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What is Undead Chronicles about?
The game combines a historical setting, a zombie outbreak and a slow-burn walking-sim structure. Dincturk describes the project as the horror game he wanted to play: “a horror walking sim with satisfying gunplay against slow zombies, and a protagonist who doesn’t joke once.”
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The story takes place in Istanbul in 1923, which Dincturk frames as a city near the end of Allied occupation and amid political collapse, with the outbreak layered onto that instability. That historical framing is the developer’s stated premise, not a separately documented history lesson in the interview.
Your immediate objective is straightforward: escape the city and get home. The route to that goal is intended to be oppressive rather than heroic, with the environment and scattered evidence doing much of the narrative work.
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Who is RJ Edwards?
RJ Edwards is a shy, ordinary British banker. He is explicitly not presented as a soldier, trained survivor or action hero. Dincturk calls him “a shy, regular, relatable British banker. Not a soldier, not a hero – one of us.”
That choice changes the expected survival-horror dynamic. RJ’s lack of combat identity is meant to make every confrontation feel like a person improvising under pressure, rather than an expert clearing rooms.
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How the combat is meant to keep you vulnerable
The developer’s design goal is to let players fight back without turning them into an unstoppable zombie hunter: “We let the player fight back… but we do not let you feel powerful doing it.”
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Dincturk says shots should carry weight. The implication is deliberate decision-making: firing is not treated as disposable background noise, and an encounter should not feel solved simply because a weapon is available.
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Reloading is part of the danger
Reloads are intended to feel intense and fumbled. A reload therefore becomes a vulnerable action rather than a frictionless animation, creating pressure when enemies are still approaching.
Slow zombies can still be relentless
The enemies are described as slow, but “slow” is not the same as safe. Their relentlessness, combined with constrained-feeling gunplay, is intended to prevent the player from settling into a comfortable power rhythm.
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| Design dimension | Undead Chronicles’ stated direction |
|---|---|
| Setting | 1923 Istanbul during political upheaval, with a zombie outbreak |
| Player character | Ordinary civilian banker rather than a soldier or action hero |
| Combat feel | Weighty shots, stressful reloads and relentless enemies |
| Intended player emotion | Vulnerability instead of dominance |
| Narrative delivery | Environmental clues such as broadcasts, notes and letters |
How the story is told
The interview identifies radio broadcasts, notes and letters as key ways to discover what happened in Istanbul. These clues are meant to let players assemble the situation from the world around RJ instead of receiving every explanation through direct exposition.
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Dincturk characterizes the tone as “creepy, depressive, and miserable.” The wording signals a sustained mood rather than occasional horror set pieces: the setting, evidence and combat are all intended to reinforce the same sense of exhaustion and uncertainty.
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Is Undead Chronicles planned as a trilogy?
According to Dincturk, yes. He says, “We designed Undead Chronicles as a trilogy from day one.” The first game is described as an introduction to the world and to RJ Edwards.
The trilogy plan is a statement from the solo developer, not confirmation that later installments have release dates, platforms or completed production schedules.
Who is making the game?
Dincturk is developing Undead Chronicles alone and says the project is fully self-funded from his own savings. The interview also reports that he announced a milestone of 100,000 Steam wishlists earlier in 2026. That figure is an announcement reported by Insider Gaming, not an independently audited measurement in the source.
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The October 2, 2026 interview does not establish a release date, price, final platform lineup or physical edition. It points readers toward the Steam wishlist, but wishlisting should not be treated as a launch announcement. Check the current official Steam or developer listing for any later date or platform confirmation.
What makes the game distinctive?
- Historical Istanbul instead of a familiar modern outbreak setting: the developer is building the horror around 1923 political collapse and occupation-era tension.
- A civilian protagonist: RJ’s banker background supports the intended sense that survival skills must be improvised.
- Combat without empowerment: weapons provide a way to resist, while shot placement, reload timing and enemy pressure preserve danger.
- World-based discovery: broadcasts, notes and letters are intended to make the player reconstruct events.
These are design aims reported from the developer interview, not findings from an independent hands-on review.
Quick Recap
What is confirmed—and what is not
- Confirmed in the interview: the 1923 Istanbul setting, RJ Edwards’ identity, the intended combat philosophy, environmental storytelling methods, solo development, self-funding, the trilogy plan and the reported 100,000-wishlist announcement.
- Not established by the source: a release date, price, complete platform list, physical release, final mechanics or independent performance assessment.
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