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Endure, Rebuild, Survive!

After The Collapse is a 2D top-down base building game set in a post-apocalyptic world featuring urban environments. Your task is to manage a band of survivors and protect them against raiders, mutants and environmental threats. To do so, you will have to build a base, research new technologies, and scavenge for resources.

Thanks to its urban and semi-urban environments, After The Collapse has a strong focus on scavenging, repairing and reusing existing structures and technologies. You’ll have to send scouts to explore the wastelands and trade with other groups if you want your small colony to thrive.

Current Features

  • Build a settlement in a hostile procedurally generated environment
  • Dig several layers below ground, uncovering lost technologies
  • Multiple scenarios with specific challenges and goals
  • Take care of numerous survivors, each with their unique traits and skills
  • Research new technologies to adapt to your surroundings
  • Launch expeditions to find more survivors, loot and technologies
  • Resource collection with a focus on scavenging and trading
  • Medical system handling wounds, sicknesses and mutations
  • Build and customize your own robots
  • Defeat and tame mutated creatures
  • Conduct diplomacy and handle conflicts with other factions
  • Use generators and solar panels to keep the more advanced structures operational

More Information

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This was supposed to be a small and fun scenario for Halloween, but I might have been carried away. Just you know, a bit. So, here is both a new scenario and a fairly chunky update for you to enjoy!

As usual, full changelog at the end, save-games and mods are compatible.

Rise of the Mutants

Let's start with the main attraction. RotM is a new scenario for ATC where you play as a group of mutants in search of their origin. It's not just a quick reskin, this scenario is designed to showcase what can be done in a week of work (and testing) with my engine.

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(a note before we start: this scenario features cannibalism and a quest with some non-kid friendly content, nothing that's out of character in a fallout-ish game, but I'd rather mention it.)

The scenario features:

  • A customized tech tree
  • A decently sized quest mixing research, combat, exploration and text based adventure
  • A playable race with unique mechanics (more on that below)
  • New and altered game events
  • A few new weapons, armors and items

So, the mutants, which are not inspired by any other mutant from any other franchise, definitely not, are big, green and mean. On the plus side, they have super human strength and endurance, an immunity to scorched biome and acid rain debuffs, increased melee damage, HP, and have a natural resistance to damage. They are excellent fighters and can one-on-one most mobs in the game even without fancy armors or guns. Oh, and they have no philosophical problem with eating humans, on the contrary.

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On the negative side, they eat and drink more (20%), they are god awful at medicine and science. Most of the tech tree beyond electronics is closed to them. No robotics, no drones, automated kitchen, advanced turrets or modern weapon/armor repairs. They however start with exploration and animal care unlocked immediately and have access to unique bone melee weapons and armors. The weapons have a very high chance to incapacitate a target, and the armor is very good for its cost (better than the metal armor).

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They also are quite asocial and will brawl and fight each other a lot. Keeping them content is quite difficult but it is not as bad as it sounds. The "depressed" mood doesn't apply to mutants. Instead, they become "agitated". An agitated mutant will brawl even more, but will also be stronger, get a military skill boost, and will be better at all jobs involving razing something, however they'll be slower builders in this state.

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With a very slow research rate and no easy access to the high-end tier, they are meant to be played as a low tech faction relying on numbers and animals to defend themselves against raiders and other factions (speaking of which, Neo Roma is perma-hostile to you here, it's a feature, not a bug).

A few words of advice:

  • I would suggest to start on a large desert river/oasis village map, preferably with a special underground biome and/or bunker. It's not necessary, but it's a nice change of pace from the less interesting city maps.
  • Mutants need a lot of food and water, better make sure you have more farms and kitchens than normally. It is also a very good idea to allow them (Faction menu) to butcher sentient beings.
  • Take advantage of the fact that you can collect and grow giant eggs right from the start. Just make sure you have a wheat farm and access to animal food before growing them.
  • To start the quest, you'll have to complete the "Remembering The Past" research, which is just after Masonry. Pay attention to your (clickable) message log after researching it as it will reveal a world map location.
  • This is a combat heavy scenario, you'll be raided slightly more often than usual and you will lose people, especially when dealing with raids from other factions.

I hope you'll enjoy this scenario and quest, it's still a bit clunky and the writing is, well.. mine (who isn't a native English speaker), but it should still give you a window to what will be done in the future. :)

AI, Balance and Content

Of course, it wouldn't be an update without the usual list of changes and improvements. I will list a few of the most notable ones here.

Previously, it was notably difficult to keep incapacitated enemies alive. I made that a tad easier: your survivors should be a lot faster at noticing they shouldn't shoot at their target anymore (assuming they aren't blood-thirsty) and newly incapacitated people get a few seconds of invulnerability so they can soak up bullets that were still flying at them (only if your faction menu is set NOT to attack incapacitated people).

Fire will also properly stop at walls now, no matter which tile those walls are built upon. It does make very large fires a bit more taxing on the CPU, though. Nothing dramatic, but it was the reason why it didn't work that way before. Speaking of fire, sand crabs are now immune so they stop burning themselves to death.

Oh, fun little fact, animals now get an unique name (well, from a list) the first time they get adopted by a survivor. Mutants also have their own name generator.

And as usual, I also included many new UI improvements and fixed a bunch of bugs.

After The Collapse 0.8.5: A New Frontier

After The Collapse 0.8.5: A New Frontier


A large content update adding new worlds to generate, buildings to loot, dynamic events, a new quest system and last but not least, the ability to fight...

After The Collapse 0.8.3 Expedition Overhaul

After The Collapse 0.8.3 Expedition Overhaul


The first part of a massive update regarding our expedition system. Manage multiple expeditions at the same time, customize them, use better cars found...

After The Collapse 0.8.2 Major Update

After The Collapse 0.8.2 Major Update


A large update allowing you to dig much deeper, containing 2 new goal driven scenarios, and many more features and improvements.

Version 0.6.5 - Year One Anniversary Update

Version 0.6.5 - Year One Anniversary Update


To mark After The Collapse's first anniversary, I am very proud to be releasing the largest update to date, with close to 90 features, improvements, changes...

RSS Related Files
Cotton Mod (After The Collapse)

Cotton Mod (After The Collapse)

Cotton Mod (After The Collapse) Full Version

This mod facilitates the production of fabric by adding cotton and a loom to the game.

More Traits

More Traits

More Traits (After The Collapse) Full Version

This mod unlocks 12 new traits and professions for your settlers.


Interesting game...

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Latest tweets from @anarkisgaming

RT @IndieDB: A new content update is announced for the post-apocalyptic base builder, After The Collapse: @anarkisgamingT.co

Oct 30 2021

Our base building game, After The Collapse is on sale for the Halloween Sale on Steam with a new themed scenario fe… T.co

Oct 29 2021

Oh, right, I have a twitter account, that I should use to promote my game to you weirdos who use twitter.

Oct 29 2021

We just published an article detailing the new road-map for our post apocalyptic base building game.… T.co

Oct 3 2020