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* GameplayAndStorySegregation: The passage of time in the game is measured in days, with your people supposedly running around the colony screen in realtime as dawn turns to dusk and back again. However, babies are born, grow to adulthood, and eventually die of old age while you play, meaning that the average life expectancy of a human in this setting is... about 20 days. Additionally, specialists are apparently unaging, since they can only die by being killed in combat, no matter how long you play for.
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* {{Sandworm}}: Technically they're [[BigCreepyCrawlies giant mutant centipedes]], but still referred to as "sandworms". Like the namesake, they are burrowers and can mostly be found in sandy areas, but rather than "swim" they seem to be ambush predators, [[AntlionMonster digging underground bivouacs to lie in and conserve energy while waiting for prey to draw near]]. They [[SuperSpit spit damaging compounds]], have a huge health pool, and generally require ''several'' specialists to take down. Thankfully there are no more than a few of them in any one map.

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* {{Sandworm}}: Technically they're [[BigCreepyCrawlies giant mutant centipedes]], but still referred to as "sandworms". Like the namesake, they are burrowers and can mostly be found in sandy areas, but rather than "swim" they seem to be ambush predators, [[AntlionMonster digging underground bivouacs to lie in and conserve energy while waiting for prey to draw near]]. They [[SuperSpit spit damaging compounds]], have a huge health pool, and generally require ''several'' specialists to take down. Thankfully there are no more than a few of them in any one map.map and they don't move from their starting position- if one of your colonists blunders into one, you can just move the colonist away before they die and the creature won't follow you.
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* HoldTheLine: when your base is assaulted by most bandits, they will first attempt to breach the front gate. Depending on how strong your gate is and the quality of the people manning it, the bandits can either be driven back completely, moderately crippled when they begin their assault in earnest, or barely even affected.

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* HoldTheLine: when When your base is assaulted by most bandits, they will first attempt to breach the front gate. Depending on how strong your gate is and the quality of the people manning it, the bandits can either be driven back completely, moderately crippled when they begin their assault in earnest, or barely even affected. Rather irritatingly, your gate falls as soon as its durability reaches ''20%'' rather than 0, for no particular reason.
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* RandomEvent: Every few days or so, your colony will have an event of some kind that will require you to make a choice.

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* RandomEvent: Every few days or so, your colony will have an event of some kind that will require you to make a choice. The ''results'' of your choices are also random- sometimes letting people keep that shiny golden idol they discovered as an object of worship rather than melting it down for material will result in an increase in happiness, sometimes doing the exact same thing will just provoke a heated fight, causing a ''loss'' of happiness and resulting in several injuries.
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''Surviving the Aftermath'' is a ScienceFiction settlement simulation game released on October 19, 2019, developed by Iceflake Studios and published by Creator/ParadoxInteractive. On PC, it was a temporary UsefulNotes/EpicGamesStore exclusive on early access, and was released on UsefulNotes/{{Steam}} on October 22, 2020, with the game leaving early access and entering 1.0 on November 16th 2021. A UsefulNotes/NintendoSwitch version was planned for Spring 2022, but actually ended up coming out on November 17, 2021 instead.

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''Surviving the Aftermath'' is a ScienceFiction settlement simulation game released on October 19, 2019, developed by Iceflake Studios and published by Creator/ParadoxInteractive. On PC, it was a temporary UsefulNotes/EpicGamesStore Platform/EpicGamesStore exclusive on early access, and was released on UsefulNotes/{{Steam}} Platform/{{Steam}} on October 22, 2020, with the game leaving early access and entering 1.0 on November 16th 2021. A UsefulNotes/NintendoSwitch Platform/NintendoSwitch version was planned for Spring 2022, but actually ended up coming out on November 17, 2021 instead.
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* ArtificialStupidity: Colonists go right across the line from "frustratingly stupid" into TooDumbToLive, regularly refusing to acquire themselves a new tool or protective garment when their old one breaks, or decent food when they're on the verge of starvation[[note]]it was even ''worse'' before their behavior was tweaked to seek out food when they're at 20% remaining satiety instead of 10%, with your people frequently starving to death by the dozen in the middle of a colony that was basically a giant buffet[[/note]], if such things are even slightly out of the way of their routine. "What, there's a high-quality tool in that storage unit over there? But that's a whole ''[[FauxHorrific fifty feet]]'' away! No thanks, I'd prefer to carry on clearing up radioactive waste with my bare hands..."

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* ArtificialStupidity: Colonists go right across the line from "frustratingly stupid" into TooDumbToLive, regularly refusing to acquire themselves a new tool or protective garment when their old one breaks, or decent food when they're on the verge of starvation[[note]]it was even ''worse'' before their behavior was tweaked to seek out food when they're at 20% remaining satiety instead of 10%, with your people frequently starving to death by the dozen in the middle of a colony that was basically a giant buffet[[/note]], if such things are even slightly out of the way of their routine. "What, there's a high-quality tool Superior Tool and a durable set of Protective Clothing in that storage unit over there? But that's a whole ''[[FauxHorrific fifty feet]]'' away! No thanks, I'd prefer to carry on clearing up radioactive waste with my bare hands...hands wearing only my casual clothing in the middle of a snowstorm..."
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3 DLC expansions were planned for post-release support. "New Alliances", released on November 17 2021, added new faction alliance mechanics to the game, allowing you to form a large coalition with other colonies to oppose an enemy coalition. "Shattered Hope", released on November 4 2022, added a new hope/anguish mechanic, a new resource (lunar dust), and new structures. "Rebirth", slated for release on the 16th of March 2023, adds a new threat in the form of the mutating blight that can corrupt and mutate creatures that stray to close to it and the ability to terraform wasteland into arable ground.

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3 DLC expansions were planned for post-release support. "New Alliances", released on November 17 2021, added new faction alliance mechanics to the game, allowing you to form a large coalition with other colonies to oppose an enemy coalition. "Shattered Hope", released on November 4 2022, added a new hope/anguish mechanic, a new resource (lunar dust), and new structures. "Rebirth", slated for release released on the 16th of March 2023, adds a new threat in the form of the mutating blight that can corrupt and mutate creatures that stray to close to it and the ability to terraform wasteland into arable ground.
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* ArtificialStupidity: Colonists go right across the line from "frustratingly stupid" into TooDumbToLive, regularly refusing to acquire themselves a new tool or protective garment when their old one breaks, or decent food when they're on the verge of starvation[[note]]it was even ''worse'' before their behavior was tweaked to seek out food when they're at 20% remaining satiety instead of 10%, with your people frequently starving to death by the dozen in the middle of a colony that was basically a giant buffet[[/note]], if such things are even slightly out of the way of their routine. "What, there's a high-quality tool in that storage unit over there? But that's a whole ''[[FauxHorrific fifty feet]]'' away! No thanks, I'd prefer to carry on clearing up radioactive waste with my bare hands..."
Is there an issue? Send a MessageReason:
None


* {{Sandworm}}: Technically they're [[BigCreepyCrawlies giant mutant centipedes]], but still referred to as "sandworms". Like the namesake, they are burrowers and can mostly be found in sandy areas, but rather than "swim" they seem to be ambush predators, digging underground bivouacs to lie in and conserve energy while waiting for prey to draw near. They [[SuperSpit spit damaging compounds]], have a huge health pool, and generally require ''several'' specialists to take down. Thankfully there are no more than a few of them in any one map.

to:

* {{Sandworm}}: Technically they're [[BigCreepyCrawlies giant mutant centipedes]], but still referred to as "sandworms". Like the namesake, they are burrowers and can mostly be found in sandy areas, but rather than "swim" they seem to be ambush predators, [[AntlionMonster digging underground bivouacs to lie in and conserve energy while waiting for prey to draw near.near]]. They [[SuperSpit spit damaging compounds]], have a huge health pool, and generally require ''several'' specialists to take down. Thankfully there are no more than a few of them in any one map.

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''Surviving the Aftermath'' is a ScienceFiction settlement simulation game released on October 19, 2019, developed by Iceflake Studios and published by Creator/ParadoxInteractive. On PC, it was a temporary UsefulNotes/EpicGamesStore exclusive on early access, and was released on UsefulNotes/{{Steam}} on October 22, 2020, with the game leaving early access and entering 1.0 on November 16th 2021. A UsefulNotes/NintendoSwitch version is planned for Spring, 2022.

to:

''Surviving the Aftermath'' is a ScienceFiction settlement simulation game released on October 19, 2019, developed by Iceflake Studios and published by Creator/ParadoxInteractive. On PC, it was a temporary UsefulNotes/EpicGamesStore exclusive on early access, and was released on UsefulNotes/{{Steam}} on October 22, 2020, with the game leaving early access and entering 1.0 on November 16th 2021. A UsefulNotes/NintendoSwitch version is was planned for Spring, 2022.
Spring 2022, but actually ended up coming out on November 17, 2021 instead.


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3 DLC expansions were planned for post-release support. "New Alliances", released on November 17 2021, added new faction alliance mechanics to the game, allowing you to form a large coalition with other colonies to oppose an enemy coalition. "Shattered Hope", released on November 4 2022, added a new hope/anguish mechanic, a new resource (lunar dust), and new structures. "Rebirth", slated for release on the 16th of March 2023, adds a new threat in the form of the mutating blight that can corrupt and mutate creatures that stray to close to it and the ability to terraform wasteland into arable ground.
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* CozyCatastrophe: Going further and further into the game's tech tree allows for more luxurious things to be added to your colony, such as heated houses,plumbing,movie theatres and ''arcades''

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* CozyCatastrophe: Going further and further into the game's tech tree allows for more luxurious things to be added to your colony, such as heated houses,plumbing,movie houses, plumbing, movie theatres and ''arcades''

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