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After Reset RPG
Genre: RPG
Platforms: PC, Mac, Linux
Languages: English
Players: Single-player, Co-op
Oct 24, 2013 @ 12:04pm
Jan 26 @ 7:48pm

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Recent Announcements View All (89)
Patch #032616 Released


• Music loop in Main Menu fixed.


• Female clothes skins fixed.


• Container panel reworked.
• Quantity panel reworked.
• Character Panel icons changed.

• Inventory mechanics revised.
• Apparel mechanics revised.
• Containers mechanics revised.
• Drop mechanics revised.
• Character speed after encumbrance level is off now, returns to the normal state.


• Quests at Special Facility level added.
• Containers at Special Facility level filled with random items.
• Containers at Science Facility level filled with random items.
• Ivy awakening dialog added.


• Light armor for UG Military Police forces created and added.

• Quests UI added.
• Dialogues UI added.

• Quest Mechanics added.
• Dialogs Mechanics added.
• Random loot mechanics added.
• Random container’s content mechanics added.
• Random DC (Science, Lockpick, Repair) for Electronic and Mechanical locks added.
• Data saving (character, containers, loot, locks, doors) while travelling between areas added.


1. As it was planned, we’ve embedded another part of cool randomness of PnP RPG to our game’s mechanics.

First, all containers and locks (electronic and mechanical) you meet in the updated build and onward will have random Difficulty Class for Repairing, Lockpicking, Hacking actions set in range relevant to the area type those containers and locks located.

Second feature represents the sandbox randomness of the loot and containers’ content. Enhancing our engine with game designer module for work with items and containers, I’ve been able to add more than 100 items from the database on our forum to the proper random lists for each container of the Special Facility and Science facility levels. Feel free to test how it works.

Finally, the third is a shard of randomness in NPC behavior, dialogues and quests. The idea is to set random behavior and dialogues to various NPCs. All that implies nobody knows for sure if an NPC would be in a mood to talk with you, trade with you or give you a quest. Nobody even knows if the NPC would be in right place and time to meet you. That mechanics should work before any classic checks like: your alignment, your reputation, your achievements, your STATS, etc. A half part of the game should be defined by your destiny only.

2. I double-checked the graphic settings in our build and figured our that our visual capabilities is used less than at 25% (like maximum textures content and resolution, filtration, details, 3d postprocessing, lightning, materials, etc). Analyzing PC/MAC data of our fans who activated the game on Steam now I’ve just slightly move the visual quality indicator 5% up. Your machines should cope with that.

I’m still sure that the decision to create all assets of AAA quality (4k resolution full set of textures with high details geometry) was the right decision. Thus, we won’t have to redo all stuff with every chapter till the final game release, but just switch the level of quality allowed higher and higher. So that even by the final release our quality will be dignified.


Here I’d like to share some fresh and inspiring stats about our forces gathering to take back Nassau to come to release looms on the horizon.

First off, we finally reached 7,000 wishlist adds on Steam. Frankly, for the time I prepared this news for our Editor to the today’s release of the news, this amount rose by 63 more fellow fans. That quite decent and inspiring amount fuels our passion and dedication as we see how many people want to play the game we’re working on. Thank you all who added us, guys!

I also can’t ignore the 200+ people who purchased (and keeps purchasing weekly) our EA version in this very EARLY stage. I encourage everyone who wants to support us to add After Reset to their wishlist, and for those of you who have made purchases, please do give us feedback. Frankly, I privately and publically asked all media/reviewers not to post any reviews until the prologue is complete. I also didn’t use the Steam Promotion we’ve been granted for our marketing arsenal. Till the release, we don’t need the publicity. But as I said, I can’t skip thanking those 200+ people who backed us on Steam despite all the negative comments such as: ‘Flint is dead’, ‘this game will never be completed’, ‘$50 for nothing’. In these circumstances I think you all are some of the most loyal supporters AR has and should be rewarded somehow. I’ll revisit this topic at a later date.

Regarding our current fan base from Kickstarter and from Direct Pledges, I’ve collected and united all the data to prepare one database that will give us a better view of the people aboard our AR RPG ‘capital ship.’

There are around 3,700 fans on KS/DP/Forum from the following countries:
United States: 37%
United Kingdom: 8%
Russian Federation: 7%
Germany: 6%
Canada: 5%
Australia: 5%
France: 4%
Sweden: 3%
Others: 25%

This data correlates with the viewers/customers data on Steam (I finally set GA properly).

Beyond that, the mystery of this large amount of backers from KS who didn’t receive our letters with the key in time dispelled. When I applied e-mail server data validation check on e-mail entered on Kickstarter – around 62% of the e-mails turned out to be invalid. It’s hard to see when you browse through 3000 e-mails but easily indicated after such automated validation. Anyway, we manually fixed all errors, sent all keys missed by the system, and we’ll be sure to use e-mail validation in the future.


I’m not going to talk about this any further as you already know about this, our small ‘assault frigate’ constructed by our other Kickstarter project related to After Reset universe. I just wanted to mention it in this briefing for those few who may have missed the previous announcements. For more info, check the update history.

As of previous Friday, we successfully launched the Fall of Gyes on Steam:

Despite our small team, I’d like to add full voice acting for the FoG app and by purchasing it and up-voting it people can help to make that upgrade a reality. The product also helps to familiarize people with the After Reset setting and I think it turned out to be really decent. Beyond that, extra funds we receive from the FoG app will be used to make more of the same visual stories with more choices (leading it to be like Telltale's games) and to invest further into our primary ‘capital ship,’ ‘the big RPG of our dreams’ - After Reset RPG.

The other benefit from the reworking the FoG graphic novel as a kinetic novel/app an

Patch #020716 Released


• GUI and fonts are non-scalable now (like in Fallout Tactics).

• Character movement speed fixed.
• Bonuses from STATs now affect character’s parameters correctly.


• Main Menu and Character Creation designs and fonts are revised to be non-scalable (like in Fallout Tactics).
• All icons for Character Creation GUI added.

• Encumbrance Mechanics added.
• Ability to throw away items from the Inventory added.

• Vixin drug added.


1. One of the most important features/changes we did for the patch was the unification/standardization of the game fonts and an interface revision for the non-scalable variant. Now GUI (main menu, char creation, in-game GUI, etc.) looks the same way on any resolution. Fonts and GUI styles and sizes are the same and are a bit larger than Fallout Tactics HD now. I also filled the gap in GUI design by creating and embedding missing icons for all paces of character creation.

Feel free to check character creation process in the current build and share your feedback. What you can see now there matches 90% of the prologue’s final release.

2. As you can see now we also fixed the amount of skills activation so that it matches the SACPIC mechanics The basic number of manual activation per day for skills is equal to 3 at 1st level and it raises +1 each 4 levels (4, 8, 12, 16, 20). So despite almost any of your successful in-game actions brings your character some XP, you should be prudent about using your skills. Some areas (like the Gyes bunker) do not allow you to rest and replenish your skills the classic way. However, there are drugs (Vixin[]) and other consumables (such as coffee) that can replenish this resource.

3. Carrying Capacity and Encumbrance mechanics we added determines how many weight and space character has for armor, weapons, equipment and other stuff to carry. Encumbrance indicates the effect that the weight of gear that a character is carrying has on his movement rate.

There are 4 levels of encumbrance:
- None - The character can run and walk at full speed.
- Light - The character cannot run, but can walk at full speed.
- Heavy - The character cannot run, the character walks at 50% normal speed.
- Overloaded - The character cannot move.

The amount of weight corresponding to threshold between levels of encumbrance is dependent on strength. The table is repeated on our Advanced Player’s Guide relevant page[].

4. We’ve also made some important strides in container mechanics. That mechanics should include lootable containers system, dropping system and quantity selection system. Though, as it happens, we encountered a bunch of decent bugs today (right after the update release). Thus I had to edit the news and exclude “container mechanics added” from today’s report as well as to switch off ability to loot containers for tests. With that, you can still check dropping loot from your inventory and creation of loot piles under your character’s feet. As far as I can see quantity UI works as well.

You can check these parts of related mechanics embedded by throwing items from your inventory. When you conduct throwing items, it should check if there is a “trash pile” container around you. If there is no such PC drop container, than it should create one. If the container already exists near to you, that it should work with it. All items you drop should move into a “trash pile” container.

Based on that the rodmap for the next update is updated:
- it will take about a week to revise all containers-inventory mechanics (just from coding/architecture point of view) to mark everything related with inventory/apparel/loot/containers as “completed”;
- than it will take 3 days for the Quest system;
- and the rest time we’ll devote to Dialogues mechanics embedding.


If you follow our monthly progress you probably already know about our side project, The Fall of Gyes graphic novel, which is a prequel to the game’s events at Gyes bunker. You might also know that the successful completion and delivery of all physical and digital rewards (though with some inevitable delays, I should admit), and has had its content reworked and used for the testing of programming candidates for the game.

On January 8th the most effective candidate finally completed and published it free to play (with ability to back us on AppStore if people like it): Feel free to check it on your iPhone/iPad. According to our tradition of transparency I’ll share the results, statistics and experience with you in the next news post.

You might remember from our backers report about our development strategy that I talked about expanding the knowledge of the hard sci-fi After Reset setting through other related channels. Some might love it, some might not – but the more people that know about it the better. Thus during the January I also managed to rework TFoG as a kinetic novel for PC/MAC/LIN (supporting all this 3 platforms equally is our credo) and successfully put it through Greenlight: Thanks for your support, votes, and social forwarding in this new endeavor.

The Fall of Gyes kinetic novel will appear on Steam by the next news update. Keep in mind that it is not a PDF, but a kinetic novel with sounds, music, and dialogue (though it is linear). It will be available as a separate application. If you already have the AR RPG DLC “The Fall of Gyes” (as PDF graphic novel), this new application will appear in you DLC folder FOR FREE and will automatically update once it goes live. I’m trying to combine everything about After Reset in the one big main bundle and provide most benefits to our early backers.

* * *

Well, that is all for todays news. We’re heading back to work.
The prologue’s completion is already starting to take shape, and we can’t wait to finish it!

Feel free to leave a comment, and don’t miss the XCOM2 this month! :)


Add us on Steam Early Access.
Visit After Reset RPG official Store[].
Join After Reset RPG official website[].

Release date: End of 2015

After Reset RPG an old-school hard sci-fi post-apocalyptic roleplaying game inspired by such video games as Fallout 1/2, Baldur’s Gate and Planescape: Torment.

TARGET AUDIENCE: 21+y.o., USA, Canada, Europe, Australia, New Zealand.
TARGET PLATFORM: PC (Windows, Linux), Mac OS X.
COMBAT MODE: rule-based real-time.
GAME MODE: single-player, co-op.

After Reset RPG is based on three pillars of the good old days of RPG - you can expect:
A POSTAPOCALYPTIC ATMOSPHERE, developed with scientific realism and with more places to explore than Fallout 1 and 2 together had;
A NONLINEAR STORY with freedom of choice and a ton of branches and endings, which influence the whole setting even beyond the game you play;
HARDCORE MECHANICS in the best traditions of DnD and SPECIAL, in which even the process of character creation stretches out into prolonged enjoyment.


It’s our future. The golden age of humanity, globalized under the aegis of the United Governments. The century of corporations, of unbelievable scientific discoveries and hard overpopulation. A century in which extraterrestrial artifacts appeared. A century of conflict, which ended just as it never began. A century in which our planet was burned by nuclear fire, and a century which buried humanity and almost all life on Earth under radioactive ash.

Despite the scale of the tragedy, several millions from a population of over 17 billion were able to find refuge in specially equipped underground bases and over hundreds of years to expand them into fully fledged underground megalopolises. And so, after more than 100 years of hiding under the earth, the United Governments noticed that the ecological situation on the surface had improved and made the decision to come back outside and begin the reconstruction of the world.

All the same, as suddenly became clear, the burden of this holy mission had already been taken up by a civilization born of the flames and chaos of the apocalypse. A civilization that was markedly behind the United Governments technologically but made up for it in their larger numbers and better-developed survival instincts. Hundreds of isolated descendants of Survivors are beginning to unite under the banner of the New Confederation to stake their claim on the Yellow Zones and drive back the war machine of the old world that’s slowly crawling out onto the surface. For the Survivors, it’s a replay of the American Revolutionary War against the British Empire. For the United Governments it’s the Iraq War all over again, threatening to turn into a new Vietnam.

The action in the game After Reset RPG takes place starting 132 years after the apocalypse, called the Reset in two large areas of the former North America: The Great Desert (what was once Nevada) and The State of Eagle (what was once California).


Here is your story. When it begins, you find yourself on the floor of some kind of laboratory, completely naked and surrounded by shards of broken glass and spilled liquids. You don’t know anything or remember anything, neither about yourself, nor about the place where you are. Apart from medical instruments and some kind of installations, there’s no one around, and the only thing in the laboratory other than you is a female voice. It brings you to by saying “Wake up, Commander.” From that moment, everything is in your hands. Where to go, what to do, whether to listen to the voice or not, to try to figure out your story or not – it all depends on you. I don’t want to spoil too much of the game for you, so I’ll only add one more thing – no matter where you go, or who you decide to become in the expanses of the Great Desert, your personal story will find you. Like in Baldur’s Gate 1, you’re totally free to explore the world, but the story will follow you like your shadow.


When making the game mechanics for After Reset RPG, we brang together the very best of the mechanics of Dungeons and Dragons edition 3.5 and SPECIAL. If you’ve played Baldur’s Gate, Neverwinter Nights or Fallout 1-2, it’ll all be pretty intuitive for you. Like in the original Fallout, we named our mechanics SACPIC after the first letter of all the main stats of your character. And similarly to Baldur’s Gate and Neverwinter Nights, it can promise you a long, thought-out character creation process with a true multitude of combinations and interesting descriptions. And yes, don’t forget that of course, God made everyone different, but Colonel Colt evened the playing field. Good or bad, level three or seven, a lot of strength or a little – in the expanses of the wasteland, what matters is who has a gun.

In our way for the visual part of gameplay, we’re trying to make it all as close to the classics of the genre as possible. The same top-down view, the same shabby interface, and the same global map. A never-ending space to expore, limited only by your water supplies, skills and some feats. In terms of fights, we’re often asked: will the game have a turn-based system or real-time. I can safely say that the game will be rule-based real-time (like Neverwinter Nights, Baldur’s Gate, and Planescape: Torment).

And of course, speaking of game mechanics in After Reset RPG, I want to note again the features like Quanton Synchronization which will require an Internet connection. I’d also like to remind you that the game can be played just fine without being connected, but if you activate it you’ll get the maximum enjoyment from the game. This includes bonuses such as your choices influencing the whole setting of the After Reset world, and unique encounters, and access to other goodies like parts for a cyberdog companion etc.
Popular Discussions View All (27)
Aug 24, 2014 @ 8:46am
Nov 6, 2014 @ 9:12am
Sep 24, 2014 @ 1:54pm
What about another languages?
< >
Mr.Nixon  [author] Oct 15, 2015 @ 8:59am 
1 и 2. Потому что дрался с 3мя старшекласниками за два эти диска. Разбитый нос, выбитый молочный зуб, С по куче предметов в четверти, но эти две игры того стоили :)
Кraftер Oct 15, 2015 @ 6:31am 
Какая ваша любимая часть Fallout и почему?
MDR. Bugs Bunny Sep 27, 2015 @ 1:58am 
paulo Aug 30, 2015 @ 1:12pm 
Top-down view? no, thanks! I prefer Firste or Third Person view in my RPGs.
Mr.Nixon  [author] Aug 27, 2015 @ 6:02pm 
Можно почитать здесь (интервью еще до КС):
Кraftер Aug 27, 2015 @ 9:49am 
Как родилась идея After Reset?
Mr.Nixon  [author] Aug 27, 2015 @ 9:40am 
Отчасти, реализация такой сложной системы и является причиной того, "почему мы так долго возимся с программированием" :-/
Mr.Nixon  [author] Aug 27, 2015 @ 9:40am 
Если говорить о прологе, то мы реализуем сейчас 6 способов (и результатов) его прохождения, не считая боевки. Плюч 4 вида смертей, не связанных с боем, а только с действиями/бездействиями игрока. В остальном: это песочница, мы не знаем точно, как вы будете проходить пролог и игру, куда пойдете, как в конкретную сессию игры решат себя вести те или иные НПС, появятся они в сессии или нет, что выпадет в том или ином луте или что находится в контейнерах...
Mr.Nixon  [author] Aug 27, 2015 @ 9:39am 
Механика концовок всей игры планируется двойной: содержание последних двух глав должно строиться на результатах прохождения предыдущих. Плюс, после прохождения этих двух последних глав. Концовки по регионам, людям, организациям на которые игроки оказали вляние (или не оказали), как в оригинальных Fallout 1 и Fallout 2.
Кraftер Aug 27, 2015 @ 8:36am 
А сколько концовок будет?