Yeah indeed, we need to do some changes here, at the very least with some of the most commonly annoying things most users would want to choose settings.
However, scrapping some sort of automation options through the gameplay we don't want to scrap, as they can feel very rewarding for the player to reach and at the "right time". Even some QoL options (the right ones) can fit this model really well - of course some like "ignore popups"/"don't pause during popups" should be available always, but I think some current and potential new ones could fit very well under research still.
I think you put it nicely - if something can be frustrating, it should be a setting by default. If something improves on something/makes it easier/automated it should in most cases be fine (and potentially even better!) to be part of research.
GamexStudio
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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.
-> You can play the Demo here:
https://gamexstudio.itch.io/simpocalypse
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To sum up what’s 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 Aleš 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!
With this massive update, we’ve also updated the official game’s 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.
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,…
Play the Demo here:
https://gamexstudio.itch.io/simpocalypse
If you haven't yet, make sure to add SimPocalypse to your wishlist on Steam (Thanks ;)):
https://store.steampowered.com/app/1351500/SimPocalypse/
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SimPocalypse/Goals
Follow us via channels below, let us know your thoughts and see how the game evolves through time ;)
Have fun everyone! :)
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Hey, Thanks for the info!
I think we've resolved some of these issues with the newest massive update we uploaded today. Also FYI, later in the game there are research options that allow you to have settings where you can set time to run under these events, events to be auto ignored etc. - We will likely move these settings out of research in a nearby update as well.
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!
If you haven't checked out our demo on Itch yet, here is quickly what it is about:
Simpocalypse is a post-apocalyptic civilization simulator game, where you manage & lead your settlement to become a global empire! It is a primarily managerial text-based game, with a lot of depth to it, offering players various paths to conquer the world - will you simply fight your way to it, or take a more economic approach? The choice is yours!
![](https://img.itch.zone/aW1nLzUyOTYwODgucG5n/original/VVa7GS.png)
OK, Let’s check what’s new with this update:
To get all details about the update – follow our Patch notes…. LINK
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
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COMING NEXT
There are still many more things we wanted to improve with the combat (more automation/QoL options), but couldn’t 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! There is a ton more we still have in store for you :)
- GamexGames Team
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Don't forget to check out the RoadMap of the next updates coming up:
SP - Roadmap
We are super excited to announce that Simpocalypse DEMO, (a post-apocalyptic civilization simulator, where you manage & lead your settlement to become a global empire) is now available to playtest on Itch.io from December 4th, 2020 onwards.
Feel free to check it out: https://gamexstudio.itch.io/simpocalypse
![](https://img.itch.zone/aW1nLzQ3Mjc3MjkuanBn/original/HsB8wP.jpg)
Simpocalypse: Website | Discord| Twitter
We'd love to hear more feedback from the very first playtesters on Itch.io, as we are trying to improve the game's performance, features, onboarding process, to be able to further polish the game before going into Early Access with the full game version, which is coming in the middle of December already!
The Demo of Simpocalypse is just a sneak peek of what's coming in the full version, but even though it is still playable at least for a few hours easily!
The demo already consists of:
- Resource management system
- Exploring/scavenging mechanics
- Establishing a self-sufficient settlement
- Research tree with most of the units available to unlock
- Trading Market
- Building factories/ producing tanks
- Battling the enemies
- Conquering first regions/territories