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Cataclysm: The Last Generation is a single-player turn-based post-apocalyptic survival game. Based on the all-time classic Cataclysm: Dark Days Ahead, The Last Generation tells the story of a world where the dead walk, alien horrors stalk the land, and the fabric of reality as we know it has come undone. Despite all this, a few unlucky souls yet survive, and whether the last generation of humanity is destined to die off, or to become something fit to survive in this brave new world is up to you.

TLG's primary aim is to preserve Cataclysm's depth and respect for plausibility while refining what it has always done best as a game, foregrounding character progression and immersive life sim elements in a world that will put your survival skills to the test. Dig through the wreckage of shadowy government conspiracies to uncover the truth about the Cataclysm, form your own band of survivors, and adapt to the myriad threats by expanding your arsenal, installing military-grade bionics, or mutating into your own kind of monster.

Trailer music "Splatterpunk" provided by Karl Casey @ White Bat Audio.

Cataclysm: The Last Generation
Worm GirlDeveloper
Worm GirlPublisher
2025-07-11Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive (87 reviews)
Public Linux Depots:
  • [0 B]
Update 12-3-2025

  • Reduced the frequency of addiction symptoms by about 50 percent across the board for all substances and intensities.

    [/*]
  • Greatly reduced the cap on negative morale from all addiction effects. Basically no addiction should take you to -100 morale now, though if you\'re hooked on multiple substances this may still be a problem.

    [/*]
  • The above changes are not to be taken as part of the upcoming overhaul, they\'re just stopgaps to stop these badly designed effects from ruining your game as much.

    [/*]
  • Weapons now inherit the replica flag from their components, so making a short spear out of a replica spear gets you a replica short spear.

    [/*]
  • Corset thickness is now a uniform 2mm whether you loosen it or not.

    [/*]
  • You may now manually smash items with (s). Your character will attempt to smash (in order) corpses, fields (e.g. spiderwebs), items, vehicles, furniture, and terrain.

    [/*]
  • Leather and chitin armors are now harder to make but take less time.

    [/*]
  • The leather cuirass, arm guards, and leg guards are no longer autolearned, except in Innawood. You get it from the western arms and armor book, the Chinese arms and armor book, or the Mesoamerican book.

    [/*]
  • Casting bronze flatjaw tongs no longer requires a fileset. This means you can fully bootstrap blacksmithing, and also makes bronze smithing accessible in Innawood once more.

    [/*]
  • Added the leather hood, a simple piece of pretty decent head armor. It is autolearned.

    [/*]
  • Leather helmets are now made of boiled leather, their new recipe reflects this.

    [/*]
  • Updated and modernized a bunch of random armor and clothing recipes.

    [/*]
  • Ski goggles now have transition lenses, and will not impede you in darkness beyond the usual encumbrance effects, while still protecting from glare.

    [/*]
  • Moved leather gauntlets and pauldrons over to require the same books as the other leather armor pieces.

    [/*]
  • Added recipes for XL/XS leather pauldrons.

    [/*]
  • Continued modernizing chitin armor.

    [/*]
  • Fixed feline claw mutation issues.

    [/*]
  • Gave Feline Predator and Sapiovore.

    [/*]
  • Slightly altered the description of Sapiovore.

    [/*]
  • Nerfed pharmacy loot for real this time.

    [/*]
  • Removed more obsolete stuff left over from the removed logger faction.

    [/*]
  • Reduced the cut, stab, and ballistic protection of the plastic padding material by 50%. This material is almost always very thick and even at 0.3 per mm for cut/ballistic, it was pushing some items up into ridiculous territory.

    [/*]
  • Mostly fixed the (W)ear menu\'s bash/cut/stab value displays for items which have complex material layers across different body parts. This value was never designed to average anything and had been broken for a very long time. Now it attempts to average protection across all parts which the player character has and which are covered by the item, weighted by the hit_size of said parts. For nearly all items, this gives a very reasonable median armor value, though a few exceptions (such as high heels) still exist.

    [/*]
  • Stopped map extras from spawning non-flying monsters and items in midair. This was the cause of the weird groups of gibbed corpses and randomly injured zombies spawning all over the place, and of the floating bullet casings sometime seen at the steel mill and other locations with multiple Z levels and a lot of open air.

    [/*]
  • Fixed a random crafting requirement entry which mistakenly confused nylon patches for nylon sheets.

    [/*]
  • Fixed flag inheritance for several guns, which should lead to more consistent behavior. Namely, all revolvers, pipe guns, and other simple weapons should have the EASY_CLEAN flag as intended.

    [/*]
  • Wooden arrows (not crude wooden arrows) now require a fire to craft.

    [/*]
  • Fixed the description for the denim backpack.

    [/*]
  • Audited backpacks to make sure all that ought to have the \"tucked between the bag and your back\" pocket do have it. Notably, it was missing from the leather backpack.

    [/*]
  • Audited backpack materials. Many were composed of 50% plastic, making them extremely durable as \"plastic\" means hard, rigid stuff. The hiking backpack is now made of nylon instead of leather, as that\'s what they\'re made of irl.

    [/*]
  • Fixed up a couple of backpack recipes.

    [/*]
  • Cast Iron is now just called Iron.

    [/*]
  • Renamed \"chunk of steel\" to \"steel fragment\" and \"lump of steel\" to \"steel chunk\". Did the same for iron. Many scrap metal type items were renamed to make it more clear what size they are. Generally, scrap is a tiny piece, a fragment is something around the size of a golf ball, and a chunk is about the size of a tennis ball. This does vary somewhat, but that\'s the ballpark.

    [/*]
  • Renamed 1L, 5L, and 10L ingots to small ingot, ingot, and large ingot. Use of metric in names (outside of places where it\'s a term of industry like with ammo) is inappropriate as not all users are playing in metric (may God have mercy on their souls).

    [/*]
  • The above changes might cause some hiccups in your inventory - renaming the item IDs and doing asymmetrical migration due to the new IDs means that a bunch of your existing \"chunk of steel\" items are going to get heavier than they previously were. Shouldn\'t be an issue, just hit i to ignore if an error message pops up about weight.

    [/*]
  • Fabric/leather/etc scraps are gone. All of them. Forever. These did basically nothing but take up space and cause lag. The few functions they did have (e.g. being deconstructable for thread) have been moved to fabric patches.

    [/*]
  • Fabric requirement, patch, and sheet IDs have been standardized and simplified behind the scenes. Mostly this shouldn\'t look any different to the player, though a few items have clearer names and descriptions. This update dramatically reduces overhead on the development side and makes it way easier to understand at a glance what a recipe\'s requirements are actually supposed to be.

    [/*]
  • Fixed an issue where bled corpses were still bleeding when butchered.

    [/*]
  • Fixed an issue where some of the acid ants said their corpses were leaking acid upon death, but none would appear.

    [/*]
  • Removed the big frame pack, which was just impossibly huge, having a capacity that would make it more than twice the size of most characters. If you had one in your game, it\'s been shrunk to a normal frame pack. This may cause error messages, spilled items, or whatever else. You may want to empty your big frame pack before updating.

    [/*]
  • Added the OVERSIZE tag to all backpacks and several pouches. These items are belted on with adjustable straps, there\'s no reason they shouldn\'t fit huge guys.

    [/*]
  • Added the UNRESTRICTED tag to several pouches. Ditto, but for weird anatomy and small guys.

    [/*]
  • The longsword scabbard is now the baldric. Mostly works the same, but I took off all but two of its clipped-on slots and moved it to torso_upper.

    [/*]
  • Fixed some leftover issues from the big tailoring cleanup. All the orphaned IDs should now properly migrate to real items.

    [/*]
  • Renamed Lycra to spandex. Lycra is just a brand name, and it\'s not what people usually call that material in America. The brand name may have contributed to the weird cult of \"this is a supermaterial\" that seemed to plague it in DDA.

    [/*]
  • Removed a bunch of vestigial JSON stuff, which will make the game load slightly faster on startup.

    [/*]
  • Items made of chitin now burn a bit better.

    [/*]
  • Improved the descriptions for a bunch of fabric items.

    [/*]

[ 2025-12-04 05:20:50 CET ] [Original Post]
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