Judgment: Apocalypse Survival Simulation - Suncrash
Early Access survivors, we want to hear from you! We created a Trello board in which you can vote for which of the major features that we are considering you'd like to see in the game.

Check out our board and vote now! We value your opinions greatly and invite you all to vote.



What is this board for?
This board is meant to provide us at Suncrash some insight into which of the ideas we have interest you, our players, most.

How do I vote?
You need a Trello account. You can create one with a single click by connecting with Facebook or Google.

Then simply open the cards you want to vote for and click the "Vote" button.

Can I vote for more than one feature?
You can vote for as many features as you like, but keep in mind that this is meant to provide us an insight into what our players want most. If you vote on all features, it will provide us very little information as to your preference, so it's best to vote on just a few of your most wanted features.

Will the highest voted feature get implemented for sure?
This board is meant to provide us information and guide us. There are many additional considerations such as technical difficulties and features interacting with each other, so we cannot promise the highest voted features will be implemented, but we do promise that we will take your votes into account when deciding.

If the feature is in this board, we are at least considering it.

Are there other things you will work on not in this board?
Yes. We only list here major features that we are seriously considering for a nearby update. There are many other ideas we are considering but for later, or smaller tweaks/changes that are not considered a major feature.

We want to keep this board small and to the point and not overload it with the hundreds of ideas we have.

How do I add an idea to this board?
Post all your ideas in our steam forums (http://steamcommunity.com/app/455980/discussions/). We always review your feedback in the forums, and if we feel a feature belongs here we will add it.
Judgment: Apocalypse Survival Simulation - Suncrash
Early Access survivors, we want to hear from you! We created a Trello board in which you can vote for which of the major features that we are considering you'd like to see in the game.

Check out our board and vote now! We value your opinions greatly and invite you all to vote.



What is this board for?
This board is meant to provide us at Suncrash some insight into which of the ideas we have interest you, our players, most.

How do I vote?
You need a Trello account. You can create one with a single click by connecting with Facebook or Google.

Then simply open the cards you want to vote for and click the "Vote" button.

Can I vote for more than one feature?
You can vote for as many features as you like, but keep in mind that this is meant to provide us an insight into what our players want most. If you vote on all features, it will provide us very little information as to your preference, so it's best to vote on just a few of your most wanted features.

Will the highest voted feature get implemented for sure?
This board is meant to provide us information and guide us. There are many additional considerations such as technical difficulties and features interacting with each other, so we cannot promise the highest voted features will be implemented, but we do promise that we will take your votes into account when deciding.

If the feature is in this board, we are at least considering it.

Are there other things you will work on not in this board?
Yes. We only list here major features that we are seriously considering for a nearby update. There are many other ideas we are considering but for later, or smaller tweaks/changes that are not considered a major feature.

We want to keep this board small and to the point and not overload it with the hundreds of ideas we have.

How do I add an idea to this board?
Post all your ideas in our steam forums (http://steamcommunity.com/app/455980/discussions/). We always review your feedback in the forums, and if we feel a feature belongs here we will add it.
Judgment: Apocalypse Survival Simulation - Suncrash
Alpha 11 - “The Scavengers”

In the apocalypse, you either adapt or you perish. Everything changes, and so does Judgment. The Scavengers are here, with a bunch of new mechanics, improvements, content and much more.

Alpha 11 - “The Scavengers” is now available on the main branch. The main focus of this update was combat missions. There are two new modes, and several other improvements around this.

Here are the main changes. You can see the full list of changes in the bottom of the post.

Want to stay up to date? Subscribe for updates
Or follow us on Facebook.



Scavenge Missions
Scavenge missions have been overhauled, and a proper scavenge experience has replaced the generic “Find and kill all enemies” that was previously used when scavenging for supplies.

In alpha 11, loot crates are scattered across the battlefield, and demons patrol the area. The demons will no longer attack as soon as you spot them. Instead, every creature and survivor have their own “vision range”, and an enemy group will only become aggressive if they spot a survivor.

Equip your survivors with binoculars and grant them skills in scouting to increase their vision range, and you can sneak around and collect scavenge without engaging the enemies. But some enemies are very perceptive, and you may prefer to take them out before venturing too far from your escape route.



Rescue Missions
Another new type of combat is the rescue mission. In these missions, you need to find and rescue a trapped refugee, then escort them back to safety.

Clear the area first, then find a good defensive position, as you will need to defend the survivor that attempts to release the refugee, demons will become aware of your presence and attack relentlessly until you finish the rescue attempt and escape.



Alchemy
To survive the apocalypse, your team can now research and make use of Alchemy. Alchemy adds new workstations, rituals, resources and equipment.

Scavenge Aether, and craft the legendary Prima Materia, the base of all matter, that can be used by alchemists in their Alchemy Table to create powerful equipment. Build a philosopher’s stone, and perform weird rituals to transform the base matter into more useful substances.



The Priest
A new profession of survivors is introduced - the priest. Some priests are good at farming, some knowledgable in the occult, others are good builders. There are devout priests that are sworn enemies of demons, dealing huge amounts of damage, but also more vulnerable to their attacks. Others are corrupt, they take the apocalypse more lightly, dealing and receiving less damage from the damned.

As priests gain experience, they can craft powerful defensive crosses, but their most important skill, they can conduct last rites, and bury their dead friends. At their graves, strange new rituals can be performed to harvest some of their essence and allow them, in their own way, to aid the cause even after death.

But in the time of the apocalypse, dead spirits are restless, and they attract each other. Building an entire graveyard so close to home, while important for morale, may prove fatal…



Visuals
Several visual improvements have been introduced, such as a new dynamic title screen and combat summary. If all your survivors die horribly and your colony is overrun, you will now see a neat new game over screen with some interesting stats about your time in the world.

There’s also a brand new Urban combat biome. You will now be fighting demons in an urban environment, amidst abandoned apartment buildings and a sea of concrete



Previous saves and mods
Previous saves are supported, but due to map generation, content and balancing changes, we strongly recommend to start a new game.

Mods from previous alpha should work fine, most of our changes are backwards compatible. You can read more about modding backwards compatibility and modding in general in our modding wiki.




Full list of changes
  • Mechanics: New system to support different combat types (as opposed to a single "kill all enemies" mission).
  • Mechanics: Loot can now be found in the combat maps, and you can scavenge and retreat instead of clearing all enemies in the map.
  • Mechanics: Rescue missions now require that you actually rescue a trapped survivor, protect the rescuing survivor from enemy attacks, and retreat - instead of just killing all the enemies in the map.
  • Mechanics: Enemies now patrol combat areas instead of standing in place.
  • Mechanics: Enemies now have their own vision range. They only aggro if they see survivors, making it possible to sneak around.
  • Mechanics: Night time now holds penalties to vision and ranged accuracy, for both survivors and enemies, making melee and sneaking more effective at night.
  • Mechanics: In combat, an attack now happens immediately, and the cooldown afterwards. Slow firing weapons become a more viable option, and there are less "delayed hits".
  • Mechanics: When the base is attacked, enemies will now only spawn in tiles at the edge of the map, or tiles within a certain travel distance from edge tiles. They are much less likely to spawn inside buildings. An exception is if the building is on the edge itself.
  • Mechanics: Summoning rituals now spawn the enemies near where the ritual was performed, instead of map edges.
  • Mechanics: It is no longer possible to earn Steam Achievements when there are any mods enabled.
  • Usability: Added a search option in the world map, that will highlight locations with specific items.
  • Usability: Final combat stats taking into account all skills, weapons and other modifiers are now displayed in the skills window, making it easier to decide on survivor equipment.
  • Usability: You can now name your saved games.
  • Usability: Autosave files are now given meaningful titles and are easier to identify.
  • Usability: New indication when enemies have spotted the survivors and are actively attacking them.
  • Usability: Cursor now changes to attack/loot/rescue when a survivor is selected in combat and the mouse hovers an enemy/loot crate/trapped survivor.
  • Usability: Added keyboard shortcuts for Taks Priorities window, Skills window, and Crafting Priorities window.
  • Usability: Survivor shortcut group numbers are now shown on their portraits.
  • Usability: Selecting an enemy in combat now shows more of their stats.
  • Usability: Enemy aggro range is now visible to the player, if the enemy itself is visible.
  • Usability: When customizing a survivor's appearance, the body color selector now shows the final color instead of a greyscale tint.
  • Usability: Now displaying the map seed in the game menu, so you can share with friends or replay the same map.
  • Usability: Changing survivor equipment with the skills window open will now reopen the skills window, easier to see the change in stats.
  • Usability: Hovering texts in the game menu now highlights the text.
  • Visuals: New, more dynamic, after-combat report.
  • Visuals: New, more dynamic, title screen.
  • Visuals: New game lost screen with some awesome statistics.
  • Visuals: Survivor eyes in portraits are no longer affected by skin tone, making them clearer in darker skin colors.
  • Visuals: New werewolf walking animation.
  • Visuals: Added rotating options to several 1x1 objects such as food table and bed (doesn't affect gameplay, only aesthetics).
  • Visuals: Replaced the combat retreat area with something that fits better in all biomes.
  • Visuals: New Save/Load window.
  • Content: New combat biome - Urban Area.
  • Content: New profession - Priest.
  • Content: New starting skills and levle-up skills for priest profession.
  • Content: New item: dead body, that is dropped when a survivor dies
  • Content: Survivor Graves can be built by a priest with a dead body.
  • Content: Perform a dark harvesting ritual in a survivor's grave to gather demonite from their spirit's essence. This ritual can only be performed every so often.
  • Content: New item: Cross, that can be crafted by priests with the right skill and provide a big boost in protection for a short duration.
  • Content: New alchemy research tree with 3 new research subjects.
  • Content: Alchemy Table where you can craft new alchemy-related resources and equipment.
  • Content: Philosopher Stone where you can perform rituals that transmute materials into other materials.
  • Content: 2 new alchemy-related resources, the crafted Prima Materia, and scavengable Aether.
  • Content: 4 new alchemy-related items - Paracelsus Sword, Transmutation Gun, Mercurial Armor and Elemental Bomb.
  • Content: New item and skills that affect survivor vision range.
  • Content: Added a new very easy base defense mission right after the weapons crafting quest.
  • Balancing: Tweaked enemies in hellgate a little.
  • Balancing: Scavenge Speed bonuses now apply to speed of looting and releasing trapped survivors in combat, in addition to searching debris at the base.
  • Balancing: Amount of items in scavenge locations are no longer shown in advance, only which items.
  • Balancing: There are now more enemies in scavenge missions since you no longer have to kill them all to get the loot.
  • Balancing: Enemy difficulty in rescue missions is a bit lower now, to make up for enemies spawning during the rescue mission.
  • Balancing: Sniper rifles now increase combat vision range a bit.
  • Balancing: Some research materials will now spawn a bit closer to base, making them easier to find.
  • Balancing: Experience gained from damaging enemies was decreased a bit.
  • Balancing: Rescued survivors now have higher chance of having a profession that you have less of.
  • Balancing: Reduced the chance of getting an Occultist and Priest, and increased the chance of getting a Survivalist.
  • Steam: Added several new achievements and modified some of the old ones to keep up with all the latest changes.
  • Modding: Can now add custom audio files.
  • Modding: Can now add movement speed effects to items, abilities, etc.
  • Modding: Can now give combat abilities to Weapons and Armor, as long as they do not consume the item.
  • Fixed: Overall pants skinning issues.
  • Fixed: Incorrect phrasing confused "hellgate" and "portal".
  • Fixed: When sending survivors out of towers in combat they always tried to travel to the top-right of the tower before going to their destination.
  • Fixed: Couldn't send survivors out of towers in combat if there was another object anyhwhere near the tower.
  • Fixed: If a save file got corrupted somehow, it caused the game to stop working altogether.
  • Fixed: When enemies were targeting a survivor that retreated from combat they would become stuck.
  • Fixed: When a survivor had many effects in the skills window and they wouldn't all fit, it wouldn't scroll and some were not visible.
  • Fixed: Sometimes barrels on top of roads would not be visible.
  • Fixed: Level up indicators no longer appear in mission preparation (clicking them would cause the game to be stuck).
  • Fixed: Display glitch in experience bar.
Judgment: Apocalypse Survival Simulation - Suncrash
Alpha 11 - “The Scavengers”

In the apocalypse, you either adapt or you perish. Everything changes, and so does Judgment. The Scavengers are here, with a bunch of new mechanics, improvements, content and much more.

Alpha 11 - “The Scavengers” is now available on the main branch. The main focus of this update was combat missions. There are two new modes, and several other improvements around this.

Here are the main changes. You can see the full list of changes in the bottom of the post.

Want to stay up to date? Subscribe for updates
Or follow us on Facebook.



Scavenge Missions
Scavenge missions have been overhauled, and a proper scavenge experience has replaced the generic “Find and kill all enemies” that was previously used when scavenging for supplies.

In alpha 11, loot crates are scattered across the battlefield, and demons patrol the area. The demons will no longer attack as soon as you spot them. Instead, every creature and survivor have their own “vision range”, and an enemy group will only become aggressive if they spot a survivor.

Equip your survivors with binoculars and grant them skills in scouting to increase their vision range, and you can sneak around and collect scavenge without engaging the enemies. But some enemies are very perceptive, and you may prefer to take them out before venturing too far from your escape route.



Rescue Missions
Another new type of combat is the rescue mission. In these missions, you need to find and rescue a trapped refugee, then escort them back to safety.

Clear the area first, then find a good defensive position, as you will need to defend the survivor that attempts to release the refugee, demons will become aware of your presence and attack relentlessly until you finish the rescue attempt and escape.



Alchemy
To survive the apocalypse, your team can now research and make use of Alchemy. Alchemy adds new workstations, rituals, resources and equipment.

Scavenge Aether, and craft the legendary Prima Materia, the base of all matter, that can be used by alchemists in their Alchemy Table to create powerful equipment. Build a philosopher’s stone, and perform weird rituals to transform the base matter into more useful substances.



The Priest
A new profession of survivors is introduced - the priest. Some priests are good at farming, some knowledgable in the occult, others are good builders. There are devout priests that are sworn enemies of demons, dealing huge amounts of damage, but also more vulnerable to their attacks. Others are corrupt, they take the apocalypse more lightly, dealing and receiving less damage from the damned.

As priests gain experience, they can craft powerful defensive crosses, but their most important skill, they can conduct last rites, and bury their dead friends. At their graves, strange new rituals can be performed to harvest some of their essence and allow them, in their own way, to aid the cause even after death.

But in the time of the apocalypse, dead spirits are restless, and they attract each other. Building an entire graveyard so close to home, while important for morale, may prove fatal…



Visuals
Several visual improvements have been introduced, such as a new dynamic title screen and combat summary. If all your survivors die horribly and your colony is overrun, you will now see a neat new game over screen with some interesting stats about your time in the world.

There’s also a brand new Urban combat biome. You will now be fighting demons in an urban environment, amidst abandoned apartment buildings and a sea of concrete



Previous saves and mods
Previous saves are supported, but due to map generation, content and balancing changes, we strongly recommend to start a new game.

Mods from previous alpha should work fine, most of our changes are backwards compatible. You can read more about modding backwards compatibility and modding in general in our modding wiki.




Full list of changes
  • Mechanics: New system to support different combat types (as opposed to a single "kill all enemies" mission).
  • Mechanics: Loot can now be found in the combat maps, and you can scavenge and retreat instead of clearing all enemies in the map.
  • Mechanics: Rescue missions now require that you actually rescue a trapped survivor, protect the rescuing survivor from enemy attacks, and retreat - instead of just killing all the enemies in the map.
  • Mechanics: Enemies now patrol combat areas instead of standing in place.
  • Mechanics: Enemies now have their own vision range. They only aggro if they see survivors, making it possible to sneak around.
  • Mechanics: Night time now holds penalties to vision and ranged accuracy, for both survivors and enemies, making melee and sneaking more effective at night.
  • Mechanics: In combat, an attack now happens immediately, and the cooldown afterwards. Slow firing weapons become a more viable option, and there are less "delayed hits".
  • Mechanics: When the base is attacked, enemies will now only spawn in tiles at the edge of the map, or tiles within a certain travel distance from edge tiles. They are much less likely to spawn inside buildings. An exception is if the building is on the edge itself.
  • Mechanics: Summoning rituals now spawn the enemies near where the ritual was performed, instead of map edges.
  • Mechanics: It is no longer possible to earn Steam Achievements when there are any mods enabled.
  • Usability: Added a search option in the world map, that will highlight locations with specific items.
  • Usability: Final combat stats taking into account all skills, weapons and other modifiers are now displayed in the skills window, making it easier to decide on survivor equipment.
  • Usability: You can now name your saved games.
  • Usability: Autosave files are now given meaningful titles and are easier to identify.
  • Usability: New indication when enemies have spotted the survivors and are actively attacking them.
  • Usability: Cursor now changes to attack/loot/rescue when a survivor is selected in combat and the mouse hovers an enemy/loot crate/trapped survivor.
  • Usability: Added keyboard shortcuts for Taks Priorities window, Skills window, and Crafting Priorities window.
  • Usability: Survivor shortcut group numbers are now shown on their portraits.
  • Usability: Selecting an enemy in combat now shows more of their stats.
  • Usability: Enemy aggro range is now visible to the player, if the enemy itself is visible.
  • Usability: When customizing a survivor's appearance, the body color selector now shows the final color instead of a greyscale tint.
  • Usability: Now displaying the map seed in the game menu, so you can share with friends or replay the same map.
  • Usability: Changing survivor equipment with the skills window open will now reopen the skills window, easier to see the change in stats.
  • Usability: Hovering texts in the game menu now highlights the text.
  • Visuals: New, more dynamic, after-combat report.
  • Visuals: New, more dynamic, title screen.
  • Visuals: New game lost screen with some awesome statistics.
  • Visuals: Survivor eyes in portraits are no longer affected by skin tone, making them clearer in darker skin colors.
  • Visuals: New werewolf walking animation.
  • Visuals: Added rotating options to several 1x1 objects such as food table and bed (doesn't affect gameplay, only aesthetics).
  • Visuals: Replaced the combat retreat area with something that fits better in all biomes.
  • Visuals: New Save/Load window.
  • Content: New combat biome - Urban Area.
  • Content: New profession - Priest.
  • Content: New starting skills and levle-up skills for priest profession.
  • Content: New item: dead body, that is dropped when a survivor dies
  • Content: Survivor Graves can be built by a priest with a dead body.
  • Content: Perform a dark harvesting ritual in a survivor's grave to gather demonite from their spirit's essence. This ritual can only be performed every so often.
  • Content: New item: Cross, that can be crafted by priests with the right skill and provide a big boost in protection for a short duration.
  • Content: New alchemy research tree with 3 new research subjects.
  • Content: Alchemy Table where you can craft new alchemy-related resources and equipment.
  • Content: Philosopher Stone where you can perform rituals that transmute materials into other materials.
  • Content: 2 new alchemy-related resources, the crafted Prima Materia, and scavengable Aether.
  • Content: 4 new alchemy-related items - Paracelsus Sword, Transmutation Gun, Mercurial Armor and Elemental Bomb.
  • Content: New item and skills that affect survivor vision range.
  • Content: Added a new very easy base defense mission right after the weapons crafting quest.
  • Balancing: Tweaked enemies in hellgate a little.
  • Balancing: Scavenge Speed bonuses now apply to speed of looting and releasing trapped survivors in combat, in addition to searching debris at the base.
  • Balancing: Amount of items in scavenge locations are no longer shown in advance, only which items.
  • Balancing: There are now more enemies in scavenge missions since you no longer have to kill them all to get the loot.
  • Balancing: Enemy difficulty in rescue missions is a bit lower now, to make up for enemies spawning during the rescue mission.
  • Balancing: Sniper rifles now increase combat vision range a bit.
  • Balancing: Some research materials will now spawn a bit closer to base, making them easier to find.
  • Balancing: Experience gained from damaging enemies was decreased a bit.
  • Balancing: Rescued survivors now have higher chance of having a profession that you have less of.
  • Balancing: Reduced the chance of getting an Occultist and Priest, and increased the chance of getting a Survivalist.
  • Steam: Added several new achievements and modified some of the old ones to keep up with all the latest changes.
  • Modding: Can now add custom audio files.
  • Modding: Can now add movement speed effects to items, abilities, etc.
  • Modding: Can now give combat abilities to Weapons and Armor, as long as they do not consume the item.
  • Fixed: Overall pants skinning issues.
  • Fixed: Incorrect phrasing confused "hellgate" and "portal".
  • Fixed: When sending survivors out of towers in combat they always tried to travel to the top-right of the tower before going to their destination.
  • Fixed: Couldn't send survivors out of towers in combat if there was another object anyhwhere near the tower.
  • Fixed: If a save file got corrupted somehow, it caused the game to stop working altogether.
  • Fixed: When enemies were targeting a survivor that retreated from combat they would become stuck.
  • Fixed: When a survivor had many effects in the skills window and they wouldn't all fit, it wouldn't scroll and some were not visible.
  • Fixed: Sometimes barrels on top of roads would not be visible.
  • Fixed: Level up indicators no longer appear in mission preparation (clicking them would cause the game to be stuck).
  • Fixed: Display glitch in experience bar.
Judgment: Apocalypse Survival Simulation - Suncrash
The original post on Alpha 11 can be found here.

Alpha 11 was released on the beta branch last week, and we got lots of good feedback from you guys. Following that feedback, we just uploaded a patch that fixed and tweaked some of the issues in alpha 11.

We still feel it needs more time in the beta branch before we make it the default version for everyone, but we encourage everyone to give it a try and let us know what you think (see how here)

Some of the things we changed since the first alpha 11 beta release:
  • Tweaked rescue mission, made it faster and more balanced.
  • We now show survivor group shortcuts on survivor portraits
  • The type of survivors you rescue are more balanced, there is a higher chance to rescue survivors of professions you don't have too many of. Also reduced the chance of getting an occultist or priest, and increased the chance of getting a survivalist a bit.
  • Fixed a bunch of bugs
Judgment: Apocalypse Survival Simulation - Suncrash
The original post on Alpha 11 can be found here.

Alpha 11 was released on the beta branch last week, and we got lots of good feedback from you guys. Following that feedback, we just uploaded a patch that fixed and tweaked some of the issues in alpha 11.

We still feel it needs more time in the beta branch before we make it the default version for everyone, but we encourage everyone to give it a try and let us know what you think (see how here)

Some of the things we changed since the first alpha 11 beta release:
  • Tweaked rescue mission, made it faster and more balanced.
  • We now show survivor group shortcuts on survivor portraits
  • The type of survivors you rescue are more balanced, there is a higher chance to rescue survivors of professions you don't have too many of. Also reduced the chance of getting an occultist or priest, and increased the chance of getting a survivalist a bit.
  • Fixed a bunch of bugs
Judgment: Apocalypse Survival Simulation - Suncrash
Alpha 11 is here! Will you survive alpha 11?

Try your luck on the beta branch. There are many changes, improvements, additions and new challenges. New combat missions, alchemy, another combat biome, and more.

Here are the major changes we've made, a full list will be published when the update becomes available in the main branch.

Reminder: To play on the beta branch, right click the game in the steam client, select properties, and then select "beta" from the betas tab.

Want to stay up to date? Subscribe for updates
Or follow us on Facebook.

Varied Combat Missions
Up until now, whether you went out to scavenge, rescue a survivor, or take on a hellgate, the result was the same - search and destroy all enemies.

In Alpha 11, there are 4 types of missions - scavenge, rescue, attack and defense. You can now interact with loot within the combat map, release the trapped survivors, and retreat - without having to kill all enemies.

Some stealth mechanics have also been introduced, enemies will now patrol the map, and you get a chance to ambush or avoid them.



Combat Stats
You can now see some of the enemy's stats when selecting them, allowing for better planning and smarter tactics.

In the survivor's skill sheet - you now see the actual combat stats of the survivor - taking into account all their skills, equipment, food bonuses, and anything else that may affect these stats. This info will help choose the best equipment for the situation.

After combat, you see some stats such as experienced gained, loot, enemies killed, everything is animated and more rewarding.

Urban Biome
A new urban combat biome has been added. Fight in the streets of destroyed cities.

Alchemy
New research subjects, resources and equipment will allow survivors to use alchemy to help fight the hordes of hell.

Priest
A new proffession - the priest - has been added. Some priests are good at farming, some knowledgable in the occult, others are good builders. There are also devout priests that are sworn enemies of demons, and corrupt priests that take the apocalypse more lightly.

Priests have some unique skills that allow them to bury dead survivors and perform rituals at their graves. But with dead spirits about, is that really smart?



Usability and blanacing
We made many tweaks and improvements to make the game smoother and more enjoyable, such as being able to filter scavenge locations in the world map according to their loot.

Previous saves and mods
Saved games from alpha 10 will work, but we recommend starting a new game. Some of the new items and functionality will not be available in older saves.

Mods from previous alpha versions may or may not work, we have made some changes to the format of our configuration files. The modding wiki will be updated in the next couple of days to describe these changes and the new modding possibilities of alpha 11.
Judgment: Apocalypse Survival Simulation - Suncrash
Alpha 11 is here! Will you survive alpha 11?

Try your luck on the beta branch. There are many changes, improvements, additions and new challenges. New combat missions, alchemy, another combat biome, and more.

Here are the major changes we've made, a full list will be published when the update becomes available in the main branch.

Reminder: To play on the beta branch, right click the game in the steam client, select properties, and then select "beta" from the betas tab.

Want to stay up to date? Subscribe for updates
Or follow us on Facebook.

Varied Combat Missions
Up until now, whether you went out to scavenge, rescue a survivor, or take on a hellgate, the result was the same - search and destroy all enemies.

In Alpha 11, there are 4 types of missions - scavenge, rescue, attack and defense. You can now interact with loot within the combat map, release the trapped survivors, and retreat - without having to kill all enemies.

Some stealth mechanics have also been introduced, enemies will now patrol the map, and you get a chance to ambush or avoid them.



Combat Stats
You can now see some of the enemy's stats when selecting them, allowing for better planning and smarter tactics.

In the survivor's skill sheet - you now see the actual combat stats of the survivor - taking into account all their skills, equipment, food bonuses, and anything else that may affect these stats. This info will help choose the best equipment for the situation.

After combat, you see some stats such as experienced gained, loot, enemies killed, everything is animated and more rewarding.

Urban Biome
A new urban combat biome has been added. Fight in the streets of destroyed cities.

Alchemy
New research subjects, resources and equipment will allow survivors to use alchemy to help fight the hordes of hell.

Priest
A new proffession - the priest - has been added. Some priests are good at farming, some knowledgable in the occult, others are good builders. There are also devout priests that are sworn enemies of demons, and corrupt priests that take the apocalypse more lightly.

Priests have some unique skills that allow them to bury dead survivors and perform rituals at their graves. But with dead spirits about, is that really smart?



Usability and blanacing
We made many tweaks and improvements to make the game smoother and more enjoyable, such as being able to filter scavenge locations in the world map according to their loot.

Previous saves and mods
Saved games from alpha 10 will work, but we recommend starting a new game. Some of the new items and functionality will not be available in older saves.

Mods from previous alpha versions may or may not work, we have made some changes to the format of our configuration files. The modding wiki will be updated in the next couple of days to describe these changes and the new modding possibilities of alpha 11.
Judgment: Apocalypse Survival Simulation - Suncrash
Survivors! It's been a while since you last heard from us. We apologize for the long silence, we have been so hard at work on Alpha 11, that it was tough for us to find time to write a proper update.

So, what's this update about? Community! And alpha 11 of course, we'll let you know how it's progressing and give you a sneak peek at some of what's to come.

Don't forget to Subscribe for updates
Or follow us on Facebook.

Wiki
The Judgment Wiki has been created and filled with information. Many of the game's concepts are explained there, and you can find information about the different items in the game. It's still a work in progress, and being a wiki, everyone can contribute! We'd love it if you help filling it out with more information, and let us know if there's anything we can do to help.

Guides
Two guides have been published, a Beginner Survivor's Guide and a Combat Guide. These guides contain a wealth of information, calculations, tips and tricks that can help both new and experienced players survive the apocalypse. Check them out and let us know what you think!

Alpha 11
Now what you've all been waiting for, alpha 11.

Alpha 11, as some of you may know, is focused on making combat missions more interesting. We've created an infrastructure that allows different types of missions, instead of the single "Kill all enemies" type that you've been used to. We're pretty far along, and we expect to release this new version in the next few weeks.

Her'es a sneak peek at what's coming in this next update:







Judgment: Apocalypse Survival Simulation - Suncrash
Survivors! It's been a while since you last heard from us. We apologize for the long silence, we have been so hard at work on Alpha 11, that it was tough for us to find time to write a proper update.

So, what's this update about? Community! And alpha 11 of course, we'll let you know how it's progressing and give you a sneak peek at some of what's to come.

Don't forget to Subscribe for updates
Or follow us on Facebook.

Wiki
The Judgment Wiki has been created and filled with information. Many of the game's concepts are explained there, and you can find information about the different items in the game. It's still a work in progress, and being a wiki, everyone can contribute! We'd love it if you help filling it out with more information, and let us know if there's anything we can do to help.

Guides
Two guides have been published, a Beginner Survivor's Guide and a Combat Guide. These guides contain a wealth of information, calculations, tips and tricks that can help both new and experienced players survive the apocalypse. Check them out and let us know what you think!

Alpha 11
Now what you've all been waiting for, alpha 11.

Alpha 11, as some of you may know, is focused on making combat missions more interesting. We've created an infrastructure that allows different types of missions, instead of the single "Kill all enemies" type that you've been used to. We're pretty far along, and we expect to release this new version in the next few weeks.

Her'es a sneak peek at what's coming in this next update:







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