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Apocalypse Not is a very ambitious game. It aims to bring FPS/RTS/RPG and survival horror elements all into one game… And to well, actually not have it suck. The basic concept is that you are a survivor in a randomly generated city trying to rebuild civilization or to just survive long enough to escape. To rebuild you’ll need to find and recruit survivors in order to defend your territory and fortify new areas. Each area you fortify will provide different bonuses. For example a power plant will activate the power grid providing light during the night hours along with other added bonuses. Capturing houses will provide places for your survivors to live and allow you to recruit more. Farms provide food and the police station will probably have some weapons and ammunition. The game is currently free in it’s Alpha state, and I plan to release a new update every week with something new.

Post news Report RSS Apocalypse Not v0.0.24 Released, now on Linux!

Apocalypse Not version 0.0.24 has been released today with some new features, additions, changes, and upgrades. To top it off the game is now available for Linux as well.

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After a long break and a lot of work, Apocalypse Not finally has a new version available to play. The long break was mostly due to the upgrade to Unity 4.0 which lends a few new features I plan to take advantage of in the near future. The game will be available in the downloads section on IndieDB page soon, and can already be downloaded from the Official Website.

As part of this upgrade Apocalypse Not now takes advantage of Dx11 where available. The game is also running smoother than ever before, and many of the smaller nagging glitches have been fixed as well. Lastly, in my efforts to make the game as widely accessible as possible, it's finally available on Linux for both x86 and x64 versions.

New Pics of Apocalypse Not v0.0.24

You may have noticed in the picture above, a set of unfamiliar buildings. This is the new laboratory area which has been newly added in this version. Currently it contains no spawners or useful items, but very soon it will be pivotal for completing research on various upgrades.

New Pics of Apocalypse Not v0.0.24

Those of you who have very good eyes, may have also noticed the new bar along the bottom of the screen as well. This is the new experience bar which fills upon killing a zombie. Currently it serves little purpose other than to help you keep track of your kills. In the next release it will be tied to a skill system that will allow you improve your characters skills with perks such as, quieter or faster movement.

New Pics of Apocalypse Not v0.0.24

Finally, the map screen has also received some attention and has been cleaned up a bit. No longer are there random roads jutting off the ends or missing buildings. But you may notice a new counter at the top left for food. Now, at the end of each day, the number of farms you have will grant you an increase in your food supply. Food will be required in the next versions to complete research and perform upgrades to your fortifications.

To sum up, there are plenty of new things in this release and a lot more exciting features to come in the near future. I'd like to personally thank everyone for keeping up with the game and your support. The messages I've received while working on the new version have been very encouraging and I appreciate the support. Thanks again, and I hope you enjoy the latest release of Apocalypse Not!

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newts
newts - - 138 comments

It looks very cool, but i have a question, why did it pop up in the section for mac games when its not for mac? I currently own a mac and it would be very cool if you released a mac version. Tracking!

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d10sfan
d10sfan - - 494 comments

looks like it does: Indiedb.com

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TheDavil Author
TheDavil - - 47 comments

Indeed there is a mac, linux, and windows version available

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d10sfan
d10sfan - - 494 comments

looks good, did notice on linux I had to mouse the mouse down a ways to actually click a button in the menu.

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TheDavil Author
TheDavil - - 47 comments

Thanks, that may be an issue with the engine, but there are sensitivity controls in game. I will probably make the buttons work via keyboard at some point.

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