Zombie stories
Does anyone here know of any good audio stories on Spotify or YouTube doesn’t need to be specificity zombie oriented but it’s preferred
Also please nothing ai generated or read by ai
Does anyone here know of any good audio stories on Spotify or YouTube doesn’t need to be specificity zombie oriented but it’s preferred
Also please nothing ai generated or read by ai
Greetings fellow scavengers!
Ok, so, this armour is different. It's not a breastplate, it's a whole vest!
I also wanted to make a headpiece (something like Bullet Farmers wig), but I've run out of Mosin-Nagant cartridge cases D:
Well, what can I say, in postapocalyptic world the resourses are scarse.
Hope you'll like it.
I posted the first volume of this comic to read to my patreon, if you’re interested in reading it
Und natürlich Licht!
Hi, I wish to find a post apocalyptic fiction novel that deals with survival, hardship and all . The apocalypse can be zombie one or some other.
I wish it to be a bit mysterious at times like the Television show Silo, From or even The Walking Dead.
I am really new to the whole book reading scene or club and have previously read : The Red Rising Trilogy, Thousand Splendid Suns and A palace of Illusions along with Atomic Habits.
Thanks for reading all this and it would be a pleasure to get some good stories.
Greetings fellow scavengers!
These are my postapo armous I've made not so long ago. Hope you'll like them.
Inspired by the loners from STALKER :D
No, this photo not dealing for cosplay, airsoft (maybe) or festival, but it's my choice.
November, 2023
I know this might sound like a weird question, but if you ever feel frustrated, or angry about the state of the world, is there one novel, or one scene you like to read about the end of the world that you like to fantasize playing out? Mine is from the nukes going off in Robert McCammon's novel Swan Song.
Hi everyone,
We’re starting a series of devlogs to take a closer look at Pale Tide’s core gameplay loop and the systems behind it.
For this first article, we wanted to focus on a simple but important moment: leaving the bunker.
In Pale Tide, every expedition begins with preparation. Before stepping outside, you decide what to bring, what to leave behind, and how much you are willing to risk for the people waiting in the bunker.
What you bring outside may keep you alive. What you bring back may keep everyone alive.
Preparing your backpack
Before heading outside, you prepare your inventory. Food, water, medkits, ammunition. The more you take with you, the longer you may be able to survive outside. But every item also has weight, and every item you bring is something you could lose if the run goes wrong.
An empty backpack gives you more room to bring resources back to the bunker, but it also makes the expedition more dangerous. A full backpack gives you more comfort and more options, but it raises the stakes if you die, make too much noise, or get caught in a bad situation.
That is one of the first decisions we want players to think about before every run: Are you preparing to survive, or are you making space for what the bunker needs?
The last radio frequency
Your bunker storage will not always have everything you need. Before leaving, you may also be able to use the radio to trade for missing supplies. The radio relays warnings and trading messages from other survivors still using the national frequency.
It is a practical tool, but also part of the atmosphere we want for Pale Tide. The world outside is broken, but not completely silent. Somewhere out there, other people are still trying to survive too.
Choosing where to go
At the beginning of the game, you will only have access to the first zone. As you progress through the questline, new areas will unlock through skills, technologies, and progression. But reaching a new zone does not mean you should rush into it right away.
In Pale Tide, moving forward too quickly can be dangerous. Taking time to gear up, gather supplies, improve your bunker, and prepare properly can be the difference between a successful expedition and a backpack left behind in the wrong place.
The outside world rewards preparation and decisions.
Noise is a risk
Good gear improves your chances, but staying alive still depends on how you move, how much noise you make, and when you choose to fight or avoid danger. If you are careless, and especially if you are noisy, the infected will notice. Noise can turn a quiet supply expedition into a fight very quickly.
Sometimes, that might be intentional. If you are confident in your weapons, drawing infected toward you can be a way to clear an area or create an opening. But every fight has a cost. You need to stay mindful of your ammo, health, time, supplies, and the attention you attract.
We do not want combat to feel like the only answer. Sometimes fighting is the right call. Sometimes sneaking through is smarter. Sometimes the best decision is to extract before the situation gets worse.
Supplies do not last forever
When you are outside, food and water are among the most important resources to look for.
You may eventually build up a stockpile, hopefully. But the bunker is not just a storage room. Survivors consume resources. Every person you bring back can help your community, but they also depend on the supplies you manage to recover.
This is one of the reasons every expedition matters. You are not just filling an inventory. You are trying to keep a group of people alive long enough to reach something better.
We wanted to add this extra decision-making layer to make the game more strategic and deeper.
Good boy, great backup!
Your dog is more than a companion during expeditions. Some of his features are still being refined, but the goal is for him to play an active role during expeditions. He may help you track items, point you toward survivors, or even draw infected attention so you can sneak through a dangerous area.
He also has one very important function: the safe pouch. Your dog cannot die. Anything you place in his safe pouch is protected, even if the rest of the run goes badly. That makes him a key part of how players manage risk.
If you find something too valuable to lose, the safe pouch gives you a way to protect it.
Death is not the end, unless you die again
If you die during an expedition, your backpack is not immediately gone. You get one chance to retrieve it. But if you die again on the way back, that loot is lost for good.
This is a system we are designing to keep failure meaningful without making every mistake feel like the end. Death should matter. Losing supplies should hurt. But players should also have a chance to take a risk, go back out, and recover what they lost.
Of course, that creates another decision: do you risk another run to recover your backpack, or do you accept the loss and focus on keeping the bunker alive?
Knowing when to turn back
The longer you stay outside, the more dangerous things can become. You may be low on food. Low on water. Hurt. Out of ammo... Too far from safety. And still, there might be one more building to search, one more item nearby, one more reason to keep going before extracting.
That is the kind of tension we want Pale Tide to create. Our goal is not to punish you for exploring. Our goal is to make every choice feel like it has weight. Sometimes, the smartest move is not to push deeper. Sometimes, the smartest move is to slowly get out while you still can.
Survival starts outside
In Pale Tide, every expedition is designed to feed back into the bunker. The resources you recover help expand it. The survivors you rescue can open new possibilities. The tools and weapons you unlock help you reach deeper, more dangerous areas. In the end, every expedition is part of a larger goal: keeping your community alive long enough to reach a safer place.
We will share more about the bunker, survivors, gear, and future expeditions in upcoming devlogs. Until then, wishlist Pale Tide on Steam.
What part of the game you would like us to cover next?
If you could only choose surplus clothing and gear, what would you pick and why? Would you go with something like M81 Woodland, British DPM, Flecktarn, Alpenflage, or another pattern? And which piece of surplus gear would you consider essential?
You’re scavenging a quiet residential street a few blocks away from your shelter.
So far, it’s been worth it. You found some food, a bit of medicine, and a few tools that would actually be useful back home. Your bag isn’t full yet, but you’re already carrying supplies you really don’t want to lose.
Then you check the wrong car. The alarm starts screaming.
You can hear infected nearby, but you don’t know how many are close enough to react. You have a melee weapon, a few bullets, no vehicle, and your dog with you.
What’s the smartest move?
I’m curious how people here would handle it tactically, especially assuming slow undead-style zombies where noise and numbers are the real problem.
What’s your actual survival move, and why?
For context, I’m part of the team working on Pale Tide, a top-down zombie survival game on Steam, and this kind of situation inspired part of our latest devlog about noise, infected reactions, hostile areas, rescue situations, and knowing when it’s smarter to head back with what you’ve already secured.
Devlog here: https://store.steampowered.com/news/app/4683590/view/687513353583592548
Thanks!
I enjoyed the Walking Dead books - the parts I enjoyed most are when the characters were rebuilding a town, or figuring out society again. I like that there was a present threat to be defended against. The prison, Terminous, Alexandrea. That stuff.
Likewise, forts on the frontier stories (like old westerns) fit what I'm looking for. I have a soft spot for the very bad Van Damme movie "the Legionnaire", when they're defending the fort against "the natives", or the old movie Zulu, with defense of the farm. Bonus points if the recommendation avoids the unfortunate racial tropes of these two examples....
Deep Space 9 and Babylon 5 hit this mark *sometimes.* A looming threat and they need to prepare.
The setting doesn't matter too much. Sci-fi, post apocalypse, western. Fantasy would be a dream come true if such a story exists. What I enjoy is the narrative of figuring out how a group of people is going to survive in a hostile land. I like when the settlement/fort/space station's functioning becomes a big part of the narrative.
Any suggestions?
What are some post apocalyptic stories with more unique premises compared to the usual zombies, aliens, nuclear war, etc
Bleeding Earth by Kaitlin Ward was one I liked where it's about the earth starting to "bleed". The Angelfall trilogy by Susan Ee and Partials trilogy by Dan Wells also offered interesting spins in their respective scenarios (End of Days with Angels and a virus affecting infants and genetically engineered humans)
I've also read plenty of post apocalyptic comics too. Y: The Last Man and Sweet Tooth are absolute favorites of mine but I've read plenty of one's with interesting premises such as Hinterkind by Ian Edgington and The Realm by Seth Peck (both of those have a similar fantasy apocalypse premise). Animosity by Marguerite Bennett (Where all animals and insects gain sentience), Skyward by Joe Henderson (Where gravity becomes nonexistent), The Great Divide by Ben Fisher (Where touching other people becomes lethal), Eclipse by Zack Kaplan (Where the Sun becomes deadly) and Devolution by Rick Remender (Where a nuclear bomb makes the world start to regress). Remender also has the comic Low which has a vaguely similar premise to Eclipse except society now lives underwater. Then there's even more surreal ones like Run Wild by K.I. Zachopoulos about people turning into animals and Intersect by Ray Fawkes which the entire world as well as people begin mutating into various beings
Has anyone here read any of the titles I've mentioned? Or even have recommendations of their own? I'm intrigued. Especially as an aspiring writer myself