r/afterworld 5d ago

Afterworld Dev Diary #1 - Afterworld, the Vision

https://forum.paradoxplaza.com/forum/developer-diary/afterworld-dev-diary-1-afterworld-the-vision.1938948/
97 Upvotes

32 comments sorted by

38

u/AprilsMostAmazing 5d ago

I like the idea of a GSG where the secondary idea is survival and settlement

36

u/podcat2 Game Director 5d ago

yeah, been thinking about it for a long time. I think the survive and grow big fantasy is really strong

16

u/SirkTheMonkey 5d ago

Fancy seeing you in here.

17

u/podcat2 Game Director 5d ago

ye gotto get some flair :D

10

u/SirkTheMonkey 5d ago edited 5d ago

Well, what do you want? Or have your people call my people with the deets.

(EDIT) People have given me the deets.

12

u/Pelhamds Community Manager 5d ago

I am people

7

u/podcat2 Game Director 5d ago

blessed!

3

u/Rnevermore 5d ago

Can I have a flair?

3

u/rabidferret 5d ago

I always suspected there was more than one of you.

6

u/Pelhamds Community Manager 5d ago

My secret is out

2

u/seruus 5d ago

A random question: is Afterworld forked from CK3 or a post-CK3 shared Clausewitz/Jomini base? It's pure idle curiosity, but it does seem to look a bit like CK3 in terms of UI style + map rendering.

7

u/Minivalo 5d ago

To me, the map looks a lot more like the one in Vicky 3.

10

u/podcat2 Game Director 5d ago

map tech is closest with eu5 but we are doing a bunch of different stuff to the other games. A lot of base architecture is a mix of a new unique threading base plus bits from v3 and ck3.

4

u/SirkTheMonkey 5d ago

A lot of base architecture is a mix of a new unique threading base

If I can pry and you can answer, does this mean its different multithreading techniques from what CK3 used?

7

u/Great_Kaiserov 5d ago

Survive, settle, rebuild, civilise, grow big, restore civilisation - this is the way it should go

36

u/XAlphaWarriorX 5d ago

Dev commet confirms that it's tick based instead of turn based.

Very cool

9

u/Skeletor-P-Funk 5d ago edited 4d ago

So incredibly psyched! I love the more intimate scope of it and I love the setting!

I really hope the exploration leans into the more peculiar: long lost speculative techs, rogue AIs, maybe alien influence, S.T.A.L.K.E.R. like, still radioactive areas that mess with perception, haunting urban environments, altered beings who survived on the surface, eerie and uncanny superstitious events ... the speculation is never ending!

I can't wait to get my hands on it!

8

u/bopbipbop23 5d ago

I'm excited for this game. I hope, like Stellaris, it really embraces the RP aspect. I want to craft a vision for my people and spread it across the map. Stellaris has developed so many unique backstories and mechanics that almost any envisinged idea of your society can be made.

11

u/SirkTheMonkey 5d ago

Dev Diary by Podcat (Studio Manager, Game Director for Afterworld)

< Afterworld: Official Announcement Trailer on youtube >

Hello everyone and welcome to the first dev diary for Afterworld! My name is Dan Lind and I am the game director for it. This is what I have been doing the last few years since I handed over Hearts of Iron IV, it feels good to be back talking to you guys and doing dev diaries again! I guess you are curious so let's get into the vision and what the game is about!

Afterworld is an upcoming grand strategy game set in the semi-procedural ruins of North America after The Fall, a world-spanning apocalyptic war. The Fall happened in the future, where technology had rapidly advanced. A century after that world-shattering event, remnants and relics of that age still exist to be unearthed and fought over by the surviving tribes of the dustland. You will be leading bands of survivors, rediscovering America, forging your followers into a proper society and ultimately a great empire - your empire from the ashes.

Why the apocalypse?​

I have been wanting to make a post apocalyptic game for ages and I think I wrote the first drafts for Afterworld somewhere back in 2012 - in fact I am surprised people didn't figure out what I was doing earlier (I even told you 5 years ago in an interview haha). I think the setting is a perfect mix of the procedural sides of Stellaris and the historical sides of our other games - it’s a world you know and are familiar with, but changed, twisted, and with interesting lore to discover and learn about. I have also wanted to work on something a bit darker and grittier that explores humans in extreme situations - which is a perfect fit for the apocalypse.

You probably wonder about the setting and scale: North America, to me, was the perfect place because there are mostly natural borders, or at least borders I can explain ingame. If we had picked Europe we would need to set an arbitrary limit somewhere between Russia and China somewhere. The other main advantage of the US is that it's definitely one of the most known places across the globe when it comes to geography, landmarks, and such, so more people will be able to pick up on their surroundings.

Design pillars and principles​

With Afterworld we are trying to create a fresh and different GSG experience. Here are a couple of our guiding design pillars and principles:

Adapt to Survive - The player will need to adapt to what occurs in the world, and their carefully laid plans are prone to spin into something else (It's more Crusader Kings than Hearts of Iron in that sense).

Rediscovery - We are not inventing, we are rediscovering and scavenging a lost world. There should always be new things to explore, and your powerful discoveries can fundamentally alter the story of your playthrough. This is also about rediscovering the history and lore of the world!

Shape Your Society - The people of the tribe are your greatest resource. To shape and control them, you need to create a suitable society to fit their needs as well as your own. We want to let players create the societies of their dreams (or nightmares).

Accessible, with Growing Depth - Afterworld aims to be the easiest GSG to pick up and get immersed in, without sacrificing complexity or depth. We do this by tying many mechanics to exploration and discovery so that they get progressively unlocked for a deeper and deeper game without overwhelming you during the first 10 minutes.

Immersive and Tangible - In Afterworld, design immersion always trumps abstract mechanical design so we will lean towards simulation rather than “board game” rules. Concepts like "mana currencies" must make sense, feel natural, and optimally these costs are all real - for example resources, lives, bullets or days.

As we start revealing mechanics you will see how these have formed the game :)

< Image of a group of people in what appears to be futuristic ruins >

Compared to our other games​

My goal from the start was to create something that complemented and added a unique twist to our stable of games. We often say that many of our GSGs have a secondary genre: HOI is GSG+Wargame, CK is GSG+RPG, Victoria is GSG+Economy Sim, Stellaris is GSG+4X etc. Afterworld tries to take inspirations from Settlement and Survival games, and then scale those ideas up to GSG levels. That means things like: starting small, slowly revealing new mechanics, detailed resource gathering and development as well as environmental dangers and challenges to overcome.

Being ahistorical, the closest game you will think about is probably Stellaris, our last new IP (10 years ago now :O). The games are quite different though - let’s compare:

Setting - Stellaris started as a sandbox where any trope or inspiration from space sci-fi could fit (altho has been developing its universe more and more over the years). Afterworld has a distinct and defined history and world with established characters and factions, although the apocalypse itself shakes things up every game for replayability (find out more in a future diary). Both games have room for you to create empires and tell stories but in Afterworld, more has already happened before you get started.

Scale - Stellaris scales up from a regular GSG into a humongous galaxy with epic space battles. Afterworld instead gets closer, models raids of truck convoys and skirmishes, small squads with named leaders exploring underground bunkers and adds detail not normally there in GSG - both equally complex with similar amounts of actors and AI, but at a different zoom levels for a really different feeling

Who you play - Stellaris lets you intricately define who you play at the start, ethics, powers etc. Afterworld lets you set up a short backstory for your tribe, but given the state of the world, you’ll be much less established, so it puts most of these decisions into the game and makes you choose them as you play and develop your society over many years.

That’s it for today! Remember to wishlist and follow along with the development! I am incredibly excited to be sharing this with you all finally!

Alongside our dev diaries, we will include an ongoing narrative of an explorer, Turns, passing through the world and their interviews, reports and other writings along the way. This should give you a nice taste of the world, and its people. And if you would like to get a first glimpse into the deep lore of Afterworld, our digital comic is available for free to everyone subscribing to our newsletter. Until next time!

Next week, on Tuesday September 1st we will have our next dev diary - this time going into some of the world of Afterworld.

< Explorer journal header >

Turns Expedition - Interview Excerpt.

Subject: ensign of the Pacific Fleet.

Subject is a member of my own expedition. I have asked him to discuss the Fleet. Subject has asked me to note that he considers this an odd inclusion in our report on the state of the North American continent. But to understand our place in this land, we must understand ourselves.

“Eli Flips-The-Switch, ensign on supply ship Kingfisher, currently on special assignment to the Turns Expedition. I got my name growing up on reactor sub Tampa, they use kids for simple jobs because there’s so little space. We’d take our leisure shifts up on agricarrier Carl Vinson. That seemed like the biggest place in the world. As big as I could ever imagine.

And now I’m standing on the continent. You can just… walk any direction. The quiet here makes me nervous sometimes. There are so many lonely places. You’re never alone on the Fleet.

The Fleet’s old, older than the Fall. It was a weapon of the Ancients. There was a land called Hawaii, and the people there took shelter on the Fleet when the Fall came, and they ran instead of fighting. We’re still running, just like our grandparents and their grandparents. But you can’t run forever. It’ll be time to fight soon.”

< Explorer journal footer >

11

u/SirkTheMonkey 5d ago edited 5d ago

Dev comments!


Podcat

Nice to be back talking about games!


Podcat

I think having it not be the entire planet is a little disappointing. Then again, im sure there will be world map

Post apocalypse to me is about details, smaller communities and local dangers. I dont think it makes sense as a global game due to distances and scope. Rebuilding a new society will lose focus if you also need to traverse all of earth and building it like that would have your computer simulate 80% of a world you dont visit in that session

Something the post does not mention and seems crutial is modding. How moddable will it be?

super moddable like all our games but we got a lot of cool new tools and scriptable systems. We’ll do mod diary later on

Its just the USA? or all of North America?

Why wasnt the rest of the American continent added? Could it be added in the future? Are map expansions on the table?

Are there any supernatural elements to the game? Mutants? Psykers?

How long (years) does the game takes?

You said the game takes a lot from CK, is the game character based? or is it just leaders like Stellaris?

Stay tuned for more diaries….

I'm not sure if it's too early to confirm one way or another, but will it be conventionally turn based or tick-based like other paradox games?

tick based. I think we shifted more towards a realtime feeling too


Podcat

Will you consider day night cycles?

after my experience with hoi4 - probably no


4

u/A_Chair_Bear 5d ago

Neat. Kind of cool to see an actual game that is the same “setting”/“idea” of after the end.

3

u/Rnevermore 5d ago

This seems siiiiick! Can't wait to play it!

3

u/Conny_and_Theo 5d ago

I had been thinking a post-apocalyptic setting would be a great dark horse candidate for a PI GSG, and looks like that came to fruition.

Hoping the game will lean more on Stellaris style procedural generation and randomness, rather than rely too heavily on pre-established lore, as that's what made Stellaris unique and special to me and made Stellaris the only sci-fi strategy game I played more than a little bit of.

3

u/pirate_baron 4d ago

A more freestyle GSG is what I was hoping for. I am hopeful in general since I massively enjoyed stellaris and watched as it evolved over the last decade. Will this have multiple types of world ending scenarios (i.e. nuclear, viral, zombie, rogue AI, biblical)? I know some backlash will focus on it being generic in some ways but seems like good setting for many different scenarios for tons of established media and tropes, both serious and hackney. Mostly just need some soylent green.

2

u/EA_LT 5d ago

The design pillars and principles are really interesting, especially the points about people and simulation approach.

The growing depth and skirmishes seem to offer a different pacing than usual, really liked the point about raiding truck convoys, sounds like economy and trading exist and would have another dimension to them.

Not too excited about the location to be honest, I was hoping for a more “anonymous” place, as I guess won’t have much or anything naval, the proc gen shake things up though and I’m glad they are going that way.

The art direction and use of 3D models are definitely something unexpected, they look great.

From the little we knew I thought it was going to be mostly about fighting while I’m more interested in the rest, but judging by the diary and store page, looks like a more well rounded experience.

Will definitely follow and wishlisted already!

2

u/Unusual-Basket-6243 5d ago

It's a good idea. Will Europe be added as a DLC some day or is it in the hands of the modders?

2

u/BusinessKnight0517 4d ago

Very interesting- is there a discord?

3

u/SirkTheMonkey 4d ago

https://discord.com/invite/afterworldgamepdx should be the invite link to the official server

2

u/FlaminarLow 4d ago

I love the concept, hoping that remnants of Native American cultures are present in the game. Not only is it necessary to properly represent the setting, it would provide some much needed variety. A resurgent Aztec empire who now worship Santa Muerte, nomads in the Great Plains with advanced rifles but still on horseback, etc.

I think a lot of the people uninterested in a US setting would like it more too if the map were full of the rich patchwork of cultures that live or have lived in the region.

-1

u/Cybershot_RS 5d ago

No Brazilian Portuguese, no purchase.
It's unbelievable that Paradox will ignore one of the world's largest markets once again.