The Apocalypse is here. Demons all around. Now, it’s time to fight back! Build, manage and defend your base in a post apocalyptic colony simulation. Will you survive Judgment day?
User reviews:
Very Positive (22 reviews) - 90% of the 22 user reviews in the last 30 days are positive.
Very Positive (297 reviews) - 86% of the 297 user reviews for this game are positive.
Release Date: Apr 11, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Judgment: Apocalypse Survival Simulation is in early access because we believe that great games are made through cooperation between fans and developers. The game is fully funded and we are not counting on Early Access sales to fund the development.”

Approximately how long will this game be in Early Access?

“We are aiming for a full release in Q3 2017, but it may take longer if we feel the game is not ready for full release yet.”

How is the full version planned to differ from the Early Access version?

“During the Early Access we constantly update with new or modified mechanics, bug fixes, balancing changes, and many other improvements. We add some new content during the Early Access, but much of the content, including the full story, will only be added in the full version.”

What is the current state of the Early Access version?

“The game is fully playable and already provides several hours of content and lots of replayability. Most mechanics are there, but the plot isn't fully implemented yet.”

Will the game be priced differently during and after Early Access?

“No decision has been made regarding full release pricing.”

How are you planning on involving the Community in your development process?

“The community is essential to Judgment: Apocalypse Survival Simulation's success. The whole point of Early Access is to work with the community in order to make the game better. We plan to work closely with our community and listen to everything they say to improve the game.
Before launching Early Access, we fixed 100% of the issues and implemented 70% of the enhancement requests from our closed alpha players.”
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Recent updates View all (30)

May 24

Update 12 - The Explorers

The Explorers Update

Survivors, the demons have mutated! So has your equipment. Actually, the whole world has mutated and changed, so welcome to the new world of Update 12 - The Explorers.

In this update a lot has changed. The world outside your base has become a colorful, bloody world with many different biomes, all full of demons, destruction and loot. Everything else in the world has changed too, because we have re-balanced the game from scratch. With the addition of new music tracks, improved base visuals and several other smaller fixes, Update 12 is a huge step forward. Want to hear more about these changes? Keep reading.

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A full list of changes can be found in the bottom of this post.

World Exploration

The #1 voted feature of our Feature Voting Trello has been added!

Judgment now has a huge new world for you to explore. You can now create a taskforce and send them to explore the world, where they may find several biomes, each with it’s own unique locations and loot. You can now directly control the task force, and it’s no longer back-and-forth. You can scout a large area or scavenge several locations before returning to base for some rest and healing.

Finding biomes becomes an important part of the game. City biomes, for example, are the place where it’s most likely to find the elusive research materials and research kits, to unlock those advanced technologies. Lava biomes hold obsidian, used to craft some of the most powerful equipment in the game.

The new taskforces are also persistent, making your life much easier. You do not need to re-select your team every time you want to send an expedition. You can assign survivors to task forces, and they will still participate in base chores as long as the task force is located in the base area. Once you send the task force on a mission, they will automatically leave the base area and join the expedition.


Balancing and difficulty were one of the things players complained about most, since the day we launched Judgment. While we do not intend to make the game easy (at least not in the default challenging difficulty), we do want to remove frustrations and keep the game hard but fair. For that reason, we re-balanced the entire game.

Re-balancing Judgment pretty much means we defined all the stats of everything in the game from scratch. We re-defined how long it takes to gather resources, how long it takes to craft resources, craft equipment, research technologies… From there, we defined how much things cost, based on how long it takes to create their raw materials, and how powerful they are.

We divided enemies, weapons and resources to tiers and “rarity”, then created guidelines for how much power they have and how much they cost. This change is very dramatic in that higher tiers are far more powerful than tiers below them, so getting new equipment of higher tier is a much more meaningful change in power than it used to be, and a must-have in order to fight higher-tiered demons. These guidelines help us make sure that a survivor equipped with items in the same tier as the demons will be well matched, with a much clearer pace of progression.

Armors have been revamped altogether. They are now essential, and their bonuses are not minimal. Armors determine the base health, evasion and damage mitigation. These base values are then affected by skills and other bonuses, so increasing the base value has a huge effect. Even with very high level weaponry, if a survivor has low level armor they are not likely to survive for long.

There is a rock-paper-scissors-like effect now, as some enemies like the Legion have very high armor and are susceptible to weapons with high damage, while weaker enemies such as hellhounds are dealt with much faster using weapons with high attack rate. Others, like ghosts, have high evasion and will be most vulnerable to weapons with high accuracy. Building a varied team and focusing your firepower on the correct enemy are more important than ever.

Enemy AI has been dumbed down a bit. One of the reasons was to improve performance, but we also felt that enemies focusing on your weakest survivors was frustrating and left little room for tactics. The demons are now much simpler, which you could and should take advantage of. Plan your tactics taking their simpleness into mind, because the strength and numbers will be in their favor.

The pacing of the game has been dialed down a bit. Exploring and advancing takes a bit longer, but the demon armies also take longer to mount full-strength attacks against your base.

These are some of the main balancing changes, but all in all, pretty much the entire game feels different now. We tried to maintain the challenge while reducing frustration and creating a smoother, clearer rate of progression (both for you and the demons). We hope we did a good job, and as always we will listen to your feedback and improve.

Random Encounters

Teams of survivors exploring the world may now encounter demons even when they are just walking around. No more sending a single survivor to scout the area. Well, not without risking a gruesome awful death by demons.

The need to send larger teams is mitigated by the fact that teams can explore larger areas before returning to base, instead of scouting a single tile every expedition.

In the full version of Judgment we intend to add more events such as meeting other survivors, ambushes, quests, and more. For now there is only the occasional encounter of hostile demons.

Food and Colony Management

We simplified how food provides bonuses a bit. Instead of having different categories, each with it’s own bonuses, you now receive bonuses depending on the variety of food you have, regardless of what types. So a salad and bread (2 food types) will provide the same bonus as pasta and a sandwich.

In addition, you can now control what food your survivors eat. In a time of relative quiet, where you don’t need those bonuses, you can choose to save some food and only let them eat salads. Later, when you suddenly need the productivity boost, you can change the rationing with all that food you managed to store.

This colony management window also displays all the global bonuses (as opposed to survivor specific bonuses displayed in the skills window), such as those gained by rituals or performing research.

Visuals & Audio

We’ve made some major changes to how Judgment looks and sounds. We made the colors a bit more vibrant and less greyish. While the greyish unsaturated colors we previously had did give a bit of a gloomy feel, they made our visuals a bit boring and we had a hard time adding variation. Most of these changes will be noticed around the base, where we changed the terrain and many of the assets, but there is also some effect in scavenge regions.

As for audio, we’ve added a whole lot. We replaced the regular game music with something a bit more fitting for a survival game, and we added a new, separate soundtrack for the night. There are also new short music clips after combat, and when your colony is destroyed.

New stuff

There are lots and lots of new stuff in the game. Many of them are related to the new biomes, there is a new resource per biome that can only be found there, and at least one piece of new equipment that requires said resource. There are plenty of new research technologies which are now also divided into categories for ease of use.

A new fire imp has been added, this demon you will encounter very early and can attack from afar, but is rather weak and easy to kill.

There are new barrel walls that you can build in your base to block enemy fire as well as their advance. You will no longer have to resort to building a maze of log cabins to defend your base.

Since armor got a new important role in the game, there are many new types of armor for all stages of the game.


One of the few technical issues that we had in previous builds of Judgment was the game lagging badly when hordes of demons attacked your base, if you managed to surround it with buildings or spikes, and the enemies had to go around those to reach you.

The reason for this lag was mostly due to the pathfinding that enemies used. Part of it is the enemy AI that tried to choose the best attack position, so we had to calculate the distance to all the possible attack positions. The simplified AI no longer needs to calculate all these options.

In addition, we implemented some new, more advanced, pathfinding techniques which improved performance dramatically. All of this together, in all of our tests, solved the lag issue altogether.

Previous saves and mods

Due to the huge balancing change and a completely new world map, we decided not to support saved games from previous versions. Those would be completely skewed and unbalanced. To play this new version, you will unfortunately have to start a new game.

Mods created for previous versions may need some updating, especially those that add new research technologies and world map scavenge locations. We will publish a list of changes in our modding wiki soon to make it easier on modders to adjust their mods. In addition, any items or enemies defined in those mods may be out of balance now that we changed our stats so dramatically.

Full list of changes

  • Mechanics: New, much larger, world map consisting of several biomes and impassable tiles.
  • Mechanics: Can now create taskforces for map exploration and control them directly. Missions are no longer back and forth, you can explore and scavenge many locations before returning to base.
  • Mechanics: Can now control what food types survivors eat at any given time.
  • Mechanics: Survivors no longer receive specific bonus per food type. Instead, they get bonuses based on the amount of food types they eat.
  • Mechanics: While travelling in the world, taskforces may encounter enemies, even outside of scavenge missions. Don't send weak teams to explore difficult areas.
  • Mechanics: Finding new survivors now takes into account all the survivors you ever found, in terms of chances of finding a profession (previously only considered those you currently had).
  • Usability: Created taskforces remain while survivors are working in the base, so no need to re-select survivors on every expedition.
  • Usability: Can now see a taskforce's loot when still in the world map. This loot is transferred to base inventory when the taskforce enters the base tile.
  • Usability: Can now see profession, level, and equipment of every survivor in the bottom of the screen.
  • Usability: Taskforces are now shown and selectable from bottom of the screen, when in world map. Similar to survivors in otheresourcesr maps.
  • Usability: Players now start free buildings instead of resources needed to build them, to prevent "incorrect" use of starting .
  • Usability: Most actions (crafting, building, etc) now show how long it will take to do.
  • Usability: Research is now split into several tabs instead of one big tree. It has also been reorganized to show clear progression.
  • Usability: Added new colony management window where you can see and select which food types to eat, and all the global bonuses/penalties (from research, rituals, events, etc)
  • Usability: When selecting a building that has stuff in it, the destroy button will appear disabled and when hovering will tell you that you first have to remove it's contents (previously the option didn't appear at all)
  • Usability: Added more tips to the loading screen when starting a new game.
  • Usability: When clicking level up on a survivor they will become selected in addition to opening the skills window (so you can see their equipment, health, etc).
  • Usability: When building a mine, the mining task will now be created automatically when the construction is complete (so when you build a mine, survivors will start mining as soon as it's done).
  • Balancing: Completely re-balanced all existing game assets, including research, equipment, loot, enemies, rituals, skills, progression rate, and more. These are not small tweaks, we pretty much created all the stats from scratch. Too many to list them all.
  • Balancing: Fallen angels kept their long range but have been tuned down (assuming adequate equipment).
  • Balancing: Armor now determines the base armor, health and evasion values. All percentage bonuses (from skills, items, abilities) are now based on those base values. Armor is now essential and no longer optional.
  • Balancing: Changing equipment that changes amount of health now works so that the percent of max health remains the same. Healing also works on percent of max health now to prevent exploits.
  • Balancing: Difficulty of scavenge missions and the new random encounters now depends on distance, the biome, and in case of scavenge the type of location. Loot still scales with difficulty.
  • Balancing: Rescue mission difficulty no longer depends on how much time has passed, only how many survivors you have.
  • Balancing: Tweaked lower difficulty levels. Casual difficulty is now much easier.
  • Balancing: Base maps now have more trees.
  • Balancing: Enemy AI is simpler now. The demons' strength is in their numbers, not cleverness.
  • Balancing: Random events now scale with time.
  • Balancing: Awareness now has more effect on how often your base is attacked, but less effect on the difficulty.
  • Balancing: Weakening rune now only affects negatively attack stats, making it an ideal tool for tanking survivors.
  • Balancing: Casual difficulty has been made much easier.
  • Balancing: Rescue and scouting missions can now spawn farther away from base but have a longer lifetime. Think twice before venturing into dangerous territory.
  • Customization: Can customize banners, colors and names of taskforces.
  • Visuals: Brand new, more colorful world map visuals.
  • Visuals: Reduced flickering of assets when zoomed out.
  • Visuals: Improved research tree visuals.
  • Visuals: Improved much of the base area visuals.
  • Visuals: Night is now a bit brighter and easier to see.
  • Visuals: The smaller details (stones, flowers) will now be hidden when you zoom out much.
  • Audio: New day soundtrack (replaced the previous one).
  • Audio: Night time now has different music and ambience.
  • Audio: Added a tune when base is destroyed.
  • Audio: Added a tune in the after-combat report.
  • Audio: Added new day ambiance effect.
  • Audio: There are now some quiet moments without music, instead of a constant endless loop.
  • Audio: Better balance for mining and occult sound effects.
  • Audio: New sound effect for occult research (the whispers remain for the rituals only).
  • Content: Added new research with passive bonuses.
  • Content: Can now build barrel walls - that blocks shot and movement.
  • Content: New low level ranged enemy - fire imp. Throws fireballs, but not very dangerous.
  • Content: Several new armor types, weapons and resources.
  • Content: Every world biome now has unique resources that can onnly be foudn there, and unique equipment that needs these resources.
  • Performance: Major improvements to pathfinding algorithms that fix issues when base was built as a maze.
  • Fixed bug: Cancelling a ritual before it's done now refunds the resources.
  • Fixed bug: Seed is now displayed properly in game menu, if you want to retry the same map or send it to friends.
  • Fixed bug: Object attributes (such as a farm's maturity) is now properly localized instead of hard coded. Affects translation mods.
  • Fixed bug: When scrolling the survivor list to the right and then switching to a combat map, the survivor list will automatically scroll back left so you can actually see the survivors in the new map.
  • Fixed bug: Guns muzzle flash was invisible.
  • Fixed bug: Right clicking the rescue/scavenge object after starting the action will no longer reset the timer.
  • Fixed bug: Survivors now sleep in the center of the bed.
  • Fixed bug: When returning to title screen after having changed the game speed, the title screen animation would play incorrectly.
  • Fixed bug: Overexploitation achievement is now achievable.

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May 17

Alpha 12 in beta branch

Alpha 12 is here! After two months of extra hard work, alpha 12 is ready and brings with it some great changes to Judgment. Try it out in the beta branch and let us know what you think.

Our main focus in alpha 12 was split between remaking the world exploration mechanic, and rebalancing the entire game. These two changes alone have a huge impact on the gameplay, but are not the only ones in alpha 12. A few other of the larger changes include redoing food bonuses and adding a management window for food, redoing our research tree and splitting it into categories, giving armor a whole new meaning, improved base visuals, and new audio tracks.

Reminder: To play on the beta branch, right click the game in the steam client, select properties, and then select "beta" from the betas tab.

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World Exploration

World exploration has been completely remade. The world map has new visuals, and consists of several biomes. You now create teams of survivors called "Taskforces", and directly control them as they explore the map, searching for rare scavenge and biomes containing those much needed materials.

We've also added random encounters, so exploring the map is no longer safe, be sure to arm your teams well, and do not enter areas (biomes) that are crowded with tougher demons before you are ready to take them on.


The balance changes encompass pretty much the entire game, but I'll try to list a few of the principal changes.

Enemies and equipment are now divided to tiers. The difference between enemies or equipment of different tiers is much larger than it used to be (around 2x stronger).

Armor has become a very important part, and now determines not only damage mitigation, but also your evasion and hitpoints.

Research has been divided into categories, and is now more vertical and less spread around. In each category there is a clear progress path, with a few side branches to spend your spare resource points for an additional edge.

Difficulty and pacing of missions, defense, events, etc have all been redone based on the new guidelines.

These are a few of the changes, but there are many more. We wrote all the numbers in the game from scratch, so pretty much nothing has been left unchanged.


As always, we're looking forward to hearing your feedback on these latest changes.

Now more than ever, we'd love to hear your feedback about the new balance. Is it more predictable? Not too punishing but not too easy? Let us know what you think!

We also improved pathfinding and enemy AI performance, which fixes the performance issue with late game attacks in maze-like bases. Please try it out and let us know.

Once we are sure this alpha is stable and well balanced, we will make it available in the main branch.

Previous Saves

Due to the major changes in both the generated map and the balancing, playing old saved games would be completely different than the experience we had in mind. So saves from alpha 11 and earlier can not be loaded in alpha 12.

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“It is an utterly compelling game and offers hours of fun despite still being an Early Access title”
IndieGames .com

“You’d be hard-pressed to find a game in alpha that feels as polished”
We Got This Covered

“The sandbox gameplay is challenging, rewarding and compelling enough to keep you playing into the wee hours of the morning”

About This Game

Rebuild society. Survive the Apocalypse.

Judgment: Apocalypse Survival Simulation is a colony simulation game with tactical combat that takes place in the midst of a demon apocalypse. The gates of hell have opened and unleashed relentless demons into the world -- but you can fight back! Guide a group of survivors through the mayhem -- hiding from hellspawn and building a sanctuary. Survive by gathering resources, crafting equipment, defending your base and sending teams to scavenge for supplies. Research human technologies and practice the dark arts to find a way and send the demons back to hell.

To survive is to prevail. Will you survive Judgment day?


  • Build your base in the midst of a demon apocalypse
  • Explore a randomly generated world overrun with hellspawn and scavenge essential resources
  • Fight creatures of the abyss in real-time tactical combat with pause
  • Level up and customize your survivors
  • Craft your own equipment, tools and weapons
  • Research lost technologies to unlock new structures and equipment
  • Practice the occult and use the demons own dark magic against them

Early Access

Judgment is in early access because we believe that great games are made through cooperation between fans and developers. The game is fully funded and we are not counting on Early Access sales to fund the development.


It's the Apocalypse, the end of the world. You were camping with some friends when an evil shadow, a huge demon, appeared out of nowhere and viciously ripped one of them apart. Somehow as your survival instincts took hold, you managed to kill the creature and flee. Soon, however, you found that you were a few of the lucky ones. Your demon encounter was not an isolated incident. The town was aflame, it was Judgment day.

But you and your friends vow to fight back. You find an isolated valley and build a base, a shelter for yourselves and other survivors you may find. The Apocalypse may be here, but your hope is still strong. As long as you're alive, mankind has yet to be judged. You will find a way to save the world, send the demons back.

System Requirements

    • OS: Windows 7, 8/8.1, 10
    • Processor: 2.0 Ghz
    • Memory: 2 GB RAM
    • Graphics: 512 MB Graphics Card
    • DirectX: Version 9.0
    • Storage: 1 GB available space
    • Graphics: 2 GB Graphics Card
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