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State of Decay Review: Ambitious Base-Building Survives Rough Edges

A tale of survivors, bases, and the dead: State of Decay's grim balance of freedom and terror.

By mitch·6 min read
A solitary survivor watches over his fortified home amid a horde of the living dead.

State of Decay asks players to survive a zombie apocalypse by building a base, gathering supplies, and fighting off hordes. That simple pitch is the game’s greatest strength and its biggest problem. The result is a game that rewards planning and punishes carelessness, but one that also asks players to accept a lot of repetition and risk in exchange for its freedom.

Trailer, via IGN.

Starting Out

Players begin by choosing a survivor from a list of portraits, then pick a starting location from a handful of neighborhoods. Each neighborhood offers a different mix of houses, shops, and danger levels. The choice determines how quickly resources arrive and how often zombies appear.

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Once a base is established, survivors can be assigned jobs, sent on missions, or left to wander freely. The game tracks food, water, medicine, and ammunition constantly, forcing players to balance comfort with exploration. Run low on any resource for too long and the entire group suffers.

The early hours are the best part of State of Decay. Setting up a camp, scavenging for supplies, and watching survivors react to the world around them creates a sense of investment that few other games manage. Players become attached to their characters, even though they are mostly represented by simple portraits and brief lines of dialogue.

Combat and Risk

Combat in State of Decay is slow and deliberate. Zombies move slowly, and players can usually see attacks coming well in advance. That pace is part of the design, but it also means fights rarely feel tense.

Weapons break after repeated use, forcing players to find replacements or repair old ones. This system adds depth to combat, but it also creates moments where a broken weapon forces a retreat at the worst possible moment. Losing a fight means losing survivors, and the game does not hand back those losses lightly.

Fights also carry a risk of infection. Survivors who take damage during a fight can become infected, turning them into a walking threat to the whole group. This mechanic forces players to think carefully about which fights to engage and which to avoid.

The game does not hold hands through these systems. New players will lose survivors to infection, starvation, or simple bad luck before they understand how the systems work together. Once the rhythms settle, though, the risk-reward loop becomes satisfying.

Building a Base

Base-building is where State of Decay shows its ambition most clearly. Players can construct walls, gates, and lookout posts, and assign roles like cook, guard, and medic. Each role affects how the base functions, and neglecting a role can lead to problems down the line.

Supply drops arrive randomly, and players must manage inventory space carefully. Too much clutter and the base becomes vulnerable. Too little and the group starves. The tension between stocking up and staying lean is constant, and it keeps players engaged even when the action slows.

The base itself becomes a character of sorts. Its layout, its defenses, and its occupants all reflect the choices made over hours of play. Watching a base grow from a single house into a fortified compound is one of the game’s most rewarding experiences.

Difficulty and Balance

Difficulty in State of Decay is uneven. Some stretches feel easy, with zombies wandering slowly and little risk. Other stretches feel almost impossible, with waves of zombies overwhelming a small group of survivors. The game rarely warns players when the difficulty spikes, leaving them caught off guard.

The game’s random generation means no two playthroughs are alike, but that variety comes at a cost. Some runs are far more punishing than others, and the lack of a difficulty slider means players who want an easier experience are out of luck.

“The game rarely warns players when the difficulty spikes.”

The game also struggles with pacing. Long stretches of scavenging and base management can feel tedious, especially when there is little new content to break the monotony. Missions and side quests help, but they are few in number compared to the amount of time spent managing resources.

Sound and Presentation

The presentation in State of Decay is serviceable but unremarkable. Character models are simple, and the environments are repetitive. The game runs well on both PC and Xbox 360, though the console version shows its age more than the PC version.

The sound design does more to sell the atmosphere than the visuals do. Gunshots, moans, and distant screams create a sense of dread that the graphics cannot fully capture. The music is sparse but effective, staying out of the way when it needs to and adding tension when it matters.

The controls are straightforward, and the game rarely frustrates players with technical issues. That stability is welcome, even if the systems underneath are demanding.

What Works

The core loop of State of Decay is strong enough to carry the game despite its flaws. Building a base, sending survivors on missions, and returning to check on everyone creates a rhythm that feels unique to this genre. Few other games ask players to balance so many competing demands while telling a story about survival.

The game also does a good job of making failure meaningful. Losing a survivor to infection or starvation carries weight because the player has invested time in that character. That investment makes the successes feel earned, even when the failures sting.

What Falls Short

The biggest issue with State of Decay is its lack of polish. The systems are all present, but they do not always work together smoothly. Some mechanics feel half-finished, and the game could have benefited from more testing before release.

The difficulty curve is also a problem. Players who want a casual experience may find themselves overwhelmed early, while players who enjoy a challenge may find the game too easy later on. There is little middle ground, and that lack of balance hurts the overall experience.

The game also leans heavily on repetition. Scavenging the same neighborhoods again and again can become dull, especially when there is little variation in the items found. More randomized content or more distinct locations would have helped keep the game fresh.

Final Verdict

State of Decay is a flawed but ambitious game. Its systems are clever, its world is engaging, and its core loop is strong. But the rough edges, uneven difficulty, and repetitive content keep it from greatness.

Players who enjoy strategic thinking and are willing to put in the time will find plenty to love. Those looking for a more polished experience may struggle with the game’s rough patches. As it stands, State of Decay remains a solid, if imperfect, entry in the survival genre.

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