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Surviving the Aftermath is a Science Fiction settlement simulation game released on October 19, 2019, developed by Iceflake Studios and published by Paradox Interactive. On PC, it was a temporary Epic Games store exclusive on early access, and was released on Steam on October 22, 2020.

The game is a city builder, like Tropico but set after what is implied to be a nuclear/ lunar apocalypse. You are a leader who must ensure the survival of your colonists in the face of meteor strikes, nuclear fallout, extreme winter, mutant animals, and marauders.

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This game provides examples of:

  • Acceptable Breaks from Reality: At the start, your humble Medical Tent can successfully treat any ailment a colonist suffers — injuries, infections, even radiation sickness and mutation — without any medical supplies (having the relevant medicine for a problem simply lets the patient heal faster). Unrealistic? Very. But on any real difficulty level, you'll have enough trouble keeping your colonists in shape even with this advantage.
  • After the End: All there in the title.
  • Detonation Moon: In game text implies that the apocalypse was caused by (or related to) something cracking the moon. This at the very least seems to be the cause of the frequent meteor storms which plague your colony. (Though it doesn't explain all the pockets of radioactive pollution on every map.)
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  • Hero Unit: Your specialists function as this. While you can turn ordinary colonists into defenders with your guard posts, your specialists will always be far more adept at fighting. Specialists are also the only ones who can leave the colony to interact with the world map.
  • Money Is Not Power: Conspicuously averted, given the After the End setting. Other colonies, mercenary specialists, and even bandits will accept silver coins as currency, despite that there is no government to back them. Of course, you still have to dig these coins up among the ruins.
  • Nobody Poops: Averted after the Tainted Earth update: Outhouses are the first step for maintaining the hygiene of your colonists, but accrue pollution quickly.
  • Nominal Importance: Specialists have unique portraits, names, and a short biography displayed when they arrive.
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  • Non-Entity General: You aren't any colonist in particular, although many events portray you interacting directly with the other colonists.
  • Random Event: Every few days or so, your colony will have an event of some kind that will require you to make a choice.
  • Reduced to Ratburgers: Your colonists don't seem to mind, but your food sources can include scavenging for cockroaches, crickets, and various worms. The "Alternative Proteins" advancement in the Tech Tree allows you to build climate-controlled bug farms for this purpose.
  • Sickly Green Glow: One of the disasters that can befall your settlement is a shower of radioactive fallout, rendered on screen as a green glowing fog. Until Update 8 (Tainted Earth), areas of nuclear waste in the environment also appeared glowing green; now all pollutants, whether nuclear, chemical, or biological, glow magenta.
  • Side Quest: Occasionally, your colony center will spawn an optional quest for your specialists, ranging from defeating a local group of bandits to investigating radio signals to exploring pre-collapse ruins.
  • Tech Tree: Centuries of living in a post-industrial society has deprived your colonists of knowledge of farming and wilderness survival. Unusually for most games of this genre, you mainly gain technology points by sending specialists to research in the ruins of museums and libraries.

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