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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 (139 reviews)
Public Linux Depots:
  • [0 B]
Update 1-20-2026

  • Torso Alloy Plating CBM is now Visceral Armorgel CBM. This implant pads your organs and spine with impact-resistant gel. Because it\'s all the way on the inside, it doesn\'t actually reduce incoming damage, instead it adds 9% to your torso HP! This CBM conflicts only with the Fat Deposits and Amorphous Body mutations, is usable by NPCs, and requires no energy to function.

    [/*]
  • The head/torso/arm/leg armor implants no longer have tiles as they\'re all internal. I haven\'t updated the limbs yet, but, they are.

    [/*]
  • Craters, whether generated by bombs or mapgen, now have sloped edges. This means they no longer function as infinite victory holes where you can lead huge groups of zombies and walk away without ever having to worry about them again. However, because the ramps are irregular, you may still be able to use them to juke or trap enemies.

    [/*]
  • Zombie bio-operators and elite zombie bio-operators can now be harvested for military-grade CBMs. They can have a huge range including the basic ones and the duds, so you might need to cut up a bunch to get what you\'re after. Happy hunting!

    [/*]
  • Adjusted the spawn rates for military-grade CBMs so that things like probability travel are less common than things like the aero-evaporator.

    [/*]
  • Probably fixed sound in the linux and maybe the mac build.

    [/*]
  • Removed bees from the foraging loot table after noticing that someone was able to construct 19 apiaries in just a week\'s time. Beehives where you can find queens to make apiaries with are already placed in the game and are about as common as they are irl, and also you shouldn\'t be able to get 360,000 kcal without an extraordinary amount of work.

    [/*]
  • Added some random stuff to the foraging loot tables in all seasons. Some of it might be useful, some not. Depends on your situation!

    [/*]
  • @Space man contributed a couple of fixes to the Korean translation and helped me spot one for the Japanese translation which I also fixed.

    [/*]
  • The tutorial was failing to spawn a loaded battery for the flashlight, and some of its text was outdated or just wrong. The battery now spawns properly, and the tutorial now tells you to wield the baseball bat instead of picking it up.

    [/*]
  • Fixed an issue where nail boards that broke when stepped on were incorrectly saying \"The zombie steps on the Nothing\"

    [/*]
  • Fixed a balance issue related to the durability of single armor items which cover many body parts vs many armor items which cover few body parts.

    [/*]
  • Fixed an issue related to the above where the game could incorrectly consider parts that you didn\'t have when counting how many parts a piece of armor covered.

    [/*]
  • Fixed an issue which was causing attacks that did a certain amount of damage relative to your armor\'s protection to NEVER damage armor.

    [/*]
  • Tweaked the armor damage function so that maybe armor will get damaged sometimes.

    [/*]
  • The chance for your weapon to be damaged when blocking is now adjusted by the amount of incoming damage. The chance is now much lower most of the time, but for very high damage attacks (~100) it can be up to twice as high as before.

    [/*]
  • Reduced the impact of durable_melee on weapon wear while blocking.

    [/*]
  • Buffed the chip_resist of cloth, denim, bronze, and plastic.

    [/*]
  • Nerfed the chip resist of leather, wood, treated leather, nylon, kevlar, layered kevlar, steel, and kevlar plate. The chip resist was so high for many of these materials that at least as armor they were functionally indestructible.

    [/*]
  • Backported a bunch of item_factory stuff from DDA that is of no special relevance to the player except that it includes a small performance boost for filtering items in the recipe menu and stuff.

    [/*]
  • The zombie revival system, it turns out, had been broken for years. It had a lot of code trying to do a lot of things but because it ran every second, it basically meant that every zombie would get up after about six hours no matter what, even though that was clearly not the intent. This has been fixed. Zombies can now get up at any point between 3 and 18 hours, with each corpse having its own individual revival timer. This timer is slowed by up to 37.5% by damage to the corpse and accelerated by up to 50% if the corpse is incompletely burnt. It\'s doubled if the corpse is flagged as Cold (<= 40 F or 4.4 C). Frozen corpses will not revive until they thaw, though their timer keeps ticking. These variables all impact the timer no matter when they kick in, so a corpse which gets munched on by a cockroach will take that much longer to revive. The overall effect is that while many corpses will get up around the six hour mark, many more will take all day. During wintertime, zombies will have noticeable difficulty coming back to life and some might even stay down long enough to freeze solid until spring.

    [/*]
  • Butchery times were adjusted to bring them in line with real-life expectations. In general, butchery and full butchery are MUCH slower than before. Dissection is mostly unchanged, though it\'s a bit faster for large and huge creatures. Bleeding creatures takes a few minutes, but not too long. Remember that NPC helpers and good tools can increase work speeds when butchering and dissecting.

    [/*]
  • Quick butchery no longer yields any skin or pelt from the corpse.

    [/*]
  • @Caba da Muleste da Paoca added high heels to the female ballroom dancer profession, as for soem reason she was out there barefoot. For free!

    [/*]
  • You can no longer bleed frozen corpses.

    [/*]
  • The rescue pilot now actually knows how to fly.

    [/*]
  • Slime globs no longer contain kcal.

    [/*]
  • Fixed an issue where certain special attacks (mostly acid spray and spit) were able to pass through vehicles diagonally.

    [/*]
  • Fixed an issue where falling items were being bashed twice, the first time for far too much damage. This should fix some items (mostly backpacks) exploding when dropped only a short distance. Dropping glass items is still a very bad idea.

    [/*]
  • [list]
  • Fixed some issues with the Chinese translation. I\'m not sure if this has solved the text alignment issues, please let me know if there are further problems.

    [/*]
[/*]
  • Removed a few unused foods and made several others stop caring about temperature.

    [/*]
  • [/list]

    [ 2026-01-21 07:25:17 CET ] [Original Post]
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