After Reset™ News and Updates

TARGET AUDIENCE: 21+y.o., USA, Canada, Europe, Australia, New Zealand.

AVAILABLE ON: Steam EA (Winows, Mac OS, Linux).

COMBAT MODE: rule-based real-time.

GAME MODE: single-player, co-op.

TARGET AUDIENCE: 21+y.o., USA, Canada, Europe, Australia, New Zealand.

AVAILABLE ON: Patreon (Windows, Mac OS, Linux).

COMBAT MODE: interactive, nonlinear, story-rich adventure.

GAME MODE: single-player.

TARGET AUDIENCE: 21+y.o., USA, Canada, Europe, Australia, New Zealand.

AVAILABLE ON: Steam (Windows, Mac OS, Linux).

COMBAT MODE: no combat, linear adventure.

GAME MODE: single-player.
Post-Apocalyptic Myths Busted

It turns out that the relentlessly scientific approach that we've been building into every nook and cranny of our setting since the beginning has the potential to make After Reset RPG the first hard science fiction video game in history...

New Build Has Been Released
12-03-2014 11:37 PM, MrNixon
Hi guys,

Today I’ve brought a set of progress reports and good news about the new build that we’ve all been waiting for over the last month.


We’ve done some more props for the interior of the Gyes bunker. I’d like to share one of them with you - a keypad locker. It has three stages: unlocked (when the door/locker/field is open, so that clicking on it will result to open/close action), enter code (when the door/locker/field is locked, so that you’ll need a key/code or a successful use of the Science skill to switch keypad into unlocked stage), and system error (when the door/locker/field is sealed by circumstances or by an unsuccessful use of the Science skill, so that you will not be able to open sealed door/container by your skill roll).

You will not believe but most of the stuff we create with models are born from my rough concepts like this:

After modelling I usually create decals myself as well, because every item requires a lot of lore and background information to fit the world even if it is not displayed clearly to players (e.g. where this item produced, by whom, which technologies does it use, how much value does it have, what are its prototypes nowadays, what are the typical markings nowadays for this object, what are the tendencies, etc.)

Here you can check our new weapon item too - UKFU Mk2 combat knife:

By tradition, our Co-Founders can find full HD screens of this stuff on our official forum:

ID from the game:


Base Damage: 1d5 + 1d7 (physical).
Base Critical Threat: 19-20/x2 (miss: 1).
Base Damage Type: physical (PL1).
Mobility Penalty: none.
Base Item: knife.

Feats Required: Weapon Proficiency (melee weapons) or Weapon Proficiency (pastager).
Weapon Size: light.
Weight: 0.9 lb.

* * *

The Universal Knife Fighting Utility (UKFU) is the contemporary, popular name for the combat knife first adopted by the United Governments Marine Corps on November 57 A.R. The 1157C2 combat knife (later designated as the UKFU Mark II) was subsequently adopted by the whole United Governments Army as a part of the standard issue weapons list of the U.G. Armed Forces.

Ever since the development of Mark I model these knives were produced and supplied for the United Governments Military Corps by VTECH Alloys, a subsidiary of the Fudo Corporation.

By the 132 A.R. the more modern Mark II version of this knife featured single-edge blades made from v-composite titanium alloy and polysynthetic handles made of Vaaton (a non-slip rubber substitute). The deceptive simplicity of this weapon leads to its combat effectiveness in experienced hands.

Item Basic Value (PA, NT, SV, ST, RZ, YZ, GZ): 72, 140, 580, 107, 120, 500, 500
Identification Difficulty Challenge: 7
Unidentified Description: This combat knife is a bladed weapon, obviously, made for survival and combat purposes. Unlike common blades, this weapon is made for real fighting.


Congratulations, we're now a Steamworks developer! We’ve passed all formal stages and now have access to the developer interface. Much obliged to the guys from Valve for their swift reply and assistance in settings this up.

However, it took a week to distribute all Co-Founder statuses, so I suppose it will take time to spread all STEAM keys at this time. This is not to make you wait, my fellow backers, and I’m going to put it on the web as a password protected download that I’m going to provide you in this locked update.

But I must ask you: if you have enough patience, please wait till you receive your STEAM key. After you install the beta in Steam, the build will be automatically updated according to our development progress. Keep in mind that the Steams distribution we use is not DRM protected nor is not bonded to your machine. It just helps us speed up the distribution of the software and spend more time on development.

For those who just can’t wait, you can find the aforementioned downloads here:
* Windows build:

* Linux build:

* Mac build:

Please feel free to give us feedback under this forum topic:

Any technical issues should be discussed in this forum:


In this news I’d like to share with you several important decisions about the upcoming SEA.

First, we’re releasing this closed beta (only for backers), and we’re doing this in stages (each of them have decent amount of content):
- Character creation
- Special Facility level
- Science Facility level
- Main Level
- Cave level
- Cave Entrance level

Second, we’re going to open SEA for public sales after the Special Facility level is completely done, but no earlier than January 2015.

Third, as planned we’re going to revise the values of the pledges according to the Steam channel distribution. This will stress the benefits of the early supporters from Kickstarter and Direct Pledges.

Forth, right before SEA opens up to the public we’re removing the digital version of the game from our website’s store page and linking directly to the Steam store. We will still be offering physical preorder versions of the game, including several features and the graphic novels.

Fives, right before SEA opens up to the public we’re removing Co-Founder status reward from any pledge, but we’re still going to supply our current Co-Founders with the extra stuff as we’ve always done. As I promised, I’d like to grow the value of this proud title but not “selling it.” After open SEA launch, I reckon the only opportunity to get this status will be special events or exclusive rewards.

* * *

Okay, that’s all for today.
Once again, thank you for your support and attitude, and stay tuned!
Christmas is coming :)

STEAM Is Coming
11-17-2014 09:31 PM, MrNixon
Hi guys,

Today we have a bunch of brief but good news I’d like to share with you.


Finally, we’ve done a character creation build with game mechanics embedded and of such quality that I’m satisfied with (for Beta). So the only thing that lies between you and that build is Steamworks’ Documentation. Please, give us several days to figure out how to put our build there (we are still waiting for tax information approval). After that, we’ll be able to spread the keys for the Beta.


Feel free to check our short video diary showing our in-game displays you’ll be able to see in the Gyes bunker during the Prologue:


We have proceeded with the creation of more realistic objects for the Prologue. Below you can see one of our new objects: a floor tile with a hatch that can be opened to get to the engineering infrastructure sub levels of the bunker. As you might remember, we use 4k textures and physically based shaders for the visual part of our indie. But don’t worry, even now I have 60fps on my machine (1920x1080) despite real-time lightning being on. In the final build, most of the lightning will be backed (for interiors). Beyond that, we reckon, by the time of the full game release the gaming hardware will be much more ahead.


We have also finished the development and creation of The Military Combat Uniform (MCU), the current battle uniforms worn by the United Governments Army by the 132 A.R. I’ll spare you from a lot of lore background for this news but I can say that we spent about a month for development of details (materials, manufacturing, camouflage, filler, cost, ranks, markings, tailoring, electronics, etc.) with accordance to After Reset’s hard sci-fi part. Here, like always, you can enjoy the view:

Our Co-Founders can check the full HD screens of MCU characters on:


Adam reported that he is on page 30 now. So 7 pages more left. Meanwhile, we have launched the work on the two big (A2 high quality format) printable characters arts of both of our TFoG VIP backers so that we’ll be able to send the final works of their characters in the setting by the time of digital release of the TFoG.


As I did in our previous news, here I want to share with you the sci-fi short stories I dig, the stories that affected my views by the time I got to toil on the After Reset setting.

The first one is devoted to Synthetics. It is called “Dinochrome” by Keith Laumer.

The second could bring you some fresh view on the United Governments. Its name is "Contact Man" by Harry Harrison.

And the final one gives you a food for thought about religion. That is "The Way of Cross and Dragon" by George R. R. Martin.

* * *

So, that is all for today dear followers. I just want to thank your for your support and all the patience that you show. I’m having butterflies in my stomach because we can’t release the prologue as soon as we planned.

Sometimes, when I receive a bunch of excuses or a series of the stuff poorly made at the same day, I feel like a shattered Humpty Dumpty that can’t be assembled together. But then I open Kickstarter and Steam and remind myself of how many people (you guys) believe in us. That inspires and pushes us forward every time we feel tired. So once again, much obliged to you rooting for us.

And stay tuned!