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AfterWorld is a "free market economy" persistent-world massively multiplayer online game set in a science fiction setting of post-apocalyptic Siberia.


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Hello everyone.

We are going to DENY skills trading. This means that, from this moment, you won't be able to create skills chips (SNIs) via terminals. If you have SNI's you will still be able to use them.

Why we are doing this: because we are going to eliminate as much of the "pay-to-win" aspect in the game as possible. Players should NEVER buy skills or experience. It's obvious: we don't want to give too many benefits to the richest players in the game. Skills are very important and usually it takes a very long time to achieve the highest and most effective skill stages. We don't want someone to gain them all in five minutes and go on a rampage.

But also we know that some players would like to pass the 'newbie levels' a bit faster, to take part in more serious events in the game. For those players we are going to implement a system of buffs that will speed up the skills improvement. This way players won't skip the early stage of the game. They will still have to play, to take part in the game, to learn the game and to socialize, though it would go faster for them.


Today, 21 Feb 2014, we have finished moving our game to the new data-center.

Now game is running on more powerful hardware with one of the best in the world connection (200gbps).
The new data-center also have a fourteen redundant connections in case the main goes down.

That means that game will be accessible for 99,9% of time and power/connection issues shouldn't prevent you from playing AfterWorld.
For many of you it will also give a better "ping" and less network lags.


$100k has been raised for the next stage of development. From the 15th of January we will begin full-power development. Still, we won't have a big team, but it will be enough to finish the evolution from the old game and old engine to Torque3D.

What should you expect in the future?, not much until March. We will be working on a server-side technology - server clusterization - and, finally, we will finish the seamless and continuous world. After this, we will be able to spawn thousands of creatures and our servers won't lag/slowdown. Clusterization will also allow us to maintain more players, dynamically splitting servers to the small virtual parts when it is necessary, and each part will be handled by it's own server.

Secondly and a very important, difficult thing is a streaming (client side). Thanks to it, we will be able to load huge files and other data in the background - you won't even notice it. No more lags or freezes because you went somewhere and now need to wait until it has all downloaded and unpacked. In combo with clusterization, those two systems will let us turn the game into a smooth and stable, endless universe that can handle thousands of players. Those two things were (and still are) the most difficult obstacles that the team have had to solve before moving forward. Clusterization and streaming will be coded in parallel, by our old team members and will be released at the same time (spring).





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