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God Save Birmingham News

Dev Update Video - August 2025

[p][/p][previewyoutube][/previewyoutube][p]Hail, Survivors![/p][p][/p][p]For the first time ever, we’re bringing you a Developer Update Video! [/p][p]Up until now, you’ve seen our written dev logs, but this is the start of us showing you the progress directly with extensive video footage. From here on out, you can look forward to both dev logs and video updates as we continue building toward Early Access.[/p][p][/p][p]If you’d like to get hands-on with the features shown in this video, be sure to sign up now for the upcoming Pre-Alpha![/p][p]Details here: [dynamiclink][/dynamiclink][/p][p]And since this is our first video of this kind, we’d love to know what you think! Let us know on Steam and YouTube, or Discord![/p][p][/p][p]Until next time, may your fires stay lit and your pitchforks pointy.[/p][p][/p][p]-ODS Team[/p]

See You at PAX West 2025

[p]Hail Fellow Survivors,[/p][p][/p][p]Gamescom was just the start--next up, we’re bringing God Save Birmingham back to good ol’ PAX West in Seattle. [/p][p]Couldn’t catch us in Cologne? Find us at Booth 817 in the Arch Expo Hall from August 29 to September 1.[/p][p][/p][p][/p][p]Play the all-new demo, snag some swag, and come say hi to the team. [/p][p][/p][p]Even if you can't come to PAX, you can still sign up for our Pre-alpha test, which will be conducted from the comfort of your own home! [/p][p]Details here:[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]See you there![/p][p]-ODS Team[/p][p]
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Sign Up for Pre-Alpha Test

[p][/p][previewyoutube][/previewyoutube][p][/p][p]Survivors,[/p][p]Pre-alpha testing for God Save Birmingham is right around the corner, and we're looking for testers! [/p][p]This early build includes the core features we’ve produced so far — ready for you to put them through their paces. We hope to receive feedback on controls, UI, and physics to make sure these foundation feel good before we build more on top.[/p][p][/p][h3]How to Join[/h3][p]Sign up by completing our pre-alpha signup form here. You must be logged into a Google account. [/p][h2]CLICK TO SIGN UP[/h2][p]Submitting the form gives you a chance to be selected as a tester — spots are limited![/p][h3]
A Little Context on Development [/h3][p]Broadly, our development process follows these stages:[/p][p][/p][p][/p][p]Right now, we’re knee-deep in stage 2 — building out the core systems. We expect to be here a few more months, so this pre-alpha build definitely won’t include every planned feature. It will be the same August build we're showing at Gamescom, and it's more of a sandbox checkpoint to confirm we're heading in the right direction. Don't expect polished game flow and balance just yet, that will come later.[/p][p][/p][p]The exact date of the pre-alpha test will be decided soon. If you're selected, you'll receive an email with details and be asked to agree to our NDA (non-disclosure agreement).[/p][p]If you are an experienced survival player, sign up and help shape the road ahead![/p][p]And if you can't wait until the testing, join us on Discord to chat with us and other like-minded players. [/p][p][/p][p]See you soon![/p][p]-ODS Team[/p][p]
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Breathing Life into the Mundane

[p]Survivors,[/p][p]It’s been a minute since we’ve talked about what’s been in development, hasn’t it? [/p][p]With our heads buried deep in development, we only just realized we have a whole new demo ready for Gamescom, yet we have kept you in the dark about what we’ve been working on![/p][p]We’ll go over the major gameplay features that are new to the Gamescom demo soon, but today, let’s talk about something core to God Save Birmingham: bringing realness to the survival.[/p][p][/p][p]By now, you probably know our goal is to make a medieval zombie survival game grounded in realistic physics. Sure, “medieval” and “zombie” grab attention–but it’s “realistic” that’s the real beast. [/p][p]Why? Because realism is expensive. Like, REALLY expensive. [/p][p]It takes us a lot of time and resources to bring even the most mundane parts of survival to life–making them feel grounded, tactile, and true to real-world physics.[/p][p][/p][p]Let’s take the simple action of eating an apple. Imagine a small red apple just inches away from the character’s face–about to bite in, ready to restore hunger and thirst. That apple can’t look like it’s popped out of thin air and is magically levitating like some cursed fruit, it has to sit perfectly in the hand to feel real and just right.[/p][p]
[/p][p][/p][p]Now, imagine doing that not just for an apple, but for cheese, potato, pork, ham, parsnips… You get the idea. [/p][p]Tedious? You bet. [/p][p]Necessary? Absolutely.[/p][p][/p][p]And that's just one type of interaction. There’s literally a whole world of character-object behaviors like picking things up, throwing them, dropping them, swinging them--all of which have to account for context. You wouldn’t swing an apple like you’d swing an axe, would you? [/p][p]We’re deep in the thick of working all this out right now. It feels like we’ve been working on this for years, but really, it’s only been a few months--and there’s still a long way to go. The sheer number of items and interactions tied to them make for long, slow, retina-burning workdays.[/p][p][/p][p][/p][p][/p][p]And we’re constantly tweaking and refining our animation as we go, of course. Can you spot the subtle difference in our farmer’s throwing motion from a few months ago and what’s currently in the game? [/p][p]
[/p][p] Hopefully, all the tedious work will pay off by the time we launch into Early Access so that this kind of realism becomes invisible--the kind you don’t consciously notice but feel when it’s done right. Until then, you’ll likely run into some glaring collision and animation issues when we run demos and beta tests. But please know that we are working on them, one object at a time![/p][p]
[/p][p]Speaking of throwing, falling objects are part of real physics so we’ve been working on that too. And yes, that means we’re working on how an object falls, one individual item at a time. [/p][p]They look pretty cool when they’re all together raining down from the sky like this though, right?[/p][p]
[/p][p][/p][p]Of course, making God Save Birmingham feel more realistic also means making it more faithful to the real 14th century town. That involves a lot of research and we’ve touched on this a bit before in this blog. The research is never-ending, and in fact, the wealth of information available on Birmingham is the reason we chose it as our setting. Along the way, we’ve been picking up some nuggets of history to reflect in-game.
[/p][p]For example, if you watch our very first trailer, you can see that the St. Martin’s church’s doors are left open outward. [/p][p][/p][p][/p][p]We’ve since then learned that medieval doors in Europe usually opened inward for security purposes. Isn’t that interesting? After this revelation, we updated the game so doors do just that--open inward. No more sticking out your entire body to close an open door, risking running into a zombie. It’s like the medieval folks were expecting a zombie apocalypse or something. ːsteammockingː[/p][p][/p][p]Well, hopefully this gives you a little peek into what we’ve been up to. It’s still only a snippet of what we’re working on so come back for the next log![/p][p][/p][p]-ODS Team[/p][p]

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The Return to Gamescom Begins

[p]Gather ‘round, Survivors,[/p][p][/p][p]One year after unveiling God Save Birmingham at Gamescom 2024, we return to Cologne, Germany, bearing an all-new playable demo.[/p][p][/p][p]Step into medieval Birmingham, located in Hall 10.1 booth B081...[/p][p]And do your best to survive the horde.[/p][p][/p][p]The zombie kind like this, of course. Not the creepy humanoid render at the booth.[/p][p][/p][p][/p][p]If you’ll be near Koelnmesse from August 20 - 24, come visit us in the Entertainment Area and be among the very first to play the latest in God Save Birmingham.[/p][p]
- ODS Team[/p]