Rebuild 3 : Gangs of Deadsville Edit
Rebuild 3 Gangs of Deadsville was originally published at 30th May 2015.
Unlike the previous games, the third part features a Story-mode as well as a Quick Play.
Despite the early announcements, this game has only been released in a purchasable version as P2P ( Pay to Play ) on Steam.
Here is the link for the game (as said, it's not for free!) :
It's available as well as a Deluxe Edition which includes the following features :
Bonus features in the Deluxe Survivalist Edition Edit
- Desktop version of Rebuild 1 (previously only available in browsers)
- Desktop version of Rebuild 2 (including "winter" mobile content)
- 5 bonus professions for your main leader
- 5 corresponding unique items
- PDF artbook
- 4X style strategy and city (re)building
- Endless replayability with randomized cities and events
- Survivors with individual skills, perks, relationships, and stories
- Rival NPC forts with their own agendas, friendly or otherwise
- Campaign Mode, a journey through cities of increasing size and difficulty
- Strategic fort defense and interactive attacks
- Play in either real-time or turn-based mode
- 5 skills: defense, leadership, scavenging, building, engineering
- 10 resources and one-use items to find or craft
- 30 missions: scavenge for food, kill zombies, farm, fish, trade, bartend...
- 35 node research tree
- 50 building types with unique uses and/or scavengeable resources
- 70 types of equipment to find
- 100 survivor perks: Melee Training, Green Thumb, Light Sleeper...
- 200,000 words of event text - enough to fill two novels
The Game starts off with a cut-scene, if you choose the story-mode. Afterwards, you will be redirected to the character creation screen. It is the point where the protagonist and first leader is created and its special ability gets chosen.
Like in the previous games, the player can choose a "Trusty Object" which he can use during the game.
The following page of the character select allows you to name the city. You can choose your general difficulty level while playing the story-mode for each different town.
Unlike its predecessors, this game is started with an illustrated story. The cities are raided by zombies, while the main character needs to find the cure among other side-parts of the story which can be solved.
Characters & NPCs Edit
Survivors (Civilians) - are in general friendly humans. They are the ones who defend the fort and attack opponents. Each one has his own skills. Though in order for them to stay with you, you need to have a space for them to stay and to heal because they can suffer different types of diseases.
The Luddies ( Alliance Percent while on beginning = 50%) - They are the friendly ones, and the enemy of The Last Judgement Gang. Part hippie, part luddite, these vegan farmers live off the land, and are so much happier now that civilization has collapsed and they can take off their tinfoil hats: there are no more radio, TV and wifi waves flying around to cook their brains or control their thoughts anymore.
The Last Judgement Gang ( Alliance Percent while on beginning = 30% ) - They are known as human enemies, they praise the dead as a punishment to the bad ones they say. When you first time meet them, they are going to rob your fort without reason ( not attacking ). To stop them, you need to raise the alliance with them.
The Riffs ( Alliance Percent while on beginning = 50% ) - is a large group known to show up nearby the fort to have a show down for survivors in the fort to see.
Church of the Chosen Ones ( Alliance Percent while on beginning = 50% ) - Another callback to Rebuild 2/Mobile, this zombie-worshiping cult have formed their own fort in this game. You could say they're a little eccentric but mostly harmless... or are they? If their infectious new religion takes root among your own survivors, watch out – because the ultimate goal of any Church follower is to join the "Chosen Ones" and become a zombie themselves.
Zombies (Infected) - are the main antagonists that you will find everywhere on the map. Non-reclaimed buildings are stocked with zombies. They can appear in large groups, you will then get a report about a horde closing up the fort. They can be killed if they are only small amounts of them, if they go in with large groups it can cause serious problems like someone being bitten or a building getting overwhelmed by them.
Pig Farmers ( Alliance Percent while on beginning = 50% ) - Avid meat merchants, they've got all these cuts of pork to trade at surprisingly good prices. Well, that is kind of a funny color for pork, and it does taste a little odd, but hey, beggars can't be choosers, right? They really don't like people snooping around their pig farm and will shoot at anybody who gets too close. Do they just value their privacy, or are they hiding something?
The Government ( Alliance Percent while on beginning = 50% ) = These bureaucrats are the last remnants of the actual local government. They claim to have contact with a central organization via a secret government network, and are under orders to regain control of the area and will mercilessly commandeer any supplies they need to do that. Seems mysterious about this faction though.
1337cREw ( Alliance Percent while on beginning = 50% ) = These gamers had gathered together for an epic LAN party on the night the zombie infection reached their town. They didn't even notice the dead roaming the streets outside until the Internet finally went down. Now they quest to get back online.
They are better at scavenging than combat, although their base is better defended than most with electric fences, security cameras and motion sensing traps. They trade scavenged equipment and tech to buy fuel for their generators.
The Pharmacists ( Alliance Percent while on beginning = 50% ) = An anarchistic faction of former drug dealers and misfits and petty criminals. They produce and sell a drug called "bath salts" that increases combat efficiency and happiness at a cost of long-term addiction and withdrawal.
The Dahlias ( Alliance Percent while on beginning = 50% ) =These women have had enough of a male-dominated society putting them in second place, and don't think you need "superior upper body strength" to kill zombies or do what it takes to survive. Tired of being told to stay safe at home and do the laundry, they've got big plans for a brave new world.
Gustav the Trader ( Alliance Percent while on beginning = 50% ) = O yea, he appears again.. A one-man faction with no fort to call home, Gustav is a nomadic trader who travels from city to city, and fort to fort with his caravan, selling goods and the occasional "special"' service.
The Rotten ( Alliance Percent while on beginning = 30% ) = Not all zombies are alike; in fact some of them manage to keep their wits about them, more or less. Unfortunately they still look and smell like rotting corpses, so most of them get shot on sight by humans. But a few have moved underground and are living a marginal life, hoping someday to find a cure for their illness.