State of Decay is an open worldzombie apocalypse survival simulator and the first game from developer Undead Labs, founded by Jeff Strain (aka lead designer of World of Warcraft.) Released on XBLA on June 5th, 2013 and released on the PC on September 20th the same year, State of Decay is set in the rural Trumbull Valley: 16 square kilometers of farmland, forests, and small towns. The player returns from a week-long camping trip to find the dead has risen and must establish a group of survivors to endure the zombie apocalypse. The game's official website is here.State of Decay combines elements of multiple game genres including third-person combat, base building and community management, loot collection, skills improving, and permadeath, among others. The game is single-player only (Currently Undead consistently stated they had no intention of making a Co-Op DLC), but will pave the way for Undead Lab's future zombie apocalypse MMO, tentatively titled Class4.The game received positive reviews from critics, with IGN giving it an 8.9 out of 10, but they did point out that the game had framerate issues.It was released on September 20th 2013 for PC on Steam's Early Access program (Notably, the game looked better and has keyboard support, but mouse control is very clunky - an Xbox 360 controller is still preferrable - and the graphic options cannot be fine tuned). Details can be found here. Later updates and patches finally tuned mouse control to something acceptable for a shooter.The first DLC, Breakdown was released for seven dollars on November 29th. It comes with a much heavier focus on survival. The main focus of the DLC is the titular "Breakdown" mode, an Endless Game mode where your survivors must locate and fix an RV in each level to escape the town (and reach a new level that looks exactly the same, but with resources refreshed and difficulty increased). Breakdown Mode introduced playable characters who used to be NPCs from the Storyline Mode.The second DLC, Lifeline was announced in February 2014. It takes place outside of Turnbull Valley and puts you in control of a small military unit called Grayhound One. In an inversion of several zombie tropes, in this DLC the military are well-meaning and not mindlessly gunning down people. Another inversion is that unlike the main game and Breakdown, you don't start with no resources and slowly become powerful- you start with several powerful items in the beginning of the DLC, but slowly they go away as it continues.
State of Decay contains examples of:
A.K.A.-47: Most of the guns in the game use fictional names to various degrees. For example, Remington's firearms in-game follow the format of "(Model Number) Outdoor Occupation" (eg. Maya's Remington 750 is referred to as the "750 Forester). Most, if not all, of the Kalashnikov variants in the Assault Rifle category keep their names.
Action Girl: Many of the female characters can be trained up to become this. Examples are Maya and Sam.
[[NPC]]s are usually unkillable, except in scripted events, such as Pastor Mulroney, who was infected and shot by Alan, who gets infected himself and has to be killed. Before their scripted deaths happen, they are all but invincible.
Armies Are Evil: Zig-zagged. The Army comes into the valley, but they are more interested in quarantining the area and investigating the source of the disease. They don't explain the situation to anyone, threaten to shoot those that tries to escape the valley and "squatters" (i.e loot live in others' house, regardless of the former occupant has been zombified or not). As it turns out, most of them are soldiers who are Just Following Orders. Sergeant Erik Tan, over the course of the game, decides to assist a family surrounded by zombies, against orders to stand down, provides the player with helpful aids even when he and his troops are abandoned themselves by the higher-ups (who pack up and leave town without warning), and finally [[did a Heroic Sacrifice to help everyone escape the valley.]]
Light machine guns and grenade launchers, both of which can obliterate entire hordes of zombies with ease and both of which are nearly useless due to ammo scarcity. Light machine guns eat up powerful rifle rounds that would be better used for Assault Rifles or hunting rifles. Grenade launcher ammo is so rare that the player is lucky to have gathered 20 rounds after finishing the entire game. They always spawn with a full magazine, so players can have some fun with them, before putting them in the locker for good. Also be careful if community members grab a Grenade Launcher, since they can easily kill the player or cars with splash damage.
The .50 cal anti-materiel rifles (Mk. 15 and M107 CQ). They can shred multiple zombies with one shot, and can down  with merely 4 headshots. They are also Too Awesome to Use, due to the scarcity of .50 cal rounds, and in the case of the M107, also extremely loud and cannot be suppressed. It gets even worse in the Breakdown DLC, where their weight are increased to 20 lbs, which means they instantly encumbered normal survivors, draining their Stamina even faster when they sprint.
Revolvers and revolver rifles are inherently awesome, and some have highest damage per shot with the appropriate specialization, just behind Grenade Launcher and .50 cal rifles. However, their loudness (they cannot be suppressed) and limited ammo capacity make them very risky to use.
Heavy weapons like shovels and wood axes are incredibly effective against groups of zombies, due to their sweeping attack that can kill or knock down multiple zombies with one hit, high durability and power.
Finishing moves: less stamina consumed, little to no weapon degrading, temporary invulnerability while performing the kill animation, and fun as hell to watch (Your character can stomp on a zombie's head, crush its head against the wall or perform a weapon type-specific kill animation). This makes melee fights enjoyable, instead of Boring, but Practical.
Special attacks: The Heavy weapon specialists get an attack that cleave off the legs of multiple zombies, which immediately neutralize them (legless zombies can be executed, otherwise they die by themselves after a few seconds). Doing these attacks 2 or 3 times and you can wipe out a whole horde in the matter of seconds while barely losing any Stamina.
Shotguns (in the hands of a survivor with maxed out skill) are satisfyingly loud, allow for Dramatic Guncock, and can wipe out a whole horde with a single shell.
Assault Rifles + Focus Aim = multiple zombie heads exploding in slow motion. Awesome to watch and ensures one bullet per kill.
Big Entrance: You can shoulder in the door or jump through a window to enter a building.
Bittersweet Ending: The remaining survivors are able to escape Trumbell County thanks to Tan's Heroic Sacrifice, but Lily has only months to live due to her lupus medicine becoming literally impossible to find, and the final scene heavily implies that Trumbell wasn't the only area to be infected with the Black Fever.
Boring, but Practical: A few of your facilities can be considered this. The kitchen have an option to increase your survivors' max Health and Stamina, as well as reduce the chance of food poisoning and/or spoilage. The Training Area gives Stamina bonus and help prevent injuries. The Infirmary help characters heal faster and prevent a sick character from infecting healthy ones. They are nothing fancy to look at, but surviving without them is going to be REALLY hard.
Assault rifles when firing in single shot mode. They have a combination of high accuracy, damage and large magazine size. It's more "fun" to go full-auto, but considering the scarcity of ammunition, sticking to the "boring" single shots will make your supply last much longer.
Some of the more mundane melee weapons are this. Sure you could be creative and beat zombies to death with a sawed off table leg or gardening hoe, or a medieval Mace. However, a solid steel wrench or pipe-wrench weigh less and is far more durable.
Snacks. Nothing fancy, just your average "Get out of a tight spot free" card. Pop one to refill your stamina and keep fighting, or sprint as far as you can.
Breakable Weapons: All your melee weapons eventually become damaged, and further hits with a damaged weapon will break it altogether. Damaged weapons are automatically repaired daily in any home base that has a workshop while a weapon that breaks from overuse is immediately removed from your inventory.
Bullet Time: Time briefly slows down when you dodge or are about to execute a zombie. Characters that have max Shooting level can choose the skill "Focus Aim" that slows down time for as long as their Stamina lasts.
Car Fu: You are welcome to use any working vehicle you find to run down the undead, though they will take damage and eventually become inoperable unless repaired regularly at your home.
Critical Hit: In blunt and heavy weapon, these instantly crushes zombies' head, while an edged weapon can decapitate. Specialization in each weapon type can increase critical chance.
Donut Mess with a Cop: A somewhat indirect example. It could be a complete coincidence that the only police station in the game is directly adjacent to (or rather, attached to) a small donut shop. Could be.
Elite Zombie: The Screamer and Bloated zombies can tilt the odds against you, while the SWAT zombie's armour makes him a pain to kill with guns. Of all of them, though, Feral zombies and Big Bastards are easily the deadliest. Ferals are fast and can easily tear a survivor apart at low health, while Big Bastards are immensely tough to kill and deal massive damage to any vehicle that tries to run them down.
Escort Mission: a random type of mission quite commonly encountered. You need to escort someone to carry a resource to trade for another, or "rescue" and escort someone home. Unlike most examples of this trope, this kind of mission can be highly beneficial. Normally to get a survivor to accompany you, you need to spend 100 Influence, which is no small cost. When you get an Escort mission, however, you get a free zombie fodder that are quite capable at protecting themselves and protecting you, allowing you to clean houses, establish outposts and rack up kills to level up your stats and skills.
Final Death: Yep. No character is the 'main' one, and everyone who dies stays dead.
Finishing Move: You can do this to a knocked down zombie with a button combination. The animation is different depending on your weapon.
Half the Man He Used to Be: The Juggernaut/Big Bastard and Feral can do this to a survivor at low health, as can the normal zombies. It's rather unsettling to watch two zombies fighting over your corpse end up pulling you apart at the waist.
Have a Nice Death: Everytime the character that you control dies, you are treated to a lengthy scene of him/her getting clawed at, gnawed at, ripped in half and continued to be chewed on.
Heal Thy Self: played straight. Health items can restore you to 100% health. There's an exception, though. When you take too much damage, your maximum health is reduced and you need to rest in an Infirmary to recover.
Heroic Second Wind: When your health is depleted, the screen turn black and white and you get the prompt Press B to get up. Press it fast enough and your character will stand up in a dramatic fashion, knocking down all zombies around, with his/her health and stamina restored to maximum (though this maximum is lower than normal, which can only be recovered by resting in an infirmary), allowing you to fight back or escape. However, Feral Zombies and Juggernauts can straight up execute downed characters no matter how fast you press the B button, resulting in an instant death.
Hollywood Silencer: Averted. Even with one of the rare silencers in-game that hasn't been jury-rigged out of a machine shop the silencers in this game generally only do what they would in the real world, slightly reducing the noise and removing the sharp *Crack* of gunfire. A .22 rifle being silenced will almost sound like the distinctive movie fwip while suppressing an AK-47 will only result in a slightly softer BANG. The trope is played completely straight in actual gameplay, however. So long as the weapon you're firing has a silencer attached zombies will not react to it, even if it's a full sized .50 caliber sniper rifle being fired directly behind them.
Honor Before Reason: At the start of the game, while heading to the Church, Ed will say they need to tell Lily her dad's dead. Marcus will then remind ED that he was just bitten by a zombie, so if he wants to tell them before they heal him, the trio will likely be kicked out on their asses.
Hyper Space Arsenal: Only averted with material rucksacks. Your weapons are seen when you use them, and disappear otherwise.
Jerk Ass Has A Point: A subtle Meta example, so subtle that it seems unintentional. Alan Gunderson is presented by the game as a cold-hearted and ruthlessly practical survivor (he judges fellow survivors based on how useful they are with a weapon). Then many players picked up the habit of killing off useless survivors to save food and ammo, or make room for more "useful" ones.
Karma Meter: Come in three flavors, Influence (that are replacement for cash), Ally Trust (those who are "friend" become playable) and Neighbor Trust (items bought at their supply locker cost less and they can eventually join you when you raise their trust to full).
Kill It with Fire: Molotov Cocktail and Flame Fougasse are both effective against zombies. The latter makes fighting Juggernaut a lot safer.
New Game+: The "Breakdown" mode, in a sense. There is no longer a storyline, only the player's community trying to survive for as long as possible. The player must locate and RV somewhere and repair it. After that, the player can choose 6 characters to advance to the next level, where they keep their entire equipment, the entire map resets, all containers become lootable again, the zombies become more dangerous and vehicles gets fewer.
Random Drops: Each type of container has a list of items that can spawn in. When the player searches, a number is "roll" and determine what item (if any) they can find. The item list is specific to the kind of container in question. For example, a Rifle case in a Military Stash has a different item list than a Rifle case in a Police Station.
Save Scumming: The game only has an auto-save feature, but it certainly doesn't stop someone from backing up and reloading the save file before searching. It is much more time consuming and tedious than with the usual quick-save/quick load, though.
The Hero: The player can play as any group member and are encouraged to switch between characters to utilize their individual skills. However, the starting character Marcus Campbell is one of the most effective survivors, especially early on, and tend to be viewed as the main protagonist.
RPG Elements: Characters have base stats, and can upgrade their abilities through use and training.
Shout-Out: Many, often poking fun at other zombie-related franchises. The game wiki has its own page for these.
The Walking Dead: There is a potential community site in Spencer's Mill (the first town) called the Kirkman Residence, a reference to Walking Dead creator Robert Kirkman. There also posters in Spencer's Mill that say "Richard Grimes for Sheriff", a reference to protagonist Rick Grimes.
Zombieland: The achievement "Rule #1" is a reference to "Rule #1: Cardio", an essential skill to avoiding zombie hordes.
Plants vs Zombies: In a backyard near the church in the first town, a series of lawnmowers and dead zombies is arranged in a reference to the game.
Evil Dead: Outside the city of Marshall is a sign saying "Campbell's Used Autos", a reference to Bruce Campbell who portrayed Ash Williams in the Evil Dead series.
The achievement for self-sacrifice is called "Ya Always Were An Asshole, Gorman!" - a direct quote from Aliens.
Breaking Bad: If your safe house has a research room and an infirmary, you can update it to a medical lab and create "potent stims." When your mission control suggests this, she says: "...not that I intend to break bad on you, but I think it could help us."
Stealth-Based Game: Being able to move quietly is useful for lower level characters. Searching around for stuff can make noise, too, unless you take it slowly. You'll definitely need to crouch in bushes and whatnot to hide from roaming hordes.
Taking You with Me: companion characters that have lost all health (i.e before they get ripped in half like the player character) can pull a grenade from Hyper Space Arsenal and blow themselves up. Player-controlled characters can do this too, if they have a grenade/molotov cocktail equipped. In fact, in Breakdown mode, dying like this is required to unlock a Hero character.
Timed Mission: Non-story missions are generated randomly and only last a given amount of time. Failing to complete them can cause you to lose trust in your community, fellow survivors to die, cause the (limited) number of recruitable NPC's to dwindle and die or cost you valuable resources.
Toyota Tripwire: Door hits are instant kills in return for taking very minimal damage to your vehicle.
Universal Ammunition: Due to memory limitation and game balancing, many types of ammo of similar calibers in real life are grouped into one. For example, the 7.62mm round in the game represents many different calibers such as .30-06, .300 Win Mag, 7.62x39mm and .308 Winchester/7.62x51mm NATO. This is pointed out in the description for the 7.62mm and 5.56mm, noting that they represent "caliber families". This is also the reason why some weapons don't use their proper chambering. For example, the Glock 20 10mm pistol is re-chambered in-game to use .45 ACP. The devs simply can't add any more ammo types. The game briefly handwaves this by describing each type of ammo as a "Family of calibers", not a single caliber.
Wide Open Sandbox: Want to clear a house and scavenge for supplies? Clear a zombie infestation? Check out a rumor of survivors? Advance the main story? It's all good. However, given many activities are on a timer, there's a distinct disadvantage to carelessly goofing about and ignoring every mission request.
Zerg Rush: a favored tactic of the zombies, of course.
Zombie Apocalypse: Very heavily implied. The extent is unknown, but Trumbull Valley is completely overrun.
If the game's codename Class3 is anything to go by, then that's probably the extent of the apocalypse. The planned MMO is codenamed Class4.
Zombie Infectee: Done non-conventionally. Zombie bites are survivable if treated soon enough, but if left untreated they do eventually result in death and reanimation (although it's not specified the extent to which the zombies are a specific disease, versus simply causing non-supernatural fatal infections due to being rotting corpses.)