After The Collapse is a 2D base building game set in a post-apocalyptic world featuring urban environments. Your task is to manage a band of survivors and protect them against raiders, mutants and other environmental threats while keeping them fed.
All Reviews:
Mixed (21) - 66% of the 21 user reviews for this game are positive.
Release Date:
Oct 8, 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?

“We're planning to work on After The Collapse for a long while, adding new, complex features as we go along. As such, getting early feedback from the community is crucial to us.”

Approximately how long will this game be in Early Access?

“We are planning to leave Early Access near the end of 2019, depending on feedback, content and stability. Note that the development will continue as usual and the game will still receive free content patches.”

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

“Current and short-term features are listed in the "About This" section below. We are also working on the following features which will progressively be integrated during Early Access:

  • Deeper interactions between survivors
  • More involving diplomatic and scavenging systems
  • More raw content (items, structures, weapons, enemies, technologies)
  • Improved procedural map generation
  • Optional story driven mode

What is the current state of the Early Access version?

“Currently implemented features are listed in the "About This" section below. The game is fully playable: you can build a base in a procedurally generated world, take care of your survivors, conduct research, build structures, turrets and weapons to defend your group against threats, trade with merchants, recruits new survivors, and so on.

It is however light on content (enemy, weapon and structure variety), the procedural map generation is pretty limited and some of the features that will make the game truly unique are still under development.

That said, please, understand that the game is in alpha. While it's stable and has its basic elements ready for prime time, it's still rough around the edges and missing some of its most unique features. As such, do not buy it expecting a FULL and COMPLETE gaming experience. However, if you're interested in following the development and being a part of it, you're very much welcome!”

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

“Yes, we will gradually raise the price as we ship new content and features. While it's difficult to give you an exact estimate for 1.0, it will be within the same price range as most games in the base-building genre, we'll keep you updated on that matter (should be around $14-20)”

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

“Regular development updates are being posted our developer page and on our official website. We're also maintaining a public issue tracker people can contribute to. And of course, we are active on the community forum, submitting and discussing new features and ideas with you.”
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Recent updates View all (30)

August 1

Version 0.6.0 - A Bigger World Out There (hot-patch 1)



After The Collapse 0.6.0: A Bigger World Out There

Here is our new major release focusing on the overworld and diplomacy. As with other major updates, it introduces new base mechanics and systems we’ll be building upon during the rest of this development cycle.

Official Release Post

The detailed release post is on the official website

It's a recommended read. It explains many of the new features and lays out our plans for the 0.6.x branch.

Savegame Compatibilty

This version is not compatible with save-games from previous versions of the game. If you want to finish your current game, you can roll back to 0.5.9 going in the game's "properties" menu (right click the game in steam), beta tab.

Changelog

+ AI: Characters are more responsive when attacked + AI: Characters no longer need to reload their weapon on spawn/activation + AI: Raiders are much better at finding an entrance into the player's base + Balance: Unspent points are converted into money at the start of the game (points left x2) + Balance: Added "slow paced" difficulty level (events are 50% less frequent) + Balance: Destroying a trade caravan will damage your reputation with the owner massively + Balance: Water collector hauling jobs have a higher priority + Balance: Added one-time high-chance early game recruitment event (to speed up growth a bit) + Content: Proper "New Game" menu allowing to select a location from the overworld + Content: Option to spawn a bunker underground filled with angry people and loot + Content: Added 4 standard factions + Content: Can bribe or anger other factions through faction menu (require Radio tech) + Content: Option to ask non hostile factions to send trading caravans your way (require Radio tech) + Content: Option to ask bandits not to raid you in exchange for a bribe + Content: Added faction specific raid event (only trigger when a standard faction is hostile) + Engine: Ability to spawn buildings with specific mobs + Engine: Changes to pathfinder to make raiders more fail-proof + Graphics: Slightly improved some particle effects (fire, smoke, bullet trail) + Graphics: New assets for the characters' faces in the tutorial + Graphics: Added graphical setting to toggle blood splatters on/off + Graphics: Added graphical setting for brighter nights + ProcGen: World map / city generator + ProcGen: Custom map generator for suburbs can generate L shaped maps + ProcGen: Maps without roads and outside of the city may feature mountains (full game only, alpha feature) + ProcGen: Military Base generation, made playable area (warning, *extremely* hostile map) + UI: The UI no longer exits placement mode after setting up a wall or an area to raze/cancel/repair (it acts the same as with furniture, right click to exit) + UI: The game remembers the last tab used in the building menu + UI: Added button to access world map + UI: Added tips about electricity when starting underground + UI: Faction menu overhaul + UI: Keyboard shortcut to toggle between combat and standard UI (default F5) + UI: The default rotation behavior when placing furniture is to rotate by 45°, holding [shift] will rotate by 1° now + UI: Added money information to the overlay in top left + UI: Outdated savegames can be selected ingame for deletion + UI: Added some tooltips to the start menu (one for each game type: tutorial, new game, custom map) + Fixed: "% Full" overlay was shown over foreign trading jeeps + Fixed: Speed Up / Down shortcuts not always properly working in Combat mode + Fixed: It was possible to move the camera when the game is hard paused (menu) causing rendering glitches + Fixed: A case in which manipulating the start and settings menus in a specific way would cause problems + Fixed: Regression bug in 0.5.9 causing menu tooltips to go missing after switching in/out of combat mode + Fixed: Another case where the settlers would keep going to (0,0) + Fixed: Map generator unable to generate maps with L-shaped or dead-end roads + Fixed: Some issues with the underground bunker generation could lead to a broken electrical grid, making survival very difficult. + Fixed: Bug that would prevent people coming back from an expedition from being fully recognized until the game is saved and reloaded + Fixed: Minor issues with the underground bunker + Fixed: Tweaked tutorial part about equipping armors + Fixed: Tutorial data not properly reset when launching it multiple times in a row + Fixed: Raiders unable to go underground + Fixed: Destroyed doors would still act as working doors until the debris disappear + Fixed: Raiders blocked by non-player doors + Fixed: You could open menus on destroyed stations/doors + Fixed: Some minor pathing problems + Fixed: Obsolete "bunker" underground generator was still available despite the new method

Hot Patch 1

+ UI: No longer need to restart the game to change language + Fixed: Multiple issues with the electrical grid preventing the electricity from reaching its destination + Fixed: The electrical grid was not understanding the difference between underground and above ground causing issues on multi level bases. + Fixed: The electrical grid was only considering the generator's range when handling connections with relays (it now check both and use whichever has the most range) + Fixed: Missing "need to restart the game" after changing some critical settings (anti aliasing, command console, ..) + Fixed: Some untranslated sentences in "city generator" screen (french) + Fixed: Possible crash when multithreading is NOT enabled
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July 22

After The Collapse 0.6 Experimental



An experimental version of ATC 0.6 is available in the nightly branch. As the name implies, this version hasn't been thoroughly tested, may contain game breaking bugs, and a few of the new features are still quite bare-bone (the diplomatic menu for instance).

Also note that 0.5x savegames are NOT compatible with 0.6.

Changelog

A full overview will be written when the version is officially released. Depending on feedback, and reports, it will take between 1 and 2 weeks.

+ Balance: Unspent points are converted into money at the start of the game (points left x2) + Balance: Added "slow paced" difficulty level (events are 50% less frequent) + Balance: Destroying a trade caravan will damage your reputation with the owner massively + Balance: Water collector hauling jobs have a higher priority + Balance: Added one-time high-chance early game recruitment event (to speed up growth a bit) + Content: Proper "New Game" menu allowing to select a location from the overworld + Content: Option to spawn a bunker underground filled with angry people and loot + Content: Added 4 standard factions + Content: Can bribe or anger other factions through faction menu (require Radio tech) + Content: Option to ask non hostile factions to send trading caravans your way (require Radio tech) + Content: Option to ask bandits not to raid you in exchange for a bribe + Content: Added faction specific raid event (only trigger when a standard faction is hostile) + Engine: Ability to spawn buildings with specific mobs + Engine: World map generator + Graphics: Slightly improved some particle effects (fire, smoke, bullet trail) + Graphics: New assets for the characters' faces in the tutorial + Graphics: Added graphical setting to toggle blood splatters on/off + Graphics: Added graphical setting for brighter nights + ProcGen: Custom map generator for suburbs can generate L shaped maps + ProcGen: Maps without roads and outside of the city may feature mountains (full game only, alpha feature) + UI: The UI no longer exits placement mode after setting up a wall or an area to raze/cancel/repair (it acts the same as with furniture, right click to exit) + UI: The game remembers the last tab used in the building menu + UI: Added button to access world map + UI: Added tips about electricity when starting underground + UI: Faction menu overhaul + UI: Keyboard shortcut to toggle between combat and standard UI (default F5) + UI: The default rotation behavior when placing furniture is to rotate by 45°, holding [shift] will rotate by 1° now + UI: Added money information to the overlay in top left + UI: Outdated savegames can be selected ingame for deletion + Fixed: "% Full" overlay was shown over foreign trading jeeps + Fixed: Speed Up / Down shortcuts not always properly working in Combat mode + Fixed: It was possible to move the camera when the game is hard paused (menu) causing rendering glitches + Fixed: A case in which manipulating the start and settings menus in a specific way would cause problems + Fixed: Regression bug in 0.5.9 causing menu tooltips to go missing after switching in/out of combat mode + Fixed: Another case where the settlers would keep going to (0,0) + Fixed: Map generator unable to generate maps with L-shaped or dead-end roads + Fixed: Some issues with the underground bunker generation could lead to a broken electrical grid, making survival very difficult. + Fixed: Bug that would prevent people coming back from an expedition from being fully recognized until the game is saved and reloaded + Fixed: Minor issues with the underground bunker + Fixed: Tweaked tutorial part about equipping armors + Fixed: Tutorial data not properly reset when launching it multiple times in a row
2 comments Read more
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About This Game



After The Collapse is a 2D top-down base building game set in a post-apocalyptic world featuring urban environments. Your task will be to manage a band of survivors and protect them against raiders, mutants and environmental threats. To do so, you'll have to build a base, research new technologies, and scavenge for resources.

Thanks to its urban and semi-urban environments, After The Collapse has a strong focus on scavenging, repairing and reusing existing structures and technologies. You'll have to send scouts to explore the wastelands and trade with other groups if you want your small colony to thrive.

** PLEASE READ THE EARLY ACCESS PANEL CAREFULLY **

Early Access Features


The following features are already in place and will be expanded during the development.
  • Build a settlement in a hostile procedurally generated environment
  • Underground area below your base to conquer and colonize
  • Take care of numerous survivors, each with their unique traits and skills
  • Research new technologies to adapt to your surroundings
  • Defend against raiders and mutants by building automated turrets and other defensive structures
  • Resource collection with a focus on scavenging and trading
  • Basic medical system handling wounds and sicknesses
  • Use generators and solar panels to keep the more advanced structures operational
  • Full Modding Support

Notable Planned Features


The following features are planned to be integrated quickly after the initial Early Access release. This is, of course, just a glimpse into what's to come.

  • outside areas to explore and exploit
  • More varied threats, especially environmental ones
  • More complex medical system with radiation and mutation handling
  • An optional strategic layer to conduct diplomacy and handle conflicts with other computer-generated factions



After the Collapse is a DRM-Free game with no hidden costs and, as with all our games, it will be actively developed and receive free content patches regularly. Your feedback is important to us, which is why we're releasing it in Early Access, so please pop in the community forums or the official website to be part of the community.



Practically all the game's data, from the items to the event manager are in human readable text files, making the game very easy to alter. We've also integrate LUA support for the more advanced modders out there. While this is still a work in progress, adding new or modifying existing content is already fairly simple. We also just opened the Workshop.

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: Dual Core 2Ghz
    • Memory: 3 GB RAM
    • Graphics: DirectX 9 compatible GPU with 512MB VRAM
    • DirectX: Version 9.0c
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows 7 or over (x64)
    • Processor: Quad Core 3Ghz
    • Memory: 8 GB RAM
    • Graphics: DirectX 10 compatible GPU with 1GB VRAM
    • DirectX: Version 10
    • Storage: 2 GB available space

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