- ApocaShift is... Co-op? - 25 August 2026
2-4 PLAYER CO-OP IS WORKING I’ve kept this quiet because I didn’t want to announce multiplayer, show off some half-working prototype, and then spend months saying “it’s coming.” I wanted to wait until I could actually say it works. And now I can. ApocaShift is now running in co-op, and it’s working well. I’ve been ironing out the major issues behind the scenes, and it’s finally at the point where I’m comfortable showing it and getting it into your hands. There are still a few things I want to clean up before opening it to everyone, but if everything continues going well, you should be able to play ApocaShift with friend's within the next few days. This is easily one of the biggest milestones the game has hit so far, and I’m ridiculously excited to finally be able to announce it. More very soon.
- The ApocaShift Open Playtest is Live! - 22 August 2026
The ApocaShift Open Playtest is Live!The gates are open.If you've been watching the game, wishlisting it, or just stumbled across the Steam page, you can now download and play ApocaShift for yourself. No invite needed.ApocaShift has been in development for a couple of years now, built system by system by a solo developer, and it's finally at the point where I'm ready to put it in front of a much larger group of players.Quick note: This is a playtest build, not a finished game. Expect bugs, jank, missing animations, unfinished content, balance issues, and things occasionally breaking in weird ways. That's exactly what this playtest is for.WHAT IS APOCASHIFT?ApocaShift is a top-down post-apocalyptic survival game focused on scavenging, combat, crafting, progression, and building up a home base.Go out into the wasteland, gather what you can, survive whatever is waiting for you, and bring y…
- Combat Overhaul, Smarter Bandits, Dynamic Vision & Bug Squashing - 30 July 2026
Combat Overhaul, Smarter Bandits, Dynamic Vision & Bug SquashingThis is a big one. A lot of these changes came directly from things that felt wrong during combat—bandits standing around aiming without firing, headshots feeling like a coin-flip death sentence, enemies remaining visible through darkness, and death leaving animations or sounds stuck behind.Want to follow development, share feedback, or help shape future updates? Join the official ApocaShift Discord: https://discord.gg/t36zcfqKp7Here’s what changed:Combat RebalanceHeadshots are no longer a near-guaranteed instant kill. Gunfire now rolls against your actual body parts—head, torso, arms, and legs—the same way melee attacks and other damage already work.A direct hit to the head still deals significantly more damage, but it should no longer instantly end nearly every fight.Bullet damage now varies slightly with each hit instead…
- Character Customization UI Finished! - 20 March 2026
Character customization has officially been added to ApocaShift and the UI is now finished.You can now create your own survivor before starting the game, with multiple options for appearance and style.New featuresMale and female charactersMultiple body typesHair styles and colorsFacial hair optionsBeard and color customizationSaved appearance between sessionsYour character appearance is now saved and will persist when you load the game.As always, feedback is welcome. Thanks for following development.
- ApocaShift - March Update - 8 March 2026
March Update – Combat, Train Extraction, and New SystemsOver the past few weeks I've been focused on improving core gameplay systems and adding more depth to the world of ApocaShift.Here's what I've been working on:Melee Combat ImprovementsCombat is getting a lot more attention.I'm currently redesigning melee so it feels less like simple clicking and more reactive. Zombies can now enter a downed state, giving players a moment of advantage before they recover. I'm also experimenting with dodging/rolling mechanics to make close-range combat more skill-based.The goal is to make encounters feel tense rather than repetitive.Zombie Behavior UpdatesEnemy AI has been receiving improvements as well.Zombies now have better behavior transitions including:Downed and recovery statesImproved grab and attack logicMore consistent animation control Radio Scanning & Calling for Extraction AddedUse a hand…
- ApocaShift - February Update - 5 February 2026
Here’s a quick look at what’s been accomplished:Added melee and gun animations for carrying weapons, along with multiple new melee attack animations.Tutorial system implemented and fully working. Complete health system overhaul — now limb-based for deeper survival gameplay. Zombie AI rewritten from the ground up, including grabbing, swarming, and biting mechanics. Full UI redesign — every menu has been updated Power system reworked with proper load management and a KWH-based grid system. Too much power usage and not enough generators? A blackout will happen.Tech tree research times added and fully integrated with the new power system.Task journal reworked and quest tracker now ~80% complete.Numerous performance improvements, FPS fixes, and lots of smaller polish updatesA massive amount of groundwork has been laid this month, setting up more meaningful combat, deeper survival mechanics,…
- ApocaShift New Year Update. - 12 January 2026
A small update showing off a few of the new things I have been working on the past few months. 1. Tech Tree UI2. Spitter Mutant 3. Your homebase is now overgrown and will need to be cleaned up before large bases can be built. 4. Woodcutting! Better quality of axes will cut wood more reliably. 5. Arm stamina, screen shakes, and other various effects have been added. 6. Various bugs causing low FPS issues have now been fixed. 7. Many inventory issues with stackable items have now also been fixed. That's all for now! Keep on the lookout for the next updates!
- The ApocaShift Playtest is LIVE! - 13 September 2025
The ApocaShift Playtest is LIVE! The time has come — you can now jump into the first public playtest of ApocaShift on Steam! I’ve been working on this game solo for about 2 years, and it means the world to finally let you all get your hands on it.This build is still very early, so expect some rough edges (especially melee combat, which is still in its first draft). I’ll be rolling out daily updates and fixes throughout the playtest, so things will keep improving quickly. The playtest will last at least 2 weeks.Here’s what you can dive into right now:Base-buildingCombat with scavengers & zombiesExploration & early extraction mechanicsCrafting & survival systemsYour feedback is critical at this stage — please use the in-game feedback button or drop your thoughts in Discord so I can keep shaping the game with your help. Join the Discord to share infoThank you for all the support. Every wis…
- First Alpha UI Overhaul, new Steam capsule, and Steps towards the first Playtest - 24 August 2025
Hey again everyone! ApocaShift now has a professionally made capsule art! I hope you like it and the new logo. UI UPDATEI’ve also been working hard on improving the overall UI experience in ApocaShift. While this isn’t the final version of the UI, I wanted to give it a big overhaul for the playtest so it feels smoother, more polished, and easier to use while testing.These changes are meant to tide things over until later in development, when the full, permanent UI updated will happen. That means what you’re seeing now is temporary, but it should make menus, navigation, and overall gameplay flow way better during the playtesting stage.Your feedback is super important here, since it helps me refine what’s working and what needs more love when the final UI update comes around. Here is a look at a few of the new updated screens. The Building menuPlayer InventoryThe crafting interface. PLAYT…
- Blood and Gore Update - 9 July 2025
Hello everyone!Today’s update brings some serious visual upgrades. I've added brand new random blood and gore effects that make every fight feel unique and intense. On top of that, bullets are now much easier to see in action, giving you better clarity during combat.Blood now sprays out in completely random patterns every time. No two gunfights or zombie killings will ever look the same. Depending on how you hit enemies, blood can splatter, soak the ground, or mist into the air. It’s chaotic, it’s gory, it feels right at home in the world of ApocaShift.I also gave some love to the bullets. They’ve been updated with a more noticeable design so you can clearly tell what you're shooting at in the middle of the action. Whether you're snapping off quick shots or unloading with a heavier weapon, you'll actually see the round flying toward your target. These changes are all about one thing, be…
- ApocaShift - KickStarter Announcement and Summer Update - 6 July 2025
Summer ApocaShift UpdateSo much as been added and this might be the largest update yet as i push for a fun and playable build! 🔧 Major Features & Changes:Storage Overhaul: Items are now stored inside buildable storage containers instead of a centralized stash. You must walk up to these containers and use the new vicinity looting system to access their contents.Zombie AI Rework: Zombies now shamble and idle until they see or hear the player. Behavior is more natural and reactive.Screamer Zombies Added: These special infected will alert and aggro nearby zombies when disturbed—be careful!More Special Zombies Coming Soon:ChargersSmoke ZombiesAcid Zombies (Currently in development)Train System Implemented: A train is now used for deploying and extracting from raids. Eventually, it will become a late-game mobile base, which can be repaired, maintained, and driven around the map.Ammo Manageme…
- Base Building v2 - 30 March 2025
I'm excited to share a nearly finished time-lapse of in-game building! While this preview showcases only about 5% of the available items, the builder UI is now about 80% complete. It includes all essential functions, making it fully usable for creative construction. Stay tuned for more updates as I continue expanding the system! -Added Grid Snapping -Added zooming in and out while building and camera movement -Many other QoL features for the building https://i.ibb.co/HLDJhKrn/buildinmage.jpg https://i.ibb.co/LX9dggG7/buildimage2.jpg
- ApocaShift Development Update - Base building and other additions - 24 February 2025
I have some exciting news to announce! The new base building system is implemented and working! While there is only a few options here to choose from, I plan on having hundreds of different items / decorations / fauna / floors / buildings to choose from and cant wait to see some of the creations that are made. I still have to add the buildings actually using resources you collected when they are constructed, but I will show this off more when it is fully implemented. Also i have finished all the backend code for the NPC menus. Many of these menus are Alpha stage and do not have any of the UI assets skinned onto them so don't be too appalled by them now! I promise they'll look better. 5 new zombie variants added now having 6 total as well as over 30 different clothes for zombies. and lastly different wild animals have been added! https://i.imgur.com/NQ3CtZ5.png