Command Center

Aftergrowth

Roadmap

Survive what grew back. A top-down co-op survival game, heading for Steam Early Access.

No dates. Things ship when they are ready.

In development

  • World options

    Set up a world your way when you create it — raid pressure, threat, day length.

  • Co-op pings & ownership

    Point at things your teammates can see, and doors and crates that know whose camp they belong to.

  • Night predators

    The dark stops being merely cold. Bring a light, or bring a spear.

  • Sound & ambience

    The world gets a voice — ambient beds by biome and hour, weather you can hear coming.

  • The road east

    A long-term goal. The poles are still standing along that road, and somebody is going to follow them.

Planned

  • Factions that want things

    Barter with Scavengers, jobs on the notice boards, Warden tolls — consequences beyond hostility.

  • World events

    The world acts without you — wandering traders, a Reaper column on the move, herds crossing the map.

  • Sealed places

    Bunkers from the evacuation years. The best loot behind the worst doors.

Considering

  • Seasons

    Winter that arrives instead of merely being spoken of.

  • Skills

    Maybe. The game currently believes what you know and what you carry are the progression.

  • PvP

    Unlikely. Aftergrowth is built as a co-op game first.