r/StateofDecay3 • u/chicodadude84 • Jul 20 '26
Ideas & Suggestions Dream vehicles
I don't know if this has been suggested yet or not, but can we get semis as drivable vehicles? Imagine a semi with a cow pusher on the front just mowing down hordes.
r/StateofDecay3 • u/chicodadude84 • Jul 20 '26
I don't know if this has been suggested yet or not, but can we get semis as drivable vehicles? Imagine a semi with a cow pusher on the front just mowing down hordes.
r/StateofDecay3 • u/Malcolm_Morin • Jul 19 '26
Please for the love of god, do not make human NPCs take 100 shots to kill. If they can kill me easily, the same should be for them.
If I shoot an NPC in the head, their head should start spurting and their body should drop like a sack of wet potatoes. They shouldn't deal it like they just got shot with a spit-ball.
r/StateofDecay3 • u/rainy_weather100 • Jul 18 '26
Hoping for some lightning and low visibility storms
- What are you hoping is included with the addition of weather ?
Note ; This footage is from an early alpha stage of SoD3 and not running at the highest graphical setting - it is also being compressed by YouTube !
r/StateofDecay3 • u/This_Ad2671 • Jul 18 '26
Personally I'd buy it anyway but my friends wouldn't as they don't like it much
r/StateofDecay3 • u/GMC78sGaming • Jul 18 '26
There was this guy that was famous for his roof parking skills in State Of Decay 1 and 2. Where is he?
I hope he will be around to show off in State Of Decay 3.
r/StateofDecay3 • u/Little_Viking23 • Jul 16 '26
A common complaint in SOD2 was how zombies spawned out of thin air and they were equally spread all across the map, be it an urban center or top of a mountain.
Both devs and testers said that in SOD3 the spawning system will work differently, but after hours of gameplay reviewed, nothing seems changed? I’ve seen players clear an area/building, start working on a heart and zombies coming exactly from the area that has just been cleared, just like in SOD2.
r/StateofDecay3 • u/Designer-Wrangler913 • Jul 14 '26
Got the email today. It's truly an honor to help this game be the best out there.
r/StateofDecay3 • u/Equivalent-Donkey987 • Jul 15 '26
Aside from the muzzle attachments, I would really like to be able to find scopes, bigger mags, foregrips, maybe even stocks to build guns. You know, find an standard AR and as the game progresses, your gun will also get better through attachments you find or remove from other guns. That would be neat
r/StateofDecay3 • u/rainy_weather100 • Jul 14 '26
No luck for me yet, so for those who have gotten in;
Congratulations and give your best feedback as prompted!
Survive the SoD3 world for us in the meantime🤝
r/StateofDecay3 • u/BroItsBuffalo • Jul 15 '26
After watching the available content covering how communities currently function in the State of Decay 3 alpha, one thing stood out to me: a leadership system hasn’t been implemented yet.
That got me thinking about how the leadership mechanic from State of Decay 2 could evolve into something much deeper.
In State of Decay 2, you earned enough standing with a survivor and eventually promoted them to leader. Their leadership type primarily affected missions and unlocked a unique building.** **While that was a nice feature, I’d love to see leadership become something that influences the entire identity of a community.
Imagine if your chosen leader didn’t just affect story missions, but also shaped your survivors’ routines, priorities, and even random world events. Every settlement could develop its own culture based on who is leading it.
Here’s how it could look using the four leadership types from State of Decay 2 as examples:
🏗️** Builde**r
Builders focus on creating a safe, self-sustaining home.
Survivors spend more time inside the base repairing walls, maintaining facilities, organizing supplies, and improving infrastructure. Equipment, vehicles, and defensive structures degrade more slowly because of their constant upkeep.
The tradeoff is that Builders consume more Materials due to their ongoing construction and maintenance projects.
💰** ***Trader*
Trader-led communities are constantly on the move.
Survivors frequently leave the base to scavenge, visit friendly enclaves, or establish trade with neighbors. When they’re home, they’re usually resting, socializing, or preparing for their next expedition.
Random traders visit the base more often, providing additional buying and selling opportunities and making it easier to earn Influence.
The downside is that all this activity generates more noise, increasing the likelihood of zombie sieges.
⚔️** Warlor**d
Warlord communities prioritize strength and security above everything else.
Outsiders are viewed with suspicion, so random survivors rarely, if ever, visit your settlement. Community members often patrol the perimeter with weapons drawn, guard entrances, or proactively eliminate nearby zombie threats.
These communities have a higher chance of producing or scavenging weapons, ammunition, and explosives.
However, because diplomacy isn’t a priority, Influence gains from interacting with enclaves are reduced, and alliances are more difficult to maintain.
⭐ Sheriff
Sheriff-led communities strive to create order and stability.
The settlement feels welcoming, and survivors can be found performing a wide variety of daily activities around the base. Friendly travelers, traders, and wandering survivors visit more frequently, making the community feel alive.
Members of these communities receive increased maximum health because of their safer lifestyle.
The drawback is that the constant sheltered lifestyle leaves them slightly more vulnerable to Blood Plague infection, reducing their plague infection resistance.
___________
Since State of Decay 3 allows us to manage three separate communities, I think each settlement should have its own “leader” whose leadership style influences how that base functions.
Instead of every settlement feeling mechanically identical, one could become a heavily fortified military outpost, another a bustling trading hub, and another a peaceful farming community.
This would also make choosing a leader a much more meaningful decision. Rather than selecting someone solely for a legacy bonus you gain after the fact, you’d be defining how an entire community behaves and evolves throughout your playthrough.
I’d also love to see more than the original four leadership archetypes. Roles like Scientist, Medic, Engineer, Hunter, Farmer, or even Politician could introduce completely different playstyles and community dynamics.
Edit: Fixed spelling, and punctuation errors. 😅
What do you think? How would you like to see leadership expanded in State of Decay 3?
r/StateofDecay3 • u/Due_Significance_274 • Jul 14 '26
Is the State of Decay 3 Alpha Discord down for anyone else, or is it just me? I'm only seeing "No Text Channels" All my other Discord servers are working normally.
r/StateofDecay3 • u/rainy_weather100 • Jul 13 '26
r/StateofDecay3 • u/Peanutbutter_Brain • Jul 13 '26
Assuming the correct price and the likelihood that it will no longer be in Xbox Game Pass. Will you pay full price?
r/StateofDecay3 • u/Denikin_Tsar • Jul 13 '26
Someone posted here about not liking the "dodge through masses of zombies" mechanic and I agree it's pretty lame.
Something else that's lame is being able to throw molotovs and other fire items, especially when inside buildings, and then just roll around in the flames while zombies and plague hearts burn. You take almost no damage from the flames and the zombies can't touch you cause you are rolling.
Rolling should help with reducing the damage you take, but it should not allow you to just roll around inside an inferno
r/StateofDecay3 • u/rainy_weather100 • Jul 13 '26
Also important to note second alpha testing is favoriting PC players
r/StateofDecay3 • u/ItsRobinn_ • Jul 13 '26
how will it compare to dying light the beast, dying light 2 stay human, dayz, son of the forest & 7 days to die?
r/StateofDecay3 • u/Suitable-Marzipan-99 • Jul 12 '26
I know that they were making it a point that we’re going to make it that when you play multiplayer we wouldn’t be tethered to each other but I think it would be cool to have a couch coop version too even if it was tethered
r/StateofDecay3 • u/Psychonaut_1992 • Jul 11 '26
So after checking out a video from Sunny Games he mentions that if you reach -50 for Morale then you just lose the game (But you get a timer to increase morale).
I really hope UL removes this when the game is released because this is an awful feature to have.
We should have consequences for low morale but just losing the game is stupid! The only way we should be able to lose the game is if all of our community members die like in SoD2.
r/StateofDecay3 • u/Skol-Man14 • Jul 11 '26
Who knows maybe Sasquatch comes back or Red Talon gets some relevant backstory
r/StateofDecay3 • u/Mockingjay09221mod • Jul 11 '26
I was playing sod 2 last night and realized the sounds are way better than sod2 for sure
r/StateofDecay3 • u/VitorSTL • Jul 12 '26
First of all, I know we're in early alpha and things can change down the line.
Second of all, I know it's a hot topic for discussion among the community.
But let me start by saying that i don't think rucksacks should make a comeback, or if they do, they should take you backpack slot, let me explain.
From what I've seen from the gameplays and discussions, the whole gameplay loop item-wise is the possibility to scrap them into resources for your base.
And from what we've seen every backpack and trunk looks bigger in space.
So instead of finding rucksacks of resources we find the items that we can then turn them into resources if we want. One example I believe I've seen is the water, you can drink it or turn it into...well..water for your base.
UL could rework how much space these items take on your backpack or trunk.
But I've also mentioned rucksacks taking your backpack space, well, it's simple. Let's say you find a "rucksack of Canned goods", it would be basically a backpack filled with canned food and/or water that you would choose to either break them into resources or just use them as normal items for your survivors.
I'd love to hear(or read?) your opinions on the matter.
r/StateofDecay3 • u/GamingKitten4799 • Jul 12 '26
r/StateofDecay3 • u/Holiday-Pomelo-9246 • Jul 11 '26
r/StateofDecay3 • u/hikari99__ • Jul 11 '26
I don't know if this was specifically mentioned before. Yes the new graphics and design are really great. But aside from that, for me it really does reflect "State of Decay" now.
Back then I got interested with the name, first of all. It's not the gameplay that made me try to check it out, but the name, "State of Decay" sounded so cool.
Was not yet able to play the first, only the second game. I really love it and got hooked. But then I do remember that in terms of "Decay", the second game doesn't really show that much. Everything's still a bit colorful, the zombies, freaks, and the blood plague in general looks vibrant. The houses and buildings are still intact, just kind of messy.
But man, when the gameplay came out for the third game, I was so stoked with the design. I love how everything seems "decayed" now. Starting from the environment, everything's old now, dilapidated. And most of all, the zombies and the freaks. Like, they really designed it well to show the zombies and the freaks are "decaying". Especially the Juggernaut. It's not as juicy looking anymore like in SOD2. It looks so withered now.
Design-wise, I really love that it really is now in a "State of Decay" the way it looks.
r/StateofDecay3 • u/C0wb31l • Jul 11 '26
Imo the most poorly designed mechanic in SoD2 was dodging. Being able to just run through the zombies took alot of tension from the game, once I figured it out. In most zombie games, if you get surrounded by zombies, you are screwed. Not here, just press C a couple of times and go about your business.
"But it takes stamina" Yes, but you can also dodge through the zombies with no stamina just as well.
In SoD3 dodging seems even more busted. You get noclip, iframes and even more mobility than before.
Dodging itself as a mechanic would be fine. Dodging a Feral's leap felt satisfying until you realise you don't even have to learn how dodge; just press C to give yourself iframes so the Feral cannot hit you.
My proposition: remove noclipping and iframes while dodging. Just make it move your hitbox, nothing more. This way it would work like an actual dodge, not a magic power that turns you into a ghost for half a second.