ttyrke Games released a new game called Apocalyptic World and the version is 0.89. The game’s story is about an Open World, RPG, and sandbox. You’ve survived the nuclear war but what at the cost? You survived it in a bunker while others adapted and lived their lives.
v0.89
?FIXES:
- Sleep errors without built settlement.
- Event – “Young woman” at the gate aged 44.
- Some portrait picker showing broken tiles (not png).
- Feral NPCs speaking.
- Male shopkeeper not unlocking shop construction.
- World settlements – Slave trader names had no gender colors.
- Grope in the garden: error when no other girl could join.
- More than 18 events where npc horny meter didn’t reset.
- Guests no longer lose happiness when someone they dislike leaves.
- Happiness could drop far below -100 when a guest left, making it almost impossible to recover.
- A captured guest counted as leaving for good, so her friends often walked out the next night.
- Market not showing who is virgin.
?FEATURES:
- Event [Bar] Invite to wc – option to capture
- World settlements – added donation daily cap
- World settlements – Internal conflict can now go in your favour instead of always costing relationship
- Sex experience – the more experienced you are, the faster partners get aroused
- Explore – Night exploring from 20:00 to 23:00, with a light or in the dark
- Car explore – Night exploring (needs headlights)
- Fight – Fighting in the dark deals less damage
- Sleeping – Staying out past midnight on a night trip costs energy the next morning
- New item: Torch (Light for one night trip)
- New item: Lantern (Reusable light for night trips, burns one fuel can per night)
- New item: Headlight kit (Lets the car explore at night)
- Workbench: Option to craft torch and lantern
- Shop – Race stadium sells headlight kit
- Garage – Install and repair headlights
- Event [Explore] – Dark building
- Event [Explore] – Lights seen
- Event [Explore] – Feral den
- Event [Explore] – Sleeping camp
- Event [Explore] – Moonlit cache
- Event [Car explore] – Roadblock
- Event [Car explore] – Dark crash
- Personality – NPC personality traits now matter: they affect work output, skill learning, happiness, loyalty, fights and scavenging (hover a trait in NPC info to see what it does)
- Afterglow – NPCs who came with you are happier and work 10% better the next day
- Endurance – NPCs can now build endurance, and it reduces damage in fights
- New item: Playing cards
- Strip poker – Mini game. Play with guests in the evenings, the loser takes off a piece of clothing
- Every NPC who joins your settlement now gets a history entry saying how they arrived
- Guest house – Move guests to the settlement as settlers
- Captured guests – friends are upset less, get their happiness back if you rescue her or pay the ransom, and take the full hit only if you leave her
- Step-parents added to family tree displays (contr. Illusion-XIII)
- Feral NPCs – alternate responses and encounter filtering (contr. Illusion-XIII)
- New sorting options – keep spouses together; keep offspring with parent (contr. Illusion-XIII)
- Event [Basement] – NPC offer food (contr. Illusion-XIII and Survivor)
- School – parents receive happiness when a child learns a skill (contr. Illusion-XIII)
- New pack – Brittney Kade (contr. Harbarbas)
- New pack – Domino Presley (contr. Harbarbas)
- Event [Laura] – New date option (For supporters)
For now, if you want to support my work, just leave a comment in F95zone. My ears are all yours. I need suggestions, criticism and your true opinion This is my first game ever. Game idea is that it will be a fully open world, rpg game where you can be who ever you want. You want to be a farmer, slave merchant, just a random good/evil guy, bounty hunter, cage figher, Cannibal? You can be whatever you want!
Reputation system
There will be reputation system like in RDR2 where you can decide how people will look at you. If you help strangers and other people, you get it; if you kill innocent people/slave – you lose it.
Slaves
You can capture girls and make them your slaves. When you have good relationship with them you can assign them to work for you (Right now only garden)
Story
There will be some story elements but it will be optional and I’ll try to leave as minimal as possible. The main goal is this game to be a not-story driven.
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