Soldato
- Joined
- 17 Oct 2002
- Posts
- 7,504
- Location
- Stoke-on-Trent
Small note before we begin: this isn't a planned game, this is in a workable state now. I am almost at a stage where I am going to release the BETA into the wild.
After We Fall is a real-world location-based zombie survival game built around the idea of “what if the apocalypse happened where you actually live?”
Think Pokémon Go-style real-world exploration, but instead of collecting creatures, you’re trying to survive a persistent zombie apocalypse using the streets, shops, parks, farms and buildings around you.
Your real surroundings become the game world. A supermarket might be a place to scavenge food, a pharmacy could contain medical supplies, a hardware store might be valuable for tools and construction materials, and a nearby house could eventually become a Safe House.
The game is built around survival rather than RPG power scaling. Every normal survivor has a maximum of 100 HP and remains human. You become more capable through knowledge, equipment, shelter, skills, preparation and experience — not because your character suddenly has thousands of hit points.
You need to manage things such as food, water, fatigue, weather exposure, injuries and illness while exploring your local area, discovering locations through fog-of-war and deciding where it is worth spending your limited time and Action Points.
You can scavenge finite supplies, carry equipment in realistic containers and clothing pockets, collect and treat water, forage, cook, craft weapons and tools, build temporary shelters and camps, claim buildings as Safe Houses, install storage and facilities, barricade entrances, collect rainwater, grow food and gradually turn a vulnerable starting position into something sustainable.
The world is intended to feel persistent. Shops do not magically refill forever. Resources can be depleted. Things left behind exist in the world. Camps and Safe Houses remain. Fires produce smoke. Noise can attract infected. Weather matters. Knowledge matters.
And death matters too.
When a survivor dies, you do not simply respawn as the same character with everything intact. That survivor is gone, along with their personal skills, knowledge and carried possessions. The next survivor is a genuinely new person entering the same world and dealing with the consequences left behind.
The long-term vision includes completely separate Solo, cooperative PvE and PvP worlds, with survivors, settlements, wandering infected, hordes, trade, communication and persistent former-survivor zombies — but development is currently focused on building a deep and robust Solo survival game first.
The basic idea is:
Your streets. Your apocalypse.
Explore where you actually are, learn what is around you, prepare for what is coming, and see how long you can survive.
One of the things that makes After We Fall different is the almost absurd level of simulation underneath it. The game uses your real-world location, time and local weather as actual survival inputs: leave an open bucket outside and it can collect rain according to the real rainfall where you are; build a solar setup and its panels generate power based on daylight and weather, charging physical battery storage over time.
Even infrastructure is part of the apocalypse. Mains electricity and water aren't guaranteed forever — areas can experience degraded service, intermittent supply, power outages and water-pressure problems, forcing you to rely on batteries, solar generation, stored water and rain collection. Weather affects exposure, clothing, fires, visibility, shelter, crops and how quickly things dry.
The idea is that the world isn't just a backdrop. The real world is part of the simulation.
Game: https://afterwefall.world/
Wiki: https://afterwefall.world/wiki/index.html
Roadmap: https://afterwefall.world/wiki/roadmap.html
The game will be fully desktop and mobile compatible. Use your phone in the day to collect supplies when you are out. Use your computer at night to easily fully manage your safehouse or camp.

After We Fall is a real-world location-based zombie survival game built around the idea of “what if the apocalypse happened where you actually live?”
Think Pokémon Go-style real-world exploration, but instead of collecting creatures, you’re trying to survive a persistent zombie apocalypse using the streets, shops, parks, farms and buildings around you.
Your real surroundings become the game world. A supermarket might be a place to scavenge food, a pharmacy could contain medical supplies, a hardware store might be valuable for tools and construction materials, and a nearby house could eventually become a Safe House.
The game is built around survival rather than RPG power scaling. Every normal survivor has a maximum of 100 HP and remains human. You become more capable through knowledge, equipment, shelter, skills, preparation and experience — not because your character suddenly has thousands of hit points.
You need to manage things such as food, water, fatigue, weather exposure, injuries and illness while exploring your local area, discovering locations through fog-of-war and deciding where it is worth spending your limited time and Action Points.
You can scavenge finite supplies, carry equipment in realistic containers and clothing pockets, collect and treat water, forage, cook, craft weapons and tools, build temporary shelters and camps, claim buildings as Safe Houses, install storage and facilities, barricade entrances, collect rainwater, grow food and gradually turn a vulnerable starting position into something sustainable.
The world is intended to feel persistent. Shops do not magically refill forever. Resources can be depleted. Things left behind exist in the world. Camps and Safe Houses remain. Fires produce smoke. Noise can attract infected. Weather matters. Knowledge matters.
And death matters too.
When a survivor dies, you do not simply respawn as the same character with everything intact. That survivor is gone, along with their personal skills, knowledge and carried possessions. The next survivor is a genuinely new person entering the same world and dealing with the consequences left behind.
The long-term vision includes completely separate Solo, cooperative PvE and PvP worlds, with survivors, settlements, wandering infected, hordes, trade, communication and persistent former-survivor zombies — but development is currently focused on building a deep and robust Solo survival game first.
The basic idea is:
Your streets. Your apocalypse.
Explore where you actually are, learn what is around you, prepare for what is coming, and see how long you can survive.
One of the things that makes After We Fall different is the almost absurd level of simulation underneath it. The game uses your real-world location, time and local weather as actual survival inputs: leave an open bucket outside and it can collect rain according to the real rainfall where you are; build a solar setup and its panels generate power based on daylight and weather, charging physical battery storage over time.
Even infrastructure is part of the apocalypse. Mains electricity and water aren't guaranteed forever — areas can experience degraded service, intermittent supply, power outages and water-pressure problems, forcing you to rely on batteries, solar generation, stored water and rain collection. Weather affects exposure, clothing, fires, visibility, shelter, crops and how quickly things dry.
The idea is that the world isn't just a backdrop. The real world is part of the simulation.
Game: https://afterwefall.world/
Wiki: https://afterwefall.world/wiki/index.html
Roadmap: https://afterwefall.world/wiki/roadmap.html
After We Fall is essentially Pokémon Go meets a serious zombie survival game.
It uses real-world geography and locations around you as the game world. Supermarkets become food sources, pharmacies become medical targets, hardware stores provide tools and materials, parks and woodland can provide natural resources, and suitable buildings can become Safe Houses.
You explore your local area through fog-of-war, scavenge finite supplies, manage food, water, weather exposure and injuries, fight or avoid infected, build camps, craft equipment, collect rainwater, grow food and gradually establish long-term survival infrastructure.
There are no MMO-style levels or giant health pools — every normal survivor has a maximum of 100 HP. Progress comes from knowledge, equipment, shelter, skills and preparation.
The world remembers what happens, resources don't magically respawn forever, and death creates a genuinely new survivor.
Same world. Different people. Different threats.
Your streets. Your apocalypse.
It uses real-world geography and locations around you as the game world. Supermarkets become food sources, pharmacies become medical targets, hardware stores provide tools and materials, parks and woodland can provide natural resources, and suitable buildings can become Safe Houses.
You explore your local area through fog-of-war, scavenge finite supplies, manage food, water, weather exposure and injuries, fight or avoid infected, build camps, craft equipment, collect rainwater, grow food and gradually establish long-term survival infrastructure.
There are no MMO-style levels or giant health pools — every normal survivor has a maximum of 100 HP. Progress comes from knowledge, equipment, shelter, skills and preparation.
The world remembers what happens, resources don't magically respawn forever, and death creates a genuinely new survivor.
Same world. Different people. Different threats.
Your streets. Your apocalypse.
The game will be fully desktop and mobile compatible. Use your phone in the day to collect supplies when you are out. Use your computer at night to easily fully manage your safehouse or camp.

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