The CEO explains what the new employee-owned structure looks like, why State of Decay 3 has taken so long, and how the studio is embracing co-development
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Man, I sunk a lot of hours into both 1 & 2. They were great for scratching the survival crafting zombie defense itch without having to delve into the “pick up sticks and stones to make an axe to chop trees to build a base to house forge to make metal tools to…”-type gameplay loop of many other similar games. I hope the third is successful enough to keep the studio in the black, if only because that will mean the game is good and I’ve done pretty much everything in vanilla SoD2.



