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Steam News30 June 20266d ago

DevLog #7 The Apocalypse: The Survival World Is Gradually Coming Together

It has been some time since our last dev log. Over the past period, our development focus has not been on adding new maps or new enemies, but on continuously improving and connecting the game’s core systems.

In this update3

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Full The Apocalypse update

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What changed

0 fixes7 additions4 changes0 removals
  • Maps
  • Store
  • Server
  • Performance
  • Gameplay
  • Compatibility
addedOver the past period, our development focus has not been on adding new maps or new enemies, but on continuously improving and connecting the game’s core systems. Much of this work may not be as immediately visible as a new map or a new weapon, but it determines whether the entire survival experience can truly function as a complete whole.
changedView store page
addedPlayers can now generate electricity through generators, solar panels, wind turbines, and other devices, store that power in batteries, and then transmit it to different facilities using wires, electrical boxes, splitters, and related equipment. The lighting system has also been connected to the power network, allowing devices such as spotlights, wall lights, and ceiling lights to be powered and managed.
addedThe farming system has also made solid progress. A complete process has now been implemented, including planter boxes, seeds, fertilizer, watering, growth, and harvesting. Crops such as corn and pumpkins can now be planted and grown properly. We have also carried out extensive optimization and fixes for synchronization, saving, and interaction issues related to the farming process.
addedIn addition to the survival gameplay itself, we have also carried out a major reconstruction of the interaction system.The new interaction menu has gradually replaced the old solution. Facilities such as doors, code locks, storage containers, territory cabinets, and generators have all been unified under the new interaction logic. The permission system, territory system, and lock system have also been further improved, making permission control and base management between different players much clearer.
addedA great deal of time has also been invested into servers and persistence.Player characters, buildings, containers, power facilities, farming content, resource gathering, and other data have gradually been connected to the new persistence system. We have also reworked the world loading process, network synchronization logic, and server architecture, while fixing many synchronization issues that occurred under high-latency conditions.

The Apocalypse changes

addedOver the past period, our development focus has not been on adding new maps or new enemies, but on continuously improving and connecting the game’s core systems. Much of this work may not be as immediately visible as a new map or a new weapon, but it determines whether the entire survival experience can truly function as a complete whole.
changedView store page
addedPlayers can now generate electricity through generators, solar panels, wind turbines, and other devices, store that power in batteries, and then transmit it to different facilities using wires, electrical boxes, splitters, and related equipment. The lighting system has also been connected to the power network, allowing devices such as spotlights, wall lights, and ceiling lights to be powered and managed.
addedThe farming system has also made solid progress. A complete process has now been implemented, including planter boxes, seeds, fertilizer, watering, growth, and harvesting. Crops such as corn and pumpkins can now be planted and grown properly. We have also carried out extensive optimization and fixes for synchronization, saving, and interaction issues related to the farming process.
addedThe new interaction menu has gradually replaced the old solution. Facilities such as doors, code locks, storage containers, territory cabinets, and generators have all been unified under the new interaction logic. The permission system, territory system, and lock system have also been further improved, making permission control and base management between different players much clearer.

It has been some time since our last dev log.

Over the past period, our development focus has not been on adding new maps or new enemies, but on continuously improving and connecting the game’s core systems. Much of this work may not be as immediately visible as a new map or a new weapon, but it determines whether the entire survival experience can truly function as a complete whole.

View store page

One of the biggest areas of progress this month has been the power, water, and fluid systems, as well as farming and crop systems, building and structures, workbenches, interaction menus, combat, AI, and more.

Players can now generate electricity through generators, solar panels, wind turbines, and other devices, store that power in batteries, and then transmit it to different facilities using wires, electrical boxes, splitters, and related equipment. The lighting system has also been connected to the power network, allowing devices such as spotlights, wall lights, and ceiling lights to be powered and managed.

At the same time, the water system is also continuing to improve. Water pumps, storage barrels, water dispensers, rain collectors, irrigation devices, and other related features have been gradually integrated into the system. In the future, players will need to think beyond simply building a shelter. They will need to consider how to maintain the entire cycle of energy and resources within their base.

The farming system has also made solid progress. A complete process has now been implemented, including planter boxes, seeds, fertilizer, watering, growth, and harvesting. Crops such as corn and pumpkins can now be planted and grown properly. We have also carried out extensive optimization and fixes for synchronization, saving, and interaction issues related to the farming process.

In addition to the survival gameplay itself, we have also carried out a major reconstruction of the interaction system.

The new interaction menu has gradually replaced the old solution. Facilities such as doors, code locks, storage containers, territory cabinets, and generators have all been unified under the new interaction logic. The permission system, territory system, and lock system have also been further improved, making permission control and base management between different players much clearer.

A great deal of time has also been invested into servers and persistence.

Player characters, buildings, containers, power facilities, farming content, resource gathering, and other data have gradually been connected to the new persistence system. We have also reworked the world loading process, network synchronization logic, and server architecture, while fixing many synchronization issues that occurred under high-latency conditions.

In terms of map and navigation experience, we have added and optimized the minimap, map zoom, location positioning, and respawn-related functions, giving players a better experience when exploring the open world.

Beyond these areas, combat, AI, vehicles, equipment, and character presentation are also still being adjusted. Recently, we updated some weapon effects, equipment display logic, and character animations, while also fixing many combat- and interaction-related issues.

Looking at the overall development progress, the game’s basic framework is now gradually taking shape.

Core content such as combat, building, territory permissions, the lock system, the power system, AI, survival gathering, searching, and exploration has largely been connected. Players can now complete a full basic gameplay loop in the open world, from gathering resources and building a base to surviving, developing, and defending their stronghold.

Of course, the current version is still some distance away from the ideal version we have in mind.

Character outfit systems, firearm modification systems, certain weapon presentations, movement animations, and many detailed elements are still being created and optimized. At the same time, we are also continuing to deal with various bugs and compatibility issues.

If everything goes smoothly, we hope to further connect all core content over the next month or so and form a more complete, sustainable version of the game experience.

Thank you all for your continued attention and patience.

Although development has taken more time than expected, we also hope to make each core system as stable as possible, rather than rushing out a version filled with problems and handing it to players too early.

Next, we will continue improving the remaining content and strive to show everyone a more complete world of Apocalypse as soon as possible.

Source

Steam News / 30 June 2026

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