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After Inc: Revival News

Update 6: Shadows of the Past

[p][/p][p]A faint radio signal from a long forgotten facility could save the future of civilization. But to get there, brave Survivors will have to venture deep into the deadly heart of the old world.[/p][p]The Settlers will need to develop new technologies, fight back a growing zombie threat and expand civilization to secure their fate…[/p][p]It's an all new, major expansion for the game![/p][p][/p][h2]New Campaign[/h2][p][/p][p]Establish Settlements across 10 new levels and discover what lies deep in the shadows of the old world.[/p][p][/p][h2]New Buildings: Outposts, Logistics Posts & Forts[/h2][p][/p][p]Construct Outposts to assist with production and combat, then specialise them further into Logistics Posts or Forts.[/p][p][/p][h2]Infested Borders[/h2][p][/p][p]Fight back against distant infestations plaguing the region. Zombies will be continually drawn towards your Settlements![/p][p][/p][h2]New Population & Technology[/h2][p][/p][p]Expand your Settlements even further with new services and higher level production buildings.[/p][p][/p][h2]Changelog[/h2]
  • [p]New Campaign: Discover a forgotten research lab amidst the ruins in 10 new Levels[/p]
  • [p]Infested Borders: Fight back against distant infestations plaguing the region[/p]
  • [p]Expanded Civilization: Use Outposts to boost your settlement as well as new buildings, Population and Tech Levels[/p]
[p]Additions[/p]
  • [p]Added Shadows of the Past Campaign (10 new levels)[/p]
  • [p]New Buildings - Upgradable Outpost: Benefit from improved resource production and combat strength, further specialise the Outpost with Logistics or Fort upgrades[/p]
  • [p]Infested Borders: Zombies will be continually drawn towards your Settlements![/p]
  • [p]New Rewards: All new rewards from the Shadows of the Past Campaign[/p]
  • [p]New Population & Technology Levels: Upgrade to Population 14 and Technology 7[/p]
  • [p]Added Ingenuity Soundtrack to campaign rotation[/p]
[p]Balance Changes[/p]
  • [p]Buildings built further from the Settlement now cost slightly more Stamina[/p]
  • [p]Herb Gardens now require Stone to build from Level 3[/p]
  • [p]Lumberyards now require Stone to Build from Level 6[/p]
  • [p]Deer, Cow, and Sheep Material buildings now require Wood to build[/p]
  • [p]Stone Quarries cost more Wood and less Stamina to build[/p]
  • [p]High-level production buildings cost increasing amounts of Wood and Stone[/p]
  • [p]Festivals now improve Celebration Chance[/p]
  • [p]Celebrations now increase Final Score[/p]
  • [p]Escape Hatch mode no longer reduces Final Score[/p]
[p]Quality of Life[/p]
  • [p]Disable Tips: You can now disable Tip Popups in game settings. Let us know how you find this feature and if there are other popups we should be labelling as Tips![/p]
  • [p]When Areas are under attack, building health bars become larger[/p]
[p]Bug Fixes [/p]
  • [p]Fixed a rare issue where the Context Menu would not correctly update initial priorities [/p]
  • [p]Fixed an issue where the "Maintain X Resource" objective would complete when you loaded the game[/p]
  • [p]Stability improvements[/p]
[p][/p][h2]What's Next?[/h2][p]We've got lots more coming soon for After Inc: Revival. Check out our Roadmap! [/p][p][/p][p]But also be sure to let us know what you'd like to see in the forums, on discord, and on our reddit.[/p][p]
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Sneak Peek: Shadows of the Past

[p]Shadows of the Past is nearly here, a whole new campaign with new mechanics, new content and surprises.[/p][p]As always, features and content are subject to change, but here's what we're working on and hope to release within the next month![/p][p][/p][h3]Journey to the Past[/h3][p]Your Survivors face extinction, but a glimmer of hope in the form of a radio message promises a way forward that might be too good to be true. Venture south into dense urban areas across multiple levels to discover the source of the signal.[/p][p][/p][h3]Secure a Future[/h3][p]Empower your settlement with a game-changing new structure: Outposts. Customisable to your needs, Outposts can help your Survivors in various ways. [/p][p][/p][h3]Hold the Line[/h3][p]Large urban populations fuelled the zombie hordes during the pandemic, and now you have to face them.  Some say they have become unstoppable. Will you survive?[/p][p][/p][h3]Much More![/h3][p]This is our biggest update yet, and we're incredibly excited to get this into your hands. If you'd like to be among the first to play, join our Discord to get exclusive access to early beta tests: [/p][p]https://discord.gg/ndemic[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p]

Update 5 - Hotfix

[p]Improvement for balance changes in Update 5.[/p][p][/p][h3]Changelog[/h3]
  • [p]Surprise Attacks now do extra damage to Buildings[/p]
  • [p]Fixed an issue where retreating from a Surprise Attack would not reduce a Fighter's health correctly[/p]
  • [p]Updated Localisations[/p]
[p]
Be sure to raise any issues you have in the Steam Forums or on Discord![/p]

Update 5 - Looming Shadows

[p]In our fifth major update, we've made some big changes to give you more options as you rebuild the world, implement more satisfying combat and lay the groundwork for the Shadows of the Past campaign.[/p][p][/p][h3]Zombies & Combat[/h3][p]We've adjusted Zombie awakenings to be more predictable, now based on your actions and how much attention you've brought to your settlement. Settlement size and weather also factor in, so keep an eye out![/p][p]Fighters will now consume resources when in unclaimed zones, are stronger when taunting, and the Reinforce ability is always available. [/p][p][/p][h3]
Morale - Celebrations[/h3][p]To reward keeping your Morale high, we've added Celebrations. You'll get a gift of Stamina and a reduction of Impatience (based on Settlement Size). The happier your people are, the more likely they'll celebrate.[/p][p]High morale now also improves your Population Growth and Fighter Strength.[/p][p][/p][h3]Population[/h3][p]Once you get to higher populations, Demands will be more reasonable, baseline population growth speed will be reduced, and Morale will have a greater impact on Population Growth.[/p][p][/p][h3]Changelog[/h3][p]New Features[/p]
  • [p]Added Celebration mechanic. Chance to get Celebration bubbles when morale >100% (capped by population)[/p]
  • [p]Added Zombie Awareness mechanic. Increased by Claiming/Fighter movement as well as Settlement activity and Weather. Makes zombies more likely to wake and makes zombies join existing fights more quickly. Zombies attacking into an existing fight will make things worse based on Awareness[/p]
  • [p]Added Gluttons expedition modifier[/p]
  • [p]Added Stretched Supply Chains expedition modifier[/p]
  • [p]Added High Maintenance expedition modifier[/p]
  • [p]Added Warrior Ethos expedition modifier[/p]
[p]Balance Changes[/p]
  • [p]Population 6 onwards: Population demands made more reasonable[/p]
  • [p]Population 6 onwards: Baseline Population Growth Speed reduced[/p]
  • [p]Population 6 onwards: Morale has a greater impact on Population Growth[/p]
  • [p]+Population Trait boosted[/p]
  • [p]+Morale Trait boosted[/p]
  • [p]Fighters now consume Water, Food, and Fuel when in unclaimed areas.[/p]
  • [p]Shrine service - now needed 1 population later. Going from 10 to 11 population will no longer result in such a big morale drop[/p]
  • [p]Increased impact of Reanimation modifier[/p]
  • [p]Reduced randomness of Reanimation [/p]
[p]Quality of Life[/p]
  • [p]Updated building action logic to always remain above Storage and Scavenge actions.[/p]
  • [p]Improved Leader Bubbles artwork[/p]
  • [p]Improved Enemy Warning Icon artwork[/p]
  • [p]Fighters will prepare for battle when taunting - boosting their strength[/p]
  • [p]Fighters will try to be quiet when moving near zombies (but will move slower). Typically a fighter will never wake up a group of zombies if this is your first time in contact with them.[/p]
  • [p]A fighter retreating now results in a lingering combat penalty for a while in that area (other fighters are scared to go there)[/p]
  • [p]Reinforce is now introduced in level 5, and available at game start after that.[/p][p]Taunt and Reinforce actions are now available in early campaign missions if their introduction levels (Level 4 and level 5) have been beaten.[/p]
  • [p]Festivals now boost population growth speed[/p]
  • [p]Research and Fighter training now faster with higher populations[/p]
[p]Bug Fixes[/p]
  • [p]Fixes for Morale icons[/p]
  • [p]Fixed a variety of visual issues with map bubbles.[/p]
  • [p]Fixed an issue where Rain may not start after a Drought[/p]
  • [p]Fixed an issue where Goals could have too high a threshold in Expeditions[/p]
  • [p]Fixed bug where Zombies would keep moving to different area if Fighter attacking them[/p]
  • [p]Fixed bug where Zombies might be killed too quickly when entering an area[/p]
  • [p]Fixed an issue with Goal target thresholds[/p]
[p][/p][h3]What's Next?[/h3][p]We're making progress on a brand new campaign: Shadows of the Past: New levels, new zombie mechanics and a new tech level! Not to mention find out what happens next in the Abandoned Kingdom.[/p][p]Be sure to leave us a review if you're enjoying the game! or join our Discord to chat with us, try exclusive betas and swap tactics on how to rebuild the world.[/p]

Update 4 Hotfix

[p]A fix for an issue raised by players in Update 4.[/p][p][/p][h3]Changelog[/h3]
  • [p]Prevented Storage construction from being cancellable when playing as the Hoarder[/p]
[p][/p][p]Be sure to raise any issues you have in the Steam Forums or on Discord![/p]