Hello there! Been a while since the last post. I’ve been extremely busy updating After The Collapse.Most patch related updates have been posted on the respective stores instead. With the weekly patch schedule, copy-pasting the change-logs every week seemed redundant. So, instead, here’s a meaty post summarizing our progress, our plans for 0.5, and various other news and announcements. It’s not entirely tied to ATC, I have a lot to say about Steam, so even if the game isn’t your cup of tea, it might be worth a read.
Well, it has been quite a busy week. After The Collapse, alongside it’s first (obligatory week 1) patch got released on Steam. It fixed a lot of issues with job priorities and the balance in general while adding some nifty things like repair zones. You can take a look at the changelog here. Another patch should follow this week, fixing the remaining issues that have been reported to us while adding some requested features. After that, we’ll start working on 0.5 (while delivering smaller patches when we can afford to do so). Read More …
We are proud to announce that After The CollapseΒ is available on Steam Early Access!
Please, do not forget that is the first public version and we are in Early Access. In other words, it’s only the beginning. Regular patches and updates will follow on a regular basis. Our next article will detail what the future holds for the game. Meanwhile, don’t hesitate to come to the discord channel or to the Steam community forums for help, to post suggestions, discuss the game, or yell at us (in a calm, polite fashion) in general.
Well, it seems like I can post one last devlog before the release date! We should release After The Collapse between the 4th and 9th of October depending on some external factors. The devlog is going to be a bit shorter than usual, but I really wanted to showcase the last 2 missing features: Expeditions and Trading. I mean,Β a truckload of other things have been implemented, improved and fixed. But going over the last month of coding would spoil some of the fun. And quite frankly, too much has been done for me to list every single little detail.
But, before that, a few announcements are in order! Firstly, I just opened the ATC Wiki. it’s extremely bare-bone presently, but this is where the complete documentation will end up, the same way I did for Unending Galaxy. Secondly, we have a discord channel now! You can join by clicking this linkΒ (and waiting a bit, so you won’t have any other choice than reading the rules). I can’t promise i’ll be on 24/24 obviously, but it’s a good way to catch me in a less formal context.
That’s about it for now. Let’s get to the devlog π
Before we get into it, I have a few announcements to make:
Firstly, a month ago I promised another update for Unending Galaxy. Sadly, this is not going to happen until After The Collapse is officially released and the first few emergency patches have been delivered. I’m already on a 12h a day / 7 days a week schedule. I just can’t find the time to get around it. As much as I don’t like to leave people hanging, I’ve to admit I’ve bitten a bit more than I can chew on that one. So my deepest apologies to everyone involved. UG will get patched, but only in a couple months.
Secondly, If you look at the After The Collapse menu on top of this page, you’ll see a Bug Tracker link. It’s a system used to keep track the development, bugs, and potential features. You can register there and post bug reports, ask for specific features, and so on. Not everything i’m doing currently is included there, as it wouldn’t make much sense before release, but this system will be the best place to post about bugs, issues, and keep track of the game’s development in real-time in the future.
With that out of the way, let’s dive into the devlog proper π Read More …
This is raw unedited footage of the current build. It is not the most riveting spectacle ever, but it might give you a decent idea of the progress that has been made. The “night” is a bit blurry, but you can blame youtube’s encoding for that. This is also very early game, so no fancy weapon turrets, lights, events and buildings. More interesting footage will soon follow, alongside a trailer π