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Spiderling Content Update 1.5.0

After the Collapse · Community Announcements · May 26, 2025

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I'm happy to announce the release of After The Collapse 1.5.0, one of the biggest content updates to date. This Spiderling Content Update brings many new features, significant UI improvements, and expanded faction content. This article only covers the main changes. As usual, check the change-log at the end for a complete list.

Arakan Faction Expanded



The playable Arakan faction archetype has received substantial improvements in this update. I've expanded their technology tree with themed buildings and unique game-play mechanics that truly set them apart from other factions.

Arakans can now brew specialized potions, including one for cooling (providing stress reduction and happiness) and another to boost prisoner compliance, making it a lot easier to convert them to your cause. They've also gained access to the Sacrificial Pit, a powerful new building that allows trading human lives for various boons.



For those eager to try this faction, I've included a dedicated Arakan-centric scenario with suitable starting gear, an interesting map, and a larger population to properly experience their unique playstyle. Arakans now have their own starter expedition "vehicle" (yes, it's a giant spider!) and can unlock an even better transport option through the Sacrificial Pit.

Spiderling Content



True to the update's name, I've added extensive spider-related content. Spiderling seeds are now available, serving different purposes depending on your faction: fodder for everyone, booze ingredients for mutants, and potion components for Arakans.

I've completely redesigned the Ice Spiders, replacing their shotgun attack with slow explosive ice balls that make combat spacing more strategic. They also now have standard melee capabilities. Rock spiders found in caves are tankier with full chitin carapaces, and butchering them yields stones as a bonus resource.

Arakans can now build both rock and ice spider nests, and I've added rock spider eggs so you can grow them like you could with the other types. There's even a late-game travel event exclusive to Arakans that involves killing a massive scorpion for mana and loot, with a Steam achievement to commemorate your victory.

Additional Content



Beyond the Arakan improvements, I've added faction-specific content for Mutants as well. Both Mutants and Arakans now use a new medical tech tree with themed buildings to better reflect their more tribal approach to medicine.

Mutants can now brew cooling potions like the Arakans, providing alternative ways to manage survivor stress and happiness. I've also improved various faction mechanics, such as reducing the impact of pets on enemy raid size (decreasing raid strength when playing as Arakan).

User Interface Overhaul



But the largest change in this update is the complete redesign of most menus and several key UI elements. The Settler/Pet/NPC menu was modernized with small icons replacing text buttons, standardized layouts, and improved functionality.



The Factory menu has received similar treatment with clear graphical icons, alphabetical recipe sorting, and added functionality like cargo viewing and prisoner-only work assignment. The Cargo menu has also been streamlined with grouped buttons and simplified weapon variant filtering.

Many other UI improvements have been implemented, including better room management, enhanced construction interfaces, and more intuitive expedition and combat controls. I'd suggest to refer to the change-log for the full picture.

Mercenary System Revamp



I've also completely overhauled the mercenary and point-of-interest guard recruitment system. Now a pool of mercenaries is available with visible equipment and variable pricing. This update adds mutants (cheap) and soldiers (expensive) to the mercenary pool, giving you more strategic options for quickly bolstering your defenses or offensive capabilities. The pool is renewed daily.



Balance Changes and Quality of Life



Several balance adjustments have been made to improve the overall gameplay experience. Automated firefighters are now less suicidal, survivors can recover mental stability more easily, and cooking times for meat and fish have been put on par with other food sources, making meat production less labor intensive. I've also improved the butchering mechanics, which are particularly important for meat-based factions like the Arakans. Spider dens now feature an auto-butcher option, the "butcher" buttons display what items you'll collect from the process, and for cannibal factions, the butcher's table now conveniently shows which human prisoners can be processed into food.



I've adjusted most events to scale based on your base size and time passed rather than technology level, and tuned down the initial spawn numbers of the late-game Swarm invasion. Vehicle mechanics have been refined with more coherent HP values and gradual health consumption during map travel.

The underground layers now feature more spawners to make up for the lack of underground raids, increasing mob infighting in the process. This led to another change: perishable items (meat, ingredients, body parts) in inaccessible areas will decay over time to prevent this infighting from generating infinite amounts of food.

Graphical and Technical Improvements



Behind the scenes, I've implemented several core optimizations. The sound library has been updated for better audio performance, and many graphical assets have been replaced with improved versions. Many crafting stations now have new sprites, including cooking stations, early forges, smelters and many more. Countless menu buttons and icons have been updated to provide a more visually consistent experience.



I've also fixed numerous bugs and edge cases to ensure a smoother experience overall. As usual, savegames should be compatible with (1.3.x) previous versions, but some of the changes will only apply to a new game.

General News



I know, this was supposed to be a futuristic DLC content, not a free tribal content update. The DLC is on hold for the moment. Between the dollar currently being worthless compared to the Euro, and the game's visibility on the store being what it is after all those years, its financial viability is uncertain. I first need to see how this update does in terms of numbers before I can make an informed decision. If the DLC is cancelled, some of its content will be released for free instead.

Thank you for your continued support,

Cheers!

Full Changelog


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