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After The Collapse – v2.0.0 is out!

After the Collapse · Community Announcements · June 30, 2026

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Hi there!

So, after a longer hiatus than I'd have liked, v2.0.0 is finally out, and it's a big one. This update has two sides to it: a major engine overhaul under the hood, and a solid chunk of new content on top. As usual, I'll go over the main changes in the article proper, while the rest is in the changelog at the end.

Enjoy!

Under the hood first

This took quite a while to write, but I ported the game from .NET Framework 4.7 to .NET 10, which is essentially a complete engine migration. MonoGame, Penumbra lighting, OpenAL, everything got updated to current modern versions.

The result is noticeably better rendering performance, especially on large maps and underground layers. It also fixes many minor technical issues. The downside being that Windows 10 is now the minimum requirement for 2.0. Version 1.5.1 will stay available in the Game Version/Beta tab in the game's properties on Steam.

Some game mods may demand you to install the Windows .NET 10.0 Runtime. This is an unavoidable side effect. You'll be prompted by a popup if that's the case.

The game should also now be easier to run under Proton/Wine on Linux, untested for now, but the foundations are there. Under Proton, it might need the "Windows Desktop runtime" to be installed in the Proton prefix for things to work.

New content

On the content side, the main additions are drones and the ability for Arakans to unlock the full tech tree at the Sacrificial Pit.

There are two new technologies in the tech tree ("Drones" and "Advanced Drones"), unlocking several new buildable units covering combat, maintenance, and support roles. Additionally, a new Pet Carrier item lets you bring pets and drones along on expeditions where they'll participate in combat. Right now, they'll only help in active battles, they do no count toward automated fights.

I also reworked the hostile raid system a bit with a new generation method and a new raid types to increase variety in the mid and late game. I added a cap to zombie-spawning POIs too (configurable per scenario) to prevent the snowball effect that made some runs miserable. The tech research tree got a tiered rebalance too, with higher tiers costing progressively more in 250-increment steps.

Other notable additions: a water pump for automated water collection, robot charging bays that now actually heal your bots, and the ability to assign your own survivors as guards to your production centers, instead of the usual mercenaries.

Graphics and audio

Sound effects are now directional and distance-aware, which makes a bigger difference than you'd expect. Weather transitions are smoother, no more abrupt cuts between conditions. Raid event popups now have proper images instead of stretched faction logos. The healing effect on patients being treated by a doctor has a nice new particle system. Power and electric connection lines in the overlay got a visual pass too, and a handful of older textures (loom, batteries, electric water purifier) were replaced with more detailed versions. That's on top of a additional particle effects on work stations to make the scene feel more alive.

UI and fixes

Overlay text got a border so it's actually readable over busy backgrounds. The survivor list now shows hurt/sick status at a glance with color-coded indicators, and hovering over a survivor shows housing and medical warnings if something needs attention. Adopting a pet can be done from both the pet's info panel, and the survivor's relationship tab now, making things a lot easier.

On the bug fix side, the long-standing pathfinding issue where survivors would get stuck despite having a valid path has been addressed, along with a handful of other recurring annoyances: doors staying open too long, drones getting assigned random human names, that kind of thing.

General Notes

Savegames from 1.5 are compatible, but will not benefit from some of the changes, as usual. There's no major changes modding wise, so what worked before should still work now, but you will need to install the .NET 10.0 Runtime for some of them to work properly.

As for the future. There might be a couple more smaller updates to smooth the rougher edges, and for me to play with the new toys provided by the engine-level upgrades, but my main focus is currently on the next game. I'll keep you posted whenever I have relevant news on the topic.

Cheers!

Full Changelog

Content

Engine

Graphics

Modding

Sound

Tweaks

User Interface

Fixed

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