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?
Recent Reviews:
Very Positive (12) - 83% of the 12 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (905) - 84% of the 905 user reviews for this game are positive.
Release Date:
May 3, 2018
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Publisher:

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Recent updates View all (55)

August 18

Judgment Status Update




Survivors,

It’s been a while since you last heard from us, so this post is to let you know what we’ve been up to, and our plans for the future.

Since our first post-launch patch, Update 16.1, we’ve taken a break from working on Judgment. Some of us went on vacations, some of us had new babies born, and even moved to different countries. We did manage to get some work done as well. Yes, we started brainstorming, prototyping, and testing ideas for our next game. We’re not quite ready to reveal it just yet, however, I can say that it won’t be a sequel to Judgment or happening in the Judgment universe. It will also be a strategy game though.

So what about Judgment? Well, next week we’re going to Gamescom (PM us on Discord if you want to meet up!), and after that - we’re going to start working on Judgment’s first major post-release update.

We’re still not ready to give exact details on what it will include, but we can say that plan for it to be a larger update, that includes not only bug fixes and quality of life improvements, but also new content. And the best part - we’re also planning to add a new game mode! If all goes as planned, this new mode will change several factors of how you play the game, and let even veteran players enjoy a new challenge.

We expect the update to be ready in a couple of months. We won’t be working exclusively on Judgment, we’re also proceeding with the pre-production of our next game, and hopefully by the time this update is ready, we will also be ready to announce it.

As always, we will keep tab on all your suggestions in the suggestion thread and our Discord server, and choose those that fit our schedule and vision to add to the next update. So keep them coming!

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June 12

Update 16.1 on main branch

Survivors,

A month ago, we opened the gates of Hell – and a wave of players poured through! We have been overwhelmed by the positive response to Judgment’s release. But we have not been resting – we have been listening carefully to feedback, both from our veteran players and the new. Update 16.1 is the result.

We are releasing 16.1 today to the main branch after a week in the beta branch, where you had a chance to test it out and report any issues or feedback. It includes a range of quality of life improvements and community suggestions meant to make playing Judgment more intuitive and fun.

The full patch notes can be found below.

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Base Defense, Combat Planning and Awareness

16.1 includes a whole range of improvements meant to improve base defense gameplay. First and foremost, we overhauled the awareness system.

Without doubt, when we set our eyes to do a quality of life patch, we knew we had to address awareness. In its previous form, it was highly un-intuitive. It was not clear what awareness actually did, which was to increase or decrease the strength of base attacks – and not directly decide the time of base attacks.

The awareness meter now serves to indicate when demon attacks will happen, all formulas have been simplified, and awareness no longer affects the difficulty of the attack. The simpler awareness formulas have absolute values instead of exponential and percent-based values as before. Every survivor adds 2 awareness per day, a research can reduce this value by 5 per day, lookout posts being patrolled also reduce this by a set amount.

Since awareness now directly determines how often you are attacked, if you choose to ignore this, you may find yourself under attack every day or two. So make sure to include awareness management decisions as you grow - research, lookout posts, skills such as stealth, and rituals are some examples on how you can manage awareness.

Combat planning has also been improved, including the ability to assign survivors to defensive towers, and survivors will now continue to their assigned posts even if combat starts before they reach it.



Streamlined Scavenging

We have added a few quality of life tweaks that should make scavenging several locations less of a UX hassle, per player feedback. An option has been added to remove the combat summary to speed things up as well.

Crafting Quality of Life

A range of improvements to the UI and AI should allow you easier control of your burgeoning industry. Mostly improved manually assigning survivors to craft specific items without changing crafting priority for everyone, and automatic crafting so that it doesn’t use up more resources than you want it to.

Pistols

We felt pistols were a bit underrepresented in higher tiers (4 and 5), so we added a bunch of new ones. Some can be crafted, some can be scavenged, and one even has explosive bullets! We also added another tier 4 bow.

Previous Saves

Previous saves are supported and it will even fix some corrupted saves from older versions, reducing the amount of bugs and crashes occurring in these games.

Mod Support

The majority of mods should be able to work just fine, unless they deal with base defense and awareness, which have changed a lot. Check out our Backwards Compatibility page to be sure.

What is coming next for Suncrash and Judgment?

With the launch of 16.1 we have addressed many of the immediate kinks and bugs that remained post-launch. We will continue to monitor and identify any urgent issues that require immediate attention.

Aside from that, our plan is to work on a longer-term content update. These last months before and after the release were very intense and we need to unwind. We expect the next big content update to be at least a few months away, as we work in a more relaxed manner, and in parallel we will begin to think about and plan our next game. Yes, there is a next game in Suncrash's future, we hope that makes you happy and that you will join us in our next adventure as well. We still don't know what it will be, we are brainstorming, prototyping, testing, and researching. Our current goal is to decide on what the next project will be.

As always, if you haven’t already, we invite you to join our ever-lively Discord server. It’s a great experience to be able to talk to you guys directly. See you there!

Full Patch Notes
  • Mechanics: Replaced the awareness system with a simpler one. Awareness now grows at a daily rate of 10 + 2 per survivor, and bonuses that reduce this rate do so at an absolute value, instead of the exponential, percent based system we used to have. The minimum rate is 8/day (attack every 12 days or so) and maximum 60/day (attack every 1.8 days).
  • Mechanics: Demon attacks now happen when awareness reaches 100, so they are easier to predict and less confusing. Demons will no longer attack at less than 100% (except for special events). Attack difficulty now only depends on the day, and awareness now only affects the rate of attacks and not the difficulty.
  • Mechanics: Removed awareness gain from the custom difficulty settings. The rate of increase will now be affected by the attack frequency setting.
  • Usability: Added the ability to reserve resources that will not be used by auto crafting. Very useful to reserve water for drinking instead of using them all to craft bread, for example.
  • Usability: Added an option to skip the Combat Summary screen after fights.
  • Usability: Added a button (Left Control by default) to buy/sell/craft 100 items at once.
  • Usability: Added the option to search for "Special Locations" in the world map, making it easier to find campaign or random event quest locations.
  • Usability: Items that grant skills will now describe the effects of that skill in the item's description, so you can decide whether it's worth buying or not.
  • Usability: A new "tip" message appears when relevant. When building it explains how to rotate or build multiple objects, and when crafting/trading it explains how to buy/sell/craft x10 or x100.
  • Usability: Added some more explanations of where some items can be gathered in their descriptions.
  • Usability: Added a disband button on taskforces, that is enabled when the taskforce is in your base. You can still disband by removing all survivors from the taskforce as well, like before.
  • Usability: Added a button that will let you equip survivors in the Colony Management window. This will open a window similar to the one you get before being attacked, where you can see all survivors with their equipment and quickly change it.
  • Usability: The game will now resume the same speed it was before combat, when the combat is finished.
  • Usability: After a combat in the world map, if the world map was displayed before the fight, the taskforce will be automatically selected so you can quickly scavenge many locations one after another without having to reselect.
  • Usability: Survivors will continue moving towards their destinations after combat starts, if they were ordered to move somewhere before. This includes activating the defense plan.
  • Usability: You can now assign survivors to defensive towers as part of the defense plan. When the plan is activated, they will wait outside the tower, and will automatically enter it once the combat begins.
  • Usability: Selecting another survivor when the "select equipment" window is open will update the window for the newly selected survivor, and choosing an item will equip that new survivor.
  • Usability: Manual assigning a survivor to craft something will now keep them assigned to it for as long as more items of that type are queued, instead of just crafting one like before.
  • Usability: Can now assign more than one survivor manually to craft the same type of item without replacing the previous survivors, as long as there are enough of this items queued for crafting.
  • Content: Added a new tier 4 bow and several new high-tier pistols, since those were a bit under represented.
  • Content: Added several new achievements.
  • Balancing: Improved "Punching Bag" special skill a little bit.
  • Balancing: Made the "Scouting" +1 range skill a separate one from that of Marksmanship, so a survivor can have both.
  • Balancing: Repel evil now reduces the awareness increase rate by a set percent for a limited time, instead of reducing the awareness value. This is to prevent players from abusing this ritual and avoiding attacks forever, given the new system in which demons will only attack when awareness reaches 100.
  • Balancing: Attempting a rescue no longer has a one-time increase of awareness by an absolute amount like before.
  • Fixed Bug: Game states could become corrupted, keeping a combat region in memory with the survivors that participated in that combat. When that region would later be deleted, the survivors were deleted with it, breaking the game completely. Survivors will no longer be deleted with regions.
  • Fixed Bug: When a random event activated at the exact same time as scavenge combat, the scavenge screen would close but the game would keep thinking that the combat is on, making any additional combat impossible until reloading. Saving the game at this state created the corrupted save described above.
  • Fixed Bug: Mods with map sizes larger than 100 high would not display correctly.
  • Fixed Bug: Some typos and fixed Russian text that would say "+100%" range instead of "+1".
  • Fixed Bug: Area healing effects will no longer affect dead survivors.
  • Fixed Bug: Gather limits on herbs will no longer affect companion farms, since those provide other resources as well. For now companion farms will not be affected by gathering limits at all, because the system does not support a building that generates multiple items.
  • Fixed Bug: When survivors go to positions in preparation for an attack, it will no longer cancel their manual assignments.
  • Fixed Bug: Resources should no longer spawn in the map edges, where you can't build a mine on top of them.
  • Fixed Bug: Where it showed an empty window when clicking the mission button in the intro battle right after killing the enemies (during the short pause before more enemies arrive).
  • Fixed Bug: Attempt to fix some rare codec/graphics driver related crashes when playing videos (this would cause the game to crash on start on these systems, when attempting to play the logo videos).
9 comments Read more

Reviews

“It is an utterly compelling game and offers hours of fun despite still being an Early Access title”
http://indiegames.com/2017/04/judgment.html

“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”
GameSpew

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?

Features

  • 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

Story

It's the Apocalypse, the end of the world. You were camping with some friends when the invasion began. Somehow, you managed to survive 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

    Minimum:
    • OS: Windows 7, 8/8.1, 10
    • Processor: 2.0 Ghz
    • Memory: 2 GB RAM
    • Graphics: 2 GB Graphics Card - No Onboard Intel HD
    • DirectX: Version 9.0
    • Storage: 1 GB available space

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