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Dev Diary #11 - Quests

Greetings, Survivors!

We’re approaching a major milestone in more than one way. A full year of Early Access development is now approaching and the game has gone through a lot since the time we first presented it at PDXCon in 2019. While the monthly update schedule has kept us very busy (without going into a crunch mode), we believe it was worth it. The community feedback has been essential in steering the game’s direction the right way and how we’ve prioritized some new features over others. The tight development cycles may have caused some delays with the finalization of certain features, but the game really is in a better place because of it. This newest update is a good example of how our own internal plans mesh together with your comments and suggestions.

First of all we’re adding Quests! They’ll take place on the World Map and task you to search for key locations around the world and make sometimes tough choices on how to deal with various encounters and people you meet. Secondly, the World Map is starting to get some love it deserves. We’re not stopping here, but this’ll be the initial step towards a more streamlined and enjoyable exploration experience. Other major additions include a more robust overlay system, improved tech tree visuals and info contents and the long-awaited Steam release!



Unlike Events, which happen inside the colony, Quests task your Specialists to search for lost people, scavenge dangerous locations, and encounter a motley bunch of wasteland inhabitants on the World Map. In these multiphase adventures you’ll be making important decisions on how to handle each task and be rewarded handsomely as a result. These side quests will only pop up from time to time, so be sure to embark on one when you get the chance. This is our first version of the system and it’ll be expanded with more combat, society elements and other features in the future updates. It will also serve as a base for our eventual main quests.



With the first world map improvements we wanted to achieve several different goals, many of which you, the community, have voiced your opinions about. The new map is more fluid to interact with, thanks to larger sectors (less time spent scouting). Instead of taking the whole turn, attacking, scouting and scavenging will now use a set number of Action Points. You can also leave your Specialists to scavenge locations without you telling them to do so every single cycle. Combat and its UI have also been refined to be clearer on how they work. Specialist and bandit stats have been harmonized to better illustrate this change, and each side has a chance to score big critical hits (or misses).

We got a special guest in the developer interview section as Tapani is both our Technical Director and a founding member of the Iceflake Studios!

Like many others, I started game development with modding and hobby projects in the early 2000s, as official studies didn’t really exist. Already back then, we worked together with Lasse (our Game Director and the other founding member) on those projects. This eventually led to the forming of Iceflake Studios and to where we are now. In the beginning, we even worked on our own 3D engine technology, as ready-made solutions weren’t really a thing yet - something that was very different from today.

As a Technical Director I’m responsible for managing our programmers and making sure that we use the optimal technical solutions for the projects, and in the long term for the company as a whole. Earlier my role involved more actual programming, but as the projects and the team has grown, the needs have turned towards handling the big picture, setting guidelines and making tech-related decisions to keep projects on schedule and within budget. During the development, we often face game design-related challenges as well, where it’s critical to try and find a workaround to implementing a tricky feature on time and to not cut it down so much that it loses what makes it fun.

Unity as a platform has worked well for us. While you don’t have the control of a self-developed engine, it’s much easier and quicker to get results instead of essentially having two development projects going on in parallel (both the game AND the engine). And once you get familiar with the libraries and the process in general, it’s often easy to take those teachings into future projects, like how the UI should be constructed, for example. With experience, you learn to create smooth development processes, handle more people and how to recruit the right people and guide them in.

A game like Surviving the Aftermath is something I’ve always wanted to develop, especially now that we can develop it together with the talented people at Paradox. The project is bigger than we’ve done before, but even the early ideas and prototypes felt good. It has since grown from tighter scenario-based gameplay to a larger and randomly generated one and runs on multiple platforms instead of just PC. The rapid update cycle with tight deadlines has been a challenge, but I believe the end-result will be worth it. Player feedback has been important for us in figuring out some of the rare bugs and steering us into correct direction with the game itself. And we’re not done yet, so things will only get better.




In the UI department, we’ve added a new Overlay mode and improved the Tech Tree once again. Overlays include handy tools to identify resource deposits, damaged buildings, water production and more by enabling them from the bottom menu. Tech Tree is now both better-looking, but also restructured to be more informative with its new tech and building preview options, which will help you to make a more informed decision on what to spend your Science Points on. Colonist and Specialist info panels have been reworked to bring you more information on how your individual survivors are doing and what’s ailing them.



A final major addition in this patch is that Surviving the Aftermath is coming to Steam! As requested by many, this is the first version of the game on Valve’s platform in Early Access. It’ll also include 30 Steam Achievements and a new colony flag for the early birds who want to dive in right now. Epic Store is also getting its own flag symbol and all platforms include a new starting Specialist called the Baron to celebrate our one year anniversary in Early Access!



There are also hundreds of smaller tweaks and improvements everywhere from visuals to survivors, trading and more. Check the full patch notes for detailed information. We hope you enjoy the Quests, the improved World Map and everything else in this update!

You can check out the full patch notes here: https://store.steampowered.com/newshub/app/684450/view/2962765548478651520

Stay safe and play games!

Update 11: Quests- Patch Notes

Hello, Survivors!
Update 11: Quests will be adding, quests, new world map content, and more!
Your game version should be 1.11.0.7614.

[h3]General[/h3]
Added Quests to the game.
  • You will now have Quests spawned into your colony, similarly as events.
    • You can clearly differentiate them by the visual look of their floaters.
  • Quests are chained multiphase events that take place on the world map.
      • Usually they start in the colony, but after accepting the quest the next steps happen on the world map.
      • They can be one phase events, or span out to longer storylines with several steps happening on different parts of the world map.
    • 17 unique quests added to the game.
    • Quests won’t have a time limit on them.
    • Visiting with a certain type of Specialist can give you better rewards.
Overlays added to the colony view.
  • You can access the Overlay menu from the bottom bar, the same place where previously you could activate the Pollution overlay. This overlay menu can also be activated with the hotkey O and it has replaced the Pollution overlay button in the bottom menu when a controller is used.
  • You have access to 7 different overlays:
    • First button on the list clears the current overlay and shows you the normal state of the colony.
    • Second button activates the Building Health overlay which highlights all your buildings with a color based on their current health (Green to Red, the greener the higher the health).
    • Third button activates the Building Type overlay which highlights all your buildings with different colors based on the building type. For example, all buildings from the Energy category will be a specific color, all buildings from the Happiness category another color, etc.
    • Fourth button activates the Deposit overlay which highlights all the deposits in the colony with different colors based on the deposit type. For example, all deposits that can be scavenged for Planks are highlighted in one color, all Pollution deposits another color etc.
    • Fifth button activates the Water overlay which highlights all Water Producers, Storages and Consumers in different colors. This overlay also shows you the work areas of Water Towers.
    • Sixth button activates the Energy overlay which highlights all Energy Producers, Storage, Distributors and Consumers in different colors. This overlay also shows you the work areas of Transformers and also highlights the Lightning Rod and its work area.
    • Seventh button activates the Living Entities overlay which is the same overlay you previously accessed with the hotkey L or R3 on the controller. This hotkey has been removed.
    • Eighth button activates the Pollution overlay which was previously accessible from the bottom bar or with the hotkey P.
  • Some overlays are also activated automatically:
    • When placing a building that distributes Water or Energy (Water towers or the Transformer) the relevant overlay will be activated to make placing these easier.
    • When you are placing a building that either produces, stores or consumes Water or Energy, an overlay will be activated that shows you the work areas of the relevant distributing buildings.
      • The exception with these are the Clean Water Storage buildings. As these do not require placement close to producers, placing them will not activate any overlays.
      • Placing a Field hospital should show you the Work Areas of all Transformers and all Water Towers as it requires both to function.
Updates to the World Map
  • The size of sectors have been greatly increased and they will now have more than one location inside of them.
  • Changed the way the Specialists scavenge locations.
    • If the locations have more resources than the Specialist can scavenge on one turn, they will remain at the location and automatically scavenge more after their APs have been refilled, spending their APs at that point.
    • If the location has a chance to cause damage to the Specialist, they can still take damage each turn so keep an eye out for them!
    • You can cancel the scavenge by selecting the Specialist and pressing “CANCEL MISSION” from the panel.
  • Scouting and combat with bandits both now cost only one AP instead of all remaining APs.
  • Bandits will now regenerate health in the same cycle as the Specialists’ APs are refilled.
Added edge-scrolling to the game.
  • You can toggle this on/off from the Controls tab from Settings.
The game will now require you to press a button on your controller or with your mouse if you wish to switch the control mode between them.
Added a new Specialist called Baron to the game. You can choose them already from the Pregame Specialist selection.

[h3]Gameplay[/h3]
Resources that previously were placed to the Gate storage will now be placed to the ground next to it.
  • Your colonists should then take all the resources to appropriate storage buildings.
  • If you continue an old save that has resources already in the gate storage, they will remain there and wait for colonists to come and pick them up when necessary as before.
The notification “Hostiles in the colony!” now appears also when there are hostiles in the colony from Gate Combat.
Added Elders and Shelter space to the tooltip for Colonists in the top bar.
  • You can now see the amount of Elders as clearly as adults and children.
  • Shelter space shows the amount of available and the entire amount of shelter space in your colony.
Buildings that are blocked by catastrophes now show the text “Blocked by catastrophe” in the top of their info panel when they have been selected.
Adjusted how roads are being built by carriers.
  • Previously only a few colonists would work on building the roads, leading to a lot of roads never getting built.
  • Now as the road waits for builders, more colonists can get the task to build it, this will ensure they get built more quickly.
The Specialist Menu that used to be accessible from the bottom bar has been removed as it was replaced by the Specialist Selection Menu in the last update.
Added a timer to the second starter event which you can use to invite the colonists.
  • Previously this event would disappear if “Continue Preparing” was chosen and reappear after a certain amount of time.
  • Now the floater will remain on the screen with a timer. After time has run out, the flare will be automatically shot.
When starting a new game, hovering over the Happiness tab no longer shows you having +5 happiness bonus from None.
Save metadata has been added to the game.
  • After saving a new game, you will now be able to see a screenshot of the game and certain details of that save in both the Save and Load game menus.
  • Older saves will unfortunately show only “No data to show”.
New saves will now appear at the top of your list of saves instead of the bottom.
Specialists will now show the relevant hint for you to be able to send them to the World Map.
  • Previously this only told you to build the City Gate.
  • Now these hints include placing the campsite, preparing for the colonists and advice to wait until your Specialist has healed enough.
Fixed an issue where selecting one building would show the work area of another type of building. Issue was visible with the Sawmill, the Environmental Station and the Water Pump.
Added a text to building info panels that show if they are blocked by on-going catastrophes.
Adjustments and changes to tutorials and how they are completed.
  • Some tutorials will now be completed by performing different actions than before.
  • Some tutorials should now auto-complete themselves if the action has already been done (such as the Trade tutorial - if you have already started a trade with a society, you should no longer see this tutorial).
  • Adjust worker slots tutorial has been changed so that you should now be able to complete the tutorial by changing the workslots of any building in your colony.
Any building that requires zero resources and time to build will now be instantly built in the game.
  • Currently only the Campsite is this kind of building, as the Stockpile and decorations still require the colonists to spend time building them.


[h3]Graphics[/h3]
Added different age icons that are shown in the person info panel next to the age of the colonist.
Major updates to the Colonist Info Panel, Specialist Info Panel, Building Info Panel, Statistics window and the Tech Tree.
  • The Colonist Info Panel now shows more information about that colonist, such as their shelter and radiation value. You can also see their malnutrition level from this panel. The equipment the colonist has (such as tools and clothes) show their current durability percentage.
  • The Colonist Info Panel will also show you a small description of their current conditions and needs, and if hovered over, a more detailed description of that same condition or need. The same applies to the traits the colonists have as well.
  • The Specialist Info Panel now shows more details of their skills and how they affect the Specialists. These are all visible in one tab instead of the two that were previously.
  • The Building Info Panel now shows all the same details you saw previously except now in a more condensed and easier to understand way. Whenever you can select something for a building (such as the seed to be planted on a field or the type of clothing to be produced in a tailor) you will see an updated panel open as well.
  • The Statistics window shows the same details as before but the navigation has been changed and some bug fixes have been made to it.
  • The Tech Tree has all new buttons with more details in the buttons themselves. The Tech Tree also shows a legend that explains some of the key icons shown in the buttons themselves.
Visual update to the Save and Load game menus as well.
  • This is to reflect the addition of the Save Metadata.
Whenever a tree is cut down, you will now see the animation of it falling down.
Fixes to the lights and fog to prevent visible clear squares in the fog over lakes.
All building icons the Build Menu have been updated.
Fixed an issue with missing pollution effects from the clean water storage buildings.
Visual updates to the lighting in the World Map.
Updates also to the animations on the Specialists in the World Map.
Small polishes to several different effects on both the colony side and on the World Map.
Improvements to the visual looks of some buildings and deposits.
Improvements on how the colony brush textures match the terrain on the colony side.

[h3]Balance adjustments[/h3]
Due to the changes to the World Map, the amount of resources found in locations have been balanced. You should also be able to find more types of resources as well.
More events can now appear in the beginning of the game.
Increased the amount of time it takes to research certain techs in the Tech Tree.
Increased the size of the work area for the Guard Post and the Maintenance Depot.
The APs of both Specialists and Vehicles have been raised to reflect the changes in the World Map.
The radius on the Transformer has been increased.
The speed and efficiency of Specialists in the colony have also been improved.
The Trapper and Fishing Hut productivity has been adjusted to be more similar to each other. Both have also been slowed down a bit.
The Water Well has been adjusted so that at 100% efficiency it can only provide 10 units of water (previously 12).
Reduced crop planting and harvesting times slightly. Decreased some crop yields slightly.