Society is dead. So remake it. Build and rule your own post-apocalyptic society. Decide the laws and morals of the survivors. Overcome challenges and threats from the wasteland. What kind of society will you make?
All Reviews:
Mostly Positive (209) - 73% of the 209 user reviews for this game are positive.
Release Date:
Oct 15, 2018
Developer:
Publisher:

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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?

“Atomic Society is a passion project for us and we’ve been letting people play it, and give us feedback, since the very earliest days of the game. Working with our players just makes the game better and better, so why wouldn’t we keep doing that here on Steam?”

Approximately how long will this game be in Early Access?

“About 12 months.”

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

“The final version will just be expanded version of the core game you get right now, with more to do, and more polish.”

What is the current state of the Early Access version?

“See the game description. That tells you everything that's currently in the game.”

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

“We're not sure yet.”

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

“See the top answer.”
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Recent updates View all (27)

February 24

Mini Update – New Version Progress

Hi everyone. The next update for Atomic Society is now in the last stages of development. Apologies for lack of contact. I'd been hoping the new version could’ve been released a few weeks ago (hence holding off on making any announcements) but we hit the usual bug explosion at the end of a version. However, the fixes are going well, and as soon as we're sure we’ve caught the last few bugs, we’ll upload everything to Steam. Thanks to everybody for their patience. If we hit any more unexpected snags I’ll let you know.

Everything you see below in the patch notes below has already been finished by us, it’s a just a case of ironing out the last few bugs with it so we can safely release it. The patch notes will probably grow a little bit as well because new things are still being added.

Meanwhile, aside from this update, we've also finished a lot of the design work for future improvements to the resource/economy side of the game, and other more substantial gameplay changes, which has also taken a lot of careful planning, but is now done. We’ll start working on that as soon as this next patch is out. We're not going anywhere. :)

We'll get the new goodies to you as soon as possible.

Upcoming Patch Notes Preview:

Flogging solution added. The final ethical solution has now been added to the game and you can choose to flog your citizens for their crimes if that sounds right to you. Flogging is a quick but violent solution that will greatly reduce the health and morale of the punished person.



Gateway building added. A new building has been added. The Gateway acts as an optional gathering spot for new migrants to your town, rather than them all gathering at the first storehouse you make. This will make it much easier to create multiple small towns and to spread out where people arrive.



Worker priority panel added. A new panel is now available at the Town Hall once you have built one. This panel shows you every building currently in your town, how many workers it has, and how many it needs. You can tick boxes beside the workplaces and any unemployed people you have will go and work in those structures first.



New (optional) day/night cycle feature added. The sun now slowly moves around the sky on each map, causing the lighting and shadows to change realistically and creating moody nights. If you don't like the lighting changing, you can pause the sun’s rotation, or even adjust it manually using a slider to get it just the way you want it. This helps the world feel more alive.







Bug Fixes

- Fixed: A rare bug where the need bars of your could appear to crash to zero suddenly and people would randomly die of thirst.
- Fixed: A bug where sometimes the raiders would stop interacting with you entirely if you saved and loaded after ignoring them.
- Fixed: A potential memory leak problem that could cause the game to slow down slightly over time.

Other Changes

- New building placement guides added. You can now see the range and radius of more buildings when placing them, such as repair shacks, prisons, etc. This should help you see if your buildings are in range of repair workers...



- The optional camera mode is now the default camera mode. The camera no longer automatically snaps to the town leader when giving orders and you can boss the leader around like an RTS unit. If you prefer the old way, you can switch to it in the options. (We have already started the work on a much bigger camera overhaul as well - coming in a future update).

- (This change will only appear in new games, not old saves) The missing side-effects for picking punishments/laws have now all been implemented. We tried to make this backwards compatible with old saves but sadly it wasn't possible technically.

- Several new help messages have been added the first time you place certain structures if they have unique gameplay features that new players need to know about.

- Enforcer/execution status text improvements

- New sound effects added in certain places.

- Various buildings have had their prices and performance somewhat adjusted. In general food and drink production has been slowed down slightly to make it harder to get a surplus.

- The raiders now come at 250 citizens (up 50).

- Migration speed has been slowed down slightly to avoid too many unemployed.

- (This change will only appear in new games, not old saves) The demands of the raiders have been reduced greatly to make building guard towers less important. It should now be possible to have a “peaceful” life surrendering to them now, if you want to give in. We felt it should be possible to complete the game being a vassal state of the raiders if you want to avoid building defences.

- Buildings now have a slightly longer durability before they need repairs. In addition to that scavenger huts no longer need repairs at all.

- (This change will only appear in new games, not old saves) The text and impact of some of the side-effects when you change your laws has been improved somewhat.

- Various small UI tweaks have been made here and there to tidy things up, new graphics, icons, etc.

- And we have now finished all the behind-the-scenes work on getting the game text files ready to translate (which was a huge task) and can move onto the next step of actually translating the words in upcoming versions. Stay tuned.

Looking forward to sharing all this with you soon. :)





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January 14

Dev Blog #33: Atomic Society in 2019



Welcome to the first dev blog of 2019, which will look at what’s in next store for Atomic Society, and how things are going on behind-the-scenes as we make the slow journey through Early Access.

What's Up Next?

Right now we are hard at work on another little content patch for the game. It's going quite well and I guess it's about 2-3 weeks away from being released.

Update 4 will bring a couple of features we didn't have time to finish before the Christmas break, including an (optional) day/night cycle feature, which makes the game world feel more alive and realistic, and the much-requested employee priority panel - so you can decide for yourself what buildings get staffed ahead of the others - and a bunch of other tweaks and bug fixes that players have told us about (thanks to all our volunteer bug reporters!) It's another small step forward for the game.

After that we plan to dig in and start making some really big changes...



Picking Goals For 2019

One problem was working out what those big changes should be.

We're not short of ideas. We have at least 300 of them sitting in our database, waiting until we have time to work on them. And that's not including the suggestions players give us. We could just keep adding them and it would improve the game, but it wouldn't go far enough. It would pad out the game, but it wouldn't fix it. We need to go deeper...

I have spent the last 2 weeks just studying game design again. It's not a topic you can stop learning about. It's why this blog is late. I've actually had re-write this whole thing as I keep learning new things.

Sometimes my brain decides it's ready to level up and I have these learning phases. We've never made a game before, and what you're seeing or playing is the product of gut instinct. Occasionally, I have to retreat and do some homework. This usually involves taking great games and pulling them apart to see how they work, writing down what I've learnt, and then starting all over because the learning doesn't stop.

Fortunately, I think see what the problem is now and it is treatable...

It's the Economy, Stupid

I know Atomic Society isn't deep enough, and adding more stuff isn't going to fix it.

The problem lies within the 3 pillars of the game aka the gameplay loop. I've really neglected one aspect of it, which is the resource-gathering side (the others being keeping people alive, and keeping your town running efficiently). For example, we have about 10 buildings that involve keeping people alive and happy. We have... 1 resource building (scavenger's hut). Oops.

Realising things like this slaps you in the face, and you wonder how you never noticed it before, but that's what learning on the job is like. Sometimes you feel pretty dumb, but it's rewarding at the same time, gaining expertise.

So, for the time being (or until I make more discoveries) our plan is to get the next little patch I mentioned already out (hopefully this month), and then go away and make a considerably larger patch that will expand and improve the resource production/gathering branch of the game. It would also be a fine time to introduce the barter/trade system I've been thinking of.

Hopefully a patch solely devoted to the resource aspect of the game will make it a lot more fun. There's only one way to find out...

I've still got so much to learn and time is always against us. We'll do what we can to make this game a lot better by the end of 2019. It's a relief to me anybody likes what we've made so far. I just tend to see the flaws and get depressed. Onwards and upwards!



3 months Since Launch

It's been (almost) 3 months since I pressed the big green button and found out if there's anybody in the world who wants to buy our unfinished game. It then took us another month to get paid. That was a nice day. We did well for a bunch of first-timers and for the first time, we can actually pay ourselves on a regular basis. I still don't think anybody on the team has absorbed the fact we're getting paid to make games until the money runs out. We've been doing this as a glorified hobby for so long that it won't sink in. I keep expecting to find out it's all been a practical joke.

Earning some money forced us to do some basic chores, which slowed us down a bit in December. For example, Nick desperately needed new hardware, and Nani had to handle a lot of boring paperwork that goes with running a company while not being arrested.

Still, we managed to put out a patch before Christmas, and I can't even remember what was in it now it feels so long ago (the patch notes are here).

Then we took a break for Christmas, which was nice, because we could actually afford to survive Christmas this year. And now we're back at work again, like nothing's changed.

I don't feel a professional game developer, even though I guess I am now. I literally have my dream job, but everything is the same. I still kept my day job as a janitor because surviving off Steam sales is scary. The money train could stop at any time. We do have enough money to finish the game now though. Work-wise things are just going to be the same as they were, but with less fear and stress. I'm very grateful, it just all feels like a dream still, and ultimately the only thing that matters to me is making a game I'm proud of.



First Steam Sale

Speaking of money, we decided to try our first Steam sale over Christmas. We weren't sure about doing it. It felt a bit soon, but we had to find out if they're as good as people say. I can confirm they are. Our sales went up a lot and I discovered a ton of people buy games on Christmas Day, which is funny because that's exactly what I do as a treat to myself. We will probably do little discounts during the big sale events from now on if people are waiting. I don't want to go and do big discounts now until the game is finished. We still have a long way to go.

Other Plans for 2019

I've already mentioned the core focus of improving the resource side of the game. There needs to be a resource production flow before you can build and expand your town.

After that it's hard to say because the game will be different in 3-4 months and I'll have to review our plans then.

Some things are guaranteed. There will always be be bug-fixes coming. We could spend months just fixing bugs.

We also definitely need to translate the game, or at least enable people to translate it for us (depending on what we can afford). We have started preparing for this at least. We have to move every single piece of text into the game online so it can be edited easily and then downloaded back into the game, which is boring work but almost done now.

My concern is that we're still in Early Access and the text in the game is changing all the time. So a translation will be out of date all the time. We'll figure something out. I'm sorry it can't be sooner but we will get there one day.

Apart from that, as I mentioned we have 300+ ideas to review. That sounds like a lot, but 90% of them are probably awful. In terms of big changes I've started thinking about a campaign mode to go along with the sandbox mode we have currently. I'd like there to be a little mini-story on each map with some moral dilemmas. That won't be for a while though, if at all.



Looking Back At Crazy 2018

Beginning a new year is also a time to look back at the last one.

First up, I just want to thank everybody who decided to buy our game. I'll probably never get to meet anybody who's actually bought our game but I don't take it for granted. Every sale is a surprise.

​I have no regrets about last year, thank God. We had to get on Steam because we were going mad just thinking about it. If releasing a game is like giving birth, we'd been pregnant for over 2 years. It needed to come out.

I think we did quite well with our Steam launch considering marketing is evil voodoo. We don't have any marketing budget or knowledge, but YouTube took care of everything. There were enough big, positive YouTube videos of the game and that is, apparently, all you need.

Being on Steam has not been much fun for someone like me with really thin skin and a hobby for worrying about things that don't matter. I knew it was going to be tough. I don't really have a solution for it except ignore it all, and if you feel brave, visit the forums. Maybe that's the best outcome. Would I be happier if more people like the game? I don't think so. I'd be smugger. Make games because you love making games.

I am glad we didn't go with a publisher. Aside from the money involved, I don't think having a huge spotlight shining on an unfinished game is necessarily a good thing. We made the right choices, for us at least.

I'm okay with the time everything is taking because I know how hard it's been for the team at times. We are a bunch of oddballs and there is a reason Atomic Society is a game about persevering against the odds to create something that ends up looking like a shanty town. It will probably be a 5 year project by the time we're done (2 more than I planned) but making games is hard and running a company is quite hard too, especially when it started as a random post by me on Reddit asking if anybody knew how to code.

Conclusion

The thing I'm looking forward to now is finishing the game, which I'm hoping we can do by around this time next year, at least in terms of content. Polishing and bug-fixing will take longer no doubt. I have no plans beyond that except perhaps to apply the heaps and heaps of knowledge we've gained making this game to a new project. We'll have to see how it goes.

The nice thing is I love making games, more than ever. I love games more than ever. I always have this fear that I'll get bored of something and move on, but I never get bored of this. Even after all these years.

I'll do my best to make a new blog next month. The next update will come first.

​Thanks for reading.

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About This Game

SOCIETY IS DEAD.

SO REMAKE IT.



What kind of society will you make? After nuclear war destroyed civilization, the time has come to rebuild.

What will you legalize, and what will you forbid?

Run society the way you want, good or bad, and create a successful settlement.

Keep hundreds of survivors alive in a dangerous wasteland where life is always hard.




CURRENT FEATURES (More Will Be Added in Future Updates)


  • CRIME. Citizens who commit crimes and a wide range of social issues as you play.

  • JUDGMENT. Act as judge over a range of social issues including abortion, murder, vegetarianism, drug use, cannibalism, and several other controversial topics.

  • PUNISHMENT. Choose between execute, long or short prison sentences, tolerate and even encourage for all the issues that happen in your town. Be whatever kind of leader you want.

  • BELIEF. Pick what you believe in and share that with others through violence, exile or education so that your laws are listened to.



  • OUTSIDERS. Build defences to keep raiders out of your town for good. Or make deals with them so they won't attack you.

  • CONTROL. Create and name your own leader character. Use this person to help build your town, or explore the world for salvage and special upgrades. Walk around your town.

  • SURVIVAL. Starting out with nothing, slowly build a large settlement that can keep hundreds of people fed, watered, healthy, housed and entertained, if you can. Convert ruined houses and offices into useful buildings or loot them for supplies!



OTHER FEATURES


  • Custom difficulty mode lets you tweak the experience to be as brutal or gentle as you like.

  • Play just for fun, as a sandbox simulation, or complete set challenges to build the ultimate settlement.

  • Over 33 types of structure to consider building, each with a unique appearance and use.

  • 9 huge, handcrafted environments to try and build a town in ranging from deserts, to tropical islands, to snowy mountains.

  • A large degree of randomisation to make replaying and building a different society challenging and rewarding.

  • Face up to the problems of poor sanitation, plague and how to treat the elderly.

Mature Content Description

The developers describe the content like this:

Atomic Society involves judging controversial real-life social and political issues, including abortion, sexuality, murder and several others. It also allows players to set laws and punishments in ways some players might find disturbing or offensive, though you are free to build society the way you believe.

System Requirements

    Minimum:
    • OS: Windows (Any Version From 7 upwards)
    • Processor: Dual Core Processor (i3 or equivalent)
    • Memory: 4 GB RAM
    • Graphics: GeForce 500+ (or equivalent). 2GB of Video Ram
    • DirectX: Version 11
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows (Any Version From 7 upwards)
    • Processor: Quad Core Processor (i5 or equivalent)
    • Memory: 8 GB RAM
    • Graphics: GeForce 700+ (or equivalent). 4 GB of Video Ram.
    • DirectX: Version 11
    • Storage: 1 GB available space

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