I'm glad I was able to help. I was thinking of making a general-purpose or all-around strategy video: of what mistakes to avoid and what would be valuable. If people wanted to share what they found frustrating, I might be able to address it in a tips & tricks video.
@@TranPlays People were really just doing small careless things that annoyed everyone who played This War of Mine like leaving doors open and panick running through the whole area after getting spotted and alerting everything. Thank you for playing like a true gamer!
Ikr. I got so mad watching one RUclipsr panic running, ended up alerting half the police station and ended up dying when he could simply just kill that one zombie that got alerted
Glad they are changing it up from the old into the dead games, just want to say this isnt even the only game their developing, theres going to be a into the dead 3 announced late 2025
Thank you for watching! When making this video, I wondered if this video would influence _Into the Dead_ players to try stealth to save on weapon durability.
You deserve way more views, I've seen people play this game that have hundreds of thousands of views and they absolutely suck at the game. Keep doing your thing
Great run! You are the only channel i seen that choose the starter team i chose. Your tactics and strats were perfect. Would love to see you play this full release.
I think this pre-alpha Daphne and Penny are the ultimate survivors. I've been trying to script a "tips and tricks" video, and want to make sure I can explain clearly why they are great and probably imbalanced enough that the survivors are fated to see balance adjustments in the future. If I get to cover this on full release, I hope to see you there!
The hiding at the stairs and ladders is a weird mechanic, especially with the seethrough ones. Really amazing run. It's probably how the game is meant to be played, and this kinda reminded me of open world driving games, when you get the urge to play it with proper traffic rules.
I'm not really sure what "pre-alpha demo" really means, but that's the phrase the developers use for the current state of the game. I can only surmise they hope to achieve at least two iterations of monumental development between now and release day. There's a ton of little things that add up, but the game was still fun to play. The biggest complaint people have about the game: is the game's fragile weapons, such as crumbly crowbars and flimsy fire axes -- I would be one of them, as I dislike durability systems in general. Personally, the stealth mechanic is shown here to be work-able, but it feels far better and more reasonable to kill the zombie instead. It would be cool if this Perfect Run started players playing a more stealth-oriented mindset; maybe this really is the way we're expected to play! Since unreliable weapons is an intentional facet of the game, I assume at least one build will feature more weapons in searchable containers and easier ways to craft them. My biggest concern with the game's vision system is that all doorways are permanently opaque, so you'd have no idea there's anyone near a wall or not. You can see this a little bit before I enter the locker room of the fire department (34:30). 2D objects blocking your perspective was a gimmick that was played for minor comedic effect way back in Space Quest, but really has no place here. While I anticipate developers might not readily adjust durability, I can very much see them fixing this vision problem. The zombies can also typically see at a greater range than the player can, which you can see happen in the police station at the end (1:00:00). That zombie is always there and standing stock still to stare at the locked door. One of my first attempts ended because my character hid on the second marker, which is the wrong side of the counter; and you _still_ can't even see the zombie from there. That's actually why I hesitated in the prior room and decided to re-open the left door to the stairwell, in case I got caught by him. I remember trying Grand Theft Auto: Vice City, and following traffic laws. 🤓
@@TranPlays Alpha is basically a working game concept lacking planned features. Beta is feature complete and in polish phase, RC is release candidate that is pushed in the store slot in a releasable state but may get a couple patches before actual release (this is mostly to not lose the store slots and having to pay a hefty fee for another), Gold is 1.0. So pre-alpha is basically nonsense, and the game is certainly over the alpha stage even just by the looks. Yeah, vision system especially in a game like this needs to be adjusted. Completely agree. Durability system is the bane of my existence. Not even a crowbar from temu should break in 5 hits.
This is why I love watching people play even more than playing sometimes! Set aside the learning by watching aspects, it's just so enjoyable to see such finesse and skill! Can't wait to watch your playthrough when the full game comes out, and will be checking out your other stuff! Subbed!
@TranPlays hahaha wooooow You're the first one to get that!! I'm a huge Shadowrun nerd! And yes it's Anders, one of the Shadowunners from SNES. He's not the best shadowrunner, but he's my favorite. You just made my day twice in a row ❤️
I wrote down every container in the game in my first two playthroughs before starting this Perfect Run. I'd release my information as a Steam guide, but I don't think you can do that until you actually have the game in your library!
I'll take that as a good thing! I also want to call it a speedrun, but there are some stealth segments where I have to wait for zombies to get out of my way; when it's faster to eat a hit or to kill the zombie with one of my many weapons. I wasn't sure people would feel I was misusing the term.
Thank You Sir !!! This sate my thirst for a great gameplay, since those noobs who upload the game play the game HORRIBLE !!! If i dont lost my laptop i will play this game myself. Since i done this war of mine 100% perfect, and other games too. Again... THANK YOU FOR YOUR GAMEPLAY. I REALLY ENJOY THIS
It's great to hear you enjoyed it! I can understand it is frustrating to see people make mistakes you don't feel you'd make. Those kinds of videos might get more traction because they prompt more viewer engagement!
As of right now, this is everything in the game. There are listed areas that players cannot go to during the demo, such as a gun store, and I'm confident there will be more areas that weren't even hinted at in the pre-alpha demo. There will probably be more features as well that weren't shown, such as level 3 workbench tools and other guns not present in this build. The development team, PikPok, expects to release the game in 2025.
Thank you for the kind words! I hope to be able to cover the full game. I had sent in a request back in July expressing my interest, and filled out a form on their website last weekend as well. Hopefully they'll consider me as a good candidate!
Thank you for the kind words. While making this video, it was at least 50 hours. Since then, I've added 20 more working towards the next video, aimed to be a tips and tricks video.
Отличное прохождение! После других ютуберов, это видео словно глоток свежего воздуха. Никаких глупых действий или нелепых смертей, только скилл. Сколько уже наиграл часов?
(Google Translate) Q from @SlashNcash: Great walkthrough! After other RUclipsrs, this video is like a breath of fresh air. No stupid actions or ridiculous deaths, just skill. How many hours have you played already? A: I have played over 70 hours so far, but to make this video was 50. Some of that time is me just taking notes, planning an order to do things, or trying to script a guide video. (Google Translate) A: На данный момент я наиграл более 70 часов, но на создание этого видео ушло 50. Часть этого времени я просто делаю заметки, планирую порядок выполнения задач или пытаюсь написать сценарий видеоруководства.
You're in luck! According to a press release from intothedead.com, there is not only a Steam Early Access release for 2025, but there are icons for the Nintendo Switch, the Playstation logo, and an XBox logo with the statement, "console TBD" (to be determined).
They still have good morale! It's just that the positive bonus (buff) called "Hope" disappears after five turns when I completed "Strange Markings" hinting at help from the sewers. I gain it again once I complete a second plan of evacuation, Remain Calm, in the Walton Taxi Depot. Executing the plans themselves is not available in the demo, but collecting the puzzle pieces is. The Hope status increases morale for every one of the five phases it is in effect. It's like the inverse of "Gnawing Hunger" for food which reduces your morale for every turn it isn't raised above a certain threshold.
@@TranPlays Dang, this game has more interconnecting features than I thought. I noticed that people don't really limp around at low health but otherwise they improved upon everything in This War of Mine! Apologies for always comparing the 2 but you can see the inspiration!
Yeah, it was part of the inspiration for doing this "Pacifism" run. (I stop short of calling it "Pacifism" or "No Kill" because you do have to clear a shelter to move out of the first zone.) I thought there was a slim possibility I could influence the way people played the pre-alpha demo if I didn't rely on weapons! I kept seeing online people lose survivors in the Presbyterian Church.
It's been a long time since I played This War is Mine, but I think this game was easier because there were fewer random events that just messed you up out of nowhere. Yes, zombies randomly smash a barricade every phase or two, but it's not like my guys were left bleeding or extra sad because of some random number generator I could do nothing about. This pre-alpha demo also does not have any sort of time limit in terms of how long you can take in any phase. Meaning I could sit and think while at the base, or while scavenging, all I want; and I don't have to worry about "getting back too late" and getting hurt because of it. Finally, the zombies and item drops are mostly predictable. If I recall correctly, in This War is Mine, you would be randomly given which locations you can search. A place full of food one time might not exist for you in your next playthrough. In This War is Mine, the base management portions were much more involved, but had more risk or consequences associated with it. In this first build of Into the Dead, the primary risk are the zombies in the action phase.
No, he won't join you unless you agree, and will just stay in the same spot when you return. I agree very quickly through his messages at 8:13. You might have blinked at that time (no sarcasm).
Yeah, that's the most common feedback I'm sure the developers are getting. It was one of the inspirations behind this run, as I wanted to see how much we can avoid, ignore, or rush through. The only weapons the run uses are the ones to clear out shelters, and the rest goes to increasing our stockpile as gamers.
I like how at 35:05 the zombie walks up to ya and says "Dude!"
I never noticed that!! 😆
"Dude, I see you" hahaha 😂
this cure my frustation at watching other youtubers playing it badly
I'm glad I was able to help. I was thinking of making a general-purpose or all-around strategy video: of what mistakes to avoid and what would be valuable. If people wanted to share what they found frustrating, I might be able to address it in a tips & tricks video.
@@TranPlays People were really just doing small careless things that annoyed everyone who played This War of Mine like leaving doors open and panick running through the whole area after getting spotted and alerting everything. Thank you for playing like a true gamer!
Ikr. I got so mad watching one RUclipsr panic running, ended up alerting half the police station and ended up dying when he could simply just kill that one zombie that got alerted
Glad they are changing it up from the old into the dead games, just want to say this isnt even the only game their developing, theres going to be a into the dead 3 announced late 2025
Most people don't know their original into the dead series since they are just now getting noticed after making mobile games but im glad for them
Amazing run! Learned a lot ab stealth mechanics thru ur gameplay that I never thought would work! A+ strategy
Thank you for watching! When making this video, I wondered if this video would influence _Into the Dead_ players to try stealth to save on weapon durability.
Best playthrough I've witnessed thus far & by far! Just here to give props where due, everyone else has said or asked what I've been thinking
I still appreciate everyone who takes the time to engage with the video! Thank you!
i think you're the only channel ill trust with gameplay on this, like i feel respected with how you showed your run no bs at all
Thank you! I always respect my audience's time, even when I'm not exciting to listen to when doing commentary.
You deserve way more views, I've seen people play this game that have hundreds of thousands of views and they absolutely suck at the game. Keep doing your thing
Thank you for the support! It's all appreciated!
Great run! You are the only channel i seen that choose the starter team i chose. Your tactics and strats were perfect. Would love to see you play this full release.
I think this pre-alpha Daphne and Penny are the ultimate survivors. I've been trying to script a "tips and tricks" video, and want to make sure I can explain clearly why they are great and probably imbalanced enough that the survivors are fated to see balance adjustments in the future.
If I get to cover this on full release, I hope to see you there!
The hiding at the stairs and ladders is a weird mechanic, especially with the seethrough ones.
Really amazing run. It's probably how the game is meant to be played, and this kinda reminded me of open world driving games, when you get the urge to play it with proper traffic rules.
I'm not really sure what "pre-alpha demo" really means, but that's the phrase the developers use for the current state of the game. I can only surmise they hope to achieve at least two iterations of monumental development between now and release day.
There's a ton of little things that add up, but the game was still fun to play. The biggest complaint people have about the game: is the game's fragile weapons, such as crumbly crowbars and flimsy fire axes -- I would be one of them, as I dislike durability systems in general. Personally, the stealth mechanic is shown here to be work-able, but it feels far better and more reasonable to kill the zombie instead. It would be cool if this Perfect Run started players playing a more stealth-oriented mindset; maybe this really is the way we're expected to play! Since unreliable weapons is an intentional facet of the game, I assume at least one build will feature more weapons in searchable containers and easier ways to craft them.
My biggest concern with the game's vision system is that all doorways are permanently opaque, so you'd have no idea there's anyone near a wall or not. You can see this a little bit before I enter the locker room of the fire department (34:30). 2D objects blocking your perspective was a gimmick that was played for minor comedic effect way back in Space Quest, but really has no place here. While I anticipate developers might not readily adjust durability, I can very much see them fixing this vision problem.
The zombies can also typically see at a greater range than the player can, which you can see happen in the police station at the end (1:00:00). That zombie is always there and standing stock still to stare at the locked door. One of my first attempts ended because my character hid on the second marker, which is the wrong side of the counter; and you _still_ can't even see the zombie from there. That's actually why I hesitated in the prior room and decided to re-open the left door to the stairwell, in case I got caught by him.
I remember trying Grand Theft Auto: Vice City, and following traffic laws. 🤓
@@TranPlays Alpha is basically a working game concept lacking planned features. Beta is feature complete and in polish phase, RC is release candidate that is pushed in the store slot in a releasable state but may get a couple patches before actual release (this is mostly to not lose the store slots and having to pay a hefty fee for another), Gold is 1.0. So pre-alpha is basically nonsense, and the game is certainly over the alpha stage even just by the looks.
Yeah, vision system especially in a game like this needs to be adjusted. Completely agree.
Durability system is the bane of my existence. Not even a crowbar from temu should break in 5 hits.
This is why I love watching people play even more than playing sometimes!
Set aside the learning by watching aspects, it's just so enjoyable to see such finesse and skill!
Can't wait to watch your playthrough when the full game comes out, and will be checking out your other stuff!
Subbed!
Is that an SNES Shadowrun portrait? Thank you for the kind words! I hope you find my archived videos also to your liking.
@TranPlays hahaha wooooow
You're the first one to get that!!
I'm a huge Shadowrun nerd!
And yes it's Anders, one of the Shadowunners from SNES.
He's not the best shadowrunner, but he's my favorite.
You just made my day twice in a row ❤️
wow dude, u know exactly was in almost every search spot. You can play it with your eyes closed. Nice Gameplay and tips. Truly nice Game
I wrote down every container in the game in my first two playthroughs before starting this Perfect Run. I'd release my information as a Steam guide, but I don't think you can do that until you actually have the game in your library!
Dude this looks (in my opinion) like a speedrun
I'll take that as a good thing! I also want to call it a speedrun, but there are some stealth segments where I have to wait for zombies to get out of my way; when it's faster to eat a hit or to kill the zombie with one of my many weapons. I wasn't sure people would feel I was misusing the term.
Thank You Sir !!!
This sate my thirst for a great gameplay, since those noobs who upload the game play the game HORRIBLE !!!
If i dont lost my laptop i will play this game myself. Since i done this war of mine 100% perfect, and other games too.
Again... THANK YOU FOR YOUR GAMEPLAY. I REALLY ENJOY THIS
It's great to hear you enjoyed it! I can understand it is frustrating to see people make mistakes you don't feel you'd make. Those kinds of videos might get more traction because they prompt more viewer engagement!
Clean cut. GZ!
Thank you! I'm glad you watched it!
You did it great! thanks for the video
10:45 so THATS how you silence the frying pan kill sound 😂
This is beautiful to watch.
I'm so glad people are enjoying the video! I've kept the wife updated on how the video is doing and she always sounds proud.
the game looks really cool. Is like this war of mine but with zombies. This is all the game?
As of right now, this is everything in the game. There are listed areas that players cannot go to during the demo, such as a gun store, and I'm confident there will be more areas that weren't even hinted at in the pre-alpha demo. There will probably be more features as well that weren't shown, such as level 3 workbench tools and other guns not present in this build. The development team, PikPok, expects to release the game in 2025.
@@TranPlays when does the demo end? After 7ish days in game? Or after you get past a certain store?
@@mb10637ends on August 28th in game
I don't have time to play so i watch. That all thanks😂
I appreciate you watching. This is a fast and complete run through of the pre-alpha.
This was great! Do you think you’ll cover the full game?
Thank you for the kind words! I hope to be able to cover the full game. I had sent in a request back in July expressing my interest, and filled out a form on their website last weekend as well. Hopefully they'll consider me as a good candidate!
This is pretty insane, what's your play time on it?
Nice run.
Thank you for the kind words. While making this video, it was at least 50 hours. Since then, I've added 20 more working towards the next video, aimed to be a tips and tricks video.
Отличное прохождение! После других ютуберов, это видео словно глоток свежего воздуха. Никаких глупых действий или нелепых смертей, только скилл. Сколько уже наиграл часов?
(Google Translate) Q from @SlashNcash: Great walkthrough! After other RUclipsrs, this video is like a breath of fresh air. No stupid actions or ridiculous deaths, just skill. How many hours have you played already?
A: I have played over 70 hours so far, but to make this video was 50. Some of that time is me just taking notes, planning an order to do things, or trying to script a guide video.
(Google Translate) A: На данный момент я наиграл более 70 часов, но на создание этого видео ушло 50. Часть этого времени я просто делаю заметки, планирую порядок выполнения задач или пытаюсь написать сценарий видеоруководства.
why did you not collect the loots in value records?
Because when you move bases (to value records) you gain all loot at that location
Hoping its story based, more polished. I lobed this war of mine and i hope something like raids or stealing is added, idk tho.
According to a press release from intothedead.com, Our Darkest Days will have you "fending off the living and the dead in combat."
Anyone know if this will get a PS5 release?
You're in luck! According to a press release from intothedead.com, there is not only a Steam Early Access release for 2025, but there are icons for the Nintendo Switch, the Playstation logo, and an XBox logo with the statement, "console TBD" (to be determined).
41:59 How the heck are they all losing hope when they're all in peak shape and finding survivors?
They still have good morale! It's just that the positive bonus (buff) called "Hope" disappears after five turns when I completed "Strange Markings" hinting at help from the sewers. I gain it again once I complete a second plan of evacuation, Remain Calm, in the Walton Taxi Depot. Executing the plans themselves is not available in the demo, but collecting the puzzle pieces is.
The Hope status increases morale for every one of the five phases it is in effect. It's like the inverse of "Gnawing Hunger" for food which reduces your morale for every turn it isn't raised above a certain threshold.
@@TranPlays Dang, this game has more interconnecting features than I thought. I noticed that people don't really limp around at low health but otherwise they improved upon everything in This War of Mine! Apologies for always comparing the 2 but you can see the inspiration!
Why did you turned down effects to zero at the Arcade section?
Noisy sound of the arcade machine booting & light on sound.
I hope picpok fix the weapon durability issue cause unlike This War Of Mine malee weapons easily brake apart after killing 2 or 3 enemies
Yeah, it was part of the inspiration for doing this "Pacifism" run. (I stop short of calling it "Pacifism" or "No Kill" because you do have to clear a shelter to move out of the first zone.) I thought there was a slim possibility I could influence the way people played the pre-alpha demo if I didn't rely on weapons! I kept seeing online people lose survivors in the Presbyterian Church.
This run was so perfect it was kind of boring... But still, big respect 💯
For you, the game feels like this war of mine? Or is it more difficult?
but i like you video
It's been a long time since I played This War is Mine, but I think this game was easier because there were fewer random events that just messed you up out of nowhere. Yes, zombies randomly smash a barricade every phase or two, but it's not like my guys were left bleeding or extra sad because of some random number generator I could do nothing about.
This pre-alpha demo also does not have any sort of time limit in terms of how long you can take in any phase. Meaning I could sit and think while at the base, or while scavenging, all I want; and I don't have to worry about "getting back too late" and getting hurt because of it.
Finally, the zombies and item drops are mostly predictable. If I recall correctly, in This War is Mine, you would be randomly given which locations you can search. A place full of food one time might not exist for you in your next playthrough. In This War is Mine, the base management portions were much more involved, but had more risk or consequences associated with it. In this first build of Into the Dead, the primary risk are the zombies in the action phase.
I'm confused - Rahul comes even if you don't speak with him?
No, he won't join you unless you agree, and will just stay in the same spot when you return. I agree very quickly through his messages at 8:13. You might have blinked at that time (no sarcasm).
I don't like that weapon easily destroyed
Yeah, that's the most common feedback I'm sure the developers are getting. It was one of the inspirations behind this run, as I wanted to see how much we can avoid, ignore, or rush through. The only weapons the run uses are the ones to clear out shelters, and the rest goes to increasing our stockpile as gamers.