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.
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Release Date:
Oct 8, 2018
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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 in 4 to 8 months 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:

  • An underground layer and a world map
  • 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 many of the features that will make the game truly unique are still under development.

That said, please, understand that the game is in early 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 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 (11)

November 11

Version 0.4.7 Released!



Update 0.4.7: Summary

At the risk of sounding like a broken record now, this version is technically what should have been released on day one (to be fair, it was only a month ago). The full changelog is, as usual, pretty long, so here are the main points:

  • Individual factories / stations can now be prioritized
  • Fixed the weapon/armor duplication/loss issues.
  • Doors block the path of enemy units (they'll try to destroy them, tho)
  • Increased the HP of walls, static defenses and doors (quite massively)
  • Major logic issue preventing settlers to supply factories if storage zones are full
  • Massively extended how much stuff can be modded via Lua (Alex)

So, gameplay wise, the big elephant in the room is the "doors working as intended" feature. The whole thing ain't perfect yet, but it's a major step in the right direction. Assuming you've totally walled off your base with only the occasional doors: enemies won't be able to enter the base, and they will look mighty confused for a while, until some of them "locate" the door and start shooting/bashing at it until it breaks. Having a complex entrance with multiple set of doors will tremendously slow down invaders but won't prevent them for entering the base if left unchecked.

The behavior is still a bit unrefined, but it mostly works and make things much more manageable during sieges. I had no idea that at one point in my life I could write 2 paragraphs about doors in relation to any of my games, but here we are :)

Changelog

Additions
  • Ability to prioritize individual factories
  • Hostile factions can't go through doors anymore, but can still shoot at them
  • Reduced user interface's CPU consumption
  • Background for main & death menus
  • Lootable 30 cal machine gun (only via expeditions) + added proper individual icon for it
  • Unique sfx for walls getting razed/destroyed
  • Blue tint to the night and very slightly darkened days so lightsources are (barely) visible in daylight
  • Animated bushes

Changes
  • Increased health (x1.5 to x2) of walls, barbed wire and sandbags
  • Increased health of wooden and metal doors
  • Increased size of dropdown in new game's equip screen
  • When the zone screen is open, click selection will only target zones/rooms (to make easier to select small zones)
  • Minor UI tweaks

Modding
  • Lua support for techs & trait management (Alex)
  • Lua support for modifying items, weapons, armors, etc (Alex)
  • Lua support for bullets, zones, animations, factions, money, etc (Alex)
  • Added a bunch of additional Lua commands, see this page (Alex)
  • Weapons, armors and headgear can now apply traits when equipped (see: "weapon/30calmg" as an example)
  • Clutter can now use animations instead of static sprites (see: "clutter/pcg_bush" as an example)

Fixed
  • Major issue with duplication of weapons & armors across savegames
  • Major logic issue preventing settlers to supply factories if storage zones are full (or can't contain the item)
  • Saving while a specific wall is marked for removal could mark all walls of the same type for removal on load
  • Renaming a savefile (outside of the game) could lead to a crash
  • Purified water in the default starting equipment preset incorrectly labelled as food, accidentally duplicating it
  • Loaded ammo can get lost (or be manipulated) when changing weapon
  • It was possible to trigger an error by trying to open the save/load menu while a save is in the middle of being processed
  • Music not reseting properly when switching back to main menu
  • When losing or restarting by night, the death/main screens were darkened
  • Job spam issue with farms (performance improvement)
  • People not opening/closing doors properly
  • Typos in help messages
0 comments Read more

November 2

Version 0.4.6 Published!



Update 0.4.6: Summary

This new update's main goal was to improve the UI, especially for the combat mode, while removing the most frustrating behaviors from your survivors. We also fixed the few remaining bugs left in the last hot-patch.

Combat Mode

We added the ability to set designated weapons for each survivors. When toggling the alert mode, your military units will automatically go to their designated waypoint automatically. You can also go in combat mode, move everyone to the position you want them to have, and press a button to save the waypoint for everyone at once.



While at it, we added some overlay icons. Civilians & pacifists you can't control have a dove icon. Military units have crossed swords. People you gave a move order to have a green arrow. People you gave an attack order to have a red arrow.

All those changes made the military side of things much easier to use. We're still missing a couple features (multi selection, control groups) to make it really practical, but we're getting there.

Behaviors

You'll be happy to know that your survivors got more clever when it comes to gathering material from the ground. Raze jobs will pickup the loot of the ground (if any) automatically. People who are gathering stuff on the ground (from factories) will look at the nearby tiles for unclaimed items to pickup instead of bee-lining to the storage boxes.

User Interface

Ammo information has been standardized and added to the population menu. The "change weapon" menu display the accurate amount of ammunition in store for each weapon.

We also added filters to the stock menu. We altered some other menus to reduce the amount of unnecessary scrolling. We added or replaced icons with more helpful ones.

Notes

All in all, I think that we are in a good place with this version. It's stable, performances are good, and while not everything is perfect, we're slowly getting there.

We'll be publishing another weekly patch next week, after that, we'll head toward the 0.5 development branch and really start adding more unique content and features.

Changelog

Additions
  • Raze jobs will also try to collect cargo (loot drops) dropped on the ground
  • People picking up stuff from the floor will look for nearby unclaimed items to pickup
  • Overlay icons (dove, sword, order arrows) for settlers in Alert Mode (or with combat filter enabled)
  • Small military menu for individual settlers (more stuff will be added to it in due time)
  • Ability to tell military units to go on a specific position each time the alert mode is toggled on.
  • Tooltip item description in storage & inventory menus & panels
  • Item type filter in Storage Menu
  • Button in alert mode to save the position of all military units
  • Button in alert mode to tell all military units to go to the saved location
  • AI State (doctor, worker, needs, etc.) info to the population menu
  • Ammo info to the population menu
  • More visible "no ammo" icon when the ammo for a particular item is depleted
  • Emotes for work & fetching ammo states
  • "poof" smoke animation and sound effect when a wall or clutter get destroyed by attacks or other means
  • Individual icons for weapon/armor/headgear/saves instead of the generic "question mark in a panel"

Fixed
  • Middle button mouse scroll not taking zoom level into account
  • Removed some of the unnecessary scrolling in the UI
  • People (and traders) with assigned armor or weapons would still try to put on anything added to their inventory
  • Rain was consuming way too much CPU
  • unreliable ammo info in change weapon menu
  • Raze orders not tracked in the savegame
  • Mouse wheel not working in input/graphics tabs of the settings menu
  • Missing cursor light when loading a save (or reseting the game)
  • Minor code tweaks (performances)
6 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
  • 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.

  • Underground area below your base
  • 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: 2 GB RAM
    • Graphics: DirectX 10 compatible GPU with 512MB VRAM
    • DirectX: Version 10
    • Storage: 500 MB available space
    Recommended:
    • OS: Windows 7 or over (64Bit)
    • Processor: Quad Core 3Ghz
    • Memory: 4 GB RAM
    • Storage: 1 GB available space

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