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Surviving the Aftermath News

Development update and price increase

Greetings, Survivors!

We’re very excited to present to you our latest Update called Nuclear Winter. It’s been an extremely busy year for our team at Iceflake as we delivered 12 big content updates since Surviving the Aftermath entered Early Access.

There is still some work ahead of us, but we hope you’ve been enjoying playing the game and as always we’re thankful for all the provided feedback as it helps us create the game, you want to play. So don’t hesitate to jump back in and check out the new Winter Catastrophe, 13 additional Quests, and tweaks for the Specialists.

As our early 2021 release is approaching, we would like to give you a heads-up about our final price increase, which will happen once Surviving the Aftermath will go out of Early Access. If you would like to get the game at the current lower price and get the Founders Edition extra content, now is a perfect time.

Finally, to make sure that we have more opportunities to implement your feedback and introduce important fixes, we have added 3 Enhancement Patches to our 2020/2021 Roadmap. You can expect more information about them to appear later this month.

Stay safe, and see you in the aftermath!

Surviving the Aftermath - Update 12: Nuclear Winter Teaser

The frosty season has arrived in the world of Surviving the Aftermath with Update 12: Nuclear Winter.

[previewyoutube][/previewyoutube]

This month we’re introducing a completely new Winter Catastrophe to the game, so better make sure your Colonists have a warm place to rest their heads every night. We’re also expanding the list of Quests with 13 brand new adventures, and introducing a lot of changes to how Specialists interact with the World Map.

The theme and name for Update 12 changed from what we had initially communicated on our Roadmap, but we are very excited to bring the Winter Catastrophe into Surviving the Aftermath just in time for the actual winter, and we cannot wait to see how you're going to tackle this challenge.

Do you want to know more? Join us for the Update Stream on Tuesday, December 1st at 14:30 CET on https://www.twitch.tv/paradoxinteractive

Update 1.11.2 - Changelog

Game versions PC: 1.11.2.7710

General
  • Fixed the overlay legend panel so that the colors shown there now match the colors shown in the colony itself.
  • Fixed an issue with the navigation on quest pop ups with a controller - now you can select other options besides the first one from certain pop ups, when playing with a controller.
  • Fixed an issue that allowed the quest to be triggered several times through the panel, which caused issues with saving and loading.
  • Fixed an issue that could cause resources being carried to a construction zone to disappear if a Specialist died while carrying them.
  • Fixed an issue that could cause the entire colony to become stuck if a building was destroyed right before it had finished a cycle of production.
Graphics
  • Improved the readability of building placement visuals to spot invalid placement more clearly as the blocked squares will have more clearer indication.

Update 1.11.1- Changelog


Hey Survivors!

We just released an update to address some of the reported issues we noticed since the release of Update 11: Quests

Game version: 1.11.1.7699

[h3]General[/h3]
  • Added two more unique quests to the game.
  • Resource rewards gained from Quests will now go to the inventory of the Specialist completing the quest.
    • Previously these resources were instantly teleported to the colony.
  • Added missing localization in multiple places.
  • Specialists will now continue gathering from other nearby carcasses if given the command to gather from one.
  • Updated the pop up that is shown when the notification of an on-going Quest is selected.
  • Altered the way the Specialists scavenge locations on the World Map.
    • Instead of instantly getting the resources, the Specialist will remain in the location and at the end of the turn (when APs will be refilled), the Specialist gains the resources.
    • You will not lose any APs from commanding a Specialist to a location to scavenge and then selecting Cancel Mission.
    • After they have scavenged some resources, you can choose to allow them to stay in that location and scavenge more resources at the end of the new turn or command them to cancel the mission and then command them to do other actions in the World Map.
[h3]Gameplay[/h3]
  • When placing a building, you will now see clearly if the building can be placed there and if relevant, how that placement will affect the efficiency of the building.
    • For example, the Water Wells will show High, Medium or Low efficiency text in their UI when placing them based on the surrounding area.
  • If you select Back from a Read More page (that you can access from Tutorial pop ups), you will no longer be redirected to the Help menu, instead you will be back in the original tutorial pop up.
  • Fixed a bug where pressing the spacebar after accessing a tutorial pop up or the photo mode would previously not pause the game until pressed again.
  • The Water collector and the Water Pump now show different icons in their work areas.
    Arrows pointing to selected Specialists or hostiles in the colony will no longer show up in the World Map.
  • If the colony name only has special characters that are not allowed in the name of a save file, the autosave files will now be named Autosave-Colony in all languages.
  • Fixed an issue where one of the quests would not show proper text when the location on the World Map was hovered.
  • Improved the navigation with a controller in the additional panels on buildings where you can make a selection (such as seed selection on fields). The navigation should now work in a consistent way on all similar panels.
  • The Specialist info will now show the amount of Action Points the selected Specialist has.
  • All events should now have a matching picture in the floater and in the event pop up itself.
  • The new person info now has tooltips for Health, Contamination, Malnutrition, Thirst, Hunger and Hygiene that give a bit more information about the value.
  • Fixed an issue with the Quest system that would cause the entire colony to be stuck once the game was loaded. This same issue caused all Specialists to instantly return back to the colony from the World Map.
  • Fixed the icon for Junk in the top bar tooltip for Parts as it previously had the wrong icon. It should now match the icon for Junk that is visible everywhere else in the game.
[h3]Balance Adjustments[/h3]
  • Adjusted the resource requirements to build several of the buildings in the game.
    • This includes but is not limited to the following buildings: Burial Pit, Extractors, Cookhouse, Field Hospital, Fishery Hut, Food Storage, Garage, Medical tent, Outpost Depot, School and several housing buildings.
  • Adjusted also the resources gained from demolishing some buildings.
    • This includes but is not limited to the following buildings: Battery Racks, Recycler, Scrapper, Trapper, Large Solar Panel and Warehouse.
  • Adjusted the need for Fiber by adding it to some buildings’ construction requirements and also increased the amount of fiber required to produce clothes.
  • Adjusted the efficiency provided by craters with water around the colony to certain buildings, such as the Water collector, Water Pump, Fishery Hut and Aqua Farm. These buildings will now have a decreased efficiency if built into the craters.
  • Building roads now takes less time than before.
  • The efficiency of Bore Wells now depends on the type of soil they are placed on.
  • The Scrapper and the Recycler should now work at a slightly faster pace.
  • Balanced out the types and amounts of resources found on the World Map.

Steam Workshop Future Integration

Greetings, Survivors!

We're very excited to be starting Early Access on Steam. We know you've been anticipating this, and we're looking forward to you joining us on this journey.

Ahead of the Early Access launch on Steam, we wanted to let you know about our plans surrounding Steam Workshop integration. Currently, the team is planning to implement this feature to the game by the end of the year. We will bring you updates on our Steam Workshop progress as part of our Early Access communications.

Fear not, mods are still supported and can be downloaded through the Paradox Mods platform as usual.

Stay safe in the Aftermath, and we'll be speaking to you soon.