The Apocalypse is here. Demons all around. Lead a small group of survivors -- Build, manage and defend your base in a post-apocalyptic colony simulation. Will you survive Judgment day?
Recent Reviews:
Mixed (20) - 65% of the 20 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,084) - 82% of the 1,084 user reviews for this game are positive.
Release Date:
May 3, 2018

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Includes 2 items: Judgment: Original Soundtrack, Judgment: Apocalypse Survival Simulation


Recent updates View all (59)

July 8

Desert Survival FREE DLC now available


It’s summer, it’s hot, and it just got hotter. A new update for Judgment is now available on Steam, with a new, FREE DLC will let you fight of demons in the Desert!

The Desert Survival DLC opens up a new game mode which takes place in the desert, and changes some of the game mechanics. The desert is more sparsely populated, so a bit harder to find places to scavenge, and as if that is not enough, your base is also much less self sufficient, at least in the beginning - so you will need that scavenge more than ever.

If you like our work, don’t forget to Wishlist & Follow our upcoming survival city-building game:

You can also follow us on Twitter, join our Dream Engines newsletter, and come chat with us on the Dream Engines Discord server.

Desert Survival DLC

Desert Survival is a free DLC, anyone who owns Judgment can download and play it. Moreover, the DLC unlocks the desert game mode, but you can still play the regular “Vanilla” mode even if you download the DLC, so there is really no reason not to.

Here are some of the Major changes when you play the desert survival mode. Read below to see what other changes we have made in the game that will affect both this new and the base mode.

  • Your base map will be a desert biome, with a new sandy terrain and different resource distribution. Rocks are now more common while trees are less so.
  • Building farms and planting trees require seeds that can only be found by scavenging.
  • There are two types of trees, dead and live ones. A live tree will yield wood and seeds while dead trees only yield wood. Most of the trees in your starting map will be dead, but any tree that you plant will be live, so you will never “lose” seeds (unless you sell them).
  • Farms, trees and wells can only be built/planted on the dirt parts of your baes, not on the sand.
  • By default, enemies and loot contents of scavenge missions will be hidden. You will see which enemies are there, so you can estimate the tier/difficulty, but not exact numbers.
  • Removed the rain dance ritual and rain collector building. You'll have to work harder to get food and water.
  • A lot of balancing changes around food and water. A single survivor can handle more farms, but each farm feeds less survivors, so you'll have to work harder to gather materials and build farms, but once you do you will need more or less the same amount of survivors to feed your people.
  • The world map now has desert in the center, and grass/forests are rarer. Scavenge areas in the desert are much more rare now, so you will need to search farther to find those much needed seeds and other important loot.
  • By default, survivors will only eat one food type per meal, even if more are available, to conserve food. Players can change this if they want to gain multiple food type bonuses.
  • New desert combat maps.
  • Visual changes to some terrains and trees.

All in all, the desert survival challenge is significantly harder than the vanilla mode, and we recommend it to experienced players that have already played Vanilla and are familiar with the game. We also recommend starting with “Challenging” and not jumping straight to “Tough”.

Changes to all modes

Other than our work on the new game mode, we also went over all your feedback, and implemented several improvements and changes, many of which were requested by the community. Here are the main changes. For a full list, see below.

  • When starting a new game, players now have more customization options, including if they want the campaign story or not, if they want to enable the intro combat, and if they want the Halloween content or not.
  • A new very important setting allows players to play with loot & enemies hidden in the world map. You can still see which enemy types, but not numbers and loot. This adds some extra challenge and a random/surprise element to the game, which I personally love. These are displayed by default in Vanilla, but hidden by default in the desert challenge.
  • Many UX and ease of life improvements, including around defensive positions before being attacked, destroying multiple objects and font readability improvements, and being able to better control how many food types your survivors eat, balancing food spending and bonuses received.
  • Added several decorative objects that will allow you to create settlements that are more aesthetically pleasing and customized. You can also customize the appearance of objects that have several variances such as trees, beds, and the new decorations.
  • Fixed several smaller but annoying bugs reported by our community.

What’s Next?

It's been more than 4.5 years since we started working on Judgment. Now, with this DLC, we plan to focus most of our efforts in the near future into our next title - Dream Engines: Nomad Cities (you’ve already wishlisted it, right?).

Judgment continues to be very important to us and will always be in our hearts. We will continue to support it, chat with players in the Judgment Discord server and on the Steam forums. We will fix bugs as needed, and perhaps later down the road we will release more content updates, special challenges, or any other neat idea that may come up. But first let’s enjoy this new content, and see how well it is received by you, the valued members of our small community.

If you want to chat with us, Discord is the best place to do so, but we still regularly check the Steam forums as well. Other players in the community are very helpful, so these are the best places to find answers to any questions you may have.

Thank you all for your continued support!

Full Change List
  • Mechanics [Community Request]: There is now an option to hide the exact enemy numbers and loot contents of scavenge missions, making the game less predictable and require more trial and error. This is hidden by default in the desert survival mode but displayed in Vanilla.
  • Mechanics [Community Request]: When an attack is incoming, survivors will no longer get tired or hungry. This will allow them to prepare for the attack without having to worry about starving or becoming tired just as the enemies are about to arrive.
  • Mechanics [Community Request]: You can now destroy resources to prompt more of them spawning. Beware, there is a cooldown before more can spawn.
  • Balancing [Community Request]: Limited the trader cooldown for neighboring settlements to 25 days, preventing them from becoming irreperable if you decline too many help requests.
  • Content [Community Request]: Made most of the halloween content a separate setting which you can toggle on/off when starting a new game. Some of the decorative content remains in the base mode as well.
  • Content [Community Request]: Added decorative objects - flowers, statues and roads (they don't affect walk speed, but they can help with base planning).
  • UX: You can now control how many food types your survivors eat. Instead of eating one of each enabled type to get maximum bonuses, the player can now limit how many types survivors eat to save food without having to enable/disable specific types. By default they still eat as many as they can in vanilla mode.
  • UX: Changed new game user interface, allowing for more customization options.
  • UX: Added a reset button to game settings.
  • UX: Rain collectors now show different images depending on how full they are.
  • UX [Community Request]: When a survivor enjoys bonuses from eating multiple food types there will now be an icon showing that in their info panel (when you select them).
  • UX [Community Request]: When an attack is incoming, you now see a timer near the notification icon.
  • UX [Community Request]: When an attack is incoming, you can now manually give the "go to defense stations" (from the colony management panel) before the game suggests it, and stay in those positions until after the attack. Useful for complex bases.
  • UX [Community Request]: A destroy button has been added to the create multiple tasks menu so you can destroy many objects at once (like trees, walls). Not that you will not get resources from destroying trees this way.
  • UX [Community Request]: Added an option to toggle whether speed returns to normal after battles or continues in the same speed as before the battle (different players had different preferences, this is the way to make everyone happy).
  • UX: When you have a confirm window (such as the one asking if you're sure you want to quit, or if you want to send your survivors to defensive posts) now acccepts keyboard shortcuts Enter/Esc.
  • UX [Community Request]: Improved our font so some numbers are clearer, especially the digit "1" and period/comma.
  • UX: Can now shift + click several objects in the "create multiple tasks" tool, instead of dragging a square area (or in addition to)
  • UX: You can now enable/disable mods or change languages without restarting the game.
  • Visauls: Change game saturation a bit, and players can now contorl it.
  • Visuals: Can now customize appearance of objects that have several random options (such as beds, trees, and many of the new decorations)
  • Fixed Bug [Community Request]: fixed some issues with combat preparations and guard towers.
  • Fixed Bug [Community Request]: metals and other resources will no longer spawn on the edges of the map where you can't build mines.
  • Fixed Bug [Community Request]: when adding a skill that affects survivor health, their health will immediately update now, instead of having to wait until they change armor.
  • Fixed Bug [Community Request]: fixed a bug where after loading an autosave in which survivors were on their way to their defensive posts, they wouldn't continue to their positions after the combat started.
  • Fixed Bug [Community Request]: missing localization to the text that explains some settings can only be changed from the title screen.
14 comments Read more

May 9

Dream Engines: Nomad Cities announced

A survival city-building game where cities can fly

Survivors, we’re proud to announce our next game - Dream Engines: Nomad Cities

In its base, Dream Engines: Nomad Cities is a survival city builder. You will have to build a city from scratch in a wacky nightmare-infested world and defend it from terrible creatures. What really makes this game special is that the cities you build are nomadic. They can - and must - fly in order to survive. Resources are scarce and dangers are vast, the only way to stay alive is to keep moving.

Check out our announce trailer on Youtube.

Dream Engines is inspired by classics such as Caesar and Cleopatra, as well as newer titles such as They are Billions and Factorio. These all provide inspiration, but Dream Engines is significantly different than these games and creates its own unique experience.

If you’d like to learn more and remain updated on development progress, wishlist & follow on steam.

If you want to be even more involved and possibly participate in pre-early access testing, you can join our Discord server and sign up to our newsletter.

Development Progress

Dream Engines is still relatively early in development. We spent a lot of time in pre-production testing our concepts and designing our visuals. Our focus in the last few weeks was mostly on getting the game ready to capture the trailer footage.

Most of the core mechanics are implemented - construction, production line simulation, economy, unit control, defense, exploration. The world-travel mechanics are still missing (the mechanics that allow you to relocate your city), a lot of polish (including UX and UI design), and content - before we can release the Early Access version of the game. We can’t commit on a date just yet.

Now that we have made the game public, we will start posting regular updates in our social media and on the game's Steam page. We hope you enjoy watching the game come together.

Judgment Update

As promised in our previous post, now that we’ve reached this milestone of announcing Dream Engines officially, we will get back to working on the next update for Judgment - the desert survival update.

Judgment is now our top priority again, for the near future. We will review all your latest feedback, decide on what goes into our next update, and finish the development of the desert survival scenario.

We appreciate your patience, and hope that it will be worth the long wait. Stay tuned for more information soon.

Once again a big thank you to all of you who supported us along the way. We couldn’t have gotten to where we are without you.
9 comments Read more


“It is an utterly compelling game and offers hours of fun”

“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”

Dream Engines: Nomad Cities

A survival city building game where cities can fly. Check out our upcoming title:

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


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

    • OS: Windows 8/8.1, 10
    • Processor: 2.0 Ghz
    • Memory: 8 GB RAM
    • Graphics: 2 GB Graphics Card - No Onboard Intel HD
    • DirectX: Version 11
    • Storage: 3 GB available space
    • Graphics: 4 GB Graphics Card

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