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Patch note v1.1.0.1

Hey everyone! We've just uploaded a quick patch that fixes an annoying issue some of you have been experiencing, where automating battles could bug out every few minutes. On other notes - We realize we've been a bit quiet around here lately, as unfortunately our launch didn't go well enough to allow us to keep supporting SimPocalypse with regular updates. There's so much more we wanted to do with the game, but unfortunately first have to focus on paying the bills, so we had to shift our focus elsewhere. However, despite this, we want to deliver a sizeable update sometime in the following months, while working a bit on it in our spare time. In our view, the most needed thing would be some extensions of the late game, but we'd love to hear your thoughts and ideas of what you'd like to see improve or added to the game. Please post your thoughts in our Discord here , in the #ideas-suggestions channel and we'll make sure to consider them :) SimPocalypse team


[ 2021-09-02 10:13:23 CET ] [ Original post ]

v1.1 'A Step Forward' - Released!

Hey everyone! We're excited to bring you a major post-release update A Step Forward, which contains several new neat features, improves balancing and Quality Of Life.
Here's the sum-up of the update, for full patch notes follow here. NEW:

  • investments feature added to Economy category, which gives some major effects to several aspects of late-game (enemy scaling, research points gained...). Can be unlocked in Research
  • Limit orders introduced to the market, allowing you to place orders that will be triggered when a certain price is hit. Requires unlock in research
  • Combat automation panel ID added making it much easier to control your automation from map/battle, especially at high speeds
CHANGES/BALANCING:
  • limit orders + investments + research upgrade scaling help improve the main late-game balancing issues of market/combat/research points
  • Research Points gained from knowledge will now be gained slower for the first 15 points, but faster from that point onwards this helps balance RPs gained from achievements and improves late-game scaling
  • assign hotkeys will now NOT require holding down the keys. If you preferred requiring holding it down, you can toggle it back in settings -> quality of life
  • when placing colonies, they will now remember the auto-expand options from the last time you changed it
DISPLAY:
  • vastly improved market UI, to make it more useful
  • buy/assign quick keys added to the UI, which allow you to quickly rotate between the assign/build options
  • added some clearer information to the product stock page
  • changed achievement rewards to show icons instead of text
On top of all changes, we also fixed various bugs related to managing plans, starting a new game, some achievement types, scrolling/zooming, We wish you lots of fun playing the updated version of SimPocalypse!


[ 2021-06-01 10:51:37 CET ] [ Original post ]

Roadmap Updated + 24h left for the weekly Launch Discount!

Hello everyone, we've been working almost non-stop within the Launch week, trying to share the word about SimPocalypse out with the new players and now working on the next update coming out somewhere until the end of May at the latest! For that reason, we've updated the Roadmap of development of SimPocalypse, and you can check it out here: LINK
We plan to push some interesting updates that will further improve the quality of the game and the usage of its in-depth mechanics. Thank you all for providing valuable feedback, as it helps us determine better which update to focus on next, what is the most urgent to solve/ improve. We've now prioritized all the next improvements that will come out in the next bigger Update pack in May. The Launch week and its launch discount are soon about to end, so we wanted to quickly remind those that might have missed the Main announcement when we went out of Early Access in the previous week to grab the game until May 18th before the Launch discount ends (24h left!). https://store.steampowered.com/app/1351500/Simpocalypse/ We wish you lots of fun playing SimPocalypse! ;)


[ 2021-05-17 12:47:26 CET ] [ Original post ]

Hotfix v1.0.0.1

This update contains a hotfix for an issue spotted when using easy/hard difficulties, where the difficulty bonuses of increased/reduction production, also increased/reduced max workers, production bonuses of Mining Plants, War Factories and Factories. Besides that this shouldn't happen, it also caused an issue on Hard mode where in certain situation following the objectives, you couldn't complete the one to "assign 10 workers to a mining plant"


[ 2021-05-12 10:51:59 CET ] [ Original post ]

Out of Early Access!

This is a big moment for our small development team, as we've been working hard to now bring you the 1.0 version of the game just launched out of Early Access with a 20% Launch Week Discount to Celebrate this huge Milestone! https://store.steampowered.com/app/1351500/Simpocalypse/
We wanted to thank everyone that has been supporting us in Early Access, providing sincere feedback, reporting bugs, sharing ideas on improvements this wouldn't be possible without you, so thank you again! To Celebrate today's launch from Early Access we added some new sound effects in the game, added Rich Presence as well as added the much-requested Brazilian-Portuguese language on top of 13 Languages already used in-game , here's the whole Patch note. Community Don't forget to join our Discord server to stay updated with all the news, updates, and to discuss the game with us and other players of SimPocalypse. We post various sneak peeks, features, run playtests of upcoming versions, and more Join us: Invitation LINK THANK YOU and see you in the game! - Gamex Studio [previewyoutube=OP2nBJe4mjg;full][/previewyoutube][/previewyoutube]


[ 2021-05-11 15:01:57 CET ] [ Original post ]

Launching Out of Early Access on May 11th!


As mentioned before, we are thrilled to announce that SimPocalypse is launching out of Early Access on Steam on May 11th at 15:00 GMT / 8am PDT / 11am EDT with a launch discount during the first week. It's been quite an interesting journey throughout the whole Early Access and the previous stages as well, and we are now ready for the full launch on Tuesday, May 11th. Thank you again to everyone who has supported us and provided feedback during Early Access, you helped us make a better game :) https://store.steampowered.com/app/1351500/SimPocalypse/ Make sure to wishlist the game, so you get notified as soon as it releases on Tuesday


[ 2021-05-07 10:06:45 CET ] [ Original post ]

Patch v0.9.1.0 Bugfixes, QoL and cleaning up

This update contains a ton of bugfixes and improvements in display, quality of life, onboarding, and improves the general polish/quality of the game!
NEW:

  • Added resource animations to building, and receiving resources from Exploring. This helps teach new players better of how things work (can be disabled in settings)
  • Added some animations to various game icons to make the game feel a bit more alive
  • Added much more informative tooltips to build buttons
  • The game will now remember the zoom and offsets on all draggable screens (research, maps can be disabled in settings)
  • New settings to hide building animations and to disable remembering zoom/offsets
  • Added more information to House, to help teach players better of what is population and how it grows
  • Added new icons on top of buildings when they are affected by any event (can be clicked for full details)
  • The first 20 parts you find, will now have a very high chance of being combinable (in fact, some are guaranteed to be) beyond that, there will be some guarantee that every 8th part is combinable as well
CHANGES:
  • You will now be able to use up to x4 speed by default (speeds unlocked with research were increased where needed)
  • Changed various numbers to be monospaced, so they don't move around while changing
  • Now you can demolish a specific amount of levels from upgradable buildings this also prevents earthquakes from destroying ALL of i.e. Your mining plant levels late game
  • Made various tutorial animations a bit more clear/bigger to guide new users better
  • Improved the clarity of resource costs & gains by adding proper prefixes
BUGFIXES:
  • When saving game will now securely encode all data, which will ensure that certain characters (Russian/Chinese) won't break the game saves on load
  • Sorted a lot of instances where assign and build buttons wouldn't properly update/disable
  • Sorted several issues where health, productivity or citizens information didn't update in the top row
  • Objective for upgrading the mining plant will now work even when upgrading the second plant
  • Public jobs will now properly show up if the first building is built while there
  • Fixed several bugs in manage plans view, where it wouldn't open sometimes
  • Fixed some issues with certain views opening up too early
  • Fixed some issues where notification board items could overlap
  • As explorers find scavengable resources, these will properly update immediately
  • Fixed an issue where some achievements wouldn't properly copy over data from old saves
  • Added additional prevention of deleting some of the first tank parts
  • Fixed an issue where randomize wouldn't fill the whole formation
  • Notification board will properly clean up when loading a save
  • Fixed an issue (hopefully) where corpus could allow more tanks than possible
DISPLAY:
  • Fixed a ton of issues where buttons/UI parts in various languages would not display well
  • Made design of tank bars more consistent with the new UI
  • Improved clarity of what you own/don't own in Research tree
  • Fixed some issues where animations would show over popups
  • Made change speed icons clearer, to indicate the feature better
  • Improved display of yes/no icons
  • Improved display of research details popup, and their costs
  • Fixed an issue where all research upgrades could show that this building is not affected by productivity
  • Added tooltips to all active skills in combat
  • Improved parts of combat display to make it clearer
_____________________________________ We are closing in on our 1.0 version fast, and will try to add as many improvements before that as possible :) BUT, v1.0 is not the end of updates for SimPocalypse yet we have a lot of planned still, and are already working on follow-up updates! We are releasing the game out of Early Access on May 11th, and the more people that get it, the more we will be able to keep updating it :) So if you enjoy the game, we'd highly appreciate sharing it with your friends, - it helps us a lot, thank you! -SimPocalypse team


[ 2021-05-04 11:43:27 CET ] [ Original post ]

Patch v0.9.0.2

This patch contains a fix where going to Manage Plans section was bugged in cases where users upgraded their War Factory, as well as corpus capacities were multiplied by some bonuses when they shouldn't be.


[ 2021-05-03 06:42:34 CET ] [ Original post ]

Path v0.9.0.1

This patch contains some hotfixes for the latest update: - Fixed an issue where old saves sometimes didn't start the new mechanic of "idle citizens have a negative impact on happiness" - Fixed an issue where running the game from a shortcut would fail to start the game (White screen). The game will now run properly, but not that if it is not fired from Steam client, any achievements7overlay will not work properly - Fixed some issues with certain things being hidden when they shouldn't (health, productivity..)


[ 2021-04-28 07:11:37 CET ] [ Original post ]

Update: New World Order - v0.9 just released!

Hey everyone! Today we rolled out the New World Order update, which brings new content, Steam Achievements & Challenges, Game Difficulties and a lot of balance and several big Quality of Life improvements!

NEW:

  • 40+ Steam Achievements You can now open Steam Overlay with Shift + Tab and easily make game screenshots with F12 (doesnt work in Linux)
  • 6 Challenges
  • Introducing various difficulties, including Hard mode with 5 New events
  • 6 public buildings now also have advancements
  • 4 new citizen assigning automation options, including a massive building management configuration to make your late game life easier (unlocked in Research)
  • New effect, where having too many idle/not working citizens will now slowly negatively affect happiness. This gives more meaning to management and citizens at all stages of the game.
  • 2 new upgrades to help you gain Research Points even faster in late game
BALANCING
  • All buildings will now provide way more jobs, so that all of your citizens will now actually have a purpose
  • Amount of max builders is now capped to 1 per every 5 build tiles
  • Building without any job capacity will no longer be affected by citizen productivity (positive OR negative) - I.e. Solar Panels, Rain Collectors, Filtering Stations
  • reduction of notoriety/infamy is now double
  • Military colonies increased in price by x2 to better compare to regular battling
  • Lowered event frequencies to not have events be as annoying
  • Research Point costs for advancing reduced from 5 to 1 point
DISPLAY
  • Weve reduced the white/negative space of building boxes, so that more now fit on the screen, making management more convenient
  • Added some UI improvements to make the game feel a bit more alive & visually appealing (i.e. animations on build buttons)
  • Product stock page revamped
  • Fixed some display issues in event history views
  • Added event trend information next to relevant jobs during events, to make it clearer what needs to be done
  • Made it clearer in research which upgrades are permanent
PERFORMANCE Vastly improved performance (by up to 60%+), particularly in resources view. This should also help get rid of any flicker issues, and allow you to play at faster speeds without a significant performance slowdown. * Performance in maps/research should be slightly improved with this as well BUGFIXES
  • Added a logarithmic growth to market demand, to not have it grow to insane numbers and bug out things
  • Fixed some issues with cursor changing on hover when it shouldnt
  • Fixed some issues with assign buttons sometimes not disabling
  • Fixed some issues with some research nodes sometimes not being clear if research can be bought or not
  • Fixed some bugs with water sources/toxicity not always properly showing up
  • Fixed some bugs with combine and made some things in filtering clearer
OTHER
  • Weve moved several QoL upgrades that required research to now always be available (dont pause during popups, ignore events etc.)
  • All QoL upgrades in research will now be permanent once you buy them (not removed after prestige)
  • New events will now always show up the first time in a run so you are aware of it and what it does. You can disable this specifically, but we recommend not to so you dont get surprised by what any new events we added need you to do :)
  • Added a small delay between tooltips show up, to not feel as spammy when you just move your mouse around
  • Several other smaller bugfixes, display issues and improvements were done
____________________ We hope you enjoy all the changes & the new content :) We are already preparing a lot more, and some significant updates will be added in the next 2 weeks as well! Also, we'll be launching out of Early Access on May 11th - when we'll run some extra discounts during the launch week, so make sure to add the game to your wishlists if you haven't yet, to get notified on the discounts and the release date! ;)
Join us on the Discord, where we share our work-in-progress, discuss ideas/improvements, hang out with the community:


[ 2021-04-27 10:55:25 CET ] [ Original post ]

Patch v0.8.0.10 - Save System Rework

Today's update contains a Save System file rework, which vastly improves how we store and manage save files on Steam. What does this update change? - This update changes the way save games are stored before it was using Chromium's local storage, now it uses system files. This prevents them from breaking due to weird localstorage limitations/bugs, and also gives truly infinite save games potential, limited only by your disk space - It introduces Restore points, which are essentially backups of your game save roughly every month of game time, which you can then re-load/go back in time. Very useful in case of messing up, or trying different builds! - A few new settings were added under Settings -> General. These allow you to control granularity of game saving as well as these restore points. - Some additional load/save handling improvements were done, to prevent bugs, or some other issues i.e. When going back to game menu (when game also saves the game again), the game will now prevent any interaction until the game was properly saved. - We're also testing a mini fix to resources flickering on the resources tab (more flickering improvements to come in next updates) - It also fixes a bug where the notification row would not display at the bottom - Some other performance and display bugs were fixed You can now also access your save files in your folders, usually stored at: Windows: %USERPROFILE%\AppData\Roaming\Simpocalypse\saves Ubuntu Linux: ~/.config/Simpocalypse/saves OR /home/ubuntu64/.config/Simpocalypse/saves This makes it easier for you to simply copy all saves from there in case you want to make backups. However NOTE: Do NOT delete the sp_game_saves file, as that will make any existing saves not appear in your game anymore. Currently you also can't simply copy other game saves into this folder if you want to add them (you have to go from in-game loading files) but this is something we hope to also add soon :) This update was just a necessary stepping stone to prevent some users getting issues with their save files, so we can now fully focus on our next upcoming massive update, which will focus primarily on improving game features, balance and other things to improve your experience and make the game more fun at later stages! Make sure to follow our Roadmap to see more details about upcoming updates. We are currently fully working on Steam achievements, implementations of Linux builds and working on a set of balance improvements for the next update.


[ 2021-04-06 13:40:36 CET ] [ Original post ]

Nuclear Update v0.8 is out!

Hello everyone, we're excited to deliver you the biggest update to date Nuclear update! This update marks a much higher quality standard for our game and sets us up to be able to focus more on content updates going forward.
With the Nuclear update, we revamped the whole UI/Design of the game to bring you a much more modern and sleek experience, and resolve several problems the game had with teaching the players about its deep mechanics. We also resolved a ton of bugs, display issues/inconveniences, as well as added several new quality of life options, and settings to customize your experience a bit.

To sum up whats new with the Nuclear update:


- Completely revamped UI and graphics of the game, for a more modern and cohesive look: Menu, UI, Research, Combat, World, and Popups all now have a completely fresh look!

- New Ambiental music added, created by Jan Ale Mlinar (Nomon Atur) - New UI vastly improved player feedback of what is changing/not working etc. that makes it much easier for the user to react - Added Clear All options to build and produce queues - Vastly improved player onboarding and guiding - Added a Game Guide (a small wiki) - Added ability to name your saves by double-clicking on them - Added x100 buy/Assign options directly to the QoL settings popup - New settings for disabling sound groups, battle popups, disabling save plan warning popup, displaying real-time instead of game-time - New Hotkeys for switching between views quickly added to settings - Added reset all settings & hotkeys options - Improved notification system to be far less obtrusive, and also any notifications with a + next to them, will show you actual useful information now - Resource group collapsing works in a more natural/useful way now - Improved performance and fixed several memory leaks - Improved scaling of UI for smaller screen - Improved starting story scene * Feel free to read all the changes in our Patch Notes.

!FRESH: Nuclear Update Trailer!


[previewyoutube=iVz2VW7U3II;full][/previewyoutube] With this massive update, weve also updated the official games Trailer, which should better present the current version of the game and help us spread the word about the game better. As we are a small team working hard on the project, any additional exposure means a ton to us, and with the help of a fresh trailer, we can surely better present the game now. Like already mentioned in our previous posts, we also changed the price of the game now, and this will probably be the last and final price increase of the game.

What is coming next?


Follow our Discord or Twitter to stay tuned. Recently, we also released our Development Roadmap, which you can follow here: LINK But, just to quickly sum-up what we have in plan to release in the next updates: Steam achievements, Mac Build, Extra/Improved sound effects, Challenges & Game difficulties, Mobile adjustments, Civilization points, If you haven't yet, make sure to add SimPocalypse to your wishlist (Thanks ;)):
________________________ Join us on our Mission and let's grow together: SimPocalypse/Goals Follow us via channels below, let us know your thoughts and see how the game evolves through time ;) Have fun everyone! :)


[ 2021-03-22 15:07:01 CET ] [ Original post ]

Nuclear update coming out soon

Hello everyone, we just wanted to give you a quick update on what we're working on currently. Progress on the Nuclear update is going well, and it will involve a complete UI/graphical overhaul of the game we're aiming to release this update by March 20th. Here're the very first previews from the current working version of the game:
We are also aiming to update the very first background (ambiance music) within this update to give the game an additional post-apocalyptic ambiance feel. So, in case our music producer manages to prepare the final version soon enough, we'll be implementing the updated music with the next game update as well. While the focus of the update is mainly on that overhaul, we also hope to squeeze in a bunch of bugfixes and other improvements. We have massive lists of things to do/add/improve, and would also love to hear your feedback (feel free to name the top 3 things you'd like us to see/add/change/improve in the game. Share your thoughts here on Steam, or join discussions on SimPocalypse discord channel. Even if we can't manage to get your top things sorted within this update, they'll be considered going forward and help us prioritize the next updates better Stay tuned, the next post is probably going to be already about the release of the Nuclear Update. Follow SimPocalypse & let's grow together (Goals-LINK) : Twitter Discord Facebook Official Site


[ 2021-03-09 11:40:34 CET ] [ Original post ]

Small updates/bugfixes: v0.7.0.1

This patch contains some improvements and bugfixes to follow the latest Combat Rework update: NEW: You can now hover on your own tanks before battle to see their stats NEW: When combining you will now see how stats were increased from "combine bonuses" + added a tooltip for a bit more info how combine works CHANGE: Aim priority button visible before battle now BUGFIX: Fixed an issue where combining could break the manage plans page for some BUGFIX: Box formations sometimes order weirdly with fewer tanks BUGFIX: Tank turret rotation fixed when using manual aim BUGFIX: Fixed Aim Priority not working properly in some cases BUGFIX: Fixed several display issues with active skills BUGFIX: Better handling of hiding/showing buttons when managing parts BUGFIX: Some other smaller display issues and bugs fixed We're also well on our way to releasing an even bigger Nuclear update later this month :)


[ 2021-03-02 08:35:18 CET ] [ Original post ]

Our biggest update to date - Combat Rework is out! v0.7.0.0

Hello everyone, we have a special announcement to share today! Our team has managed to complete one of the biggest updates of SimPocalypse to date - Combat Rework, which was just released and is now waiting for the very first players to check the changes.
Even though it took us a bit longer to get this done, it should be worth it, so we can't wait for you guys to check it out! This update focuses on improving various issues our combat system had from parts, better progression, to UI & better graphics, it touches on all and sets the game up for a much better experience! To get all details about the update follow our Patch notes. LINK

OK, Lets check whats new with this update:


NEW map & combat graphics:


- vastly revamped graphics of all the maps to look much better, as well as improved the procedural generation of it - new tank images each tank type (mobile, defensive...) will now have a different image to be able to easily differentiate between them - improved animations, explosions & sounds in battles - battle panel improved to be cleaner and clearer - added different combat formations to help you position your tanks better quickly - world map and territories will now have different terrain vegetation to make for a much more immersive experience - starting tank parts and new parts found will also match territory terrain

NEW tank parts & combine system:


- completely reworked the UI of inventory and how parts are utilized - parts now have an additional speciality based on terrain where you find/get them. - A tank can have only the parts of same type and speciality - filter & sort options added to inventory - added a combine system, that allows you to join the same type of parts into new, stronger version. - no limit on how many pending parts there can be (i.e. wasting them) - parts with higher stats or special ammo types will now also have a slight uranium cost, giving uranium a much bigger meaning

NEW combat active skills & research upgrades


- added 2 new active skills that you can use during combat to help you defeat tougher opponents via the support from support planes (unlocked and upgraded via research) - added ability to have tanks aim at your will and optimize their performance - added a convenient aim priority option during battles to optimize their performance - research upgrades added for more inventory slots - added customizable hotkeys for all these skills

REWORKED military colonies


- they will no longer require gold to operate, but instead, you will be able to assign your corpuses towards military colonies - These military colonies will when conquered bring a much bigger gold profit than economic ones, but at a cost of citizens & tanks lost - Tanks lost in colonies will also grant you significant experience towards their corpus, making them great to be able to level up your corpuses faster - military colonies now allow you to gain experience and conquer regions faster

IMPROVED progression and balance:


- improved enemy scaling of tanks - Parts found will now scale the further you get into the game - part rarity will now have a more clear effect - improved enemy scaling of tanks - reduced build time of tanks by about 40% - reduced cost MX of research points from 1.5 to 1.6 - teacher research bonus increased from 10 to 30% - researcher research bonus increased from 30% to 50% We don't want to be too long with this note, so in case anyone is willing to read more about the update, please follow our Patch Notes

To quickly sum-up all the other changes made:


- IMPROVED performance on various maps and during battle - fixed various memory leaks - IMPROVED player onboarding (- when enemy tanks with new stats are met on the battlefield, they will be introduced to the player and how to best deal with them) - overlay on the battle to help guide new players better - various other bugfixes and other improvements __________________________________________________________ *As we mentioned before, while still in Early Access we are slightly increasing the price of the game, so in case you are getting the game now, you should still get it for probably one of the best prices.

COMING NEXT


There are still many more things we wanted to improve with the combat (more automation/QoL options), but couldnt fit all in this update. We will still be addressing many things in future updates, particularly with the next upcoming major Nuclear Update, where we will modernize the WHOLE UI of the game! So some things, we deliberately didn't completely polish with this update, as they will be getting a bigger rework soon anyway :) We hope you enjoy the update let us know what you think and what else you would like to see changed/added in future updates! If you'd take a minute to rate our game wherever you are playing on, that would also be extremely helpful to us! There is a ton more we still have in store for you :) - GamexGames Team ____ Don't forget to check out the RoadMap of the next updates coming up: SP - Roadmap Join us on our Mission and let's grow together: SimPocalypse/Goals


[ 2021-02-25 14:11:17 CET ] [ Original post ]

Combat Rework coming out soon

Hello everyone, we wanted to share some exciting news with you guys today. We're now coming to the end of the tasks for Version 0.7 Combat rework Update!
We have a few days left to finish what is still planned to be developed, and meanwhile, we'll be fully testing the updated features, adjusting/ polishing where needed. Currently, it seems like we won't have enough time to complete the Mac build as we've ran into some problems, so we'll most likely need to postpone that to the next bigger update. The whole update is taking a bit more time than expected initially, but it will be worth it once finished So, what's coming with this Combat Rework update? If you've been following our RoadMap, it's focused on improving the battle's UI/UX making it much clearer now, with new elements, adds some active skills/researches to battling,
More importantly, we've completely revamped the inventory system, making it much simpler to use, as well as improved the balancing of combat to be based off this which is now improved vastly! Inventory now contains useful sort and filter options, as well as a new Combine mode which allows you to combine the same tank parts into 1 stronger part, allowing you to progressively improve your tanks! The Map UI is updated, and what is even more interesting specific territories will now have special (visual) terrain types and elements that relate to that terrain type.
As mentioned, massive improvements have been done to progression both on player and enemy side. You should now get a much better feel of progression and also need of more strategic decisions. As this was meant as short notice for today, we probably need to stop here More will be shared soon with the upcoming Combat Rework Update. *Just a quick reminder: As planned and announced before we'll be slightly increasing the price of the game with this update, so in case you are reading this before the update is out, and if you haven't gotten the game yet, this might be a great reason to get the game before we increase the price (it will be increased by $1-$2). We wish you lots of fun playing SimPocalypse! and feel free to let us know your thoughts about the game here, or share your opinions, ideas for improvements, via our Discord server we're in active development, so all feedback is much appreciated! Follow SimPocalypse & let's grow together (Goals-LINK) : Twitter Discord Facebook Official Site


[ 2021-02-15 13:23:51 CET ] [ Original post ]

SimPocalypse v0.6 - Progression Part 1 Update is out!

Hello everyone, We are continually developing the game as promised, and will be releasing big update batches from now on to optimize our development (unless it is a smaller hotfix). The first big batch Progression Part 1 is out today :)
So, what does the latest update bring to the game? NEW:

  • Introducing the first urbanistic advancements for housing! When there's a lack of space, build towards the sky!
  • Added a new tier of unlimited upgrades to Mining Plans, Factories and War Factories. Keep your production on par with your expansion efforts! Works with different Buy Amounts!
  • The cost of colonies will now scale
  • Option to cancel colonizations in progress
CHANGED:
  • Other late-game progression and balancing improvements (added different unlock conditions for formation slots, house costs adjusted, faster gain of research points...)
  • Increased building research production boosts from 5% to 25% per level
  • Changed research upgrades to be hidden until their predecessor unlocked, to add some exploration as well as simplify the research tree for new users
BUGFIXES:
  • Resolved various bugs (issues with cancelling/modifying queue, queue cancelling/demolishing not properly refunding, bugged map offset when clicking on a region...)
  • Several display issues, and mini improvements done (Updated various translations, Added estimate of new citizens gained per day...)
More details of the update on Steam-Forum: Patch notes *With this update, we will be slightly increasing the price of the game for the first time, as it now offers a way better playing experience, is way more balanced and offers more late-game content in comparison with the first Early Access version back in December. We also already had 10+ patches/improvements/ bugfixes and updates delivered before this update. As we already mentioned, we will be slowly increasing the price while in Early Access as new major updates are released and the game offers more playing time and is further polished. So if you haven't gotten the game yet you should consider getting it asap, to guarantee yourself the best value for your money, as you will also be getting all the updates in the next weeks and months *BTW: If you haven't checked yet, feel free to check out our development roadmap for SimPocalypse, to which we are fully committing, and working on our goals to deliver the best possible version of the game. There is a LOT we have planned until the end of Q1 2021, so be prepared! SimPocalypse - Development ROADMAP
Hope you find the update interesting, we're now focusing further on the next, even bigger, updates to come! P.S.: Go get the latest insights from the game development /sneak peeks into development, and leave your thoughts about the game, discuss it with our community -> join us on Discord <- we'd love to have you there! ;)
-SimPocalypse Team


[ 2021-01-20 15:03:32 CET ] [ Original post ]

The path ahead Updated game Roadmap with a ton of big updates coming soon!

Hello everyone! First, we wanted to wish you all a Happy New Year! May it be much better than the past, with tons of interesting stuff to play we'll do our part to deliver some exciting updates in 2021! Good luck and stay safe! BIGGER UPDATES COMING UP As we are already mentioning the updates Yeah, we have planned a lot in the previous days, as we wanted to not only organize our time well, but also give you a public development RoadMap for Simpocalypse that you can follow and see what's coming next! While we are a small team, we have big plans for the game and are giving it our all to make it the best game we possibly can. We'll be working on some exciting improvements and additions to Simpocalypse, some of them will relate to progression/game balancing and expanding the length of the game while trying to keeping it fun and interesting to play at various game stages. Modernizing the UI/UX and work on a complete graphical overhaul of the game is also one of our big tasks planned in the following months :)
All of the main updates we will be doing in the next few months are visible in our roadmap - We'll update it regularly, so you guys can easily keep an eye on it, and track our progress meanwhile steamhappy You can check out the Official Roadmap of the game here: https://www.simpocalypse.com/roadmap
From the very first release to Early Access, 3 weeks ago (December 15th, 2020) we've done exactly 10 updates already, most of them were related to the most-urgent fixes and improvements. So, we believe the game has (in terms of its quality) progressed quite nicely during that time already. But to optimize our development and deliver you the most updates possible, from now on we will be grouping changes into a few huge updates that will be released by end of March. The first bigger set of updates will be 'Progression Part1'' where we will be focusing on vastly improving late game balance, progression and improving various game features, as well as cleaning up any remaining bugs or inconveniences you all have reported. This update will be released around 15th January, and will up the general quality/experience quite a ton! With a ton of other updates behind us, we will also be doing our first slight price increase with this update, as it will be improving general experience and increase engaging playing time as well. So if you haven't grabbed the game yet at its lowest price by being our Early supporter, you might want to do it before this update comes out ;) We are also already working on a major Battle Rework update which will be one of the biggest updates in scale, and resolve a ton of issues with current combat, and make it a ton more engaging to progress through and play :) It's a huge update, but should be ready somewhere in early February.
We are thrilled on how the game is evolving and we hope you guys enjoy playing it! Until next time, Cheers! -Gamex Games Team


[ 2021-01-06 15:14:15 CET ] [ Original post ]

Game Roadmap + Last Chance to grab the game at its lowest price

Hey everyone! It's been almost a week since we launched Simpocalypse on Steam, and your feedback and support has been amazing Thank you! We've been working hard to resolve any crucial bugs and make a ton of improvements based on your feedback, but this is just the beginning... (you can check the list of all patch notes here) If you haven't gotten the game yet, we'd like to remind you that the launch discount of 15% is only valid until tomorrow, December 22, 10am PST/ 6PM UTC! This is the lowest price for the game for a long while, as we will be raising the price gradually during Early Access, as we add more features and polish the game in the coming months. So, what's next for the game? Right now our immediate focus is on some playability improvements (customizable hotkeys, bigger build/assign options, exploring improvements, late-game balancing...), but there is so much more we have planned to add to this game in the following months. _____________________________________ Simpocalypse EA Roadmap: - Major late-game improvements of balance, features, and goals to reach for - Steam overlay (game screenshots, achievements, rich-presence,...) - Implementing Steam achievements, and adding a TON of them - Better Player feedback/adding juice to the game to make it even more fun - Significant UI/UX rework to up the quality of the game visually - Expansion of research upgrades - Major battle/conquering rework, to make combat more engaging and progressive - Adding Challenges & Game difficulties - More Quality of Life and automation features There is much more we would like to add later to the game (additional features, late-game meta changes...), but let's focus on these for now :) The order of the roadmap is not set in stone yet, which is where we'd like your opinion on, so we can first focus on updates that matter most to our players. Please join our Discord, where you will be able to vote on roadmap priorities in the #surveys channel
Thank you again to everyone for your support and invaluable feedback! We're excited about the massive updates we will be bringing to the game in the coming months :) -Simpocalypse team


[ 2020-12-21 12:57:23 CET ] [ Original post ]

Simpocalypse - Now available!

Hello everyone! Simpocalypse is now ready and available for purchase to the public on Steam! Currently Windows & Linux are supported, but Mac is coming soon.
We are releasing Simpocalypse with a much lower price than we intend to price the game later on, when all the Early Access improvements, and content updates are finished. On top of that, we also decided to go out with a SPECIAL DISCOUNT of 15% on the LAUNCH WEEK!! Thanks again to anyone supporting us during the whole development process, and we wish you lots of fun playing Simpocalypse. We're looking forward to hearing what everyone thinks * We will be available for any critical bugs that might popup, which you can report on the steam forums, or join our Discord, where you can also chat with us and other players Simpocalypse Discord Server:
To end with, here is just a short notice on some of the bigger things we will be working on and improving while in Early Access: - doing many improvements to UI and design of the game, especially on the map/combat part - improving the late-game balance/experience - doing a major combat rework - reworking military colonies to use corpuses instead of gold - adding Steam achievements, a TON of them - adding Challenge modes - editable hotkeys and much more!


[ 2020-12-15 17:00:49 CET ] [ Original post ]

Blog #5 - Preparing for the big launch, EA version coming out tomorrow!

Hello everyone, Busy working days at our office! We've been fully committed to the game, working late hours to be able to finish and release the best possible version, coming out tomorrow, December 15th at 9am PST/ 5PM UTC. We'd also want to thank everyone who helped out with playtesting, reporting bugs, giving us info on issues, all of which helped us improve and polish the game more for EA release. While we are only a small team of 3 working on the game, the help from community has made it feel so much bigger we love the whole community that has been continuously growing through the whole development process. It is for sure, that without you guys, the game wouldn't be in the state that it is now, as you helped us a lot with all the feedback we got back from you! As a special gratitude to all our supporters, we also decided to go out with a much lower price than we intend to price the game when it is fully finished. And, there is more: we decided to give all the Early-Access supporters an extra release discount for the first week which will be the best price by far for at least 6 months! While the game is basically ready for tomorrow's launch, we've still got a ton of other things to prepare for it though :) In case you'd like to inform your friends or family about Simpocalypse, now it would be a perfect time, as they'll get the best deal possible in the first week! _____________________ That's just a short announcement for today, as we need to focus further on the last things from our to-do lists before the launch! Hope, we see you guys tomorrow, we are releasing Simpocalypse at 9am PST/ 5PM UTC - GamexGames Team _____________________________________ P.S.: If you haven't yet, join our Discord to get the most-up-to-date sneak peeks into development of Simpocalypse: Simpocalypse Discord Server, hop in ;)


[ 2020-12-14 14:57:24 CET ] [ Original post ]

Blog #4 - MAP UI improvements, in-game Achievements added, New Game Covers...

One of the busiest days/weeks at our office lately! We are working hard, putting tons of extra hours into the game, to be able to deliver the best possible game version when going into Early Access on December 15th! We are more than happy that lots of you want to get the game on the first day, and we will do our best to polish it further and make it as fun as possible for you guys to play and challenging to master! To get a closer look into what we are working on currently, here is a list of what's been improved/added/what is still to come, also sharing some first graphics of the new updates. Hope you find them interesting! steamhappy ______________________________ What's already done and will be released with Early Access (December, 15th): - Map UI improvements (graphical overhaul with added colonization expansions, new Map navigation,)
- improving onboarding experience(work-in-progress, as we still find additional improvements on the playtestings, so more will be updated in the next days/weeks/until the launch) - finalizing MAJOR balance improvements - finalized the collision updates with at least x10 speed now working on Time-Lapse during battles properly - We also decided to overhaul the game's presentation by updating the Main Cover images of the game:
- resolving any remaining bugs from our internal lists - doing general UI/art improvements on some crucial parts of the game (where the graphics weren't updated yet to the version where we are currently) - revamping the whole settings popup (adding heavily requested volume adjustments), and just making things a whole lot clearer here - Language/translations new pack of updates (we're probably adding 2-3 new languages until the EA launch) - Missions received new image sets
Still to update/work on until the EA: - Product Stock pages - Game end popups - Steam Build process optimizations - Localization/ Translations for the latest updates - Crucial Hotkeys to add - Mini bugs/ playtesting, That's just a few of the bigger tasks left mentioned, so there is still a lot to finalize in the last weeks (didn't even mention the marketing work around the game), but as far as things are going currently, we plan to deliver everything on time, so that we can deliver the best version possible when going into Early Access! We are thrilled about Simpocalypse, and we can't wait you guys will get the chance to play the full version soon! If you haven't yet, feel free to join Simpocalypse Discord, where we try to keep you updated on our development progress, share sneak peeks, collaborate on game improvements, run playtests, and try to shape the best possible game for you all! [url=https://discord.gg/ZZDvEuR]
If you haven't yet add Simpocalypse to your Wishlist now, to get notified once it is Released! [url=https://store.steampowered.com/app/1351500/Simpocalypse/]


[ 2020-11-26 15:44:59 CET ] [ Original post ]

Early Access Announcement

We have some bigger news to share today! As promised in the previous week, we are now announcing the release date of Simpocalypse! we are less than a month away, from releasing into Early Access, where you will be able to play the full version of Simpocalypse! If you played our demo, this will dwarf it in size and general game polish!
So,(drumroll) ... we are excited to announce that Simpocalypse will be going into Early Access Release on December 15th (2020 for sure! ). Why we've decided for an Early Access release Simpocalypse has a lot of depth with different mechanics where balancing things is crucial to deliver a great gaming experience. With Early Access, we want to ensure we have enough time to work with our players to properly balance and adjust features, as well as ensure a great player onboarding so new players are not overwhelmed by the depth, but rather eased into the game's replayable simulation experience! It will also give us the option to expand the game features and make sure they are built off a great foundation. We will also use Early Access as a platform to polish the features, add interesting Quality Of Life features based on players' feedback, add/expand on features, add a ton of Achievements, different game modes, improve on replayability, extend late-game content, add more automation and quality of life features as well as translate the game into as many languages as possible! The Early Access version of the game should provide great value for your money at all times, as we already have:

  • 13 bigger content groups to unlock over time,
  • 13 civilization stats to balance,
  • 9 citizen jobs,
  • 25 different buildings,
  • 81 different research upgrades,
  • a prestige with a perk point system,
  • a massive world to conquer (7 continents, 400+ regions, 8000+ territories, 72000+ zones).
A single playthrough requires 20+ hours of active time WHILE utilizing the timelapse feature with up to x10 sped-up game time. If you enjoy replayability with prestige and speed-running combined with the procedural world generation and random events, it can even offer 100+hours of playtime to the most hardcore players We intend to stay in Early Access for 3-6 months so we can add and polish a ton of content, and with help of our early players make sure we will deliver the best game possible! Getting Simpocalypse while in Early Access will also be much cheaper for you than after the eventual full release, as we want to give you great value for your money at all times, especially to those joining our Early Access and helping us shape the game! So make sure to wishlist and be ready to grab it on the launch date. A few ways to follow us: Steam Youtube Discord Twitter Mailing list We hope you will enjoy watching the game grow throughout its continued development as much as we enjoy developing it! With love, - Gamex Games Team


[ 2020-11-16 11:53:23 CET ] [ Original post ]

Dev blog #3 A TON of ongoing additions and improvements!

Hello everyone! We are progressing well in preparing everything for the game's release, which is now about a month away! This coming Monday we will reveal final release date and more details about the release :) Our focus is now on a TON of improvements, to give you just a glimpse of a few major ones we did in the past few days alone:

  • We've added Simplified Chinese and Dutch translations! This means we will launch with at least 8 different languages!

  • We've added automation options for auto-exploring
  • some first major performance improvements were done already
  • Ton of major UI/Design improvements on Research, Settings, Achievements, Localization...

Lastly, Combat collision detection has been fully reworked and will now be far more accurate, performant, and most importantly work properly at super high timelapse speeds properly. Have a look at the frenzy here (actual in-game footage, x20 timelapse):
And there's a TON more to come in these final weeks, such as:
  • hotkeys
  • major balancing improvements
  • World/Battle UI/UX improvements
  • and many more...
We're excited to give you final date and more info about the game's roadmap on Monday! If you haven't yet, make sure to wishlist and follow the game it helps us a ton :)


[ 2020-11-13 13:52:34 CET ] [ Original post ]

Dev blog #2 Massive gameplay extensions

Hey all! We wanted to share a bit bigger update with you, as what we are currently working on will be a MASSIVE increase in features and quality compared to our demo version, that some of you played at the festival! These features will round up the core loop and extend the playtime tremendously, as well as touch on improving almost every part of the game. Note: To give you a better sneak peek of what's coming, we're showing some Work In Progress GIFs that is mostly using placeholder design and UI these are not final designs :) Without further ado, lets get started :) 1)How you play, determines how the game progresses We are adding 3 core stats, that will be determined by your style of play With a focus on Military, Economic, or Diplomatic. New stats:

  • Infamy
  • Economic Notoriety
  • Diplomacy
will determine how enemy territories react to your expansions via military or economy, and Diplomacy will sort of help balance things out i.e. if you focus on attacking, enemy territory power will scale faster, but if your diplomacy is higher, that effect will be somewhat negated. *New stats will not be introduced immediately, but when you first reach the World map (or even more gradually). Embassies - We're also adding the first diplomatic element to the game via Embassies who will provide jobs for Diplomats 2)Meta shifts and automation to help you conquer the world
*WIP - graphics are not final here We are adding a colony feature, which will essentially allow you to expand in other ways than just attacking territories -> you will be able to place these colonies anywhere in the World grid, and they will passively (idle) try to conquer and expand to regions around them. How well they do will depend on region distance, and have a chance to fail, so you'll have to be strategic in using them. 3)Conquering continents is the first step to World Domination!
*WIP - graphics are not final here Conquering a continent will not just be a huge achievement (pun intended :D), but it will also present you with gameplay-changing choices. With each continent conquer you will get a roll of various massive bonuses, and be able to choose one. These bonuses will stick with you throughout the game, and will give unique civilization-changing rewards, for example: Immunity from earthquakes, vastly increased combat experience gain, or River engineering, which will expand all-natural water sources! These big shifts in how you play from that point on will give a ton of replayability and speedrunning value to anyone who enjoys maxing out their plays to perfection! 4) Prestige and Perk Points
*WIP - graphics are not final here As you play and unlock various achievements (such as continent conquers) you will also accumulate Perk Points. These will be required to unlock some of the most amazing upgrades later in the game, such as various automation features. But to get these perk points you will have to start from scratch and re-live the Post-apocalyptic rebuild you just went through. However you will be doing so with all Automation and Quality Of Life researches intact, as well as using your Perk Points for insane starting boosts to help propel your civilization farther than you ever found imaginable! Joined with all the unlocked QoL and timelapse tools, it will be a breeze to getting back to where you were faster and stronger. Don't worry conquering the World will be possible even without these, but it is a tool you always have at your disposal if your enemies get too tough to beat or you'd just like a clean start, but optimize and improve the hell out of it! 5) Quality Of Life, massive balancing, onboarding, and UI improvements... Last but not least, we are also working on a ton of other improvements, based on feedback we've received from all of you so far! Suffice to say, that if you played the Demo already, expect for pretty much everything to be improved in some way. _______________________________________________________________ There are so many little things we'd like to tell you in more detail, but then this update would become way too long :D Just know, that we are pushing our limits to deliver you the best game possible from the get-go! We are rather taking a few extra weeks to implement the changes to not fall on that promise. It is not long now... next week we will be revealing the exact release date (and more exciting news!) and how you can get a chance to help playtest the game before release - Make sure to wishlist and follow the game so you receive any updates!
And if you haven't yet, make sure to join our Discord here, we'd love to hear from you!
Simpocalypse is coming... we hope you are ready :) -GamexGames team


[ 2020-11-06 10:02:49 CET ] [ Original post ]

Simpocalypse - Localization project

Hello all! First of all, thank you all for the support, and for sharing your ideas on game improvements, reporting bugs, If you haven't joined us yet, feel free to become a part of our community on Discord: ]Discord Invitation Link Being on Discord you can more directly contribute to how the game develops, as well as gain access to exclusive tests before game releases!
We are still a small community but are continuously growing, and we believe together we can achieve more, and create a successful game project, we will all be proud of. What we want to share with you guys today is an important part of the game, Localization, and its progress! Our goal is to make Simpocalypse available in as many languages as possible, with high-quality translations, as this helps us deliver the best experience to everyone! So, we are looking for fans/ testers/players interested to join our team of translators and voluntarily help translate the game to their native language. As we already started with the whole localization process in the previous month, we can now proudly share some awesome news that the crowd-based translation process is currently working fabulously, and we are now proudly presenting the very first translated languages that will be implemented in the game: -Spanish - German - Polish, - Korean - Italian
We are more than happy with the current results and proud of all translators and the awesome work they have been doing lately. With every step and additional milestone achieved we are more confident of releasing a high quality game, which further motivates the whole team! We are currently working on/ searching for additional translators to come in and help with: - Simplified Chinese - Russian - French - Brazillian Portuguese - Turkish *we have the option to also add other languages, but those on the list above are #1 priority. Contact us if you'd like to help with other language translations If you find yourself interested and confident in translating into your local language (as you'd like your fellow citizens to be able to play this game in your local language for generations ) , then feel free to join us here: Localizor - help translate in your local language You can sign up here, it's free to join and the registration process is fast (will take you less than a minute): Free Registration The tool is really easy to use, and you can start using it right away. If anything unclear, ask for context. * Everyone helping with community translations will be credited in game, plus we will be looking into rewarding those additionally in the future:) Conclusion: Languages on Simpocalypse so far: 6 A Goal for the EA release: 8 A goal for the full release: 12+ The next time, we will share our development progress and some other news, which we feel you might enjoy! Thank you for all the support you are providing to Simpocalypse, much appreciated!
More about the game Twitter | Facebook | Youtube | Official


[ 2020-10-24 12:50:33 CET ] [ Original post ]

Simpocalypse LIVE Stream by Devs [Oct 8th, 9AM PDT]

Hello everyone, some exciting news, and something new for us as well! This Thursday, October 8th, we will be live-streaming, playing the game from scratch, talking more about the features, what's there still to come, and maybe even try speed running it a bit :) The Event will go live this October 8th, at 9am PDT! If you are interested in the game, make sure to join our Discord as well. It's the best way to stay updated, get access to exclusive playtests and help directly contribute to game's development! Also, feel free to try out the Demo, which we'll be showcasing exclusively during the Steam Autumn Festival! We hope to see you there, and if you haven't yet - Wishlisting the game and Follow us on Steam is extremely appreciated and helps us a ton. https://store.steampowered.com/app/1351500/Simpocalypse/ __________________ About the game: Simpocalypse is a post-apocalyptic civilization simulator game, where you manage & lead your settlement to survive and become a global empire! Scavenge the most needed resources to survive, research & build new buildings to advance your settlement and make it more attractive for other survivors to join. More citizens add more power to your post-apocalyptic settlement, but there is also more hungry mouths to feed, so keep that in mind and optimize how you distribute work to citizens. As the resources are limited, you'll need to expand your settlement to territories occupied by enemies. Don't forget to optimize things, as time is passing quickly, and your enemies are building and growing stronger as well. Establish a strong army, fight and dominate the battles to conquer some valuable zones filled with extra resources. Your goal is to establish a strong settlement and reconquer the world! Will you be able to do that? [previewyoutube=2nCbS-voQOk;full][/previewyoutube] Website | Steam | Twitter | Facebook | Youtube


[ 2020-10-07 17:27:29 CET ] [ Original post ]

Simpocalypse DEMO - a few words from the Dev team

Hey all, We are super excited to be showing the demo version of Simpocalypse at the Steam Autumn Festival! The game is still in full development, and a demo version is the perfect opportunity to give you a glimpse at what the full game will be about!

A little bit about us:


We're a small game studio based in Slovenia and a few years ago we fell in love in the incremental/idle genre, as it focuses on deep game mechanics and what often seem simplistic games, can usually keep you engaged for more hours than you can imagine! With Simpocalypse we want to not only introduce interesting new mechanics to the genre, but give a compelling experience to both casual players, as well as those who love to dive deep into mix-maxing and micro-management and optimization. On top of that, we aim for the game to be replayable and give you unique experiences and options to try new strategies each time thanks to random events, some procedural generation and in some cases the game world responding to your actions. Did we mention we also want to give speed runners a ton of challenges? Oh yes!

Simpocalypse DEMO (showcasing during the STEAM Festival)


The demo version will introduce you to most base mechanics and can easily offer you at least a few hours of constantly opening and optimizing new features. You will get to explore for resources and consider how to best use them to help rebuild the pillars of modern civilization. Rebuilding cities and taking care of the delicate balance of growth with limited resources are at the core of the gameplay. You will have to react to random events, and even face other enemies as you try to expand your territory in the never-ending hunt for resources to make sure YOUR civilization survives. And if you manage to reach the end, you will see why the demo version is just a drop in the ocean of what we're planning for this game to become :)

How will the full version differ from the demo?


- bigger and fully unlocked research tree - many more automation and time-lapse features added to help automate certain parts of the gameplay as you dive deeper into its mechanics, that allow you to play the game at your own pace! - unlimited save slots - more combat features - various player actions affecting how the world reacts (attacking territories can affect global market prices) - conquering massively extended to the full world! - achievements and challenge modes (Demo feels easy with no one fighting back? Just you wait!) Potential other additions we'd hope to add as well: - adding more diplomatic play style option to conquer the world (besides economic and military) - adding global challenges/potential world-ending events - advancements/prestiging Demo is just the beginning... but can already give you quite a few hours of fun! Make sure to try it out ! Make sure towishlist and follow us on Steam if you enjoy the demo :) https://store.steampowered.com/app/1351500/Simpocalypse/ And we hope to see you on our Discord as well, as we'd love to see you help us shape the game with your feedback and ideas :)


[ 2020-10-07 17:01:01 CET ] [ Original post ]

Dev Blog #1

We are hard at work getting the game Demo ready and continue extending the game. Currently we are focusing on onboarding improvements including:

  • very first animations
  • visual tutorials
  • other interactive elements
...that will help players better understand all of the mechanics the game reveals over time. To be able to offer the best experience possible to as many players worldwide, we have also prepared the game for localization, which will allow us to translate it into languages other than English.. Initially, we'd like to offer the game on Steam in:
  • Polish,
  • Spanish,
  • German,
  • Russian,
  • Italian,
  • Portuguese-Brazil,
  • Simplified Chinese,
  • French,
  • Korean,
  • Turkish,
  • Japanese,
  • and some others as well

The Steam Festival is approaching fast, where we'll be showcasing a Demo of Simpocalypse, which is our current focus. The aim is for the game to work well on Windows, Linux and Mac platforms.
Don't forget to join us on our Discord channel https://discord.gg/ZZDvEuR :
...and let us know what you think of the current version and what you wish the game becomes once fully released!


[ 2020-09-28 11:20:20 CET ] [ Original post ]

Join us during the Steam Autumn Festival

Hello all, here's a few words from the Devs of Simpocalypse (see you soon at the Steam Festival ;)): ''Simpocalypse has been under development for quite some time now, and the whole team has been working on it during the Covid-19 spread, working tirelessly to get to the stage we are at now. We will continue polishing it to prepare the best possible version for the upcoming Steam festival.
Simpocalypse is at its core an incremental game, with fresh mechanics and a ton of min-maxing depth that offers players various play styles. While we are targeting incremental, strategy and casual game players we believe many others will enjoy playing the Demo as well, hopefully aching to get the full game experience when it releases! We are participating at the Steam Festival to get relevant feedback from players, which will be invaluable to us to prepare the game for a successful release this Autumn, 2020!


[ 2020-08-28 12:00:54 CET ] [ Original post ]

Simpocalypse
Gamex Games Developer
Gamex Games Publisher
2021-05-11 Release
Game News Posts: 30
🎹🖱️Keyboard + Mouse
Mixed (96 reviews)
Public Linux Depots:
  • Simpocalypse Linux [243.95 M]
Simpocalypse is a post-apocalyptic civilization simulator game, where you manage your settlement to become a global empire!


-> Survive the post-apocalyptic times
Establish strong fundamentals for your settlement to survive! Explore, scavenge and rebuild society from scratch in harsh post-apocalyptic conditions.
Manage limited resources, recover from natural and social disasters as you expand into dangerous territories to restore the world order as you see fit!

->Rebuild the pillars of modern civilization
Recovery of modern social, economic and military structure is crucial to start thriving instead of just surviving!

-> Manage your citizens to create a powerful establishment
Every powerful settlement requires great maintenance, workers, scavengers, builders, soldiers,… to survive different events through time and grow the empire despite any challenges and threats it faces.

-> Choose your own path with a massive research tree and Advance your civilization into the new heights
Uncover the research tree to unlock new buildings, skills and perks. Will you succeed in global expansion or bring your civilization extinct? The path is up to you...

-> Trade the Global Market to your advantage
All resources are tradable in a demand/supply driven market where your actions can affect it. Manipulate and trade the market to become a global tycoon!



-> Post-apocalyptic world conquering - Dominate & Control the World
The new world order has been established, new leaders have taken over the territories. Will you choose military pressure, use your wealth or maybe a more diplomatic route to world domination?

-> Speed up and automate gameplay actions
Utilize the Time-lapse feature which lets you vastly speed up time and help automate more and more of the gameplay as you dive deeper into its many mechanics – Play at your own pace!

So, do you have the skills to run a successful settlement and lead it to become a global empire?

MINIMAL SETUP
  • OS: Ubuntu 16.04+
  • Processor: 2.33GHz or fasterMemory: 512 MB RAMStorage: 350 MB available space
  • Memory: 512 MB RAMStorage: 350 MB available space
  • Storage: 350 MB available space
GAMEBILLET

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12 days, 0 hours, 26 minutes


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12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

12 days, 0 hours, 26 minutes


Time left:

37 days, 0 hours, 26 minutes


Time left:

17 days, 0 hours, 26 minutes


Time left:

9 days, 0 hours, 26 minutes


Time left:

44 days, 0 hours, 26 minutes


Time left:

33 days, 0 hours, 26 minutes


Time left:

30 days, 0 hours, 26 minutes


Time left:

38 days, 0 hours, 26 minutes


Time left:

40 days, 0 hours, 26 minutes


HUMBLE BUNDLES

Time left:

3 days, 18 hours, 26 minutes


Time left:

17 days, 18 hours, 26 minutes

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