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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, 2016 @ 7:48pm

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Recent Announcements View All (92)


• Not ceasing music during loading new areas scenes bug fixed.

• The door scripts and mechanics reworked.
• Navemesh at Ground Level fixed.
• Quanton now opens all fields and doors at the emergency exit hall on Special Facility level when the relevant dialog line is reached.
• Quanton cut-scene variables saving bug fixed.

• Character highlighting when mouseover in awakening scene before the area is loaded is fixed.
• Ivy model displaying, her appearance and dispersion SFX enhanced.

• Dropped item vanishing bug amended.
• Drones waypoint mechanics amended to prevent jams.
• Navigation AI reworked to prevent creatures freezing and teleports.


• Suspense/danger music theme for the relevant cut-scenes added.

• Quests added on Science Facility level.
• Ivy model with animations added.
• Special Facility full gameplay walkthrough added.
• Science Facility full gameplay walkthrough added.
• Broken neon lamp flickering at Ground Level added.
• Decontamination Hall cut-scene added.
• Dialog Mechanics tutorial added.
• Running and burning in plasma death animations and SFX added.

• Broken lightning mechanics (lights/flickering vfx/sound) for the Mess Hall added. • Bleeding and blood trails VFX and mechanics added for the alive creatures (including the character) when they are below 10% HP.

• Saving/Loading UI added.
• Added text scrolling by mouse wheel in dialogs.
• Mouse icon changing when mouseover icons of new unread/updated Quest and Records added.
• Container UI mechanics enhanced so that players could take items separately (now while the Container Contents Panel is opened BUT the Inventory panel is closed, LMB click on an item will move that item stack into the Inventory instantly).

• Saving/Loading mechanics added.

• Kitchen props created and added at the Mess Hall.
• Destroyed and functional drones added at the proper places on Ground Level.


#1 Guys, during your walkthrough tests please pay attention to drones’ behavior. It took about 4 weeks to rework it so that they don’t freeze and don’t make a jam. Though, I have a suspicion that they might do that again despite our efforts, but we ourselves did not see that bug after the patch.

#2 Previous saved games may not be compatible with this patch (and future ones). This is inevitable for EA and will proceed till the full game release. Nevertheless, the ability to save/load games within every update should save a lot of time for testing and polishing the game. We’ve been testing save/load mechanics for one week only, so, please, if you have time test it more and report about the possible bugs.


• Well, what’s the skinny?
• What about the money?
• Plans for the Fall-Winter 2016.
• The Daedalus.
• After Reset fans’ community.
• After Reset RPG further development.
• Steam Reviews.
• (preview) Developing AR RPG, the Prologue: Debriefing.
• (preview) Developing After Reset: Tips, Insights for Indie Devs.

Read the full update available on Kickstarter[http//%26quot%3Bhttps]...

They are NDA as well yet because they are meant to be published at the day of the prologue release. Though, I would like to share them with you asap as the earlier reviewers. Please, feel free to post your relevant comments, questions and thought on their pages.


Patch #073116 Released


• Missed Narrator voice sounds added.
• Volumes for 3d sounds and speech amended.
• Not ceasing voiceover in dialogs while the dialog is closed or another line is played, or when quieting to main menu - fixed.

• ASWD bug fixed.
• Typos in Records fixed.
• Skills and stats checks in dialogs fixed.
• Awakening cut-scene reworked and enhanced.

• All female clothes (neck bug) reskinned and reboned.
• Low quality character and NPC camera with pixel border in dialogs to fixed the cinematic smoothness.

• Text blinking in dialogs fixed.
• Red coloring of the character model in Character menu fixed.
• Main Menu button corruption after traveling between levels amended.
• Tag panel fixed.
• Mouse absence during the first dialog fixed.
• Overlay picture for PAUSE deleted.
• Ivy's icon blur after interaction fixed.

• Saving/loading bug of dropped loot and trash fixed.
• Bug with several items multiplying on floor when traveling between levels fixed.
• Drone position bias after level reloading fixed.
• Death mechanics and its visual and audio assets fixed.
• Area transaction script and visuals amended.


• Final recordings and post-processing for Keren Goston dialogs are done.
• VFX sounds for drones created and embedded.
• Looped heart beat sound added for the character when he's in dying state.

• Drone’s animations added.
• Drone’s activation quest added.
• Drone’s dialog (activation) added.
• Drone’s dialog (deactivation) added.
• Ivy’s dialog (drone) added.
• Quanton dialog (repaired) added.
• Quanton repairing cut scenes added.
• Quanton repairing challenging puzzle added.
• Lab drone hive/cloud mind added.
• In-game access to all 22 Records for the prologue added.

• Gameplay camera settings polished to the ideal 3d pseudo-isometric view.
• Special Facility graphics optimized and freed resources used for graphic quality boost.
• Science Facility graphics optimized and freed resources headed for graphic quality boost.

• Dialog's answers display enhanced (numbers and "/* styles added).
• Now any GUI (highlighting, tagging, etc) do properly disable VFX during cut scenes and dialogues.
• New Quest and new Records notification icons added as clickable to let them open relevant panels respectively.

• Drones AI added.
• Followers mechanics added so that PC’s followers can travel with him/her through the levels and areas.

• Sparkles added to Quanton's servers.
• Colors for repaired Quanton changed.
• More environmental assets set at Ground Level.


#1 Thanks for your bug reports, guys! We really appreciate them, but it’s become quite time consuming to slog through them all in our e-mail. We’ve come up with a better method to make this process more organized, and you can now upload your reports to a new sub-form we’ve created on STEAM, which you can access here: LINK.

#2 Along with the Quanton’s servers, quests, dialogs, models, VFX, cut scenes, and other gameplay, we have finally completed the Science Facility level as it was meant to be. Through the prologue players should become comfortable with the specific (and quite frankly old school-ish) methods of storytelling and gameplay we plan to use in the rest of After Reset RPG.

One of these core features is very non-linear gameplay, and in regard to the Quanton Hub, it is completely up to players to decide what to do with it. Doing nothing is, of course, an option. I’d like all of you guys (while playing AR RPG) to really immerse yourself into its world and roleplay your character. Relying on the statistics of human behavior, game theory, and my D&D DM experience, I encourage you to behave like your character would in the real world—or even roleplay yourself. There’s consequences (positive and negative) for just about everything in the game. So aside from testing, please, don’t rush into decisions just because the option is there.

#3 There is one cut-scene left to be programmed into the Special Facility level in order to complete it. Except for that, nothing else should change as far as the level goes, right up to the release of the prologue.

#4 Our third level (the huge one – Ground Level) does not need to be tested yet, but feel free to explore it so you can see how things change with each update.

#5 One of the most important things in today’s update is the final representation of the dialog mechanics and its GUI. Please, feel free to share your impression and thoughts about it.


There are many reasons why it took so long to properly implement her into the game, and I’ll show you a few of them. Below you can see her concept:

An example of the terrible model we initially got from freelancers:

I just could not to put That creature in the game. Rebuilding her took two months, and here you can see the highpoly version of her we did 3 weeks ago:

Unfortunately, the low poly count of the head as well as the textures turned out to be bad:

And we had to rework the head completely to get the final highpoly variant you can see below (texturing is in progress). Now I can empathize this girl and would be be pleased to see that face through the whole game:

Albeit, I hesitate what haircut for the prologue status of Ivy to choose. We need your help to made our minds about it. Please, let us know which haircut style for her you'd prefer:


In addition to this update, I’ve posted a closed early report for our Co-Founders: LINK[].

It contains screens from our project boards as well as several personal boards of the team members; financial report; plans for the future development (the game is not limited to the prologue, After Reset’s development is about more than one game).

If you’re a Co-Founder, please, feel free to check that early report and share your thoughts.

For our other Kickstarter backers I’m going to share that report a couple weeks before the prologue release in a closed update. Everyone else will be able to see this report after the release.


I posted in previous updates our thanks and my personal kudos to those several hundred gamers who purchased our game on Steam Early Access and rooted us regardless of its very early stage of development. I promised to find some way to show our gratitude.

So, I’d like to provide you with Co-Founder statuses, guys, so that you will have access to all the extra content on our forum and to be the first to view our reports. Th

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.
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Мищь Apr 25, 2017 @ 6:41am 
ура ура
Rifleman71 -V- May 19, 2016 @ 7:42pm 
Mr.Nixon [author] Oct 24, 2013 @ 3:40pm
Release date: End of 2015.

Oh yeah ????
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 :)
J0e Y. N. Oct 15, 2015 @ 6:31am 
Какая ваша любимая часть Fallout и почему?
Bugs Bunny 웃 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):
J0e Y. N. 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...