SimPocalypse

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208,101
Ratings
677
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553
Published
Dec 4, 2020

Description

Notice:
*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.
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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: https://discord.gg/jJ8jEPBh9r

Controls

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

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

Hotkeys:
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

May 11, 2021

Version 1.0 RELEASED!! This is a big moment for our small game development studio, as we've been working hard to now bring you the 1.0 version of the game!
We wanted to thank everyone that has been supporting us in earlier stages, providing sincere feedback, reporting bugs, sharing ideas on improvements – this wouldn't be possible without you, so thank you again!
So, what’s all new in-game since last update?
NEW: - Added resource animations to building, and receiving resources from Exploring. This helps teach new players better of how things work (can be disabled in settings) - Added some animations to various game icons to make the game feel a bit more alive - Added much more informative tooltips to build buttons - The game will now remember the zoom and offsets on all draggable screens (research, maps – can be disabled in settings) - New settings to hide building animations and to disable remembering zoom/offsets - Added more information to House, to help teach players better of what is population and how it grows - Added new icons on top of buildings when they are affected by any event (can be clicked for full details) - The first 20 parts you find, will now have a very high chance of being combinable (in fact, some are guaranteed to be) – beyond that, there will be some guarantee that every 8th part is combinable as well - several new sound effects added to spice up the experience better (big thanks to Jan Aleš Mlinar!) - 14th language added - Brazilian Portuguese added as a new language – thank you to all those helping to translate! * Some translations will still be improved
CHANGES: - You will now be able to use up to x4 speed by default (speeds unlocked with research were increased where needed) - Changed various numbers to be “monospaced”, so they don't move around while changing - Now you can demolish a specific amount of levels from upgradable buildings – this also prevents earthquakes from destroying ALL of i.e. Your mining plant levels late game - Made various tutorial animations a bit more clear/bigger to guide new users better - Improved the clarity of resource costs & gains by adding proper prefixes - Updated several translations from all languages to be more accurate -More improvements to display of buttons at various resolutions and using different languages
Bugfixes: - Fixed an issue where old saves sometimes didn't start the new mechanic of "idle citizens have a negative impact on happiness" - Fixed an issue where running the game from a shortcut would fail to start the game (White screen). The game will now run properly, but not that if it is not fired from Steam client, any achievements7overlay will not work properly - Fixed some issues with certain things being hidden when they shouldn't (health, productivity..) - When saving game will now securely encode all data, which will ensure that certain characters (Russian/Chinese) won't break the game saves on load - Sorted a lot of instances where assign and build buttons wouldn't properly update/disable - Sorted several issues where health, productivity or citizens information didn't update in the top row - Objective for upgrading the mining plant will now work even when upgrading the second plant - Public jobs will now properly show up if the first building is built while there - Fixed several bugs in manage plans view, where it wouldn't open sometimes - Fixed some issues with certain views opening up too early - Fixed some issues where notification board items could overlap - As explorers find scavengable resources, these will properly update immediately - Fixed an issue where some achievements wouldn't properly copy over data from old saves - Added additional prevention of deleting some of the first tank parts - Fixed an issue where randomize wouldn't fill the whole formation - Notification board will properly clean up when loading a save - Fixed an issue (hopefully) where corpus could allow more tanks than possible -Fixed an issue with randomizing formation to better position tanks -Fixed some inconsistencies with knowledge generated from teachers and researchers
DISPLAY: - Fixed a ton of issues where buttons/UI parts in various languages would not display well - Made design of tank bars more consistent with the new UI - Improved clarity of what you own/don't own in Research tree - Fixed some issues where animations would show over popups - Made “change speed” icons clearer, to indicate the feature better - Improved display of yes/no icons - Improved display of research details popup, and their costs - Fixed an issue where all research upgrades could show that “this building is not affected by productivity” - Added tooltips to all active skills in combat - Improved parts of combat display to make it clearer - Changing teacher amount will now immediately update researchers information
We are super happy to have a stable 1.0 version out, but this is not the end :) We are already planning and preparing a new set of major updates, which will be coming out in the following weeks!
You can follow our short-term roadmap here: https://www.simpocalypse.com/roadmap Discord: https://discord.gg/NPX8NzXFxt Twitter: https://twitter.com/GamesGamex Facebook: https://www.facebook.com/GamexStudioGames/ Steam (full version): https://store.steampowered.com/app/1351500/Simpocalypse/

April 27, 2021

Update: New World Order - v0.9 just released!
Hey everyone!
Today we are rolling out the “New World Order” update, which brings new content, Achievements & Challenges, Game Difficulties and a lot of balance and several big Quality of Life improvements!
NEW: -40+ Achievements -6 Challenges -Introducing various difficulties, including Hard mode with 5 New events -6 public buildings now also have advancements -4 new citizen assigning automation options, including a massive building management configuration to make your late game life easier (unlocked in Research) -New effect, where having too many idle/not working citizens will now slowly negatively affect happiness. This gives more meaning to management and citizens at all stages of the game. -2 new upgrades to help you gain Research Points even faster in late game
BALANCING -All buildings will now provide way more jobs, so that all of your citizens will now actually have a purpose -Amount of max builders is now capped to 1 per every 5 build tiles -Building without any job capacity will no longer be affected by citizen productivity (positive OR negative) - I.e. Solar Panels, Rain Collectors, Filtering Stations -reduction of notoriety/infamy is now double -Military colonies increased in price by x2 to better compare to regular battling -Lowered event frequencies to not have events be as annoying -Research Point costs for advancing reduced from 5 to 1 point
DISPLAY -We’ve reduced the white/negative space of building boxes, so that more now fit on the screen, making management more convenient -Added some UI improvements to make the game feel a bit more alive & visually appealing (i.e. animations on build buttons) -Product stock page revamped -Fixed some display issues in event history views -Added event trend information next to relevant jobs during events, to make it clearer what needs to be done -Made it clearer in research which upgrades are permanent
PERFORMANCE Vastly improved performance (by up to 60%+), particularly in resources view. This should also help get rid of any flicker issues, and allow you to play at faster speeds without a significant performance slowdown. * Performance in maps/research should be slightly improved with this as well
BUGFIXES -Added a logarithmic growth to market demand, to not have it grow to insane numbers and bug out things -Fixed some issues with cursor changing on hover when it shouldn’t -Fixed some issues with assign buttons sometimes not disabling -Fixed some issues with some research nodes sometimes not being clear if research can be bought or not -Fixed some bugs with water sources/toxicity not always properly showing up -Fixed some bugs with combine and made some things in filtering clearer
OTHER -We’ve moved several QoL upgrades that required research to now always be available (don’t pause during popups, ignore events etc.) -All QoL upgrades in research will now be permanent once you buy them (not removed after prestige) -New events will now always show up the first time in a run so you are aware of it and what it does. You can disable this specifically, but we recommend not to so you don’t get surprised by what any new events we added need you to do :) -Added a small delay between tooltips show up, to not feel as spammy when you just move your mouse around -Several other smaller bugfixes, display issues and improvements were done
_________ We hope you enjoy all the changes & the new content :) We are already preparing a lot more, and some significant updates will be added in the next 2 weeks as well!
->> Also, we'll be launching SimPocalypse out of Early Access on Steam on May 11th - when we'll run some extra discounts during the launch week, so make sure to add the game to your wishlists if you haven't yet, to get notified on the discounts and the release date! ;)

March 22, 2021

Patch v0.8.0. - March 22
We're excited to deliver you the biggest update to date – a Nuclear update! This update marks a much higher quality standard for our game and sets us up to be able to focus more on content updates going forward.
With the Nuclear update, we revamped the whole UI/Design of the game to bring you a much more modern and sleek experience, and resolve several problems the game had with teaching the players about its deep mechanics. We also resolved a ton of bugs, display issues, and inconveniences, as well as added several new quality of life and settings to customize your experience a bit. You can find all the changes below, but here're few notes on some changes to not confuse existing players:
- By default build costs are now shown via tooltip, but you can change this in settings to show under the button instead. - We've changed the display of time to use the game's time, as it helps teach the player better and adds some more immersion. You can also change this in the settings to show real-time instead.
We've had playtesters help us prepare this update as best as possible (thank you!), but as this is a huge change let us know if there is anything you do not like about the new UI, particularly from a usability standpoint :)
NEW: - Completely revamped UI and graphics of the game, for a more modern and cohesive look: Menu, UI, Research, Combat, World, and Popups all now have a completely fresh look! - New Ambiental music added, created by Jan Aleš Mlinar - New UI vastly improved player feedback of what is changing/not working etc. that makes it much easier for the user to react - Added Clear All options to build and produce queues -Vastly improved player onboarding and guiding. There are now more “auto tutorials” that trigger only after you experience a certain new mechanic (i.e. when toxicity increases) - Added a Game Guide (a small wiki) which helps the player understand the more used terms, mechanics, and UI options - Added ability to name your saves by double-clicking on them - Added x100 buy/Assign options directly to the QoL settings popup - New settings for disabling sound groups, battle popups, disabling save plan warning popup, displaying real-time instead of game-time - New Hotkeys for switching between views quickly added to settings - Added reset all settings & hotkeys options
CHANGES: - Improved notification system to be far less obtrusive, and also any notifications with a “+” next to them, will show you actual useful information now - Resource group collapsing works in a more natural/useful way now - Improved performance and fixed several memory leaks - Improved scaling of UI for smaller screen - Improved starting story scene - Improved positioning of tooltips on World Map - Earthquakes will now show which buildings exactly were lost (if any) - better detection/warnings of any broken saves - improved rendering performance on maps
BUGFIXES: - various issues with buy/assign buttons not activating/Deactivating properly fixed - several annoying bugs when placing colonies fixed - A ton of bugs in combat sorted related to reinforcements, skills, upgrades... - Several flickering issues sorted, with popups, tooltips and screens - fixed several play/Pause bugs - auto-attack territory will properly attack the weakest one - Several bugs with UI not updating things instantly in some cases sorted - fixed issue with sounds sometimes not turning off when you restart the game
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