Atomic Society is a post-apocalyptic city builder with moral choices.

Atomic Society 0 2016 09 04 16 3

In Atomic Society, you start out by leading a small tribe of desperate survivors across your choice of wasteland environment. Choose a place to settle and locate useful ruins. Create new structures to provide food, water, and shelter.

As you grow your town and keep people alive, new survivors will arrive and ethical problems will unfold among the population. You will soon be forced to make tough decisions.

You can be cruel or kind, progressive or conservative. Whatever you pick will change how your people live and the kind of society you create.

For every dilemma, there are multiple solutions, letting you build a society just the way you want it.

Atomic Society 0 2016 09 04 17 3

The game is our first game and has been in development since early 2015. We are currently selling pre-alpha copies to help fund development if you want to try out the game already.

You will have to deal with such issues as racism, prostitution, immigration, murder, religion and many more real-world controversies. You will witness these issues unfold as you build and expand your town. Will you tolerate them, forbid them, or find some other solution?

The game aims to be as open as possible and will not judge. If you want to make somewhere twisted and oppressive you can. Life in the wasteland will be hard. Your sense of right and wrong may be challenged.

Atomic Society 2016 09 05 20 29

You can learn more about the game on our website, including work-in-progress videos.

Other Useful Links:

Our official forum

Our Subreddit

Far Road Games Twitter

Far Road Games Facebook

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Dev Blog #20: Slavery, Propaganda, News Feeds, Chemists, Sounds and New Maps…


It’s been a fun and exciting month! Here's a look at some of the things we've been adding to the game lately, plus some behind-the-scenes stuff, as work on the next pre-alpha update for the game.

Slavery

In the next version of the game you won’t just have Murderers to worry about, you’ll also have Slavers prowling your town. Adam just finished coding it. Some survivors are happy to threaten others in your town to do their bidding. These Slavers capture the unemployed and build up a little posse behind them.

It’s funny when you see a nine year old with five adult slaves trailing behind her. It’s less amusing when you see an adult with multiple child slaves...

​Slavers get their needs boosted due to having slaves helping them. Bad news for their Slaves though: they’ll die young and their own kids (when we implement breeding) are likely to become slaves as well. However, slavery also stops people being unemployed and in Update 7 unemployed people have an increased chance to commit their own social issues, so by enslaving them you’re “policing” your town.

You decide who to keep happy.

The bit I like most about this is that it brings a big decision-making aspect to the game, which I've wanted. Now you can't resolve all social issues at once. You’ll have to choose what matters most to you and then wait until you have enough "authority" to implement another solution. The more issues we add, the more you’ll have to plan ahead.

​We have more issues we want to add to the next update. Stay tuned.


Encouraging Crime

Update 7 will introduce another ethical solution yet to the game – encouraging a social issue. You will soon be able to encourage your citizens to commit a deed more in future. Want more Murderers or want more Slavers? Go for it! But the fallout (no pun intended) is on you.

Although this might sound like an option for players who want to create a dark or chaotic town, it will become enticing later on. For example, when we add in positive social issues, there might be some behaviours you want to encourage.

Nick is still hard at work coding this so it’s too early to share concrete details, but currently Encouraging will make issues happen more often and it will also cause more migrants to arrive who like what you’ve encouraged. For example, if you Encourage murder, you’re going to have waves or murderers who hear of your town being a sanctuary for their way of life and come flocking towards it. You'll start to resemble the things you approve of.

Propaganda Station Building

As existing players will know, condemning an issue requires a Prison or a Punishment Centre. Encouraging (and later, Tolerating) an issue will require its own building too – a Propaganda Station. You can’t convince a whole town to do your will without getting your message out.

​The ultimate point of this is (aside from giving you a new building challenge) is to make it so a very permissive town looks different to a very authoritarian town. Different buildings for different styles. The design of the Propaganda Station is based around an old cellphone tower and it has noticeboards outside telling citizens what to do on it.


News Feed Feature

Update 7 will also, thanks to Nick, feature a new UI element in the bottom left of the screen (see above) that reports about the most recent events in your game. This really helps you learn about all the crazy deeds that are going in your town. I tried to avoid putting this feature in for a while as it seemed a bit of an old-fashioned feature, but in a game where you have 100s of people constantly doing different things, a news feed is essential. I think players are in for some shocks when they see what is really happening in their towns in Update 7.

Biography Tabs

In Update 7, all citizens have their own randomly generated Biography. This was one my favourite little tasks to add to the game. I like how adding just a few characteristics can give an otherwise bland person a personality. These characteristics don’t affect gameplay, they're just fun to read and make your citizens feel more like people. We've written lots of answers so there should be a lot of possibilities.


Making the Game Stay Fun Over Time

One thing I’ve been giving a lot thought about lately is how to make the challenge of the game scale over time.

​At the moment Atomic Society is tense and tough until players figure out how to get going, and then it gets easier until you hit the population cap. It's still fun, growing a city, and the social issues add a lot of randomness, but I want to bring back that initial panic that players experience at the start of the game from time to time.

It’s way too early to discuss what we might do to improve this, but we have plans in mind. I’m raising it now as I’d love to hear any suggestions people have for ways to bring back the panic.

New Buildings...

Mariana has been artwork crazy over the last month and has created 5 new models for buildings that will be coming to the game over subsequent versions (see screenshot below). These are the “second tier” of buildings for the game and they'll fill in the gaps in the build menu. But with new buildings will come new problems those buildings will fix so the game is going to get tougher.

Things you can build at the moment are core structures every town needs just to survive. Over time, we’ll be adding in the next tier of buildings – things you’ll want to make the town thrive. These buildings generally rely on first-tier buildings to function, so you’ll have to start thinking about supply-chains.

Of course not all of these buildings in the screenshot will make it into Update 7. It takes weeks to design, create, code, and test a single building. But a start has been made.

Our goal for for now is to get the Chemist building in the next update (for reasons that will become very apparent) and a Maintenance Shack. The Shack is inspired by Caesar/Pharaoh games. Build several of them so workers can maintain your structures and or your town might start falling down - killing people inside. This help keep the gameplay lively even when your town is self-sufficient.


Sound Effects & Video Options:

Update 7 will at long last have sound effects for several core interactions. Nick has now prepared a really awesome system for adding and tweaking them and I've been going through sound libraries to find just the right effect. Although this isn’t the most exciting feature, I think it’s going to add a lot more to the game than people realize. It makes everything that little more satisfying when there's an accompanying noise with it.

In addition to that, Nick has also expanded our video options a lot more so players on low-end hardware, or just those who want to tweak how the game looks will have a bit more customisation soon.

Mysteries in the Wild

Update 7 will also introduce a small feature that will help tell a little story in the game... If players can find it. We're hiding it across the maps. This feature is just there to give the world a bit of backstory and flavour, and to give you something to hunt down if there is a lull in your town.

Decorative Buildings Useful + Post-Apocalyptic Shrubs:

This month we’ve made Decorative buildings (formerly known as cosmetic) useful beyond just looking pretty. Now every time a citizen now walks past one of the artworks there is a chance to be “refreshed” and gain a boost to their needs. You actually need to think now before you place a Decorative structure. There isn’t much point putting one in a region where nobody will walk past it.

We've also implemented another player suggestion and created a new Decorative building, a planted tree growing in a flower-bed ringed by salvaged car tyres. So you can bring a little greenery to your outposts soon.

New Map & Ruin:

Update 7 is bringing the new map "Wasteland" to the game. It's one of the biggest maps so far. A river down divides the land in two, aside from very narrow land-bridges. This is the final desert themed map we’ll be adding to the game. I do like a good desolate region for some reason. Only 2 more maps to go after this and we'll have implemented every area in the game at least in a basic form.

Mariana also created a new salvageable ruin for us that was also based on a player suggestion, so thank you. I'm not going to say what it is yet, you'll find it eventually.


Prison Tweaks:

Adam loves dirty jobs. Plague? He made that. Diarrhoea? He implemented that. Slavery? Yep. We try to give him non-grim jobs but he goes into a mad rage and so this month we had to pacify him by letting him add a starvation aspect to the prison. It was the only thing that would calm him down.

​This was something we didn’t quite have time to add the game for Update 6, but in the next Update you will see prison workers going out and fetching food and drink for their inmates. And you’ll also see a pile of corpses if you run out of food and drink.

Youtube Madness

Lastly, a little behind-the-scenes stuff before I wrap up.

​In April one tiny Youtuber made a video of the game just by chance (we’re not sending out any codes for the game). Then a second, slightly larger Youtuber made a video. And so on. And so on. Until we were receiving emails from people like the Yogscast with their 30 gazillion subscribers.

Here's a playlist of all I was able to find.

Thanks to this, and a lot of positive reactions to the videos, we have doubled our pre-alpha player size in less than a month. Aside from the fact this means (for the first time) we might actually be able to pay ourselves something over the summer, the most important thing is seeing people enjoy the game even in this early form. That helped motivation so much.

I finally got to see strangers actually having fun with the game and wanting more. The core is there. It just needs polishing and expanding. I spent hours watching every single video and reading all the comments (a scary job) and it's really given me a lot of confidence that we're on the right track even though there are bugs (we're not on Steam yet for a reason) and with a bigger player-size comes a lot more pressure/emails!

Combat

Because this question comes up every week from someone, I made this thread on our official forum giving our position on combat. In short, please don't buy Atomic Society expecting battles or combat or raiders.

Next Month…

June should see us squeeze in the remaining features for Update 7, and then July will probably be spent ironing out all the new bugs and re-balancing the game so it’s fun again. And then we'll release the new update. That’s usually how it works.

I hope you enjoyed this little peek and what we've been working on. There's a lot more to share about Update 7 coming soon.



Dev Blog #19: New Pre-Alpha Updates & Behind the Scenes Battles

Dev Blog #19: New Pre-Alpha Updates & Behind the Scenes Battles

News 1 comment

Atomic Society is a post-apocalyptic city builder with moral choices. Our 19th dev-blog covers all the latest pre-alpha features and progress.

Dev Blog 18: Prison System, Innocent Folks Executed, Culture Snobs & More!

Dev Blog 18: Prison System, Innocent Folks Executed, Culture Snobs & More!

News 4 comments

Atomic Society is a post-apocalyptic city builder with moral choices. Our 18th dev-blog covers all the latest pre-alpha features and progress.

Dev Blog #17: Update 6 Progress, 2 Years in the Making, News Since Last Patch...

Dev Blog #17: Update 6 Progress, 2 Years in the Making, News Since Last Patch...

News

Atomic Society is a post-apocalyptic city builder with ethical choices. Our 17th dev-blog covers all the latest pre-alpha features and progress.

Atomic Society: New Pre-Alpha Trailer & Steam Store Page Online

Atomic Society: New Pre-Alpha Trailer & Steam Store Page Online

News

Atomic Society is a post-apocalyptic city builder with moral choices. Check out its new trailer that shows how the game looks at the end of 2016. Also...

Comments  (0 - 10 of 34)
Pancake_Ninja132
Pancake_Ninja132

This game looks VERY interesting. I will DEFINITELY track this.

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ScottFarRoad Creator
ScottFarRoad

Thanks for your interest. :-)

Reply Good karma+7 votes
Guest
Guest

When you can play?

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ScottFarRoad Creator
ScottFarRoad

You can play today at Farroadgames.com or wait for the Steam version later in 2017. :)

Reply Good karma+1 vote
Best4Gamers
Best4Gamers

looks interesting i will follow this game :)

Reply Good karma Bad karma+4 votes
SniperCharlie
SniperCharlie

Interesting.Will track;)

Reply Good karma Bad karma+3 votes
jrhindo
jrhindo

This is something i would back up in raiser. I only wish for a city builder where your people actually 'live'.

Reply Good karma Bad karma+3 votes
SillyGandalf
SillyGandalf

game looks amazing. will track

Reply Good karma Bad karma+3 votes
EdvinmorZ
EdvinmorZ

Very interesting idea!! Tracking it

Reply Good karma Bad karma+3 votes
Luiz3444
Luiz3444

This might be too early but will there be raids of some sort? Or just a city building. Anyways this game looks amazing!

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ScottFarRoad Creator
ScottFarRoad

Bandit raids are being considered but we're going to make sure the city-building is fun on its own first. Keeping your population from destroying the city from within due to their behaviour should be a test in its own right, hopefully. :-)

Reply Good karma+2 votes
rangerofthewest
rangerofthewest

can always put it in a menu to turn raids on or off i wuddent want bandits to raise my littel hell hole to teh ground haha

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PzKd
PzKd

Very interesting. Tracked.

Reply Good karma Bad karma+3 votes
Scarecrow12
Scarecrow12

This is like my dream game. Hope for the best for you. :)

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DiamondBorne
DiamondBorne

Very interesting, tracked.

I loves city builder and i loves post apocalyptic game. Brings them together and you get perfect formula for my happiness ^_^

Reply Good karma Bad karma+3 votes
ScottFarRoad Creator
ScottFarRoad

Thanks for the support folks. :-)

Reply Good karma+2 votes
Prince_Dragoon
Prince_Dragoon

This looks fantastic I can't wait for the playable demo.

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CalenLoki
CalenLoki

Looks great. For quite some time I've been waiting for proper society simulation. Hope you plan to do it more in simulation than RTS fashion.

Best luck guys!

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TenseiGames
TenseiGames

This looks amazing and I'll be following development!

Reply Good karma Bad karma+4 votes
johnlen
johnlen

Can i try ? Please

Reply Good karma Bad karma+3 votes
Hiramaky
Hiramaky

Very ambitious. I'll keep my eye on this!

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awesomenessish
awesomenessish

This looks great!I know it may not be too important in the apocalypse but it would certainly be aesthetically pleasing to have roads or paths to build.

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ScottFarRoad Creator
ScottFarRoad

Thanks for the comments! Your citizens will naturally form their own paths as they walk in the same areas over time (haven't put that in yet) :-)

Reply Good karma+1 vote
MacDragoness
MacDragoness

The game looks awesome! I want to try the demo of the game!

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ApornasPlanet
ApornasPlanet

Common people! Go to their kickstarter and pledge!
Kickstarter.com

Reply Good karma Bad karma+2 votes
nuclearsnake
nuclearsnake

the games coming to steam right?

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ScottFarRoad Creator
ScottFarRoad

Yep, eventually. We've been Greenlit. Pre-alpha version will be up for sale just on our site though at first. Don't want to hit a big potential audience on Steam until the game is in a better place.

Reply Good karma+2 votes
nuclearsnake
nuclearsnake

here i come steam in 2 or 3 weeks

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drthompson001
drthompson001

Excellent! Been following for some time with much anticipation. Gearing up to buy pre-alpha.
Is a map editor or custom start planned at all?

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awesomenessish
awesomenessish

Buying on payday

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Sbeast
Sbeast

Hey, the game looks pretty cool. Will you be needing any music for it? If so you can check out my portfolio here www.sbeastmusic.com/portfolio

Reply Good karma Bad karma+1 vote
cool12
cool12

will there be mod support? cause that would help but i do like the premise of the game and if you can can you let us know of some of the things

like raiders
mutants (if tis a nucler fallout if not then disregard this one)
zombies
and a few other things

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ScottFarRoad Creator
ScottFarRoad

No plans at the moment. This is a game about building a town and and a society, not having to fight off invaders.

We might add in something optional later on when the base game is complete. :)

Reply Good karma+1 vote
JoaoLourenco
JoaoLourenco

What a really great game!!

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Atomic Society
Platforms
Windows
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Far Road Games
Engine
Unity
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Twitter

Latest tweets from @farroadgames

Feels strangely voyeuristic checking player's saves for bugs. I get to see how they chose to arrange their town and moral choices they made.

May 28 2017

RT @IndieDB: .@farroadgames details how Atomic Society's slavery and propaganda mechanics affect post-apocalyptic city building… T.co

May 25 2017

Couldn't think of anything to play tonight. So ended up playing my own game for fun. Good sign or Stockholm Syndrome... #indiedev #gamedev

May 21 2017

Latest dev blog looks at pre-alpha progress: Slavery, Propaganda, Chemistry and more! Farroadgames.comT.co

May 20 2017

Launching with a basic but functional tutorial is probably the most important thing we did. Never, ever launch without a guide for players.

May 19 2017

RT @CreatorsProject: The stunning photomanipulations of Erik Johansson (@tackochgodnatt): Creators.vice.com T.co

May 17 2017

Work all day on the game then have to stop and I never know what to do with myself after. Going from ultra focus to nothing is bewildering.

May 17 2017

I've backed about 3 Kickstarters in my life, but I get good feelings off this team + game: Kickstarter.com @jellyfish_games

May 16 2017

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