Early Access

After the Collapse is being released in Early Access. We know that many people are, understandably, reluctant to buy early-access titles nowadays. If you want to wait it out, it's perfectly fine and we sympathize with the sentiment. That said, we would like to say a few words on our Early Access policy:

It's important to note that After The Collapse is not our first game. Our previous title, Unending Galaxy, was a much more complex kind of game from a coding perspective. And while it wasn't in Early Access per say, it still received very regular content and maintenance updates for more than 2 years. We do not have an habit of dropping our projects, even when things are getting tough.

Secondly we're well prepared and organized, we have a public bug-tracking tool ready, a clear road-map and everything planned so far is well within our skill-set. Speaking as the main programmer here, I'm personally fascinated by base building games, I'm an avid player of Dwarf Fortress, Rimworld and others, and I have a lot of professional experience when it comes to artificial life and simulations.

Road Map

Before continuing, understand that the following list (and implementation order) is is subject to changes. This is not an exhaustive road-map either, as it doesn't include every single new item, resources, or basic concept here. Instead it's there you give you a feel for the general direction we want to take with After The Collapse.

Short-term Features

Those are planned for the EA release or soon after. They are practically “sure things” but actual implementation details can change.

Mid-term Features

Those are features that will be fleshed out between EA and 1.0. As such, I can’t go into much details, and the community will have its say in it when the time comes.

Long-term Features

This is for 1.0 and after. As you may know if you’ve been following Unending Galaxy’s development cycle, 1.0 is just a number to us. It means that we think the game has enough features to hold its ground on its own. It definitely won’t prevent us from continuing the development “as usual”. In any case, we’re entering hypothetical territory here.

What NOT to expect

And, obviously, there are things I don’t feel like they’d fit the bill. Either because they are too costly in development time or don’t work with our thematic.

Multiplayer is out, for the same reasons it’s out for every other game in this genre. We might, however, implement something via Steam Workshop (with locations made by other players being added to your world, as an option). This is *very much* an hypothetical.

On the base building part proper, I intend to keep things focused on what make sense in a post-apocalyptic world. So no HD-TV, dozens of different crops or bionic limbs. Those are things people can add through modding anyway. Also, while relations between your survivors will definitely be a thing, it will be more a case of getting rid of the black sheep than building some kind of utopia where everyone is constantly overjoyed.