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Changelog - “Free Update 2” - 25th of January 2022

Greetings, Survivors! It’s time for the next free update, which brings quite a few new things to the game. It’s the Year of the Tiger, and to celebrate it we’re giving you several cosmetic buildings, lights and even hats! We’ve improved the lives of your colony in a few intense ways, like colonists running away from a fight and guards being more effective. We’ve also included some quality of life updates for you as a player, like the return of the feedback button and that colonists will now try to move closer to where they are assigned to work which will lead to shorter commutes and improvements to the AI.

General

Added Lunar New Year content to the game.
  • Celebrate the Year of the Tiger with colorful lanterns, impressive statues and fireworks!
  • 4 new cosmetic buildings include a colony banner stand, two statues and a fireworks launcher to light up the night.
  • 6 cosmetic variants to decorative lights.
  • Other decorations have also been added as well as Lunar-themed hats for the colonists and lanterns to colony buildings to make the whole colony celebrate the lunar new year.
  • You can unlock some of the content by completing milestones for prestige.
  • Some of the content will be automatically applied when the game is loaded, such as the colonist hats and other smaller tweaks to existing buildings.
  • This content will be automatically turned on when the game is updated and will be turned off at a specified time.
  • The content can also be toggled on or off from the ingame settings in the Main Menu.


Colonists will now prefer housing buildings that are closer to their workplaces.
  • This should allow your colonists to spend more time working instead of running around the colony to go to sleep in their homes.
  • After you load your previous save, the colonists will start looking for free houses closer to their workplace, which can cause a chain reaction as they all start moving around, but this should cool down after a moment.


Improvements and fixes to the colony combat.
  • Colonists will now always flee from combat instead of fighting. Only Guards and Specialists will fight attacking hostiles.
  • The penalty from the Alarm mode has been significantly decreased.
  • Added a highlight to units in combat in the colony.
  • If a Colonist or Specialist has a target to attack, this highlight will be shown.
  • Enemies with a target to attack will also show this highlight.
  • Guard and Specialists should also now be easier to select in the colony.
  • Colonists working as Guards at the Gate should now be constantly working at the gate instead of working as carriers around the colony.
  • They should also now change to the Guard clothing just like the Guards at the Guard Post.
  • Fixed an issue that would cause Guards to be less effective in combat after saving and loading.
  • Previously any colonist that had been assigned to work as a guard would have the same values as a regular colonist after saving and loading.
  • Now the values are saved and loaded correctly.
  • Hostile animals should no longer attack open fields or Water Wells when they attack the colony.
  • Increased the damage the Guards and the level 1 weapons do to enemies.


Gameplay


PC Only: Added back the possibility to write feedback of the game to the developers.
  1. In the Pause Menu, there is now a button Write Feedback. This can be used to write feedback straight to the developers regarding the game.
  2. If you encounter any game breaking bugs, please use this to immediately report the issue so that the issue can be investigated as soon as possible.


When a resource is now disallowed from a specific storage building, the building will eject all units of that resource onto the ground.
  • They will be spawned next to the building as a resource box the colonists can then carry to other storage buildings that allow the resource.


The resource order shown in Allowed Resources for the Campsite, Warehouse and the General Storage has been changed.
  • Resources should now be in a more consistent order.


The Colonists working at the Gate will remain working there even after upgrading the Gate.
  • Previously the extra work slots were closed after upgrading.


Fixed an issue with the Industrialist ideology that would cause two techs to overlap each other.
  • This issue caused the Conveyor Belts tech to overlap with the Rare Metals tech.


Changed the way how tooltips for resource deposits and work areas are shown in the colony.
  • The game should no longer attempt to show them if you are for example only moving past a resource deposit.
  • This should improve the performance of moving around the colony.


Also changed the way how panels are shown in the World Map.
  • The panel should only become visible if you stop at a location or sector.
  • This should improve performance when moving around the World Map.


Fixed an issue that would cause the game to become stuck if events were closed too quickly.

Fixed an issue that would cause the Work Area tooltip to change resources to different ones after hovering over the same resources for a while.

Fixed an issue that would cause small decorations to switch their location if they were rotated when placing.
  • This should make placing decorations such as the Small Bush a lot easier.


Fixed an issue that would cause the Trade button to move in the Society window based on the length of the description of the other society.
  • The button should now remain still.


The work area resource tooltip should no longer overlap with the repair mode tooltip.

The Specialist Menu tooltip now shows the prompts on how to select and focus the camera on the specialist.

Fixed an issue that would cause the extra panels shown for specific buildings (such as the recipe selection panel) to not close when the cross icon at the top right corner was pressed.

Fixed an issue that would cause the achievement “Look, No Hands” to not complete if the Metal Extractor had been upgraded to the Magnetic Separator.

Fixed an issue that would cause green highlights to remain visible constantly for multiple buildings around the colony.

Changed the way how buildings which require colonists to gather resources work.
  • Previously the colonists would only drop some resources to the building and not actually work at the building at all.
  • Now the colonists will work at the building as well, though their work cycle is a lot shorter than other buildings.
  • This change affects buildings such as the Scrapper and the Recycler.
  • These buildings will now produce slightly more resources due to the work taking a bit more time.


The colonists will now take resources inside production buildings instead of dropping them off at the corner of the building.

Fixed the description of the Motorization tech.
  • Previously it would mention that it unlocks the Oil Refinery as well.


Fixed an issue that would cause a combat event at the gate to result in combat instead of avoiding it despite the text indicating that you have avoided combat.

Graphics

Updated some of the icons of the Build Menu categories.

Tweaked the visual look and animations of the following buildings:
  • The Insect Farm.
  • The Sawmill.
  • The Logging Camp.
  • The Lumber Yard.


Widened the panel shown when a trade needs to be confirmed.
  • This should now allow texts and resources to fit better.


Added a resource box for Medicinal Herb.
  • Previously the colonists would be carrying an invisible box to the storage when Medicinal Herb was being produced.


Fixed an issue with the icicles shown on the Botanical Garden.

Balance Adjustments


Updated the resources the society Coalition offers to be more consistent.

Slightly increased the work area of the Radiator and its upgrade.

Increased the work area of the Transformer and its upgrade.

Dev Diary - Free Update #1



[h3]Happy wintery greetings, survivors[/h3]

We’re back at work in snowy Finland and ramping up development for a fresh new year! The first of the free updates in 2022 includes a dedicated repair and demolish button to make those tasks faster without a need to select each building individually. Victories in gate combat are now rewarded with loot left behind by the defeated bandits.



Something that has been requested a lot is restoring rare metal production to the colony via a new late-game tech. It allows you to upgrade the Metal Auto-Extractor into a Magnetic Separator with production options for regular or rare metal production. We’ve also updated over a dozen building models to be more distinctive and easier to recognize in your colony.

A new “Very Hard” difficulty option has been added for those looking to really challenge themselves. It starts you in a very barren climate with limited resources, reduced water and energy production outputs and also increases the amount and severity of catastrophes. Balancing the game’s overall difficulty continues in the meanwhile and we’ll share more news on that later on.



Smaller features and updates include balance fixes such as more aggressive guard and specialist AI with better target prioritization especially during an alarm, limitations to fishing building placement, removal of bandits that attack you from behind and so on. Once the alarm is enabled, guards and specialists search for hostile targets in a much wider area than before and engage them more aggressively.

Along with lots of bugs we’ve also fixed the Twitch integration, so you’ll be able to vote on event and quest results, and which catastrophe your favorite streamer will face next! Check the detailed bug fix list in the patch notes. Notable balance changes include reduced silver gains from selling weapons, faster but more resource-consuming meal production and increased metal/concrete deposits around the colony.

We'll be revealing more about the future updates later on, but they include a new, customizable game mode and scenarios for more replayability with all-new challenges. And as always, updates will have more new content, bug fixes, balancing and QoL improvements.

And that is it! We’ll be releasing more free updates and DLC throughout the year and are excited to share all about them as soon as possible! In the meanwhile, stay safe and play some games!

Free Update 1 - Changelog

[h2]Changelog - “Free Update 1” - 4th of January 022[/h2]
[h3]Version number[/h3]
Steam / Epic / Paradox Plaza: 1.21.3.1473

[h3]General[/h3]
  • Added Demolish and Repair modes to the game.
    • These modes allow you to set buildings to be Demolished or Repaired faster.
    • With a keyboard and mouse these can be accessed by selecting the button from the bottom left corner and then selecting each building you wish to either Demolish or Repair.
    • With a controller these can be accessed by pressing the button that controls the camera and then pressing the respective buttons visible on the screen.
    • The modes are exited the same way as you would cancel placing a building.
  • Gate Combat now gives you rewards if you win the combat.
    • Resources will be given both from winning the actual Gate Combat and from winning the combat if the bandits breach the Gate.
  • Added a new tech to all ideologies to the game that allows you to upgrade your Metal Auto-Extractor to a Magnetic Separator.
    • This building is used to produce Rare Metals from underground metal deposits around the colony.
    • After upgrading to the Magnetic Separator you can choose from the building’s info panel which resources you want it to produce, Rare Metals and Metal or Metal and Junk.
  • New difficulty setting has been added to the game.
    • You can now choose Very Hard settings in the pregame selections.
    • These selections include:
      • More difficult catastrophes that occur more frequently.
      • A dryer colony with smaller and fewer deposits around it.
      • Limited starting resources and colonists.
      • Limited water and energy production values.
  • The Twitch integration has been worked on and it should now be working without issues.
    • Enabling this will allow the viewers in your chat to vote which option they would choose in an event or a quest but you as the player can still make the choice.
    • Your viewers can also vote on which catastrophe will be occurring next - you as the player cannot change the outcome of the vote but instead will have to experience the catastrophe chosen by the voters.

[h3]Gameplay[/h3]
  • Fixed an issue with the notification for the Main Quest storyline that caused it to show misleading information.
    • Previously this notification would tell you to go to the Bunker’s construction zone despite the quest being in a state where you should wait until you have gathered more knowledge.
    • The notification should now show the current task correctly.
  • The colonists working as Guards and the Specialists should now prioritize targets for combat better.
    • This change should now make them automatically change target during combat if for example there are new targets closer to them or if they are moving towards the target and the target moves.
    • The Guards and Specialists will still follow the command given by the player with the highest priority.
  • Guards and Specialists will now also react to hostiles from a greater distance.
  • Fishing buildings can no longer be placed too close to each other.
    • This change affects the Fishing Pier, Fishing Hut and the Aqua Farm.
    • These buildings will now need to be placed further away from each other.
    • The area that prevents placement of another fishing building is shown when the building is placed.
  • Fixed an issue that caused the Epic exclusive flag to not show in the Epic version of the game.
  • Fixed an issue that would cause the Main Quest to become stuck if a side quest was also active at the same time with certain steps.
    • This fix will sadly not repair previous saves with this issue but it will prevent the same issue from occurring again.
  • Added a button to the building info panel that allows you to duplicate the building.
  • New hotkeys have been added to the game to be used when a building or a construction zone is selected.
    • The following buttons have been added with the default hotkeys shown here:
      • Pause the building or construction zone - P
      • Repair the building - Comma
      • Upgrade the building - Period
      • Duplicate the building - V
      • Destroy the building or cancel the construction zone - Del
  • Specialists should now start scouting and combat with bandits in a blocked sector with queued movement.
    • Previously they would stop at the edge of the sector and they would have to be commanded to do the action again.
  • The Main quest will no longer advance if the player builds a regular outpost to the desert biome.
    • The game now checks that the outpost is an Engineer outpost before allowing the quest to advance.
  • Colonists will now take resources into the buildings that produce resources instead of dropping them off to the corner of the building.
  • Fixed an issue that would cause the game saves to be broken in certain situations.
    • This issue was caused by a conflict with the building references so this issue would only happen in very specific situations..
  • The Help Menu will now show the header and the button prompts in the correct language instead of English.
  • Fixed an issue in the game that caused colonists to remain stuck due to trying to find a new path and failing.
  • The Transport Outpost no longer shows the status of a convoy if nothing is being transported.
  • Housing buildings will now show the work areas for buildings that generate heat.
    • This should help with placing housing buildings in areas that are already heated.
  • Colonists should no longer get the “slept on the ground” happiness penalty when they are sleeping in Crowded Tents or Crowded Emergency Shelters.
  • Changed an attack from the bandits into an attack by rats that occurred in the colony.
    • Previously it would be bandits that attacked from the woods behind your colony.
    • Now the attackers will be rats instead.
    • You should no longer experience any bandit attacks from the woods, only from the gate.
  • Fixed an issue that caused the Heavy Tarps tech to show the Improved Tenement as a building the tech affects.
    • This should have shown the Crowded Tent instead.
  • Fixed an issue that caused the game to center to the old position of the Campsite or its upgrades if the building was demolished and built again somewhere else.
  • Fixed an issue that caused the Specialist to slide instead of running to their queued task on the World Map.
  • The Energy overlay is now shown when the Lightning Rod or Tower is being placed.
  • Fixed issues with the New Eden and the Bread and Circuses achievements that prevented them from being unlocked normally.
  • The panel for Bandits on the World Map now shows the correct health for individual bandits and group health.
    • The amounts were previously in the wrong positions.
  • The Survival Skills tech now also affects the Fishing Pier and the Fishing Hut.
  • The floater on top of animal carcasses should now be positioned on top of the carcass.

[h3]Graphics[/h3]
  • Several buildings have been reworked and now look different than before.
    • The following buildings have been reworked: Mechanic Shop, Tailor and its upgrade Grand Tailor, General Storage, Forester, Maintenance Depot, Mill, Outhouse and its upgrade Toilet, Recycler and its upgrade Advanced Recycler, Cemetery, Trapper and its upgrade Hunting Cabin.
  • Icons used to indicate conditions of a colonist have been updated.
  • Fixed an issue that caused the World Map roads to not be visible.
  • The colonist info shown in the Statistics has been updated to look visually similar to the colonist info panel shown when a colonist is selected in the colony.
  • Updated the building thumbnails in the Build Menu to visually match their 3D models.
  • Adjusted the visual look of the Fertility Overlay.
  • The Carrot, Soy and Wheat crop textures no longer have white borders around their leaves.

[h3]Balance Adjustments[/h3]
  • The amount of deposits in the colony have been balanced.
    • There are now similar amounts of individual deposits in each difficulty option.
    • The difference between difficulties is now more visible in the amount of resources in each deposit.
  • The amounts of Rubble in Concrete deposits and Debris in Metal deposits have been increased.
  • The Cookhouse and the Mess Hall now use more resources to create meals but they produce the meals faster.
  • Soybeans now take more time to grow in the fields.
  • Decreased the amount of Peanuts harvested from fully grown fields slightly.
  • The Large Solar Panel now produces more energy.
  • The Water Well’s work area has been enlarged.
  • Changed the resources needed to build Happiness buildings.
    • More advanced Happiness buildings now also cost more resources but they also produce more happiness to the colony.
  • The amounts of Prestige points needed to unlock different decorations have also been increased.
  • All three levels of Weapons are now worth less Silver when being traded.
  • The size of the Work Area of the Maintenance Depot can now be enlarged even more than before.
  • The cost of the level 1 tool in the Grand Toolshop now matches the cost in the regular Toolshop.
  • The rate at which societies now update their offerings has been slowed down.
  • Societies will also now offer slightly less currency for all resources.
  • Most food resources are also now worth less Silver when being traded to other societies.
  • The animal carcasses can now be harvested for less meat.
    • This affects all wild animals in the colony.

Holiday Greetings



Before our team heads to a holiday break we wanted to thank you, our fantastic community, for all the support you have given us during the past year! We also take the chance and recap some of the highlights from the year 2021 and in the end also take a peek into the future of what is coming in 2022.

[h3]Recap[/h3]
In 2021 we had eight major updates and many smaller ones in between. The update pace was a little less frequent as before, but it helped to produce more meaningful content to each update
  • Reworked colony map generation to cluster deposits more together and distribute different soil types in a more balanced way around the colony. This helps to give more clear directions where to expand from the starting area.
  • The new outposts system and diversity of different outposts were added to make the world map part of the production chain and resource logistics.
  • Colony alarm enables players to choose how the population reacts to enemies attacking the colony, whether they be wild beasts or bandits broken through the gate. This feature is still work-in-progress and we want to make it a more useful tool in case of all types of emergencies.
  • World Map combat makeover for clearer and better communicated fights. This allowed you to make informed decisions on where to attack and how many specialists you might need.
  • A new hiring feature was added to allow players to recruit new specialists, since the outpost system created quite a large sink to “spend” them. Specialist hiring is being expanded on in future updates to add more options for the players.
  • Tiered resource system for stronger progression from wood and plastic to concrete and advanced components, supported by better visuals. The more you progress, the more advanced resources you need. As a reward, your colonists fair better, you can support a larger population and the visual identity changes from tents to permanent housing.
  • Colonist AI and task system has been improved to avoid irrational behavior and logistical bottlenecks in the production chains.
  • Population cap has been increasing during the year multiple times.
  • A lot of new buildings were added during the year to add diversity and depth to various features.
  • We’ve also done QoL improvements and UI/UX work to every part of the game, but that is definitely something we are still focusing on the future as well.


The latest major release was obviously the 1.0 update, which upgraded the game in significant ways:
  • Endgame content with a long main quest driving the gameplay toward the ultimate goal.
  • New endgame related buildings and outposts to build.
  • Brought back the improved version of the gate combat.
  • Reworked malnutrition system.
  • Voice-overs to bring life to events, quests and your population.
  • Crispier visuals for buildings to identify them better in all conditions, lighting changes and polished effects for the final “look” of the game.


These were only a few examples of what happened during the last year, but since the release we have been working on the upcoming updates as well. Unfortunately the update we intended to come out in December did not make it before the holidays, but we will be releasing that early January. Currently our plan is to have three updates before March.

[h3]Next steps[/h3]
If nothing changes, the first update includes dedicated repair and demolish buttons to make repairing and demolishing buildings easy and fast without a need to select each building individually. Victory in gate combat is rewarded with loot left behind by the defeated bandits. And something that has been requested a lot is a new tech that enables the production of Rare Metal in the colony once more by upgrading the Metal Auto-Extractor into a Magnetic Separator. One more thing that we’ve been experimenting with is a new “Very Hard” difficulty option has been added for those looking to really challenge themselves.

Other smaller things include balance fixes such as more aggressive guard and specialist AI with better target prioritization especially during an alarm, limitations to fishing building placement, removal of bandits that attack you from behind and so on. But we’ll come back to these in more detail as the update is released!

We’re not ready to reveal all details of what will come in the later updates, but as a teaser we are planning to add new game modes that allow customizing the start settings with more freedom and make scenarios that make the game playable and challenging in completely new ways. Also each update will have new content, fixes and QoL improvements. But let’s come back to these early next year!

[h3]Happy Holidays![/h3]
Now we head out to have a short break and return back in January to make the game we love as good as possible. Thank you for the past year and we wish everyone of you happy holidays!

City-builder Surviving the Aftermath has left Early Access, and will get expansions

The latest patch for post-apocalyptic city-building game Surviving the Aftermath moves it out of Early Access and into full launch, and with that comes a raft of new content that fills out the story of the nuclear apocalypse - and a challenge to prepare your band of survivors for the next one.


Along with the launch, Paradox has announced an expansion pass for Surviving the Aftermath, which includes the first three major expansions for the game. For now, however, there's plenty more to do even if you've been playing Surviving the Aftermath since its Early Access version debuted: you'll be able to hunt for clues that shed light on the nuclear disaster that led to the downfall of civilisation, and get to work preparing your population for the next disaster.


"Surviving the Aftermath had 20 content updates throughout Early Access, all of which incorporated player feedback," says game director Lasse Liljedhal. "This was a tremendous undertaking during unprecedented times, but as we say at the studio, 'the end of Early Access is only the beginning.' We have plans for more content for Surviving the Aftermath, so you can plan on enjoying the end of the world for years to come!"


Read the rest of the story...


RELATED LINKS:

Post-apocalyptic city-building game Surviving the Aftermath leaves early access next month

Post-apocalyptic city builder Surviving the Aftermath's new patch changes everything

Surviving the Aftermath arrives on Steam with a big new update