TRANSMISSION · BUILD R1 — IN DEV

Restore a dying world.
Broadcast Earth.

An atmospheric-terraforming game on a depleted alien planet. Build the automation. Defend through the storms. Replenish the biomes. When the world is ready, send the signal.

  • Top-Down
  • Terraforming
  • Biome Restoration
  • Solo + 4P Co-Op
LIVE FEED 16:9 · 1080p
SOURCE · YT/nSIouzXohys SECTOR · ALPHA
THREE LOOPS · ONE WORLD

A planet that gets better the longer you stay.

Aftercode threads three loops — terraform, build, defend — into one session. Advance the world, not just the character.

Pillar I

Atmospheric Terraforming

Climb the Terraforming Index — Heat, Pressure, Oxygen, Biomass, Insects, Animals — with industrial machines. Each rung shifts the world: the sky thickens, ice retreats, the first green creeps in.

  • Six-stage TI ladder
  • Heaters · processors · cultivators
  • Per-biome restoration via seed pods
Pillar II

Modular Base & Automation

Snap walls, floors and machines onto a Satisfactory-style grid. Build multi-floor outposts, run power across the network, chain extractor → conveyor → refiner → terraformer.

  • Socket-based modular kit
  • Power producers / consumers / nodes
  • Storm-resistant building tiers
Pillar III

Light Extraction Combat

Five sci-fi damage types — Kinetic, Plasma, Cryo, EMP, Radiation — across an agnostic 8 + 8 hotbar. Defend outposts with buildable turrets and field-deployable scouts.

  • Top-down (Riftbreaker / Helldivers)
  • 5 damage types · status ailments
  • Buildable + deployable turrets
REFERENCE TOUCHSTONES
  • Planet Crafter
  • Subnautica
  • Satisfactory
  • Riftbreaker
  • Helldivers 2
  • Torchlight 2
CAPTURES · IN-BUILD

Top-down framing. Atmospheric pressure. Real consequences.

Frames lifted straight from the latest devlog cut. The aesthetic is intentionally utilitarian — these are real gameplay captures, not vertical-slice trailer art.

Build mode — placing the first Power Generator on Day 1.
CAP·01 DAY 1 · HEAT BUILD MODE

First placement — Day 1, Heat the planet to 30%.

Build menu open — Atmospheric, Power, Industrial categories with Power Generator / Pole / Wire choices.
CAP·02 BUILD MENU B · OPEN

Build menu — atmospheric & power chains slot together.

Power Pole placement preview — green/blue valid ghosts and orange invalid ghosts on a planning grid.
CAP·03 POWER GRID POLE · 3 STONE

Pole placement — valid (blue) vs blocked (orange) ghosts.

Air Purifier build mode on a built-out outpost with wired power network.
CAP·04 OUTPOST · ALPHA AIR · ONLINE

Outpost online — wired power feeds an Air Purifier.

Day 2 — restoration progressing to 47% on a glowing pad with multiple machines built.
CAP·05 DAY 2 · O₂ INDEX · CLIMBING

Day 2 · Pressure climbing past 47% / 55%.

Pad standing by, habitat not yet restored — Day 2 endpoint with atmospheric red tint.
CAP·06 DAY 2 · END PAD · IDLE

"Pad standing by" — habitat awaiting restoration.

MISSION TIMELINE · R0 → R10

Roadmap.

The pivot from open-world ARPG to terraforming-first. Each phase is a concrete deliverable, not a wishlist.

9/12 Phases shipped
2 In flight
83% Overall
  1. Foundation SHIPPED

    Vision Lock-In

    Aftercode is now Planet Crafter × Satisfactory × Riftbreaker.

    Atmospheric terraforming + biome restoration. Three pillars locked.

    KEY OUTCOMES
    • Pivot from open-world ARPG → terraforming-first
    • Reference triangle locked: Planet Crafter, Satisfactory, Riftbreaker
    • Earth Beacon endgame coupled to TI stages + N biomes restored
    • Solo + 4-player co-op designed in from day one
    Read the devlog
  2. Foundation SHIPPED

    Codebase Audit

    ~70% of infrastructure carries forward — pivot is content + goal.

    Every system classified — dies, reframes, survives, missing — with file paths and effort estimates.

    KEY OUTCOMES
    • Survives intact: PlayerController, animator, hotbar, status pipeline, audio, inventory
    • Reframes: damage types, enemy archetypes, harvest nodes, building UX
    • Missing modules: Atmosphere · Storms · Biomes · Power · Networking
    • Tear-out target list locked for R2
    Read the devlog
  3. Rewrite SHIPPED

    Tear-Out

    ARPG remnants stripped — every legacy module removed cleanly.

    Heat, Boons/Cores, Vendor/Gold, NPC-Quests, Dungeon, Hub modules removed in per-batch commits.

    KEY OUTCOMES
    • Heat (ARPG difficulty knob), Boons, Meta-Cores retired
    • Vendor / Gold / Wallet economy removed — terraforming progress is the score
    • NPC quests, dialogue, hub town, dungeon-runner remnants stripped
    • Per-batch commits with namespace + EditMode tests green throughout
  4. Rewrite SHIPPED

    Damage Type Rename

    Five sci-fi damage types replace the fantasy ladder. Zero residue.

    Fire→Plasma, Cold→Cryo, Lightning→EMP, Physical→Kinetic, Chaos→Radiation. C# fields, SO YAML, and scene wiring renamed in lockstep.

    KEY OUTCOMES
    • Five damage types renamed across enums, status effects, and affixes
    • Status effects: Burn→PlasmaBurn, Chill→Cryo, Shock→EMP
    • FireImp.asset → PlasmaImp.asset (git-tracked as 87% rename)
    • 14 enemy archetypes + 7 harvest-node SOs propagated; namespace-check clean
    Read the devlog
  5. Feature SHIPPED

    New Core Systems

    Atmosphere · Storms · Biomes — three new modules, fully scaffolded.

    Terraforming Index service, storm orchestration, biome restoration state — the spine of the new game.

    KEY OUTCOMES
    • TI 6-stage ladder: Heat → Pressure → O₂ → Biomass → Insects → Animals
    • Storms: local (per-biome, ~60s) + global (planet-wide, raid-tier)
    • Biomes: restoration state, seed pods, apex-fauna gating
    • Downward-only dependency graph maintained throughout
  6. Feature SHIPPED

    Satisfactory-Grid Building

    Snap-to-grid modular kit. Multi-floor, ghost preview, real consequences.

    Socket-based modular kit on a 1m grid with ghost preview, snap rules, and the placement controller live.

    KEY OUTCOMES
    • 1m grid surfaces only in build mode, around the player's aim
    • Multi-floor stacking, snap-to-socket, rotation
    • Ghost preview tints: blue=valid, red=invalid, green=power-connected
    • Footprints from 1×1 small turrets through 4×2 factory modules
  7. Feature SHIPPED

    Power Grid

    Producer → wire → consumer chains, visible and gated.

    Power propagates across the network graph; machines refuse to operate when their input drops.

    KEY OUTCOMES
    • Producer / Consumer / Node propagation across the network graph
    • Wire anchors + rendered power lines between connected machines
    • Network state drives wall lights, machine status indicators, defense readiness
    • Power-gated buildings stop operating below threshold
  8. Feature IN FLIGHT · 60%

    Buildable Defenses

    Storm-resistant outposts that hold under planet-wide pressure.

    Storm-resistance tiers modelled, defensive turret category online. Defense walls + repair flow next.

    SHIPPED THIS PHASE
    • Storm-resistance tiers: T1 walls survive Local storms, T3 survive Global
    • Defensive turret module category landed; integration with power grid wired
    • TurretSentry migrating from old skill-cast pattern to build-mode placement
    SHIPS NEXT
    • Defense walls — translucent cyan force-field aesthetic
    • Repair flow — restore HP on placed buildings post-storm
    • Tower targeting tuning + ammunition budgets
  9. Feature SHIPPED

    Earth Beacon Endgame

    Win condition coupled to the work — broadcast Earth or don't.

    Multi-stage broadcast under ramped storm + fauna pressure. The endgame fires only when the planet is actually ready.

    KEY OUTCOMES
    • Multi-stage broadcast — defend / escort under ramped pressure
    • Win condition: atmospheric stages all met + ≥ N biomes restored
    • Completion event hooks fire downstream cinematics + win screen
    • Cinematic placeholder ships now; final VFX polish in R10
  10. Feature SHIPPED

    Networking

    Solo + 4-player co-op live, free-tier hosting, no infrastructure.

    Unity Multiplayer Services Sessions API — Relay, Lobby, host/join. Peer-hosted. Zero ops.

    KEY OUTCOMES
    • Unity Multiplayer Services with the Sessions API
    • Peer-hosted (one player = host = authority), join via NAT-punch + friend lookup
    • Host migration deferred — disconnect ends session; party reconnects on host's next
    • Free tier covers 4-player co-op at zero infrastructure cost for solo dev
  11. Polish IN FLIGHT · 40%

    Content & Polish

    The first 30 minutes are the marketing trailer.

    First-30-minute opening flow, jam-mode HUDs, mission log, restoration HUD, sci-fi weapons, storm VFX.

    SHIPPED THIS PHASE
    • Opening flow: pod crash → first shelter → first storm → first TI tick
    • Jam-mode HUDs, mission log, restoration HUD wired and iterating
    • TI HUD redesigned for the new layout
    • Baked machine thumbnails for build menu (offline-rendered, reliable)
    SHIPS NEXT
    • Sci-fi weapon ScriptableObjects (8 + 8 hotbar)
    • Storm VFX — Local rain-of-rocks + Global planet-wide
    • Beacon broadcast cinematic
    • Audio polish pass on combat + UI
    Read the devlog
  12. Launch QUEUED

    Steam Page · Wishlist

    Coming-soon Steam page live. Wishlists start counting toward launch-day visibility.

    Submit to Steam Direct, ship capsule art at all five required sizes, cut a 90-second store trailer, paste the press kit. Page goes live as "Coming Soon" and the wishlist button starts collecting on day one.

    PLANNED
    • Steam Direct app fee paid (~$100 USD)
    • Capsule art commissioned at all 5 required sizes (Header / Library / Small / Main / Page Background)
    • Store trailer cut to ~90s from the long-form devlog footage
    • Press kit + tags + categories + system requirements submitted via Steamworks
    • "Coming Soon" page approved by Valve review (1–3 weeks turnaround); wishlist button active
DEVLOG · LATEST TRANSMISSIONS

Latest from the build.

Build progress, design pivots, and the occasional rabbit-hole. Ship-tracked, not sprint-tracked.

View archive
R0
POST

Three loops, one world

Locked in the three pillars — terraform, build, defend. Each is a full loop on its own; the magic is the overlap. Notes on why this shape.

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