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Offline Asid

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Judgment: Apocalypse Survival Simulation
« on: February 23, 2017, 02:24:52 PM »


Official Site: Here
Official forum: Here
YouTube Channel:Here
Steam: Here

Judgment: Apocalypse Survival Simulation is a colony simulation game with tactical combat that takes place in the midst of a demon apocalypse. The gates of hell have opened and unleashed relentless demons into the world -- but you can fight back! Guide a group of survivors through the mayhem -- hiding from hellspawn and building a sanctuary. Survive by gathering resources, crafting equipment, defending your base and sending teams to scavenge for supplies. Research human technologies and practice the dark arts to find a way and send the demons back to hell.

To survive is to prevail. Will you survive Judgment day?]Here[/url]


Single-player


alpha trailer Dec 2016


Story
It's the Apocalypse, the end of the world. You were camping with some friends when an evil shadow, a huge demon, appeared out of nowhere and viciously ripped one of them apart. Somehow as your survival instincts took hold, you managed to kill the creature and flee. Soon, however, you found that you were a few of the lucky ones. Your demon encounter was not an isolated incident. The town was aflame, it was Judgment day.

But you and your friends vow to fight back. You find an isolated valley and build a base, a shelter for yourselves and other survivors you may find. The Apocalypse may be here, but your hope is still strong. As long as you're alive, mankind has yet to be judged. You will find a way to save the world, send the demons back.



About This Game
Rebuild society. Survive the Apocalypse.

Judgment: Apocalypse Survival Simulation is a colony simulation game with tactical combat that takes place in the midst of a demon apocalypse. The gates of hell have opened and unleashed relentless demons into the world -- but you can fight back! Guide a group of survivors through the mayhem -- hiding from hellspawn and building a sanctuary. Survive by gathering resources, crafting equipment, defending your base and sending teams to scavenge for supplies. Research human technologies and practice the dark arts to find a way and send the demons back to hell.

To survive is to prevail. Will you survive Judgment day?



Features
•   Build your base in the midst of a demon apocalypse
•   Explore a randomly generated world overrun with hellspawn and scavenge essential resources
•   Fight creatures of the abyss in real-time tactical combat with pause
•   Level up and customize your survivors
•   Craft your own equipment, tools and weapons
•   Research lost technologies to unlock new structures and equipment
•   Practice the occult and use the demons own dark magic against them









« Last Edit: March 02, 2017, 10:44:30 AM by Asid »
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Offline Asid

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Re: Judgment: Apocalypse Survival Simulation
« Reply #1 on: March 02, 2017, 10:52:57 AM »
Guides, Wiki, and Alpha 11 progress

Survivors! It's been a while since you last heard from us. We apologize for the long silence, we have been so hard at work on Alpha 11, that it was tough for us to find time to write a proper update.

So, what's this update about? Community! And alpha 11 of course, we'll let you know how it's progressing and give you a sneak peek at some of what's to come.

Don't forget to Subscribe for updates

Or . follow us on Facebook

Wiki
The Judgment Wiki[judgment.wikia.com] has been created and filled with information. Many of the game's concepts are explained there, and you can find information about the different items in the game. It's still a work in progress, and being a wiki, everyone can contribute! We'd love it if you help filling it out with more information, and let us know if there's anything we can do to help.

Guides
Two guides have been published, a Beginner Survivor's Guide and a Combat Guide. These guides contain a wealth of information, calculations, tips and tricks that can help both new and experienced players survive the apocalypse. Check them out and let us know what you think!

Alpha 11
Now what you've all been waiting for, alpha 11.

Alpha 11, as some of you may know, is focused on making combat missions more interesting. We've created an infrastructure that allows different types of missions, instead of the single "Kill all enemies" type that you've been used to. We're pretty far along, and we expect to release this new version in the next few weeks.

Her'es a sneak peek at what's coming in this next update:





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Offline Asid

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Re: Judgment: Apocalypse Survival Simulation
« Reply #2 on: March 02, 2017, 10:56:50 AM »
Judgment Alpha 11 in beta branch
1 MARCH   

Alpha 11 is here! Will you survive alpha 11?

Try your luck on the beta branch. There are many changes, improvements, additions and new challenges. New combat missions, alchemy, another combat biome, and more.

Here are the major changes we've made, a full list will be published when the update becomes available in the main branch.

Reminder: To play on the beta branch, right click the game in the steam client, select properties, and then select "beta" from the betas tab.

Don't forget to Subscribe for updates

Or . follow us on Facebook

Varied Combat Missions
Up until now, whether you went out to scavenge, rescue a survivor, or take on a hellgate, the result was the same - search and destroy all enemies.

In Alpha 11, there are 4 types of missions - scavenge, rescue, attack and defense. You can now interact with loot within the combat map, release the trapped survivors, and retreat - without having to kill all enemies.

Some stealth mechanics have also been introduced, enemies will now patrol the map, and you get a chance to ambush or avoid them.



Combat Stats
You can now see some of the enemy's stats when selecting them, allowing for better planning and smarter tactics.

In the survivor's skill sheet - you now see the actual combat stats of the survivor - taking into account all their skills, equipment, food bonuses, and anything else that may affect these stats. This info will help choose the best equipment for the situation.

After combat, you see some stats such as experienced gained, loot, enemies killed, everything is animated and more rewarding.

Urban Biome
A new urban combat biome has been added. Fight in the streets of destroyed cities.

Alchemy
New research subjects, resources and equipment will allow survivors to use alchemy to help fight the hordes of hell.

Priest
A new proffession - the priest - has been added. Some priests are good at farming, some knowledgable in the occult, others are good builders. There are also devout priests that are sworn enemies of demons, and corrupt priests that take the apocalypse more lightly.

Priests have some unique skills that allow them to bury dead survivors and perform rituals at their graves. But with dead spirits about, is that really smart?



Usability and blanacing
We made many tweaks and improvements to make the game smoother and more enjoyable, such as being able to filter scavenge locations in the world map according to their loot.

Previous saves and mods
Saved games from alpha 10 will work, but we recommend starting a new game. Some of the new items and functionality will not be available in older saves.

Mods from previous alpha versions may or may not work, we have made some changes to the format of our configuration files. The modding wiki will be updated in the next couple of days to describe these changes and the new modding possibilities of alpha 11.
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Offline Asid

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Re: Judgment: Apocalypse Survival Simulation
« Reply #3 on: March 06, 2017, 07:28:42 PM »
Alpha 11 on beta branch - patch 1
6 MARCH

The original post on Alpha 11 can be found here: http://steamcommunity.com/games/455980/announcements/detail/246974483977843635

Alpha 11 was released on the beta branch last week, and we got lots of good feedback from you guys. Following that feedback, we just uploaded a patch that fixed and tweaked some of the issues in alpha 11.

We still feel it needs more time in the beta branch before we make it the default version for everyone, but we encourage everyone to give it a try and let us know what you think (see how here)

Some of the things we changed since the first alpha 11 beta release:
•   Tweaked rescue mission, made it faster and more balanced.
•   We now show survivor group shortcuts on survivor portraits
•   The type of survivors you rescue are more balanced, there is a higher chance to rescue survivors of professions you don't have too many of. Also reduced the chance of getting an occultist or priest, and increased the chance of getting a survivalist a bit.
•   Fixed a bunch of bugs

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Offline Asid

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Re: Judgment: Apocalypse Survival Simulation
« Reply #4 on: March 08, 2017, 05:50:34 PM »
Alpha 11 - The Scavengers
Community Announcements - Suncrash


Alpha 11 - “The Scavengers”

In the apocalypse, you either adapt or you perish. Everything changes, and so does Judgment. The Scavengers are here, with a bunch of new mechanics, improvements, content and much more.

Alpha 11 - “The Scavengers” is now available on the main branch. The main focus of this update was combat missions. There are two new modes, and several other improvements around this.

Here are the main changes. You can see the full list of changes in the bottom of the post.


Scavenge Missions



Scavenge missions have been overhauled, and a proper scavenge experience has replaced the generic “Find and kill all enemies” that was previously used when scavenging for supplies.

In alpha 11, loot crates are scattered across the battlefield, and demons patrol the area. The demons will no longer attack as soon as you spot them. Instead, every creature and survivor have their own “vision range”, and an enemy group will only become aggressive if they spot a survivor.

Equip your survivors with binoculars and grant them skills in scouting to increase their vision range, and you can sneak around and collect scavenge without engaging the enemies. But some enemies are very perceptive, and you may prefer to take them out before venturing too far from your escape route.

Rescue Missions



Another new type of combat is the rescue mission. In these missions, you need to find and rescue a trapped refugee, then escort them back to safety.

Clear the area first, then find a good defensive position, as you will need to defend the survivor that attempts to release the refugee, demons will become aware of your presence and attack relentlessly until you finish the rescue attempt and escape.

Alchemy



To survive the apocalypse, your team can now research and make use of Alchemy. Alchemy adds new workstations, rituals, resources and equipment.

Scavenge Aether, and craft the legendary Prima Materia, the base of all matter, that can be used by alchemists in their Alchemy Table to create powerful equipment. Build a philosopher’s stone, and perform weird rituals to transform the base matter into more useful substances.

The Priest



A new profession of survivors is introduced - the priest. Some priests are good at farming, some knowledgable in the occult, others are good builders. There are devout priests that are sworn enemies of demons, dealing huge amounts of damage, but also more vulnerable to their attacks. Others are corrupt, they take the apocalypse more lightly, dealing and receiving less damage from the damned.

As priests gain experience, they can craft powerful defensive crosses, but their most important skill, they can conduct last rites, and bury their dead friends. At their graves, strange new rituals can be performed to harvest some of their essence and allow them, in their own way, to aid the cause even after death.

But in the time of the apocalypse, dead spirits are restless, and they attract each other. Building an entire graveyard so close to home, while important for morale, may prove fatal…

Visuals



Several visual improvements have been introduced, such as a new dynamic title screen and combat summary. If all your survivors die horribly and your colony is overrun, you will now see a neat new game over screen with some interesting stats about your time in the world.

There’s also a brand new Urban combat biome. You will now be fighting demons in an urban environment, amidst abandoned apartment buildings and a sea of concrete

Previous saves and mods



Previous saves are supported, but due to map generation, content and balancing changes, we strongly recommend to start a new game.

Mods from previous alpha should work fine, most of our changes are backwards compatible. You can read more about modding backwards compatibility and modding in general in our modding wiki.



Full list of changes
•   Mechanics: New system to support different combat types (as opposed to a single "kill all enemies" mission).
•   Mechanics: Loot can now be found in the combat maps, and you can scavenge and retreat instead of clearing all enemies in the map.
•   Mechanics: Rescue missions now require that you actually rescue a trapped survivor, protect the rescuing survivor from enemy attacks, and retreat - instead of just killing all the enemies in the map.
•   Mechanics: Enemies now patrol combat areas instead of standing in place.
•   Mechanics: Enemies now have their own vision range. They only aggro if they see survivors, making it possible to sneak around.
•   Mechanics: Night time now holds penalties to vision and ranged accuracy, for both survivors and enemies, making melee and sneaking more effective at night.
•   Mechanics: In combat, an attack now happens immediately, and the cooldown afterwards. Slow firing weapons become a more viable option, and there are less "delayed hits".
•   Mechanics: When the base is attacked, enemies will now only spawn in tiles at the edge of the map, or tiles within a certain travel distance from edge tiles. They are much less likely to spawn inside buildings. An exception is if the building is on the edge itself.
•   Mechanics: Summoning rituals now spawn the enemies near where the ritual was performed, instead of map edges.
•   Mechanics: It is no longer possible to earn Steam Achievements when there are any mods enabled.
•   Usability: Added a search option in the world map, that will highlight locations with specific items.
•   Usability: Final combat stats taking into account all skills, weapons and other modifiers are now displayed in the skills window, making it easier to decide on survivor equipment.
•   Usability: You can now name your saved games.
•   Usability: Autosave files are now given meaningful titles and are easier to identify.
•   Usability: New indication when enemies have spotted the survivors and are actively attacking them.
•   Usability: Cursor now changes to attack/loot/rescue when a survivor is selected in combat and the mouse hovers an enemy/loot crate/trapped survivor.
•   Usability: Added keyboard shortcuts for Taks Priorities window, Skills window, and Crafting Priorities window.
•   Usability: Survivor shortcut group numbers are now shown on their portraits.
•   Usability: Selecting an enemy in combat now shows more of their stats.
•   Usability: Enemy aggro range is now visible to the player, if the enemy itself is visible.
•   Usability: When customizing a survivor's appearance, the body color selector now shows the final color instead of a greyscale tint.
•   Usability: Now displaying the map seed in the game menu, so you can share with friends or replay the same map.
•   Usability: Changing survivor equipment with the skills window open will now reopen the skills window, easier to see the change in stats.
•   Usability: Hovering texts in the game menu now highlights the text.
•   Visuals: New, more dynamic, after-combat report.
•   Visuals: New, more dynamic, title screen.
•   Visuals: New game lost screen with some awesome statistics.
•   Visuals: Survivor eyes in portraits are no longer affected by skin tone, making them clearer in darker skin colors.
•   Visuals: New werewolf walking animation.
•   Visuals: Added rotating options to several 1x1 objects such as food table and bed (doesn't affect gameplay, only aesthetics).
•   Visuals: Replaced the combat retreat area with something that fits better in all biomes.
•   Visuals: New Save/Load window.
•   Content: New combat biome - Urban Area.
•   Content: New profession - Priest.
•   Content: New starting skills and levle-up skills for priest profession.
•   Content: New item: dead body, that is dropped when a survivor dies
•   Content: Survivor Graves can be built by a priest with a dead body.
•   Content: Perform a dark harvesting ritual in a survivor's grave to gather demonite from their spirit's essence. This ritual can only be performed every so often.
•   Content: New item: Cross, that can be crafted by priests with the right skill and provide a big boost in protection for a short duration.
•   Content: New alchemy research tree with 3 new research subjects.
•   Content: Alchemy Table where you can craft new alchemy-related resources and equipment.
•   Content: Philosopher Stone where you can perform rituals that transmute materials into other materials.
•   Content: 2 new alchemy-related resources, the crafted Prima Materia, and scavengable Aether.
•   Content: 4 new alchemy-related items - Paracelsus Sword, Transmutation Gun, Mercurial Armor and Elemental Bomb.
•   Content: New item and skills that affect survivor vision range.
•   Content: Added a new very easy base defense mission right after the weapons crafting quest.
•   Balancing: Tweaked enemies in hellgate a little.
•   Balancing: Scavenge Speed bonuses now apply to speed of looting and releasing trapped survivors in combat, in addition to searching debris at the base.
•   Balancing: Amount of items in scavenge locations are no longer shown in advance, only which items.
•   Balancing: There are now more enemies in scavenge missions since you no longer have to kill them all to get the loot.
•   Balancing: Enemy difficulty in rescue missions is a bit lower now, to make up for enemies spawning during the rescue mission.
•   Balancing: Sniper rifles now increase combat vision range a bit.
•   Balancing: Some research materials will now spawn a bit closer to base, making them easier to find.
•   Balancing: Experience gained from damaging enemies was decreased a bit.
•   Balancing: Rescued survivors now have higher chance of having a profession that you have less of.
•   Balancing: Reduced the chance of getting an Occultist and Priest, and increased the chance of getting a Survivalist.
•   Steam: Added several new achievements and modified some of the old ones to keep up with all the latest changes.
•   Modding: Can now add custom audio files.
•   Modding: Can now add movement speed effects to items, abilities, etc.
•   Modding: Can now give combat abilities to Weapons and Armor, as long as they do not consume the item.
•   Fixed: Overall pants skinning issues.
•   Fixed: Incorrect phrasing confused "hellgate" and "portal".
•   Fixed: When sending survivors out of towers in combat they always tried to travel to the top-right of the tower before going to their destination.
•   Fixed: Couldn't send survivors out of towers in combat if there was another object anyhwhere near the tower.
•   Fixed: If a save file got corrupted somehow, it caused the game to stop working altogether.
•   Fixed: When enemies were targeting a survivor that retreated from combat they would become stuck.
•   Fixed: When a survivor had many effects in the skills window and they wouldn't all fit, it wouldn't scroll and some were not visible.
•   Fixed: Sometimes barrels on top of roads would not be visible.
•   Fixed: Level up indicators no longer appear in mission preparation (clicking them would cause the game to be stuck).
•   Fixed: Display glitch in experience bar.

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Offline Asid

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Re: Judgment: Apocalypse Survival Simulation
« Reply #5 on: March 29, 2017, 09:07:14 PM »
Feature voting - let us know which features you'd like to see
27 March

Early Access survivors, we want to hear from you! We created a Trello board in which you can vote for which of the major features that we are considering you'd like to see in the game.

Check out our board and vote now https://trello.com/b/qUC0o93r/judgment-apocalypse-survival-simulation-feature-voting! We value your opinions greatly and invite you all to vote.



What is this board for?
This board is meant to provide us at Suncrash some insight into which of the ideas we have interest you, our players, most.

How do I vote?
You need a Trello account. You can create one with a single click by connecting with Facebook or Google.

Then simply open the cards you want to vote for and click the "Vote" button.

Can I vote for more than one feature?
You can vote for as many features as you like, but keep in mind that this is meant to provide us an insight into what our players want most. If you vote on all features, it will provide us very little information as to your preference, so it's best to vote on just a few of your most wanted features.

Will the highest voted feature get implemented for sure?
This board is meant to provide us information and guide us. There are many additional considerations such as technical difficulties and features interacting with each other, so we cannot promise the highest voted features will be implemented, but we do promise that we will take your votes into account when deciding.

If the feature is in this board, we are at least considering it.

Are there other things you will work on not in this board?
Yes. We only list here major features that we are seriously considering for a nearby update. There are many other ideas we are considering but for later, or smaller tweaks/changes that are not considered a major feature.

We want to keep this board small and to the point and not overload it with the hundreds of ideas we have.

How do I add an idea to this board?
Post all your ideas in our steam forums (http://steamcommunity.com/app/455980/discussions/). We always review your feedback in the forums, and if we feel a feature belongs here we will add it.
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Offline Asid

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Re: Judgment: Apocalypse Survival Simulation
« Reply #6 on: May 01, 2017, 03:58:46 PM »
Alpha 12 progress
26 APRIL - SUNCRASH

Survivors, it’s been a while since you’ve last heard from us (unless you follow our social channels), so we’d like to give a small update on what’s going on.

Want to stay up to date? Subscribe for updates[suncrash.us11.list-manage.com]
Or follow us on Facebook.
Voting for features

As a means of getting more structured information about our players and their preferences, we recently introduced the voting system where players can vote on the features they’d like to see added to Judgment. We’re happy with it’s reception, with over 100 unique voters, these are the 4 most wanted features:

•   Improved world exploration
•   Equipment upgrade
•   Interaction with other colonies
•   Scrap unused items

We're already working on #1! More on this below.



Parallel work on full version
Most of our efforts are working on Alpha 12, but in parallel, we’re slowly starting to work on some full release content. This content will not be available until we release the full version of the game. Since we plan for the full release update to be a huge one compared to previous updates, we have to work on it in parallel to the regular updates, to prevent a situation where there are many months without any releases.

We started working with Rick Gush, who will be writing the awesome storyline for Judgment’s full version. We are also creating new game content such as items and creatures that will not be added to Alpha 12 despite being ready.

Alpha 12 Progress
Down to business, here are the two biggest changes that we’ve been working on for alpha 12. Both these features are a result of much feedback from you, our Early Access players.

World Exploration - The highest voted feature in the voting system also happens to be our next big feature. A brand new, much larger, more colorful, and more diverse world map is being added. This new world will consist of several biomes, each with it’s own unique locations and resources. An overhaul to how you explore the map is also included, in which you create taskforces and can directly control them on the world map, instead of going back and forth. You provide them with supplies, and go in search for technology and treasure. But beware, strolling around during the apocalypse is not as safe as it used to be; sending a lone explorer is no longer a smart choice. Enemies are abound, and you never know what will happen as you travel around...



Complete Re-balance - There have been a lot of issues around balancing and the difficulty curve. Up until now the game’s balance has been mostly intuition, trial and error, and iteration. It wasn’t very structured, and even though it achieved it’s goal, it had many issues, and fixing each one created new ones. Now, we have a much more organized system, with formulas and a clear progression graph that guides us. It’s easier to add new stuff and make sure they don’t break the game, because we have guidelines that connect an item’s benefit, it’s costs and research availability. It’s easier to add new enemies, because we have a guideline to connect the enemy’s difficulty, to when it should appear and how many of it. Bottom line, we changed almost all the numbers in the game to create a smoother, frustration free (well as much as possible, it is still tough surviving the apocalypse…) experience. We also tweaked the lower difficulties so that casual difficulty is much easier.

These two are the main changes, there are many other smaller changes accompanying them, some related some not. These two changes are so big that there is no part of the game that is not affected by them, base economy, combat, exploration…

The bad news are that these two changes, being as big as they are (there is no part of the game that is not affected by them; base economy, combat, exploration…), are taking longer than expected, and we still have our work ahead of us before we are able to release alpha 12. We plan to release it in May, but it’s probably going to be later in May than we hoped.

We appreciate your support and your patience, and we hope you’ll be happy with all these upcoming changes!

Fort Triumph Kickstarter
Last thing for this update, we'd like to mention a Kickstarter campaign by friends of ours: https://www.kickstarter.com/projects/forttriumph/fort-triumph-tactical-rpg/updates

Fort Triumph is a tactical RPG, X-com style, taking place in a fantasy world with emphasis on environment interaction. The game is already far in development, with a demo available, and knowing the team personally, we believe they are capable of creating a great product.

If this kind of games interest you, check it out!
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Re: Judgment: Apocalypse Survival Simulation
« Reply #7 on: May 19, 2017, 11:16:52 AM »
Alpha 12 in beta branch
17 May - Suncrash

Alpha 12 is here! After two months of extra hard work, alpha 12 is ready and brings with it some great changes to Judgment. Try it out in the beta branch and let us know what you think.

Our main focus in alpha 12 was split between remaking the world exploration mechanic, and rebalancing the entire game. These two changes alone have a huge impact on the gameplay, but are not the only ones in alpha 12. A few other of the larger changes include redoing food bonuses and adding a management window for food, redoing our research tree and splitting it into categories, giving armor a whole new meaning, improved base visuals, and new audio tracks.

Reminder: To play on the beta branch, right click the game in the steam client, select properties, and then select "beta" from the betas tab.

Want to stay up to date? Subscribe for updates[suncrash.us11.list-manage.com]
Or follow us on Facebook.

World Exploration

World exploration has been completely remade. The world map has new visuals, and consists of several biomes. You now create teams of survivors called "Taskforces", and directly control them as they explore the map, searching for rare scavenge and biomes containing those much needed materials.

We've also added random encounters, so exploring the map is no longer safe, be sure to arm your teams well, and do not enter areas (biomes) that are crowded with tougher demons before you are ready to take them on.



Balancing

The balance changes encompass pretty much the entire game, but I'll try to list a few of the principal changes.

Enemies and equipment are now divided to tiers. The difference between enemies or equipment of different tiers is much larger than it used to be (around 2x stronger).

Armor has become a very important part, and now determines not only damage mitigation, but also your evasion and hitpoints.

Research has been divided into categories, and is now more vertical and less spread around. In each category there is a clear progress path, with a few side branches to spend your spare resource points for an additional edge.



Difficulty and pacing of missions, defense, events, etc have all been redone based on the new guidelines.

These are a few of the changes, but there are many more. We wrote all the numbers in the game from scratch, so pretty much nothing has been left unchanged.

Feedback

As always, we're looking forward to hearing your feedback on these latest changes.

Now more than ever, we'd love to hear your feedback about the new balance. Is it more predictable? Not too punishing but not too easy? Let us know what you think!

We also improved pathfinding and enemy AI performance, which fixes the performance issue with late game attacks in maze-like bases. Please try it out and let us know.

Once we are sure this alpha is stable and well balanced, we will make it available in the main branch.

Previous Saves

Due to the major changes in both the generated map and the balancing, playing old saved games would be completely different than the experience we had in mind. So saves from alpha 11 and earlier can not be loaded in alpha 12.
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Re: Judgment: Apocalypse Survival Simulation
« Reply #8 on: May 24, 2017, 06:54:05 PM »
Update 12 - The Explorers
24 May - Suncrash

The Explorers Update

Survivors, the demons have mutated! So has your equipment. Actually, the whole world has mutated and changed, so welcome to the new world of Update 12 - The Explorers.

In this update a lot has changed. The world outside your base has become a colorful, bloody world with many different biomes, all full of demons, destruction and loot. Everything else in the world has changed too, because we have re-balanced the game from scratch. With the addition of new music tracks, improved base visuals and several other smaller fixes, Update 12 is a huge step forward. Want to hear more about these changes? Keep reading.




Big list of changes here
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Re: Judgment: Apocalypse Survival Simulation
« Reply #9 on: June 06, 2017, 02:00:51 PM »
Judgment with German support!
Judgment: Apocalypse Survival Simulation - Suncrash

It's time to survive in a new language! We've spent the last few days integrating multi-language support and adding a German localized version for Judgment. You can now play in German.

This is still alpha 12, same as the one in the main branch, except that we added an infrastructure for supporting new languages and the German language can be selected, in addition to the default English.

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Re: Judgment: Apocalypse Survival Simulation
« Reply #10 on: June 16, 2017, 03:14:37 PM »
Chinese Support, Steam Workshop and update 13 progress
Judgment: Apocalypse Survival Simulation - Suncrash

Judgment in Chinese

The apocalypse has come to China! We've just updated our build with Simplified Chinese translation, we want to see how good Chinese speaking folk are at staying alive!

German and Chinese were our first two translations, we wanted to develop and test the localization system while we're still in Early Access. So far the feedback has been great, so good that we are considering adding additional languages even before the final release. We'll let you know if we do.



Steam Workshop out of beta

Our Steam Workshop has been in Beta for a while and will now be publically available. There are not a whole lot of mods there at the moment. There are 3 translation mods:

- Chinese, which is no longer being updated since we announced our work on the official support. I want to take the time and thank ZombieKingdom for taking the time and making the game available to Chinese players before the official support, and being the first mod in the workshop.
- Russian translation, thank you Nivaska for this mod. It seems to be updated to alpha 12.
- Italian translation, also updated to alpha 12, thank you Darth Vader.

We hope that now that we have made the workshop public, more players will create their own mods to share with others. You can create much more that translation with our modding capabilities. Learn more in our Modding Guide.

Update 13 progress

We haven't just been working on supporting new languages these past few weeks. We've already started working on the story and new end game content for the full release (currently planned for Q4), and in parallel we've been polishing, improving and adding new stuff for Update 13.

Update 13 will be mostly about polishing existing mechanics. We'll add a bit of new stuff as well, but as we near our full version we put most of our effort in making sure that what we have works really well. One new feature is scrapping unused items! Many players have asked for this, and we are happy to provide it.

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Re: Judgment: Apocalypse Survival Simulation
« Reply #11 on: August 08, 2017, 04:20:12 PM »
Update 13 - The Traders
Judgment: Apocalypse Survival Simulation - Suncrash


The Traders Update

Survivors, the end is nearing. Will you survive that long? Update 13, with all it’s new goodies is now available, while we’re hard at work on the full version, with tons of new content and a full campaign.

Our main focus in this update was around polish. A very large portion of the changes introduced were inspired by player feedback and suggestions. We tried to improve the most annoying parts of the game, improve usability, and make the whole thing smoother. There are also a few new mechanics, a bit of new content, graphical improvements and many bug fixes.

A big thanks to all the players that played update 13 in the beta branch. Thanks to your efforts we were able to identify and fix many issues for a more stable main branch release.




A full list of changes can be found in the bottom of this post.

Trading

In update 13, traders have been introduced to the game. Scraps are no longer necessary to craft or build all items, instead they are used as currency. Every once in a while, survivors that are not part of your colony will drop by and offer to trade. If you’re missing those items you couldn’t find, or don’t have the skill to create, these traders will be happy to provide them, for a hefty profit. Sometimes traders will have rare equipment that you can’t make yourself, or beyond your technology.

Traders stock is randomized every time a trader arrives, and the level of items depends on the stage in the game. Later in the game, when stronger demons attack, you will also be able to find stronger equipment in the hands of these traders.

Build a strong economy, craft stuff that you don’t need so you can sell them for profit, and use those “funds” (scraps) to buy what you do need. Traders add a whole new aspect to colony management, where producing more than you need can prove beneficial.

This update also comes with the added benefit of removing the artificial scraps bottleneck that had you running around searching for scraps all game long, no matter what you wanted to craft. Scraps are still very valuable, but no longer a bottleneck.



Automatic Combat

Sometimes when you grow strong, but you need some clay, or stone from a scavenge location near your base, with a few pesky imps guarding them, it feels redundant and boring to fight them.

Here comes auto-combat. For scavenge missions, you may now choose to run a combat simulation instead of actually controlling it. In most cases this simulation will be less effective than manual control. It will not make use of cover, flanking, and activated abilities. It is very useful, however, to skip easy battles quickly.



Scrapping Equipment

One recurring complaint from players in previous versions was that they often found themselves stuck with outdated equipment that they have no further use for. In this update, there is now more than one use for such outdated equipment. You may sell it to traders for some scraps, or you can choose to scrap the equipment to get back half of the resources used to craft it.

Equipment that cannot be crafted may also be destroyed for some scraps, but less than you would get by selling it.

Visual Improvements

Several improvements were made to combat animations, making it feel smoother and more fluid. Walk animations, attack animations, and the animation between attacks have all been improved.

In addition, new survivor portraits have been drawn and replaced the old ones. There are now 10 faces per gender with 6 different hairstyles. We also changed a bit the default portraits, these are the portraits that are generated automatically. These are now a bit more restricted for appearances that make more sense.

Manual customization of appearances is still possible, just like before, and much less restricted than the default characters. Go crazy with any hair and body color combination, just like before.

Gather limits

A major part of this update is about usability improvements. You can now define minimum/maximum gather limits to better control your economy.

When assigning tasks, survivors will now ignore gathering tasks if you already have enough in stock. A problem often encountered by setting such limits was survivors running back and forth. A survivor would gather water until the goal is reached, then move on to another task, but before even reaching that other task, someone drank some water. Now the water stocks were below the goal again, and the survivor would go back to gathering. This was very inefficient, spending more time walking around than actually working.

Our solution allows you to define minimum and maximum settings, creating a “neutral zone” in between. So survivors start gathering when stocks are under the minimum, all through the neutral zone and until reaching the maximum, then stop. Now as people drink, the stocks would go down from the maximum all through the neutral zone until they reach the minimum, only then will gathering start again. During this buffer survivors can perform other tasks for longer periods of time, spending less time going back and forth.

The same logic is used for automatic crafting.

Note: Unlike automatic crafting, gathering limits do not designate gathering tasks automatically. You still need to define which trees to chop, stones to quarry, and so on, but feel free to designate large areas knowing survivors will pause from performing these tasks once the limits are reached.



Other Usability Improvements

Other usability improvements include being able to directly assign survivors to eat/sleep or craft a specific item by right clicking the bed/table/crafting station. You can now re-roll a single survivor when choosing your starting survivors. A new options window allows tweaking some controls such as mouse lock, edge scrolling, auto combat and so on. A keyboard shortcut (default C) was added during combat to cancel current commands.

See the full list of changes below for additional improvements.

Reworked Rituals

Rituals were a bit underpowered, and hence under-used. We re-balanced existing rituals, to make them more worthwhile economically. For example, removing a survivor from farming duty, and instead performing a ritual that improves farming speed, may be more productive than if you let them farm instead.

We also added a place for rituals, the “Arcane Foundry”, and several new rituals. Many of these new rituals are not directly related to the economy, providing boosts that cannot be achieved by simple optimization, like improved combat stats and faster map movement.



Military Base Combat Maps

A new combat biome has been added - the military base. Surrounded by fences, blockades and ruined military vehicles, this intimidating maps add new variety to combat.

Our end goal is to have enough combat maps and combat biomes so that we can choose a fitting map depending on where the combat takes place, instead of randomly selecting from all available maps.



Previous saves and mods

Saved games from update 12 should work just fine. Update 12 mods are very likely to work fine as well, though you may want to tweak item values for trading. See the few backwards compatibility breaking changes.
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Re: Judgment: Apocalypse Survival Simulation
« Reply #12 on: September 22, 2017, 12:48:30 AM »
Last chance for Early Access prices
15 SEPTEMBER   - SUNCRASH

Survivors,

This is a heads up, for the prices in the apocalypse are about to increase. Those pesky demons going about destroying everything causing shortages and stuff... Last chance to get Judgment for the Early Access price!

We have been considering for a while whether we want to keep the early access price for the full release, and after a lot of consideration and deliberation we decided to increase the price for the full release. Around Tuesday, September 26th, we plan to increase the price to 19.99$ (base US price). The exact date may change due to the time it takes Valve to approve a price change.

This decision comes to serve a few purposes. First, we believe that with all the updates since we launched Early Access, the game is definitely better, and worth more than it was back then. Compared to other games in the market of similar quality, it's a bit underpriced.

The second consideration is long term. In order to continue to update Judgment after release and create new games, the studio needs enough income to cover it's costs. So far sales of Judgment have not been enough to cover it's expenses. We hope that by raising the price on full release the game will earn enough to cover it's cost and allow us more breathing space towards future updates and our next game.

Last but not least, we see this as a way to thank our Early Access supporters. This way, our earliest supporters, those who believed in us when the game was still in it's earlier stages, end up paying less for the game than those who join after the full release.

Edit: Just to clarify - having starting funds to see the game through (as mentioned in our store page) does not mean the game is profitable. We used our savings and help from friends & family to create the game. But this is something we do full time, we have no other source of income, so it must be enough to pay for it's expenses if we want to keep at it in the long run.

Full Version Progress
Progress on the full version is going well. We've already the new items, equipment and enemies to the game. Still a bit of fine tuning left, and then we can move on to implementing the story. We'll be announcing a release date soon. This is a very exciting time for us!
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Re: Judgment: Apocalypse Survival Simulation
« Reply #13 on: September 30, 2017, 10:48:14 PM »
Early Access Update
30 SEPTEMBER   - SUNCRASH

Survivors,

Sometimes we destroy the demons, but sometimes we need to retreat, and regroup. This is one of those times.

We pushed so hard to get everything ready for an October release, but your comments and support following our last update post got us thinking. We realized that if we insist to release in October, we will end up compromising on the quality of that release.

So, after much consideration we reached the hard decision to postpone Judgment's full release until the first quarter of 2018.

So what does all this mean?

First, it means that the full release will not be a rushed release, making it more stable and polished.

Second, we will have more time to add more new content for the full release, making it even bigger than originally planned.

Last, we will not leave you waiting all these months without anything to do. We will release another build before the full release. This will be a smaller update, mostly addressing known issues from Update 13, but we will include at least one large new feature and some content.

I sincerely apologize to those of you who were eagerly awaiting the full version, but I do promise that we have your best interests in heart, and we do this only because we want you to have the full version you deserve, one that you will enjoy for many hours. More months of development also increase our costs and are a strain on our budget, but we believe this is the right decision and hope that it will pay off in the long run financially as well as in quality.

Thank you for your understanding.
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Re: Judgment: Apocalypse Survival Simulation
« Reply #14 on: November 09, 2017, 06:19:13 PM »
Update 14 - The Neighbors
Judgment: Apocalypse Survival Simulation - Suncrash

Survivors,

It's been a month since we announced that we are postponing the full release because we felt it wasn't ready yet. This past month we paused working on full-release content, and instead focused on a new update - which is now available in the beta branch.

Update 14 - "The Neighbors" ended up being more impressive than we expected, given the fact that most of the time we worked on full release content (that was removed from this update), and we only worked on the actual update a single month. Here are the highlights of this update.

Note: Due to some major infrastructure changes, saved games from previous versions will not work with this update. If you really hate to abandon your game, you can still play Update 13 from the Steam betas. See below for instructions.



Neighboring Settlements
When you explore the world map, you will now find other settlements similar to your own. You can establish relationships with them, and interact with them in several ways, such as trading, recruiting their members or raiding them.

Occasionally, they will initiate contact with you themselves, depending on your relationship with them, they may request assistance, provide gifts, or even attack your base.



Equipment Effects
As part of our attempt to make the tactical combat more varied and interesting, we added more effects to equipment. Many armor and weapons now provide passive bonuses, or active combat abilities. In addition, some weapons have on-hit effects that weaken the enemies they attack.

Skills Rebalancing
Survivor skills have been rebalanced, and many new skills have been added. Some skills now give combat abilities, and some items require specific skills in order to equip them.

On the other hand, crafting items such as medicine and holy water no longer requires specific skills. The same is true for mining minerals. Managing base economy is now a bit easier and more transparent.

Other changes include adding a 6th level to all professions, a new profession "Defender", which is a defensive version of the fighter, and most skills gained on level up now have 3 tiers, gaining each tier makes the next time you choose this skill more powerful.

We also added a small random element, so for every level there are 3 options out of 4 possible options. So different survivors have skill trees that are a bit different from each other, making them more unique.



Content
New weapons, armor, some research, and a bunch of human enemies were added among some other content, in addition to all the new skills and settlements related content.

Matching Combat Maps
We added a bunch of new combat map types, and it is now finally possible for us to match the combat map to the world map location. Depending on where you initiate a scavenge, rescue or attack mission, different combat maps will be possible. No more scavenging a hospital and fighting in a military base.



Performance Improvements
We put a big emphasis on solving bugs and lags. As far as we can tell there shouldn't be any major lag issues, even when you build maze-like bases and large base attacks.

We also put a lot of work into new infrastructure that will make it easier for us to add new content in the future.

Here are two videos showing the performance improvements:







Previous saves and mods
Some major infrastructure changes prevented us from supporting old saved games, so you will have to start a new game to play Update 14. You can still play Update 13 if you really want to continue your previous game, however we recommend that start anew and play the improved Update 14.

To play a previous version, right click the game in the Steam client, select properties, and click the “Betas” tab. In the betas tab click the drop down and select the Update 13 branch.

Many older mods should work, but configuration format changes may prevent some of the mods from working in Update 14. Specially those that change skills, professions and abilities. See here for a list of  backwards-compatibility breaking changes.



Full list of changes

•   Mechanics: Weapons can now have on-hit effects that will apply whenever a weapon hits an enemy.
•   Mechanics: Equipment and temporary combat effects may now affect survivor or enemy movement speed.
•   Mechanics: After combat survivors can not have higher health than they had when the combat started. Can no longer use combat healing to permanently heal injured survivors. This is required due to new non-consumable healing options that were introduced.
•   Mechanics: Added armor piercing effect to some weapons, that ignores a percent of an enemy's armor.
•   Mechanics: Added other survivor settlements in the world map that you can interract with. Depending on your relationship you can raid, trade or recruit survivors from other settlements. Hostile settlements may raid your base.
•   Mechanics: Survivor skills may now grant combat abilities.
•   Mechanics: Fight human enemies.
•   Mechanics: Survivors can now reach level 6. Level-up skills are a bit more randomized and different between survivors. You now have 3 options out of 4 possible options per level per profession, and you can see them all in advance.
•   Mechanics: Choosing the same level-up skill several times will provide increasingly higher benefits.
•   Mechanics: Combat map is now determined by the scavenge location.
•   Usability: Now showing a notification icon when a survivor is manually assigned to a specific task.
•   Usability: Now showing a notification icon when a survivor is manually assigned to a specific task.
•   Usability: By default there is no longer gathering limits on water.
•   Usability: Right clicking a world map location will only show the interaction option and not a move option.
•   Usability: Survivor limit is now enforced more gracefully. When reaching the limit, no more rescue missions will appear, instead of creating impossibly difficult rescue missions.
•   Usability: Removed DPS vs armor statistic, since it was innacurate due to differences in armor value between enemies.
•   Usability: Selecting items now remembers the last scroll position per item type (weapon/armor/accessory).
•   Usability: By default food crafting now has higher priority than other crafting.
•   Usability: Display when survivor is manually assigned to a task. Manual assignments to ongoing task (research, mining) will now last for 24 game hours by default. This can be disabled in the options (so manual assignments will last until task is cancelled).
•   Usability: Showing max health in survivor skills window.
•   Usability: Added tutorial that explains auto crafting and gathering limits.
•   Balancing: Tweaked world map generation to be a bit more accurate.
•   Balancing: Increased task force travel speed.
•   Balancing: Changes to research tree, equipment stats, costs, etc. Due to adding level 4-5 stuff.
•   Balancing: Combat healing is now percent based instead of constant amount.
•   Balancing: Removed skill requirements for crafting items.
•   Balancing: Eqipping the strongest equipment in each tier now requires specific skills.
•   Balancing: Tweaked weapon and armor stats due to active and passive abilities added to them.
•   Balancing: Slowed attack rate of all weapons. The attack speed value now represents amount of attacks per 7.5 seconds instead of per 5 seconds. This makes combat a bit more managable and reduces effectiveness of ranged weapons compared to melee (harder to completely kill melee targets before they reach ranged shooters).
•   Balancing: Balanced skill bonuses and penalties.
•   Content: Several new Armor & Weapons.
•   Content: Added combat abilities, passive effects and on-hit effects to many weapons and armor.
•   Content: Added many new combat abilities.
•   Content: Random events related to other survivor settlements.
•   Content: Added mining town combat maps.
•   Content: Added survivor settlement combat maps.
•   Content: Added haunted glade combat maps.
•   Content: Added ruins combat maps.
•   Content: Added campsite combat maps.
•   Content: Added farm combat maps.
•   Cotnent: New profession: Defender. Similar to fighter but more emphasis on defensive skills.
•   Content: Added many new starting and level-up skills.
•   Visuals: Several new weapon firing visuals.
•   Visuals: Reduced line spacing in some of the longer texts.
•   Audio: Several new weapon firing sound effects.
•   Audio: New day music track.
•   AI: Enemies will now immediately select a new target when their previous target left their range, instead of chasing the original target. They may still chase it if there are no other targets in range.
•   AI: Enemies will now prefer the closest target when reselecting target and there are several targets within range. They only reselect a target when their current target leaves range or is incapacitated.
•   Performance: Dramatically improved performance when there are lots of survivors and lots of tasks.
•   Performance: Dramatically improved performance with maze-like base entrances.
•   Performance: Improved performance when enemies target a survivor and the target moves around a lot.
•   Performance: Improved title screen loading time.
•   Fixed Issue: Task forces could disappear when more than one reached their destination at the same time.
•   Fixed Issue: Survivor could be stuck after performing a rescue operation.
•   Fixed Issue: Rescued survivors would not spawn if their spawning spot in the base map was occupied. They now spawn randomly in the map edges.
•   Fixed Issue: Items with long descriptions now have a scroll bar in the item info window (when right clicking an item).
•   Fixed Issue: Sometimes when trying to select weapon/armor the window would appear empty.
•   Fixed Issue: Couldn't assign manual crafting task if you had none of that item already in your inventory.
•   Fixed Issue: Special base attacks (night howls, settlement raids) no longer reset awareness or are affected by it in terms of difficulty.
•   Fixed Issue: no longer taking into account work speed difficulty setting when showing survivor work speed in priorities, to reduce clutter.
•   Fixed Issue: several texts will now shrink when they are larger than the space allocated to them. Specially useful in translated versions.
•   Fixed Issue: survivors were supposed to (but didn't) eat/sleep even when above the threshold before going to perform far away tasks that they would have barely had time to work on, or even had to go back before reaching it. This now works correctly.


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