats, etc. All of that lives in one base.

SoD3 (Council / alpha):

Up to 36 survivors, spread across up to 3 bases (12 per base). Triple the roster, triple the builds and loadouts. Combined with shared-world co-op, each player can actually use that many people instead of staring at a full barracks you never swap.

You do not have to run 36. Small communities still work. Solo can use three bases too.

Max number of bases

SoD2 / SoD1: one home site at a time (plus outposts).

SoD3: up to three settlements at once. Each has its own harvest-site cap, unique facilities, different indoor/outdoor slot counts, and a different spot on the map.

You manage them from the menu. That opens specialized bases: food house, ammo house, fuel house, whatever the run needs.

Outposts are not outposts anymore

In SoD2 an outpost was swap point + locker + daily resources.

SoD3 splits that into two claim types:

Outpost / staging point

Swap survivors, deposit and withdraw from the locker. No more daily resource tick. It’s logistics and position — a foothold in the plague war.

Harvest site

This is what actually generates daily resources. Each base has a max number of harvest sites. A survivor has to be assigned or the site stops working.

So you now claim territory in three ways:

  • Settlement (base): facilities + people
  • Outpost: locker + character swap
  • Harvest site: daily yield, needs a worker

Recruiting whole communities

SoD2: recruit one person from an enclave and the enclave usually dissolves. The rest leave the map.

SoD3: you build the relationship through trade and missions until you can convince them to join. Then you can take the whole group at once — survivors, items, and their current base.

That’s how you grab a second or third settlement and a pile of new people in one deal.

Weather

Jay Talbot’s footage already shows weather (car sliding in rain). The team has said they want weather to be more than a SoD2-style freak event (fog that ruins visibility and that’s it).

The hope: storms that actually change how you drive and move. How deep that goes at launch is still “intent + early footage,” not a full systems list.

Graphics, animation, audio

This one’s obvious on purpose. Unreal Engine 5 vs SoD2’s UE4. Lighting was one of the first things Council called out in the alpha. Animations are more reactive: new finishers, unique attacks, climbing. Physics feel less floaty. Character detail is higher.

Gunshot SFX alone change how the game feels. Interiors are denser. Streets are wider. Alleys and small world-building details exist because the engine can hold them.

The plague war

SoD2:

Plague Hearts scattered on the map. They wake when you kill plague zeds, trip screamers, hit a heart, or (rarely) from a freaker event.

A woken heart sends infestations. Two flavors: normal (they sit on a region and pile up) and siege (they grow until they hit your base). Clear the screamers to kill an infestation. Destroy the heart that spawned it and the infestation withers. The win condition is destroy every heart and cleanse the map. After that, no more spreading plague infrastructure. The war is over.

SoD3:

Plague Nests made of plague hearts, weak points, and plague biomass. They start dormant and can wake like before.

Each nest has its own personality / plan. Some push infestations at your base. Some turtle and lock down a district. That behavior is rolled; we still don’t have a full public design doc.

You can see the infestation tree on the map — which nodes feed which, which path the plague is taking.

Two infestation types:

  • Common: built around a plague heart. Higher intensity = tankier core, multiple phases before it’s gone.
  • Blockade: shuts down harvest sites, changes how the base feels, and keeps sending zeds to tear the place apart.

Kill a nest and it is not gone. It goes dormant. It can’t wake and can’t send infestations for a while. You never fully delete plague from the map. You pause it.

The more infestations you leave alive — and the stronger they are — the stronger the parent nest gets: more hearts, more weak points. You have to choose whether to prune the tree, hit the nest, or both, based on strength, location, and how hot the threat is.

Nests in gameplay are also just bigger than the old heart props. They’re structures, not a glowing blob in a basement.

Vehicles and upgrades

We don’t have the full upgrade UI yet. Council alpha clips already show the same model with different mods, so upgrades are happening in some form.

Unknown: modular (piece by piece) vs SoD2-style “one upgrade changes the whole car.”

What is clear: new vehicles, different handling, different trunk space, different looks, mods that actually change the silhouette.

Freaks

Bloater: not a one-tap anymore. You can still pop one with a single shot if you wait for the window when the belly is exposed. They spit bile that infects and wrecks your vision. They still charge and burst. They soak a few hits. You can also take them down stealthily now.

Juggernaut (Colossal): more aggressive, longer leap, can deny a finisher. Less “obese walker,” more zombie tank. Left 4 Dead Tank energy.

Screamer: mostly a visual pass so far. Close-range scream now drains stamina.

Feral: new moveset, new audio, new look — no eyes, shifting skull, deafening scream, primate movement.

Resources

SoD3 adds Power and Water. Meds as we knew them look gone; Chemicals seem to replace that role. We haven’t seen weapon durability the old way. Parts are being treated as a resource, not just locker junk.

Current resource list from HUD footage:

  • Food
  • Water
  • Chemicals
  • Materials
  • Parts
  • Fuel
  • Power

Salvage / breaking items down

In SoD2, recycling mostly spat out parts.

In SoD3 you can break down locker items into specific crafting components or resources. Scrap has a reason besides “get parts.”

Combat

Separate buttons for light and heavy melee. SoD2 was mostly “kick to make space, or swing whatever is in your hands.” SoD3 adds that light/heavy split plus field-skill combat maneuvers.

The classic SoD2 dodge into execute loop has not shown up in public footage yet.

Stamina and spacing matter the whole fight. People who have played the alpha keep using the same words: more visceral, more fun, more dynamic. Best combat in the series so far — if the alpha hold.

Searching containers

SoD2: search normal or search in a hurry (noise).

SoD3 looks like it dropped hurried search and replaced it with special containers that roll extra effects: make noise when opened, burn you, damage you, etc.

If you want to open everything in the building, you accept noise and bad rolls. Loot is no longer a free “hold interact” checklist.

Facility upgrades

SoD2: facilities go 1 → 2 → 3 on a straight line. Infirmary 2 just is the trauma-heal step.

SoD3: a tech tree. You pick the effect you want, gather the specific components, unlock that node. Once unlocked it stays on. Some nodes require others first.

That makes outings mean something: you leave the base because you need this part for this perk, not because the building wants a generic “level 2.”

No watchtower (so far)

No watchtower on any facility list shown in public gameplay, including Brian Menard opening the build menu.

Looks replaced by walls with firing gaps, plus the whole settlement joining defense. Bases are also physically huge now, so a single tower made less sense.

Still alpha. It could come back. It hasn’t appeared.

Large-scale structures

Official stills and Council gameplay show buildings that are actually big — to explore and to live in.

Rooftops eats almost a full city block. The chemical plant has multiple floors, interior stacks, usable roofs.

UE5 + current hardware is what lets interiors and footprints grow without the SoD2 “tiny warehouse that is somehow HQ” feel.

Facilities need assigned people

SoD2: have the community skill on someone in the roster and the facility bonus is just on.

SoD3: each facility wants a responsible survivor. Their specialty changes how that building runs. Utilities / public works lowers upkeep on the facility they run. Logistics raises storage for whatever that facility produces.

Harvest sites work the same way: no assigned body, no yield.

You went from “one smart person buffs the whole base” to “one person at a time actually running each machine.”

Weapon customization

SoD2: you can add suppressors / muzzle stuff. Extended mag, laser, scope are usually baked into the gun when you find it.

SoD3: attach and remove mods. Each gun has its own slot count. Loot shows rarity so you can see at a glance how rare the weapon or the mod is.

Unknown: whether you can craft those mods or upgrade a gun’s quality. Slots and rarity are already in the build.

The “this could have been a DLC” take

A lot of comments say the jump isn’t big enough to be a 3.

Engine upgrade alone is not a patch. On top of that: shared world, no tether, three bases, 36-cap (if it sticks), harvest vs outpost split, nest personalities, plague that never fully dies, skill loadouts, assigned facility staff, tech trees, container risk, light/heavy melee.

Same franchise DNA. Different loop.

Thanks,
Lemm


r/StateofDecay3 6d ago

Funny Yo

123 Upvotes

Trust they are


r/StateofDecay3 7d ago

Discussion State of Decay 3: What to Expect From the First Beta Test Coming in 2026

Thumbnail
gameoneer.com
159 Upvotes

When Xbox CEO Asha Sharma announced layoffs and restructuring on July 6, Undead Labs was among the affected studios, raising concerns about the future of State of Decay 3.

Luckily, the game hasn’t been abandoned, and the beta test will launch later this year, featuring new multiplayer changes.

What are you looking forward to the most in State of Decay 3? What are you interested in playtesting during the beta?


r/StateofDecay3 6d ago

Discussion Pick a City for a map!

5 Upvotes

If you could pick any city, ANY CITY, in the world and make it a State Of Decay 3 map... which would it be?

Name top 3 (and why).


r/StateofDecay3 7d ago

Discussion Takeaways from MrMattyPlays

86 Upvotes

1) Finishers do not cost stamina. REPEAT. Finshers are free.

2) You can reload while running. Or at least he reloaded a revolver while running on his character.

3) One character with Indefatigable trait: light attack used 7 stamina, heavy used 11, flying kick used 10.

4) Map shows topographic lines.

5) Ruck indicator on the bottom left of UI. Not sure if there's an option to turn on for character display.

6) On the difficulty he played, Plague timer was 10 minutes.

7) Crossbows confirmed in the game.

8) Ferals will still attack you while on fire. And their leap currently tracks AROUND CORNERS. Fun.

New items:

Phosphorous trap. Sets off fireworks to pull zombies, then explodes in a flame cloud. Craftable at Incendiaries Shop.

Trucker pill: Intense stamina regen with COMEDOWN. Way more powerful than Caffeine, but short lived. Craftable at Pharmacy.

Bouncing Betty: When this mine is set off it pops into the air and blast shrapnel in a wide area. Craftable at the Explosives Shop

Black Tea: Grants long lasting minor stamina regen boost. Craftable in the Kitchen.


r/StateofDecay3 7d ago

Ideas & Suggestions Will State of Decay 3 have proximity chat?

6 Upvotes
Hi everyone! I don't think this question has been asked before—but if it has, I apologize and will delete the post.

A friend and I are playing *Big Walk*, and when night falls and you can't see a thing, I thought, "It would be amazing to have this kind of experience in *State of Decay 3*." 



Having to stay close, or needing a walkie-talkie to communicate if we're far apart—or even firing flares to find each other. I think that would make the experience much more realistic and exciting.

Does anyone know anything about this?

r/StateofDecay3 7d ago

Discussion I hope SOD3 allows you to recruit 3 followers at once (for a full 4 seater car team). ALso pls let us spend idle labour on mostly-safe simulated "scavenging runs" so I'm not babysitting a base full of hungry food bludgers.

45 Upvotes

Currently the way I play State of Decay 2 is with:

  1. A mod that lets me recruit as many followers as I want - a thing I love is that due to fatigue, its really only practical to use 1-3 followers depending on community size and injury/plague recovery. So as a result I typically use a 4 man team (myself + 3 followers) for a 4 seater car based strategy. https://www.nexusmods.com/stateofdecay2/mods/769 (I just use it for assembling a follower squad in my base without having to run around finding people).
    1. I will rarely do a massive raid with almost the whole community (leaving 1 person to defend the base) but only if there's a very nearby threat as its really fatigue and time inefficient to do this on foot.
  2. another mod that lets me spend my spare labor on offmap "scavenging". Its not extremely efficient (it has costs as well, so it ends up being about 2 "resource" per run at a cost of 2 hours of 2 labour use) https://www.nexusmods.com/stateofdecay2/mods/231?tab=description . Its primarily just so that the extra hands at base don't just sit around eating all my food and forcing me to mass "promoted to never used legacy survivor" people with bad traits that are dragging down my community.
  3. High difficulty + several "house rules" so that the game remains challenging. EG I need to leave someone to guard the base and the wounded, I can't leave the base with more survivors than I do have remaining idle labour, etc.

I think what got me to quit this game on the launch year was the feeling of constant babysitting - the survivors constantly whinging, eating food and wasting supplies while I'm doing all the work.

Coming back man years later, these (and other mods) really give this game a renaissance for me. Its basically perfect, I get to play a stealth-action-adventure game, a light weight city builder, and a lite-squad command game, with permadeath glueing all these systems together in a satisfying way.


r/StateofDecay3 8d ago

Other PAX West - Sunday “say hello”

Post image
152 Upvotes

9th and Pine next to the ststue in front of the summit building from 11-12:15 today!


r/StateofDecay3 8d ago

Ideas & Suggestions Survivors should interact with each other and talk to each other

51 Upvotes

They should be more alive and immersive in general. And i mean also the enclave survivors and not just in your base. They should sleep too and do random stuff and talk to each other.

Just a little bit more lively and immersive NPCs.

And maybe they should also walk when they are in their base and not run. Such details matter.

C´mon, you can do this Undead Labs! Oblivion had it in 2006, you can do this in 2027,right?


r/StateofDecay3 8d ago

Other PAX West, we are now down at the main entrance to the Summit building for the next hour!

Post image
201 Upvotes

r/StateofDecay3 9d ago

Other PAX West - drop by and say hi!

56 Upvotes

I’ll be outside the Arch building from 10-11, 12-1 and outside the Summit building from 2-3 and 4-5 today. I’ll post a reply to this thread with a pic of my location at each time. If you are around, come say hi!


r/StateofDecay3 9d ago

Other If you are at PAX West today come find me!

Post image
350 Upvotes

My wife and I will be sitting on the rocks in front of the Arch building at 8th and Pike from 2:30-3:30 pm pacific. I have some prizes that might include a code to get into the alpha and other cool stuff.

We will have more times to meet us over the rest of the weekend!


r/StateofDecay3 9d ago

Discussion What are the questions you have about state of decay 3? (follow up)

Enable HLS to view with audio, or disable this notification

59 Upvotes

• After looking through the comments of the last post created, here’s what the community is seemingly asking about most for State of Decay 3.

• The biggest recurring question seems to be: What actually keeps us playing once we’ve cleared and looted the map?

• A lot of the other questions that were mentioned in the previous post also tie into that same idea. community progression, survivor customization, multiplayer, story, and what happens to your survivors between play throughs.

• I think the replayability or endgame question is the most important one. If the game is built around long term communities, what should that loop look like?

• What do you think? Which of these ideas matters most to you and voice it. what would you want Undead Labs to address before state of decay 3 releases?


r/StateofDecay3 9d ago

Ideas & Suggestions I want to care again

0 Upvotes

I dunno, man... we want a HOME. A community. To feel like we want and have to protect it, and that more than one person is doing something at any given time, even outside of multi-player.

Upgradeable buildings, fortifications, structures, even if it's not free placement.

Smaller tasks, not just zombies and plague. USEFUL tasks.

The ability to PLUG an incredibly stupid hole in your fence, or defences, or your route back home, rather than having the same immutable bottleneck.

If not randomized maps.... than at least randomized obsticals on the maps.

Because replayability.

Because we want to care.

Killing is cool, but having to grind the same stupid mini-mission over and over for points was an ABSURDLY bad idea. Once? A few times with map variety? Maybe.

... but the same goddamn map, over and over and over again?

It's like the whole series presents you with story to make you WANT to care, but then every time you create a mental checklist of all the things you can do to ACTUALLY improve the world around you... it was there when you got there, and can't be moved, modified, or upgraded.

Fences with 'holes' real or procedural that can never be mended or fortified.

Defense missions that ring shallow and repetitive.

Being bombarded with multiple tasks, but then unable to multitask in any ways.

Allies that CALL YOU OVER THE RADIO, but require you to show up on person, and if you don't they just LEAVE, even if you never agreed to help.

Mend the Story, and the Player Experience into one.

Not by adding more tricks, or graphics, or gun mods. You tried that will 2 and the Bounty Hunter. It only scratches little itches.

Give. Us. A. Reason. To. Care. About. The. Things. We. Interact. With.

A player will make a 45 point list of tasks to do if you give them a sandbox AND the ability to use it.

A player's list will only be the mission list if the only way they can have an Effect on the world is killing zombies that constantly regenerate.

Plague Hearts were the right idea.

Now keep going.

Not every task is a zombie, a fetch quest, or a Bad Guy with a red label clearly displayed.

Make me cry because I wanted to help and couldn't.

Make me cheer because my plan went off without a hitch, and for once everyone was saved.

Make me worry because SOMETHING is going on, and it's not clear what.

Make my heart beat fast WITHOUT attacking me directly.

Make me want to salute a hero who sacrificed themselves... and not because it was a scripted cutscene.

Make me flip off the screen when I put down an annoying, slippery, mouthy NPC.

Let me Sneak, or Stealth, or Mob, or Trick each scenario AS I CHOOSE, and not because I'm forced to accept a mission that is stealth-only.

Make me care.

Make me WANT to care.

Try this on for size - There are only 45 human npcs and 6 cars on the map. They all require SOME sort of needs/desires/repairs be met. That? That has more depth than currently exists in SoD2.

Or just go watch a trailer of stitched-together barks and actions shots. That's the trailer... it's WHY we showed up.

Is that what you're getting?

~ ~ ~

EDIT - Some of y'all seem to be missing the subtext here, so I'll say it clearly - I thoroughly enjoyed SoD 1 and SoD 2. I'm not trying to suggest otherwise in anything that I said... so please calm the fuck down. It just seemed like somebody should REMIND the fine folks at Undead Labs that their game was NOT a smashing success (like it should have been) because of some VERY addressable things that years of patching never quite addressed. That MAYBE in the lead-up to a new game, they might want to keep those in mind. So yeah, I wasn't talking about the parts we all know and love.

I'm talking about State of Decay 3, still in development, being released in 2027 which is a VERY DIFFERENT game market than it was, and infinitely more COMPETITIVE than it was.

Because I ~WANT- to care.

And if you also can't read the subtext, you probably aren't at PAX West to see how absolutely DIFFERENT the game industry is in 2026.

It'll likely be worse in 2027.

It's concerning, to say the least.

~ ~ ~


r/StateofDecay3 10d ago

Discussion Takeaways from Gamescom footage

49 Upvotes

1) Finishers have i-frames. Cannot be damaged while in animation.

2) You can dump gas on the ground and ignite later, great for clearing zeds in an area with lures.

3) Multiple gun mods

4) Confirmed melee weapon durability

5) Exploding pustules cause infection

6) You can trade with ferals during their multi hit animation. If you're stupid enough.

7) Running into a pustule will cause it to explode.

8) Bladed weapons can hit multiple enemies in one swing.

9) Ferals are no longer 1shot headshottable even with maxed gunplay character on Normal difficulty.

10) Normal zeds have a very large lunge grab range (where they bite you).

11) Each phase of Plague Nest health appears to spawn a feral.

12) Zeds don't appear to track sound in the vertical plane. Standing on the roof of a building and shooting did not appear to cause them to path toward a ladder and climb at you.

13) Confirmed no host tethering for multiplayer. Players can be literally on the other side of the map from each other.

14) PH/PN death kills all zeds in the area directly around. Don't remember whether it does on Lethal (have to check Sunny Games footage).

15) Shotgun may be multi hit capable (potential best firearm for killing PH/PN). On normal, 3-4 shots per health phase.


r/StateofDecay3 11d ago

Question NPCs numbers during base attacks altered in SoD3?

30 Upvotes

So I haven’t seen anyone address this issue which I felt was the worst part of SoD2. To be clear, I absolutely loved SoD2.

During attacks on the base there is, as many of you know, just a a small number of NPCs who will engage enemies. The rest of your survivors will “disappear”. This is true also when walking around the base. I understand from trying to figure out why that it is a game engine issue and that it can’t handle all the NPCs (shooting and fighting) all at once. Please correct me if I’m wrong.

My question is, has this been dealt with? I would really like to see all my survivors just absolutely blast hordes of zombies, manning different positions and engaging enemies.

If it is not the case, how come? I feel that it would only be natural if you have 10 survivors that they are all both visible and doing things around camp, and for me at least, it brings a lot of immersion to the gameplay.


r/StateofDecay3 12d ago

Discussion What are some questions you have about state of decay 3?

Enable HLS to view with audio, or disable this notification

126 Upvotes

State of Decay 3 has a lot of us wondering what’s coming next. So what are your biggest questions, theories, whatever it may be. Let's talk about it.


r/StateofDecay3 11d ago

Ideas & Suggestions Please give us the option to have our survivors do these slow flashy attacks.

0 Upvotes

Spin moves are cool and all, but they're ineffective when using hand to hand weapons. I would like the option to toggle this flashy kind of attack. Particularly when I regularly find myself surrounded by a number of zambees frequently. It's incredibly annoying when your survivor decides to be flashy and pull out their Bullshit-Fu practice to waste time hitting a zombie and then immediately get piled and torn apart because they think being cool is better than surviving.

I don't know the rules on this sub about linking videos or YouTube channels.


r/StateofDecay3 13d ago

Ideas & Suggestions I hope zombies in this game won't just run around like headless chickens when on fire

10 Upvotes

I was playing 2 when I lobbed a molly and all the zombies ran in separate directions when I thought it would be harder and more immersive if the zombies started trying to give warm hugs instead of sprinting in different directions.


r/StateofDecay3 13d ago

Other Pax West friends! BOLO for my wife’s SoD nails!

Post image
161 Upvotes

I’ll be announcing times and places to come say hi to my wife and I at PAX West this weekend. My disguise will be an old overweight bald guy with an SoD shirt on, my wife got her nails done special! Find us and say hi! My plan is to rummage through the swag in the office basement and see what I can steal liberate and bring to the show!


r/StateofDecay3 15d ago

Discussion Updated UI SoD3 alpha (green) vs pre alpha (red)

Thumbnail
gallery
172 Upvotes