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The Apocalypse News

Dev Note #2.1 — In The Apocalypse, Which Server Will You Choose?

Hello everyone, this is the developer of The Apocalypse.

In our previous dev note, we talked about PVE and PVP. This time, let’s dive a little deeper into the very first decision every sandbox survival player has to make — which server should I play on?

In sandbox survival games, the server often defines the rhythm and atmosphere of the entire world.
Some players prefer to explore alone, quietly building their own base at their own pace. Others enjoy teaming up with friends, helping each other, or even surviving side by side with strangers in a shared world filled with danger and stories. Different server settings lead to completely different experiences.

Some players love the freedom of single-player or private servers — no resource competition, no unexpected attacks. You can log in and out anytime, gather resources, and build your shelter in peace.

But many players are drawn to multiplayer servers, where the world feels truly alive. Maybe you’ll meet a stranger among the ruins — cautious at first, but later forming an alliance. Or maybe you and your friends will form a small squad, dividing tasks, rescuing each other, and surviving through waves of monsters together.

We believe that the beauty of sandbox survival lies in freedom — the ability for every player to define their own world. That’s why in The Apocalypse, we want each server type and gameplay mode to offer its own unique experience. Our goal is to build a flexible, inclusive server system that supports both the solo survivor and the communities that thrive together.

So, when The Apocalypse launches — which will you choose?

Will you create a solo world and explore at your own pace?

Start a private server with friends and build your post-apocalyptic base together?

Or join a large community server, where chaos and order are shaped entirely by players?

Let us know your thoughts in the comments! Your feedback will help us refine server settings and shape the focus of future tests.

If you haven’t yet, don’t forget to add The Apocalypse to your Steam wishlist — thank you for your support!

https://store.steampowered.com/app/3619580

Devlog #2 - Design insights on four hot topics!

Hello everyone, I’m Da Fei, the developer of The Apocalypse.

First off, thank you so much for all the comments and support lately - I’ve been reading them carefully. Most of my recent work has been on developing multiplayer, and your discussions and suggestions have given me plenty of inspiration.

https://youtu.be/Efb9bwIxSI4

In this devlog, I’d like to share some thoughts on hot topics that many of you care about, and also give a glimpse at future plans.

[h2]Topic 1: Survival Pressure[/h2]
A lot of players asked: should a wasteland game have stronger survival pressure? Things like elite monsters, bosses, or even a dedicated “hardcore mode.” I think that’s a great idea.
But survival feels very different depending on the player. Veterans may crave more pressure, but new players could find it frustrating if they starve or dehydrate too quickly. That’s why I don’t want the base survival bar to be too high - it should leave space for exploration, building, and doing what you enjoy.
The real challenge will come from scarce resources and advanced gameplay. As for “hardcore mode,” I’ve been considering it, and it may come as a separate option later on.

[h2]Topic 2: Vehicle Customization[/h2]
This is by far the most discussed topic lately. Many of you dream of turning cars into giant war machines, or even roaming the map in a full-on mobile base. Honestly, I want that too!
Currently, the plan includes customizable parts like tires, armor, storage, functional add-ons like furnaces or sleeping bags, plus paint jobs. Over time, we’ll expand to things like mounted weapons or trailer modules - getting closer to the “apocalypse war rig” everyone imagines.
So if you’ve got cool ideas, drop them in the comments!

[h2]Topic 3: Exploration & Scavenging[/h2]
Players often say “scavenging junk” is the soul of a wasteland game.
I get it. What people really love is the thrill of cracking open a container and finding rare loot.
So in The Apocalypse, I want scavenged items to always have value - not just take up space. Beyond basic materials, there will be rare components, finished gear, and even items you can trade or craft into something special, so exploration always feels rewarding.

[h2]Topic 4: Servers & Multiplayer[/h2]
The most asked question: can we play with friends?
The answer is yes.
There will be official servers with separate PvE and PvP options, so you can choose your style.
Players will also be able to host their own servers - either local LAN or dedicated - complete with custom settings like resource respawn rates or enemy strength.
Looking further ahead, we plan to support modding, so you can create your own systems and even reshape the game entirely.

[h2]Closing Thoughts[/h2]
The Apocalypse is still deep in development, with features being tested and tuned. Some things I can share now, others will need feedback from playtests. But one thing is certain - I’ll keep listening closely to your ideas and bringing them into the game.
And as always, if you’re interested, please consider adding The Apocalypse to your Steam wishlist. It really helps us a lot.

See you in the next devlog!

Dev Log #1.3

Hello everyone! I’m the developer of The Apocalypse.

In our last two dev logs, we talked about whether we should add a quest system, and why survival sandboxes almost always start with chopping trees and mining stones. Today, I want to dive into a topic that has long sparked debate among players: in survival sandbox games, do you prefer PVE or PVP?

PVE — player vs. environment — is the classic survival experience. You face hunger, cold, monsters, and scarce resources, focusing on exploration and building. The pace is more controlled: you can gradually construct your shelter, enjoy the sense of achievement as you progress from nothing to prosperity, and immerse yourself in the world without fear of other players interfering.

PVP, on the other hand, adds the unpredictability of player conflict on top of environmental challenges. Alliances, betrayals, and resource battles turn every encounter into a story. A successful ambush or a desperate counterattack can create moments of drama and excitement that scripted challenges rarely match.

Of course, both have their pros and cons. PVE offers a more stable pace, great for solo players or small groups who want to slowly build and explore. PVP is more thrilling, but unexpected attacks can disrupt the experience. For developers, this isn’t just a gameplay decision — it shapes the entire atmosphere of the world.

When designing The Apocalypse, we knew from the start how important this choice would be. A post-apocalyptic world naturally fits tense survival and conflict, but we also want players to feel free to explore and build without endless griefing. That’s why our current idea is:

PVE as the core, ensuring solo players and small groups can enjoy survival and base-building.

Optional PVP servers or modes, for those who want intense player-driven conflict.

Beyond that, we’re also exploring events such as resource shortages or seasonal disasters, so even in pure PVE, players can still experience bursts of tension.

So, if you were playing The Apocalypse, which mode would you prefer?

Mainly PVE, focusing on environment and monster challenges.

Primarily PVP, where player conflict drives the world.

Or a hybrid approach, with PVE as the base but optional PVP zones or servers.

Your feedback will play a big role in shaping our future plans. Please share your thoughts in the comments — we’d love to hear from you!

And if you’re interested in The Apocalypse, don’t forget to add it to your wishlist so you’ll be the first to know when we share new updates and gameplay features!

🔥 A new milestone: 20,000 wishlists!!



Thank you all for your support!

The Apocalypse has surpassed 20,000 wishlists on Steam!! This is a very important milestone for The Apocalypse.

Moving forward, I’ll continue sharing development updates and prepare for the upcoming test.

If you haven’t added it to your wishlist yet, now is the perfect time!

https://store.steampowered.com/app/3619580/__The_Apocalypse/

Share it with your friends and let more survivors join this wasteland world!

Devlog #1.2 — Why Do Survival Sandboxes Always Start with Chopping and Mining

Hi everyone! I’m the developer of The Apocalypse.
After my last devlog where I asked if you’d like to see a quest system, I received tons of valuable feedback from players. Thank you so much—your enthusiasm is what keeps me going!

Today, I want to talk about something almost every survival sandbox fan has gotten used to: the classic early game routine of punching trees, mining rocks, and hunting small animals like deer or rabbits. Nearly every survival game treats this as the “first step.”

I’ve played a lot of these games myself, and usually the very first thing I do is collect wood and stone. From a design standpoint, it makes sense: these materials exist in any environment, they’re instantly recognizable, and they require no learning curve. The progression from wooden tools → stone tools → iron tools also creates a simple and intuitive upgrade path. And let’s be honest—punching your first tree or rock isn’t just an action, it feels like a primitive ritual: crafting your first tool with bare hands carries a real sense of accomplishment.

[h2]But here’s the downside:[/h2]

It’s repetitive. Almost every survival sandbox starts with the same loop—chop trees, mine rocks—so it lacks freshness.

It’s fatiguing. Players have gone through this opening in dozens of games already, and it can feel stale.

In The Apocalypse, wood and stone will still exist as basic resources, but I want to mix things up at the start. Players don’t always have to begin with chopping trees—maybe you’ll scavenge materials from ruins, or jump straight into special gameplay without gathering or crafting. On top of the classic resources, we’ll also introduce some unique ones.

What I really want is for the opening moment to feel like a choice for survival, not just “grab wood and make tools.”

[h2]So I’d love to hear your thoughts:[/h2]

Classic start — Chop trees, mine rocks. Familiar and simple.

Alternative start — Loot ruins, or fight enemies for drops.

Hybrid design — A mix of both: gather if you want, or dive straight into other options.

Share your ideas in the comments! Who knows—your favorite approach might end up in a future version of The Apocalypse!

And if you want to be among the first to try these new ideas, don’t forget to add us to your Wishlist on Steam!