Project Apocalypse cover
Project Apocalypse screenshot
Genre: Strategy, Indie

Project Apocalypse

Hotfix 1.0.2

Hi there! Two minor tweaks:

  • Increased the readability of the resource panel (will rework it later on)
  • Fixed possible freezes in the main menu

Hotfix 1.0.1

Minor quality of life hotfix:

  • Removed extra information from Jobs panel
  • Changed the icon for Metal
  • More metal available overall

Project Apocalypse v1.0 released!

Attention all base-building fans! Project Apocalypse is finally here!

In this post-apocalyptic game, you'll have the opportunity to build and manage a camp of survivors, facing off against the dangers of a world overrun by the infected. With two game modes (Survival and Sandbox), 15 different buildings to choose from, and a fully-featured trade and production system, there's plenty to keep you busy as you work to build the ultimate camp.

After a successful Early Access period of 1.5 years, Project Apocalypse is now complete and ready for you to dive in. Whether you're a seasoned base-building pro or new to the genre, this game has something for everyone.

So what are you waiting for? Head over to the forum to suggest new features, and stay tuned for updates as we develop and improve the game. We can't wait for you to join us in the post-apocalyptic world of Project Apocalypse!

Patch 0.9.9d now live!

Hello! Another pre-release update is now live. This will probably be the last one if nothing else breaks down.



Changelog:

  • Reworked weapon management. Now you can manually assign a weapon to any survivor. They will use it until they run out of ammo. If there is no ammo available, the survivor will return the weapon to storage and switch to melee combat.
  • Added notifications for major events (death, building destruction, infected attacks)
  • Previously explored parts of the map are now saving and loading correctly.
  • Fixed the "0 rifle production" bug. That was a fun one - you could order the production of a rifle, but none would be produced.
  • Fixed several production UI problems related to data updates and availability. The overall experience should be much better now.
  • Decorations now display the required resources.
  • Made various UI tweaks for a better experience and clearer information.
  • Fixed Russian localization. Some English texts were also revised.

Patch 0.9.9b - bugfixes

Hi there! Moving forward with the patches. Fixing the bugs.

Changelog:

  • Fixed incorrect damage indication for buildings after repair
  • Fixed invisible job markers for resource gathering
  • Increased survivor's speed while hauling a lot of resources
  • Improved collision detection for Abandoned Buildings
  • Decreased ammo cost for traders
  • Decreased the number of available items for the first trader
  • Now you will receive your resources back when you cancel a production
  • Increased the overall amount of infected during the attacks
  • Increased "Cancel production" button size
  • Improved night lighting
  • Added ambient sound

Patch 0.9.9 - Pre-release!

Hi there! It has been a long journey - way longer than I expected - but Project Apocalypse is close to the release. The game is feature-complete in the current stage. However, some plans were cut and will be implemented as free updates later. Nothing too important, all the core is here and ready to play!

There also will be a few small patches between this one and the release version - I still need to address several problems with the Job system, enemy spawning, and weapon management. You will be okay with the current patch, but some minor inconsistencies can be a little annoying. I hope to fix them in the next few days and the final release patch will be available around December 20.

The changelog for this patch is not that big, but still, let's go through it:

  • The Trade system is here! Build the shop and trade with other NPC-controlled camps. Finally some usage for late-game resources and items
  • Bunch of new decorations to finally make your camp unique and aesthetically pleasing
  • Added Currency as a resource. And also added the missing Fuel icon to the resources panel
  • Overall readability and UX tweaks in most of the game interfaces
  • No more bleeding buildings (yay!)
  • Fixed ammo consumption
  • Survivor's needs now loading correctly
  • Survivors can now eat Rations
  • Job creation and cancelation tweaks
  • Incorrect building scaling after loading the game fix
  • New icon for Junk
  • Improved camera behavior and collision
  • Needs balance tweaks (hunger and thirst mostly)
  • Infinite water consumption fix (though it was an internal build problem, it's so cool!)


I'm quite happy with the result and with the overall journey that we've had. I hope you'll enjoy this patch and the next one too :-)

Have a great weekend!

p.s.
I'll use this post to congratulate the team of Dwarf Fortress on a successful steam release. It is one of the most inspiring games for me. It had a huge influence on Project Apocalypse and the overall itch "to make a base-building game with survivors!", even though I have like 0.1% of Dwarf Fortress gameplay depth. Still, I'm very happy that a lot of new players can try it now with simplified and more accessible controls and UI. Congratulations!

Try Dwarf Fortress, it's an amazing game: https://store.steampowered.com/app/975370/Dwarf_Fortress/

Patch 0.9.2

Hi there! Another update is up, It's great to finally just tweak and fix every single problem and set it live, instead of waiting for months until another major feature is finished.

The most significant change is a major save-load problem. Until now, every upgraded building was transformed to Bar on loading the game. It was due to copy-paste error in the building's data table and I completely missed that part. However, it was breaking the logic and behavior of most of the upgraded buildings, removing the production logic from it. But it was quite a fun discovery. Sorry for the inconvenience.

Changelog:
- Fixed incorrect building type after loading the game with upgraded buildings
- Fixed farm progress on loading game
- Improved production queue readability
- Recycling station now allows the creation of Parts, Chemicals, and Electronics from Junk
- Recycling station moved from tier 2 to tier 1 (can build from the start of the game)
- Decreased infected spawn rate
- Infected spawn moved to nighttime
- Buildings can be selected during the construction
- Damage effect added to all buildings
- Improved building selection
- Improved event readability
- Increased time for "New survivors" event
- Survivors now can't drink and relax in the shop :-)
- Decreased movement debuff for survivors with a full inventory
- Bandages now are easier to craft
- Added low chance of chemicals spawning in the resource points
- Increased overall resource amount
- Added Lamp decoration
- Barrel decoration now provides light around the camp (due to fire)
- Fixed damage visualization not updating after repair
- Added production time information
- Added batch water production
- Alarm mode is now enabled in Radio Station UI
- Options can now be called from the escape menu in-game
- Minor fixes and tweaks

Patch 0.9.1

Hi there! Minor quality of life update:

  1. Fixed Hunger calculation. It was not working in the last version.
  2. Added light to the main base building, so the camp is brighter during the night
  3. Added color coding for job creation and building management (Green = "good", Red = "caution!")
  4. Improved indication for required resources
  5. Various UI tweaks in save, building, and production UI

Patch 0.9.0 is LIVE!

I can't believe it, but the new version of Project Apocalypse is finally here! It took almost a year to develop (not constantly, but still). And I'm a bit scared because of it. From one side, the game is now almost feature-complete and quite fun to play. On the other side - there can be a lot of problems and bugs because there are so many changes and so little testing (by me). Well, I'm going to monitor the active problems and fix them ASAP. Furthermore, now I can finally switch to more frequent and smaller patches. It was the original plan, but I failed. But now I can improve the whole patch pipeline.

So, what has changed? I wish to make CrusaderKings3-style patch notes with hundreds of elements, but let's start with the major features and changes.

New buildings. Each one (well, except for the radio station) has been remade from the ground. Three levels of upgrade for each building and five levels for the Main base. Upgrades unlock new features and items for production.

New resources. They are grouped into four categories - Consumables, Materials, Goods, and Weapons. You need consumables to keep your survivors alive, Materials to build and craft, Goods to trade (coming in the next update), and Weapons to protect your camp. The production system has been remade and now you can add items to the production queue.

AI has been reworked from scratch. I switched the overall approach and now everything is working faster and can be extended much easier. There are some new behaviors like "retreat from the combat if scared", "find a campsite and rest there with fellow survivors", "go to the infirmary and heal there" and much more is going to be added in the next updates.

There are two working game modes - Survival and Sandbox. In survival, you need to survive as long as possible. And in the sandbox, you can control different aspects and systems of the game to tweak your experience or just to build a pretty cool camp :-)

I'm going to reorganize the plans for the next updates and, finally, the release of the game. Stay tuned for news, write your ideas and feedback in the comments or discussions and enjoy the game! Thank you for playing and for being with me on this insane journey of evening-indie-game developer!

And here goes the CK3-Style patch note with SOME of the changes which I didn't forget to document:

Project Apocalypse. Patch 0.9.0 Changelog:
- New buildings
- Reworked building construction price calculation
- Reworked building system, now you need to do some work on the construction site to build something
- Reworked job creation, use right click on objects to create a job
- Reworked production UI
- Reworked upgrade UI
- Reworked building efficiency system. Now it uses Fuel, Building Level, and the availability of the worker in the building
- Reworked Farm logic
- Healthbar fixes
- AI fixes
- Survivors leave the building if it is destroyed
- Inventory rework + removed inventory from most of the buildings
- Simplified resource management
- Reworked tutorial and How to Play panel
- Context naming for jobs
- Production queue logic
- Sleeping survivors can miss the infected attack
- Reworked needs balance
- New needs for survivors
- Building levels reworked. Leveling up unlocks new production schematics and increases the efficiency
- Massive performance optimization
- Resource points rebalanced
- Improved buildings and resource points collisions
- Infinite smaller fixes, tweaks, and improvements

Known issues:
- The lounge, Garage, Shop, and Guard Tower are disabled in this build and will be activated later on. You can build them for decorative purposes
- AI can behave a bit strange. Please report anything that seems broken.

Polishing the next update

Okay, I switched to notepad from my task tracker and even from the excel table. And it's perfect! Instant task creation and management.



So, fixed a bunch of stuff during the last few days. Removed the production logic from the farm and made it just a building in which you can work inside. The new production system is highly dependent on the production queue and manages the work orders for survivors. And it just doesn't work for farms, which should grow food independently.

27 tasks to go. A lot more will be added during the testing. But some of them are also already done, but I need to test them. Most of the tasks are related to building upgrades that are ready but never were properly tested.

Maybe I'll move shop and garage logic to another patch. Or I can try to implement them in some basic state, who knows 🙂

I'm also failing my internal deadline for the patch (August 1), but that's probably okay. I still have one free day to make a final push.

I like the current speed and the overall process of polishing and improving the existing features and mechanics. I missed that part of my job a lot. Stay tuned! 😉