This is one outlet's own report from PC Gamer — the article as it was filed.
AIPROPX ReportPC Gamer · 1h ago
Afterworld, Paradox's post-apocalyptic grand strategy game, let me conquer Florida with a band of alcoholic mutant cannibals
With Afterworld , Paradox Development Studio is giving the post-apocalypse the Stellaris treatment, turning the end times into a ludicrously elaborate sandbox where you can live out all sorts of apocalyptic fantasies—whether you want to create a freewheeling band of road warriors or a new American empire.
I went to Sweden to play an alpha build of this ambitious behemoth last month, and I've been able to keep playing at home since then. But this is a Paradox game, so I still feel like I'm barely scraping its dusty, radioactive surface.
Here's a bit of what I've been getting up to, across multiple playthroughs:
I made a band of alcoholic mutant cannibals, stole some bikes, and conquered Florida.
I embraced the religion of the highway, creating a tribe of zealous petrol heads spreading their beliefs across the wasteland.
I teamed up with an ancient immortal to help rebuild America, betrayed him, and tore the continent apart with our brutal civil war.
I created a docile empire of slaves by making everyone addicted to drugs.
I became a cheese magnate.
Even in this alpha build, with its single origin and only one major threat, there's plenty to do—enough to give this would-be conqueror a bit of a headache, frankly. OK, before I get too far ahead of myself, here's the setup.
Leaving the vault
(Image credit: Paradox)
You are a band of survivors in the North American wasteland. Like Stellaris, you'll have a variety of starting options—your band's origins—but in this build there's only the Shelterborn. Think Fallout's vault dwellers. This gives you a bespoke starting scenario, where your vault is about to go kaboom and you've got to find a new place to live on the surface.
Unlike Stellaris, however, these origins let you give some input. In the Shelterborn origin, for instance, you get to decide how your survivors handled food riots, and if they want to rebuild America or dominate what remains. Your choices determine the character of your band and their starting resources.
Unlike Stellaris, however, these origins let you give some input.
From there you'll build and upgrade settlements, join up with other bands, explore ruins, create laws and belief systems, and butt heads with powerful dominions—sprawling empires ruled by immortals who were born before the collapse of civilisation. Dominions are a bit like Stellaris's fallen and awakened empires, in that they are established and immensely powerful right at the start of the game.
Afterworld's alpha purposefully puts you right in the path of its sole dominion, ruled by Citizen Farouk. He's just a responsible patriot who wants to rebuild America. He's even going to hold an election to pick the 'president of presidents'. Sure, he's going to make sure it's him, but you can trust him. Definitely. 100%.
(Image credit: Paradox)
Refusing to join Farouk always leads to war. At first he just sends other bands who have joined him to do his dirty work, but eventually he gets sick of the disrespect and sends in the big guns. Huge, mechanised armies that you'll have no hope of fighting off until the endgame. Joining him doesn't mean you'll have to be loyal, though.
I refused to pay his tithes, rejected all of his requests, and slowly built up my own power base. It wasn't until I became pretty powerful myself and stood against him in the election that Farouk truly woke up, kicking off an apocalyptic civil war that I've so far not been able to win. This isn't just because Farouk's armies are massive and much better equipped—it's also because I really hate fighting wars in Afterworld.
The UI and map just aren't up to the challenge of making these big fights easy to parse yet, and the Whac-A-Mole problem that appears in a lot of Paradox games is so much more pronounced here. War just feels too much like a grind. That said, most conflicts I became embroiled in ended swiftly. It's incredibly easy to just steamroll foes if you've got some bikes and guns.
Fighting is further complicated by Afterworld's multitude of manufacturing and supply chains. It's an evolution of the Hearts of Iron 4 model and is actually the one part of Afterworld's warfare that I like. Every single weapon and vehicle that you use must be either built or found, and then you also need to keep manufacturing fuel and bullets, which require both resources and buildings.
End times economics
(Image credit: Paradox)
In this way, Afterworld evokes logistics-heavy city builders and survival games, and it makes creating and maintaining a well-armed force feel like a real achievement—one that you're rewarded for, as all this equipment will make it incredibly easy for you to expand if you have conquest in mind.
Even if you're not set on a path of domination, however, the resource economy will still be central to all of your playthroughs. Resource scarcity is one of the main drivers behind exploration and conflict, and so many of the decisions I made came down to a need for more fuel or batteries or simply food and water.
But this isn't a survival game, and Paradox has been a bit more generous due to this fact. If you don't have enough food or water, it isn't the end for your tribe. It just stunts population growth and harms the health of each individual band in your tribe, which makes them more dissatisfied with the way things are being run.
Finding the resources you need, either through theft or exploration or settling a region that naturally produces them, is only half of the puzzle. You'll need other resources to build ways to extract those resources or manufacture them into something more useful, and then you need to consider what bands are running the show.
(Image credit: Paradox)
While you start off with a single band, you'll end up juggling a lot more of them in your tribe, and every single one of them is treated as a separate entity with their own characters, beliefs and skills. You can choose where they sit in the tribe's hierarchy, and give them territory to govern. I...
AfterworldParadox'sFloridaWith AfterworldParadox Development StudioStellarisAmericanSwedenI'veParadoxI'mHere's
AIPROPX is an independent multi-source news index — we track, compare, and connect coverage from across the web into one place you won't find anywhere else.