68 67K
Dec 4, 2020


*The game is still evolving and there still might be some bugs, so please don't be too harsh on us, we are doing our best to improve the game further.
Simpocalypse is a post-apocalyptic civilization simulator game, where you manage & lead your settlement to become a global empire!

-> Survive the post-apocalyptic times
-> Rebuild the pillars of modern civilization
-> Manage your citizens to create a powerful establishment
-> Choose your own path with a massive research tree and Advance your civilization into the new heights
-> Trade the Global Market to your advantage
-> Post-apocalyptic world conquering - Dominate & Control the World
-> Speed up and automate gameplay actions

Simpocalypse Discord server:


You only need a mouse, and the rest is explained in game.

* You can play the game in fullscreen mode for a better experience

F : toggle fullscreen mode
Space : pause/unpause
Esc : Close current popup/open in-game menu if none open
+/- : increase/reduce game speed
Hold Ctrl + 1-5 : While holding, change build/produce amount from 1->OCD
Hold Shift + 1-7 : WHile holding, change assign amount from 1->OCD

Some other tips for playing:
- Options to assign/build more than 1 at a time are unlocked after 5th Mission
- Many things have tooltips, use them for more info :)
- You can click on the "build queue" at the top right to be able to remove/Change build assignments

January 20, 2021

Hello everyone! We are continually developing the game as promised, and will be releasing big update batches from now on to optimize our development (unless it is a smaller hotfix). The first big batch – “Progression Part 1” is out today :)
So, what does the latest update bring to the game? - NEW: Introducing the first urbanistic advancements for housing! When there's a lack of space, build towards the sky! - NEW: Added a new tier of “unlimited” upgrades to Mining Plans, Factories and War Factories. Keep your production on par with your expansion efforts! Works with different Buy Amounts! - NEW: The cost of colonies will now scale - NEW: Option to cancel colonizations in progress - CHANGE: Other late-game progression and balancing improvements (added different unlock conditions for formation slots, house costs adjusted, faster gain of research points...) - CHANGE: Increased building research production boosts from 5% to 25% per level - CHANGE: Changed research upgrades to be hidden until their predecessor unlocked, to add some exploration as well as simplify the research tree for new users - BUGFIXES: Resolved various bugs (issues with canceling/modifying queue, queue canceling/demolishing not properly refunding, bugged map offset when clicking on a region...) - Several display issues, and mini improvements done (Updated various translations, Added estimate of new citizens gained per day...)
You can find full patch notes in-game Settings → Patch notes.
*We have slightly raised the full version price with this update, as there's been a ton of content and polish added already. The price will be raised a bit more as we add another few huge updates to the game in the following months, so if you'd like to get the best price for the full version on Steam before we raise it again, you might want to buy it ASAP → you will get all planned future updates on it for free :)
*BTW: If you haven't checked yet, feel free to check out our development roadmap for SimPocalypse, to which we are fully committing, and working on our goals to deliver the best possible version of the game. There is a LOT we have planned until the end of Q1 2021, so be prepared!
Hope you find the update interesting, we're now focusing further on the next, even bigger, updates to come! 😉
-SimPocalypse Team

January 6, 2021

Hello everyone! First, we wanted to let you know that we published our updated development Roadmap publicly here: It will give you a better idea of the main updates we have planned for the game up till end of March. We will keep it updated regularly, so you can keep track of our progress While we will still be doing separate minor updates to address any issues quickly, we will mostly be batching updates to optimize our development time. The first bigger batch "Progression Part 1" is planned to be released by end of next week, and it will deliver bigger late game balancing/progression and gameplay improvements. AG version has been updated to v0.5.0.10 just now: v0.5.0.8 BUGFIX: Auto exploring to new Regions will now work properly, HOWEVER only for conquered regions after this update. There was an issue where colonization did not initialize some things properly, so this will unfortunately not work for past conquered colonies that had this issue. BUGFIX: Colonized regions will now properly initalize all territory boosts CHANGE: Reduced flicker bug of exploring progress bar CHANGE: Some other minor display fixes done like adding number formatting where it was missing v0.5.0.9 BUGFIX: Continent to conquer text always showing 0/7 BUGFIX: Fixed an issue with some players getting "black screen" when speeding through battles. There's a chance it might still happen, but should at least allow you to play without reloading the game. A full fix to this will be resolved with upcoming performance improvements. BUGFIX: Toxicity sometimes showed as NaN BUGFIX: Fixed an issue, where last cycle of build queue would not properly refresh the building data BUGFIX: Fixed an issue with Auto Rations setting, where it would uncontrolably flicker indefinitely v0.5.0.10 BUGFIX: Fixed an issue where market was easily exploited to gain guaranteed profits by buying/selling immediately. BUGFIX: Fixed an issue where button to start the game was not visible on some devices with bigger display text. BUGFIX: Connectivity bonus from cars will now be properly recalculated if you sell them/your population changes. BUGFIX: Colonies will now properly detect if a region is conquered already, or another colony was setup there already, and prevent it from expanding there. CHANGE: Added info on territories conquered and explored while hovering over regions on world view. CHANGE: OCD will now allow assigning citizens when you have enough to assign up to max, even though not enough for the next OCD point BUGFIX: Fixed an issue where "territories to conquer" would not refresh properly when first visiting a region. DISPLAY: In corpus upgrade, changed text for aura amount to be clearer. DISPLAY: Removed Average price from market, as it is mostly meaningless, and could lead to confusion about what it meant exactly. DISPLAY: Changed item prices in market to 3 decimals to work in all cases properly Let this be a first small taste of updates to come in early 2021 :slight_smile:

December 23, 2020

Hey all! Today's update updates AG version with a ton of recent patches! v0.5.0.4 NEW: Setting to prevent minor patch notes from showing up (any major updates will still show) NEW: Setting to auto-deny events added - i.e. declining paying a bribe (unlocked in research) - *It requires auto accept/ignore setting to be on as well NEW: Added info of what ammo type a turret/corpus has as it was now impossible to know BUGFIX: Fixed an issue where on Steam wrong text would show up on Steam version on Mission 12 completion CHANGE: Increased max tiles gained from each territory by 25%, as it was too easy to mess up early game CHANGE: Doubled effect of coverage increase upgrades for doctors, policeman, fireman + fixed their descriptions CHANGE: Increased researcher knowledge gain bonus upgrades from 20%-30% per upgrade CHANGE: Some other minor display fixes done on smaller screens v0.5.0.5 NEW: Detailed stats of buildings will now also show starting/prestige bonus CHANGE/BUGFIX: Current gains of buildings now show actual output with all types of boosts included CHANGE: Added a security override to try to re-save the game after a certain period, if it was marked as "still saving". This will hopefully solve an issue some of you had where the game would on occassion not save properly. CHANGE: Several other smaller display/text improvements were done CHANGE: Increased minimum intensity of earthquakes, as it was weird feeling earthquakes with 0.1 by Richter scale :) BUGFIX: Mining rate display now properly includes starting/prestige boosts BUGFIX: When clicking on setup colony, while zoomed in on World map it would sometimes click over the UI into the territory BUGFIX: Fixed an issue where attacking the last region in the continent would already consider it fully conquered. BUGFIX: Slightly improved layout of market chart, as sometimes the chart would dance frantically v0.5.0.6 NEW: Editable hotkeys! You can now customize your hotkeys in Settings! NEW: Added "assign/build options x100" setting, which changes 1/10/100 options to 100/1k/10k CHANGE: OCD option will now scale to the nearest multiple of 10. I.e. 10,20,30,...100,200...1k,2k... Making it probably the option you'd want to use in most cases :) BUGFIX: Fixed an issue where Starting screen for choosing perks would not be fully visible on smaller screens v0.5.0.7 CHANGE: Exploring will now always ensure correct average of all resource types given per territory no matter how many explorers you explore with - even if it's done in a single trip! CHANGE: Vastly reduced scaling of enemy military and economic power if you are not actively expanding. Reduced from 1% to 0.1% increase per week. Note: Scaling based on infamy and notoriety remains unchanged, as the main problems was players idling the game for (game) years without expanding. Also remember you can reduce effects of scaling by up to 50% with diplomacy!
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