null7studios // log: entry_002

Introducing Afterfall

Some news: the game taking up most of my nights (fittingly) is now called Afterfall, and it's the new flagship of Null7Studios.

The pitch is simple to say and hard to live inside of: the cataclysm almost finished humanity. It didn't quite manage it. Now, every night, whatever caused it comes back to try again — and every day, you rebuild a little more of what's left. You're humanity's last hope for pulling itself back together. The game never lets you forget what you're rebuilding it for.

Why the shift?

Silicon isn't dead — it's still on my drive, still gets worked on, still has a devlog entry coming eventually. But Afterfall is the idea I can't stop thinking about, and I'd rather build the game that's actually keeping me up at night than force myself through the one that isn't. That's kind of the whole point of doing this solo: I get to follow the thing that's alive.

What Afterfall actually is

Structurally, it's a survival game with a day/night spine: by day you scavenge, build, and take in survivors; by night you defend everything you built against something that wants it back. Mechanically it owes a debt to the base-building and siege games I've sunk hundreds of hours into. Tonally, it's trying to be honest about what "rebuilding after everything ends" actually costs — the game keeps a record of who you lose, and it doesn't let that be free.

What's next

Right now: a Unity prototype for the day/night loop — build during the day, get tested at night, see if the core tension actually holds up when it's playable instead of theoretical. Once that loop is fun on its own, everything else gets built on top of it.

Full project details are up on the Afterfall page. If you want to follow along, bookmark the devlog or reach out at [email protected]. I read everything.

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