Construct and rule your own post-apocalyptic town. Decide how to set all the laws and morals of the survivors. Build in a harsh and desperate environment. What kind of society will you create?
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Release Date:
Late 2017

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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?

“We are releasing in Early Access first to indicate that more content, patches, and improvements will be coming to the game after release. And to gather player feedback that might make the game better.”

Approximately how long will this game be in Early Access?

“We don’t have a firm date in mind to leave Early Access. The game will be done when we believe it’s as good as we can make it within the limits of our small team size and budget. That might take 6 months of development or it might last years. Please only buy the game on what it’s offering today. Not what it might be in the future.”

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

“The final version will have more buildings and challenges, social issues to deal with, a lot more polish and balance, and general gameplay improvements.”

What is the current state of the Early Access version?

“(We will update this when we are about to launch on Early Access and the answer is clearer.)”

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

“The game is priced lower than it will be at release to thank our Early Access customers for playing it. The price is likely to go up to some degree when it is finished.”

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

“Atomic Society has been developed alongside hundreds of players during its pre-alpha phase of development. We find player feedback extremely useful and seek it out as much as possible. We also release detailed dev blogs so people can see what's coming next and are active on forums and social media for the game.”
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Available: Late 2017


Recent updates View all (10)

September 19

Dev Blog #23: Version 0.0.8 Progress and Early Access News

0.0.8 Progress

The next big update to the game is coming along nicely and we're progressing through the last few big things to do list before Steam Early Access (more on that later). The focus for this update has been sorting some big old bugs and generally making the game feel less like a pre-alpha and a more like an alpha. We also found some time to include some extra little features at the same time.

At time of writing, I estimate that 0.0.8 is about 60% complete. That puts us on target for this version to come out mid-October, somewhat quicker than usual. As always I’ll post the patch notes for it as soon as I have a draft of them.

Path-Finding System Greatly Improved

This was by far the biggest task for this version. The way AI navigated in Atomic Society needed a big overhaul. Workers tended to take strange routes, get confused, bug out and walk through walls, etc. Small things but they happened constantly. It made everything in the game feel just that little bit annoying.

However, Nick has been busy in his underground lair and managed to drastically improve the way the AI picks its routes. This makes the whole game feel better. Watching people live out their lives looks more natural and realistic.

For example, before this version every building was shaped like a box to the AI regardless of the actual detailed shape of the model. Now the AI can accurately detect the shape of the building can even walk in and around its grounds and side-step obstacles. They’re much more aware of what’s going on around them, including their fellow citizens. They also no longer ghost through each other but step around one another, etc.

The same improvements apply to controlling the Town Leader, which is now more logical and consistent. And as an added bonus, all these improvements have given the game a small frame-rate boost too due to efficient coding.

The 0.0.8 pathfinding system doesn’t drastically change the game, but it does make everything in it better to play, so it was definitely worth doing.

Construction Improvements

Another overdue problem with the game involved placing buildings. Often players would be unable to put a building exactly where they wanted for no obvious reason. There was a reason of course, a bug, and how the game handled the radius of objects.

Thanks to Nick's tinkering with pathfinding, we were also able to improve how the game scans the landscape. It should now have a much better idea of where obstacles are and the shape of the ground. We’ve also improved how the terrain deforms when you place a building so when this task is finished, you should be able to build towns more or less however you want to lay them out.

Scavenger Focus

We’ve added a new feature this month that a lot of people have been asking for. In 0.0.8 you will be able to tell your scavengers to focus on one particular resource. No more getting angry at them as they fill their bags with scrap metal if you needed lumber.

To do this you just open your storehouse menu and tick the resource you want most of all. The scavengers then obey your orders and use common sense to work out where the nearest ruin containing that item is.

​Aside from curing some player frustration, this also adds a little gameplay as you are now in control of your resources to a degree. You can send them off to get one thing while you gather another as the leader. Though I might need to do some re-balancing when this is finished, the game might be a bit too easy now you're not fighting the stupidity of your scavengers anymore!

Early Access Release

We’ve been thinking about bringing forward the Early Access launch. We were aiming for early 2018 but Atomic Society is already quite fun in its own limited and slightly buggy way, so why not make it easier for people to get the game?

I first thought about bringing the release forward while I was browsing Steam. I like diving into Early Access and seeing what weird and interesting games are out there that don't get the attention of the front page. Seeing all these games, it struck me how Atomic Society is already a lot more polished than a the majority of games out there and they seem to be doing okay, by my standard of "okay".

It doesn't matter we've still got a lot to add. For those who enjoy Early Access games (like me) it's fun supporting a game and seeing how it grows up, each patch can be fun to check out. And bad reviews don’t phase me anymore. I’ve seen games with negative reviews turn it around with a few good updates because Steam focuses on recent reviews. I'm not going to be scared away by a red thumb symbol.

The other reason we were holding off was to get the marketing right and have lots of content in the game before the mainstream press found us. But the mainstream press already found us 2 versions ago against our plans, and we survived that. Plus, I don't don’t care about lots of marketing these days. I’d be perfectly happy if things just carried on as they are now but with the added ease of Steam.

Anyway, long story short: Expect an announcement about our Early Access release in the not too distant future. We'll need to get 0.0.8 out first, and then do a mini-version to prepare the game for Steam, but after that we’ll be ready to start announcing dates. It will be this year (so in the next 3.5 months) unless something unexpected happens.

New Map

0.0.8 brings a new map for you to make towns on. This map is called Valley and is a forest biome. It’s a verdant woodland set on the steep sides of a valley around a huge lake. You can see right across the map from one side to the other, at least you can if you settle your town high up.

​The aim of this map was to make the most vertical landscape in the game so far, and to make a nice relaxing location! After months making deserts and frozen tundras it’s nice to be back in peaceful surroundings.

​I think the unique, crater-like layout of this map will lead to some interesting town shapes.

New Gameplay Building: Luxury Tower

A ultimate type of shelter has been added to 0.0.8. This is a huge building, the biggest you can make so far. It’s essentially a lot of luxury homes welded together into a battered tower. “Luxury” is a state of mind in the post-apocalyptic world after all.

​It’s designed to an end-game building, for those times when you have a lot of resources and you want to quickly provide housing for all the remaining homeless citizens without having to build a ton of houses, so its very expensive to build. It also looks cool.

New Attitude to Game Development

This is the personal section of this dev blog (skip ahead if that's not your thing). I’ve had a much needed attitude adjustment lately. In short: I've stopped worrying about how well the game sells and it’s amazing. I feel like a new man.

I used to worry every single day about how the game was being received, how it was selling, what I needed to do to make it more popular and liked. Long-time readers of these dev blogs might’ve noticed how stressed I sounded at times. My stress was getting worse the more copies we sold. I was always watching what "rival" games were up to, what indie devs were panicking about, worrying about what people were saying on our forum, worrying if nobody was speaking on the forum, worrying if nobody made Youtube videos of our game, being scared when people did make videos. And so on and so on.

At long last I got it into my skull that worrying about the future and trying to control it hasn’t made me even one tiny bit happier. So I’ve resided myself to accept whatever happens. If AS sells lots, all right. If 3 people buy it on Steam and then refund it, all right. Either is fine. And as soon as I truly accepted that my stress disappeared.

I guess I’m becoming… Optimistic?! Not about success, just optimistic that things will be fine however they pan out. I’ve stopped chasing the latest news, I’ve unplugged from Twitter, I let things happen as they happen. And because of this I’ve probably had my happiest few weeks of work on the game since the day we started.

New Convertible Ruin: Mansion

Nani has spent a lot of time adding a big new ruin to the game in 0.0.8. You will soon be able to convert (if you find it) an abandoned Victorian mansion into a post-apocalyptic home or storehouse. It should make a fine centrepiece of your society. It’s the biggest ruin in the game yet, and also the most detailed.

Making a convertible ruin is a lot of work. Like all ruins, Nani has to sketch out how the ruin should look, based on my concept. She then makes a fully intact version of the building in the art program we use called Blender. Players never get to see this version of the building, it looks as the building would in its prime, before the bombs fell. When we’re happy with how that looks, she smashes it up and adds decades of neglect!

This would be enough for ordinary ruins, but for ruins the player can convert, Nani then needs to work out how a bunch of post-apocalyptic engineers with limited supplies might try and restore it. And do all that with an extremely tight polygon count and range of textures. However it's all come together and our collection of ruins grows larger.

More Improvements in 0.0.8

That’s not all coming to 0.0.8. We’ve also been able to upgrade the game to the latest version of Unity which has a few minor benefits for players and will probably boost performance on older machines. The upgrade went smoothly for a change though Adam had a few problems on his 5 year old laptop with in-built graphics (only the finest hardware at Far Road Games).

Having watched people on Youtube get caught out by the new repair mechanic in the game, we’ve added in more useful information to explain why buildings are disappearing.

Adam has made it so players can now type in a number of loot to destroy, which is very handy if your storehouses are overflowing.

We've made several useful UI improvements again and fixed (*checks notes*) 7 important bugs at time of writing.

There’s more to come in 0.0.8 though. I’d like to try and squeeze in adding the ability for the Town Leader to help maintain buildings and possibly add little mounds of debris when a building collapses so you can salvage something back. We'll see how times goes.

​A Look Ahead...

By the time next month's dev blog rolls around I predict that 0.0.8 will have just been released, or at least be very close to going out the door. We'll then talk about an Early Access release date and begin integrating the game with Steam. There are 1-2 features I want in the game before Steam, nothing too serious, just stuff like rebindable controls. It should be a fun (and stress-free) end to the year!

​See you next month.

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August 14

Atomic Society Pre-Alpha Update 0.0.7 Progress

New Pre-Alpha Update Now Available!

After a busy few months, a new update is now available for those testing the early waters of our pre-alpha version (available here). This is the next big step forward on our journey towards Steam early in 2018. We're taking our time to make the game as good and stable as it can be before hitting the much bigger audience here on Steam as it will help the game succeed in the long-run.

Key New Features at Glance:
  • 5 new social issues to manage and set laws for: drug use, slavery, transgender people, vegetarians and suicide.
  • 4 new buildings to expand your town with: Info Station, Chemist, Giant Storehouse, and Repair Shack.
  • Building maintenance is now an issue.
  • New map to build towns on: Dunes
  • You can now Encourage any social issue you want and see what happens.
  • New story elements added: hidden skeletons with journals, citizens now have a biography.
  • Lots of gameplay and balance tweaks and lots of important bug-fixes.
This is still early days for Atomic Society, but we're pleased to show you how progress is going so far.

  • New social issue: Slave owners have arrived at your town. Certain citizens will now attempt to enslave any unemployed citizen and use them as servants. Slave owners will gradually capture up to 5 people at once and have much happier lives as they abuse slaves to tend to their wishes. Slavery helps cure your unemployed citizens problem. However if a Slaver has taken a Slave, you cannot employ them to work for you. Judge Slavers at the Town Hall.

  • Unemployed citizens are now more likely to misbehave. Having nothing to do all day now gives unemployed workers more time to get into trouble (or occasionally to do good). In short, having lots of unemployed people is more of a threat now so try to keep their numbers low.

  • A timer has been added for dealing with social issues to add strategy. No longer can you deal with all issues in one go. Now you must pick and choose carefully what order to handle social issues in. What is the biggest problem in your town vs what do you feel most strongly about as a person? Even changing your mind about something activates the timer so pick wisely. This adds an element of progression to the game.

  • You can now “Encourage” any social issue at the Town Hall if you want to see it occur more often.If you’re liberally-minded you might want to encourage social issues for better or worse. If you do so, you will now see citizens enact that issue more often. On top of that, word will spread of your leniency and entire groups of migrants will now flock to your town who wish to enact that issue. Your population will slowly start to reflect your values.

  • New Social building: Information Station. You can’t encourage a town to do your will without promoting it and educating people – especially if your townsfolk disagree with what you're promoting. Currently for every 2 issues you encourage, you need to build 1 Information Station in order to make sure the message gets out to everybody. Workers here will make sure the Governor’s will is accepted no matter what it is.

  • New Health building: Chemist. The Chemist is an advanced medical building. Chemist workers take medicinal herbs grown at your Greenhouse (if you have one) and convert them into useable homemade medicine. This medicine is then delivered to the Storehouse where medical workers come to collect it. Medical buildings with access to homemade medicine (or salvaged medicine) can heal people a lot more.

  • New Functional building: Repair Shack. Every building in Atomic Society now has a chance to collapse unless you hire repair shack workers to keep the structures maintained. Hire enough workers and you’ll never have to worry about this. Unless you forget to keep building them or run out of workers…

  • New Functional building: Giant Storehouse. Solve all your storage problems in one go, but beware that citizens need to access storehouses regularly, so don’t rely on these buildings.

  • New Map: Dunes. The seventh map has been added to the game. This is one of the largest maps in the game and offers that more classic “Fallout” style environment to try and build a town upon. A deep river cuts the landscape in two with only narrow land-bridges to get from one side to the other.

  • News Feed has been added to the game.We have added a new element to the game that gives you a scrolling feed of information on what is unfolding in your town so you can keep on top of events. You can unpin and move this news feed around the screen wherever you want it. To “re-dock” it drag the tab down onto the needs panel and let go.

  • New Social Issue: Vegetarianism. Nuclear war didn’t dissuade everybody of their earnest belief that meat is murder. Vegetarians will refuse to eat meat, even at the cost of starvation, and will also refuse to work at the livestock ranch for a certain time period. Do with them what you will.

  • New social issue: Euthanasia. Some unhappy citizens just can’t cope and are thinking about ending it all. There is a slim chance they’ll get over this, but it’s more likely they’ll ask a doctor to kill them. You can’t punish a person who successfully commits suicide, but what will you do with those who assisted them in dying?

  • New social issue: Drug Use. Certain citizens just can’t get enough of that new homemade medicine you’re producing and will steal it from the storehouse in exchange for a good time. The stims are so good drug-users can totally forget their needs and become some of the easiest citizens to look after in the game. If they don’t die of an overdose first. You decide.

  • New social issue: Transgender Citizens. Now a minority of survivors identify with a different gender to their own and will seek to change their appearance if possible in order to increase their happiness. They will visit medical buildings and gradually transition. This will consume medicine from your medical buildings. If they have enough treatment, trans citizens swap character models. Later on, when we add procreation, this will affect their fertility too.

  • Citizen Biographies. Every citizen now comes with a randomly generated biography. You can find this by right-clicking on them. This explains various things about them to add flavour and storytelling possibilities to the game. We will add more to this over time.

  • Population cap increased. The amount of new content added to this version meant that the max population of 200 was no longer enough to explore the game. We have now boosted it to 250 so you can build larger towns.

  • Story skeletons added to each level. Each map now has a skeleton hidden on it somewhere. These skeletons hold tattered journals with a few pages of the game’s backstory that explains how the world ended and what happened to people in the immediate aftermath, if you can find it.

  • New song added to the soundtrack. Our composer came up with a new, ominous ambient song called All Days Must End this month and we liked it so much it’s been added to the game. It has also been added to Special Edition customers soundtrack download package.

  • The first batch of sound effects have been added to the game. Some of you might have noticed how quiet the game was apart from ambient wind noises and the music. We have now implemented support for sound effects and began to add them in slowly. We will more and more in over time. The “effects” volume slider in options now works too.

  • Prison workers improved. Prison workers now visibly collect food and water for the prisoners. Also, prisoners will starve to death if you can’t keep them alive. (Look for piles of corpses near the prison when times are hard.)

  • Short prison sentence expanded. Now if you select this solution, certain criminals will find it pathetic and come out even more determined to cause mayhem. Lookout for these troublemakers if you pick the short prison sentence outcome.

  • Decorative/Cosmetic buildings now have a little use. Now every time a citizen walks past a Decorative building there is a random chance for them to have one of their needs slightly boosted. This is called being refreshed. They see the artwork and forget their needs for a while. Try to place Decorative building near areas of high traffic for a chance to cheer up your people.

  • New Decorative building: Planted Tree. A new Decorative building has been added: Planted Tree. Brighten up your town with some wilted, struggling to survive, vegetation.

  • New ruin added: Abandoned missile silo. This ruin has been added to certain maps. This ruin marks the spot where the retaliation unfolded.

  • Save game times have been improved. Although it still takes a while to save when your population is large, you should find it faster than the last version.

  • An “Incoming” status has been added to buildings so you can see when a citizen is on their way to use it. This should help clarify any times when you thought a building had space inside but in reality it didn’t - it now shows you who's coming to visit and lets you focus the camera on them.

  • Citizens now have a little taste when it comes to food and drink. They now and prefer certain types of food and drink over others. They prefer meat over vegetables (if they eat meat) and intact salvaged foods over any homegrown stuff.

  • Many UI improvements. We’ve done a lot of minor tweaks that all add up to make a big difference. Too many list here, but you’ll probably notice a few of them at least.

  • A pop-up congratulations message has been added when you get to 250/250 citizens. A little message now appears from the developers as a reward for getting a town going.

  • Added new player alert messages to inform you of important things. You’ll notice these as you play, for example it will tell you if you try to drop off resources when you have none, or when the negative side-effect of a law occurs.

  • You can now hide the UI with F11 for taking screenshots if you wish. This feature has now been implemented.

  • Video options expanded. You can now disable/tweak many more graphical settings to suit taste or performance. Disabling them can seriously boost framerates or maybe you just hate one of them and want to switch it off?!

  • Windowed mode has been implemented. You can now play the game in a resizable window on any part of your desktop. This is a little experimental so we look forward to feedback from players who can test it.

  • A “skip music track” button has been added to the options screen. Press it if you dislike the song currently being playing (you monster).

  • Framerate improvements. Players with old processors but relatively modern graphics cards should now see large increases in performance in big cities as we have moved animation priorities to the GPU.

  • Loading screen tips now cycle every 5 seconds so you can learn more. And some new tips have been added as well.

  • Rotating buildings has been rebound to Q and E by popular demand. (When we implement re-bindable controls you can set it to whatever you want of course.)

  • The screen-shake when salvaging as the Town Leader has been toned down. It now only shakes when you start and finish to symbolise the leader climbing in and out of the ruin.

  • The Town Hall Stats Screen text has been redone to make it more understandable. For example “dehydrated” has been renamed to “seeking drink” to make it clearer that although this citizen is thirsty, they may have other things to do before they go and get that drink and their life isn't in immediate danger.

  • The entire UI has been redone to scale better. Everything will now appear at the right size for your monitor’s resolution automatically, no matter what it is. The UI scaling slider has been removed because it’s pointless now.

  • Special Edition customer’s names added to the game. And we received a lot! See your name in glowing lights in the credits or parts of your name attached to a psychopath with diarrhoea in the game itself.


  • Fixed: You now receive migrants right up to the population limit. It doesn’t stop at about 190 like it used to.

  • Fixed: You can now open and close menus when the game speed is paused.

  • Fixed: We detected a serious problem that stopped players from clicking on anything. This bug occurred if you tried to build something in Town Leader mode. It has now been solved. Thanks to our players for helping to track this one down!

  • Fixed: The game was falsely reporting the Town Leader’s inventory was full when it wasn’t. The correct message now plays.

  • Fixed: A bug that meant as soon as you converted your very first ruin, the citizens stopped following you. They now gather correctly around the new town centre.

  • Fixed: Pressing P now sets game speed to 0, and does not open the escape menu.

  • Fixed: The crematory and ruined playground were difficult to click on it. Now they aren’t.

  • Fixed: Dead bodies are now also much easier to click on, making it much easier to see how they died.

  • Fixed: Dead bodies were not visible after loading a save game. You will now see the corpses where they should be after loading a save.

  • Fixed: Someone was re-dressing the dead and corpses were loading with the wrong clothing on. This has now been fixed.

  • Fixed: You can now demolish decorative buildings.

  • Fixed: Food and drink were restoring more than they should. They have been set to the right levels.

  • Fixed: The shelter and morale need bars on the main UI were showing inaccurate results.

  • ] Fixed: Citizen’s needs were still dropping while they were inside a building that boosted them. E.g. their morale was going down slightly while it was being boosted.

  • Fixed: When you make something illegal, the tendency for others to enact that issue should go down but this was not always working. It is now.

  • Fixed: A bug that meant children were spawning at stupidly low ages. A child must be 6 or above now at least. No more fully grown 1 year old's walking around.

  • Fixed: Stopped citizens getting confused and becoming useless zombies if you blow up their house when they were on their way go and sleep in it.

  • Fixed: A bug that was stopping crematory workers from taking a break to tend to their needs.

  • Fixed: A bug where you would have a few unemployed workers even though you still needed workers somewhere.

  • Fixed: Made it so town leader will not attempt to deposit items in storehouse if she isn't carrying anything

  • Fixed: A crash with social issues being enacted after the town hall was destroyed.

  • Fixed: A bug that bug with scavengers attempting to salvage buildings that were being converted and getting stuck inside.
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About This Game

Decades have passed since a nuclear war destroyed civilisation as we know it. Now is the time to rebuild. Laws and morals have been reset. It is down to you to decide how your new outpost will behave, what it will promote, and what it will punish. If you can keep your people alive in a hostile world world where survival doesn't come easily, and can build strategically, perhaps you can create a settlement others will admire or fear. You decide.

Current Features:

  • Rebuild a town after a nuclear war. Set all the laws and values of the people.
  • Decide between a range of solutions for every issue.
  • Be cruel or kind and make a town that reflects your values.
  • Choose how to handle slavery, drug use, murder, euthanasia and many other social issues.
  • See the actual crimes and issues unfold around you as you play.
  • Learn how to make a town grow in a harsh and brutal environment.
  • Salvage resources from ruins or convert them into homes.
  • Customise and control your own leader character and get involved directly.
  • Manage plague, sanitation and healthcare.
  • Expand from nothing nothing to a town of hundreds, if you can...

    And more features will be introduced during the Early Access period...

System Requirements

    • OS: Windows (Any Version From 7 upwards)
    • Processor: Dual Core Processor (i3 or equivalent)
    • Memory: 4 GB RAM
    • Graphics: GeForce 500+ (or equivalent)
    • DirectX: Version 11
    • Storage: 1 GB available space
    • OS: Windows (Any Version From 7 upwards)
    • Processor: Quad Core Processor (i5 or equivalent)
    • Memory: 8 GB RAM
    • Graphics: GeForce 700+ (or equivalent)
    • DirectX: Version 11
    • Storage: 1 GB available space
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