While working our hardest on ATOM RPG 2, we couldn't ignore the fact that this October marks our studio's big 10th anniversary! Time sure does fly!
So, you can probably understand why we decided we pretty much *need* to commemorate the occasion with a big update for the game that started it all.
This update, designated 1.2.1 beta is currently available to try out - scroll down this post for details on how!
Alongside Update 1.2.1 beta, we decided to create a DLC called Plague Island we aim to publish soon. It features dozens of new characters and quests, a new island map, and multiple locations ranging from a sealed pre-war bunker to a survivor settlement and pirate forts.

Plague Island DLC
And that's not all, friends. While preparing co-op for ATOM RPG 2, we couldn't resist tinkering with the original game's code and adding co-op support to ATOM RPG as well.
This feature will NOT be part of the 1.2.1 beta, but we plan to release it later, probably with Update 1.2.5!
Changes in Update 1.2.1:
Weapons, attachments and ammunition
- Expanded the base game's arsenal with firearms, melee weapons and throwables from Trudograd. Look for them in trader inventories and random encounters.
- Added weapon customization: install compatible sights, suppressors, grips, magazines, bayonets and other attachments. Installation requirements and available slots depend on the attachment and weapon.
- Added laser sights and the GP-25 underbarrel grenade launcher. The launcher has its own firing mode and ammunition, separate from the rifle's magazine.
- Expanded ammunition supplies at travelling traders and added equipment to existing traders and containers throughout the original campaign.
- Added an ammunition selector to the combat interface, letting you choose a compatible ammunition type when reloading.
- Updated enemy equipment in random encounters. Some opponents now carry modified weapons, and suitably equipped enemies can use underbarrel grenade launchers.
Combat and companion AI
- Improved target selection, firing-position choices and use of cover.
- Improved movement around other characters and pathfinding through doors, including checks for closed and locked doors.
- Improved decisions about healing and using combat consumables.
- Improved retreat behaviour: frightened characters choose escape routes that account for nearby threats.
- Fixed several cases of interrupted AI turns and characters failing to resume their normal behaviour after combat.
Combat effects and equipment fixes
- Molotov cocktails now leave lingering fire on the ground. Incendiary attacks can also set characters ablaze, with an indicator showing the remaining duration.
- Fixed attachment placement and the application and display of attachment bonuses.
- Corrected ammunition compatibility and reserve ammunition for weapons whose calibres were updated.
- Separated stun-gun batteries from fuel ammunition and fixed handling of incompatible rounds in weapons loaded from older saves.
Interface, visuals and animation
- Updated inventory and weapon interfaces for installing attachments and selecting ammunition.
- Added rendering and antialiasing options to the graphics settings, with fixes to rendering and post-processing.
- Improved NPC patrol, sleep and wake-up behaviour, including recovery of animations after characters become active again.
- Fixed weapon sound playback, including flamethrower sounds being audible across an entire location.
Here is how you can access the beta update 1.2.1:

Please stay tuned for more news.
And as always... let there be ATOM!