There are many reasons behind a decision like this, as is usually the case with such significant changes. However, the main driving force was simply following the natural path of the Project’s development. It felt like the right time to rename the game to reflect its journey through Early Access.
Over the past eight months, we’ve released eight major updates, and we feel the Project has evolved immensely. Gameplay systems have been redesigned, mechanics expanded, visuals refreshed, new features added, and countless improvements implemented thanks to community feedback. With only a couple of major systems left for us to refine before the full release, we felt now was the right moment to reveal the game’s new identity.
There were also a few more practical reasons behind the decision. While Project Thea is a meaningful title for fans of our previous games, it doesn’t carry the same significance for new players. It also doesn’t immediately convey the game’s setting or genre, whereas we feel Project Afterfall evokes its post-apocalyptic world much more effectively.
Finally, we wanted to give the Project its own distinct identity and help set the right expectations. From the very beginning, this game was intended to be a spin-off rather than a direct sequel. However, we noticed that many players naturally compared it to the previous Thea titles. Those comparisons are perfectly fair—you’ll always be measured against your previous work, and that’s both natural and deserved. But as the game continued to evolve, it became increasingly clear that, while it shares the same universe and many gameplay foundations, it isn’t Thea 3. We hope the new title communicates that distinction more clearly and allows Project Afterfall to stand on its own.
So, now that our new identity is settled, let’s jump right into the big changes that led to it!
Eight Months. Eight Major Updates.
In just 8 months of Early Access, we’ve released:
8 major content updates
200,000+ words of branching narrative
2-player online co-op
A complete city defence overhaul
A full visual refresh of every playable Alloy
13 new Points of Interest
Numerous new companion quests, events and storylines
Hundreds of gameplay improvements, balance changes and bug fixes
Here’s a look back at how Project Thea evolved into Project Afterfall.
Those baywatch trucks sure seem in a hurry to visit our Project…
So, it’s been a while since I put together a dev diary/post here. My apologies for the tardiness, but it has admittedly been a rather tough time, so it was difficult to find the motivation for a proper write-up.
Now, I’m not saying the hard times or stress are gone — far from it — but we’ve hit the first three months of our Early Access. We managed to deliver regular monthly updates, each bringing significant and much-needed upgrades to the game. And we’re getting close to unveiling the co-op mode, which I believe will bring a much-needed new dynamic to the gameplay as well.
At the beginning of this journey, some questions from players really stuck with us and honestly got us a bit worried: What does population even mean? Why should we care about it? And why bother increasing the Core’s Tech Levels?
These aspects are, in fact, crucial and central elements of both the story and gameplay. The sole surviving city of sentient kind, surrounded by chaotic and violent Wastelands, exists in constant peril. It will only stabilise if you, the Alloy, manage to upgrade the failing energy Core and allow the city to truly rebuild.
But clearly, our gameplay was not fully supporting that story. And perhaps the story wasn’t supporting itself either, something that we’ll also aim to improve before full release.
In any case, many of our changes over the last few months aimed at addressing those concerns (among other feedback, of course). We still have a few big hurdles ahead, but with our latest update, City Renovations, we finally feel like the survival tone is shaping up the way we originally intended — with the emphasis firmly on the survival of the sole city, against the odds and against constant pressure.
For those of you who do not follow the Steam updates, here’s a very brief summary of the key changes.
Project Thea is out in Early Access and we are about to hit our first big update, so I decided this is a good time for some early reflections and future game plans.
For a fresh look at the latest gameplay, check out our release trailer— or jump into the free demo and try it yourself!
State of the Game pre EA
So, how’s the project looking a month before release? Let’s run down some of the key progress points and a few immediate roadmap elements.
Last week, on 8th October, we pushed a huge update to the demo build. The update focused mainly on the camping experience rework — improved crafting and cooking mechanics, new card booster pack crafting, revamped camp actions, new equipment and party management screens, and the option to scavenge materials from cleared POIs in an area, to name just a few.
So, as September arrives, the kids are back to their academic struggles, and we too put down our sunglasses and prepare for a final push towards an Early Access release later this year (hopefully…).
First, I’m gonna share some stats and graphs from the survey we ran throughout the Beta testing and now the live Demo version of the game. To start off, we asked the key question: did you enjoy the game? The overall average sits at around 3.5/5.
So, are we happy with that? Well, of course we’d love it to be at least a 4, but for a WIP project we’re feeling pretty good about this score so far — and naturally, we want to keep improving it.
This second graph gives a clearer breakdown of the ‘troubled’ areas versus the ones where we’re doing well. It’s definitely sparked plenty of design discussions on our side. Combat and the deck system remain touchy subjects — and since they’re the game’s core mechanics, they’re a big focus for us going forward.
One change we’ll be addressing soon is the learning curve: some mechanics will be switched off at the start and only kick in after several turns, giving new players a chance to get their bearings. Another feature we’re looking to add is weapon-specific attack types — but more on that once we’ve actually made it work…
We were pleasantly surprised to see the tutorial getting more positive feedback lately — tutorials are always tough for us to nail down. Music also seems to be hitting the right notes, and the story elements are clearly being enjoyed by most players.
And now for a few more fun stats: here’s a breakdown of our fan base by age group, along with how players perceive the game’s difficulty (which will hopefully feel more accessible once we can implement difficulty levels in-game) and how long people play the demo.
After carefully considering all the feedback, we’re in the process of implementing a new exploration/crafting/camping system. The general feeling was that what we had so far lacked real depth. We’ll begin testing the new features this month, and then roll them out to the Demo. The aim is to make crafting and camping a more immersive experience. For example, you’ll now be able to assign party members to specific tasks, making them feel like useful contributors to your group. We’re also adding card crafting to deepen the complexity and fun of deck-building and adding more use for the crafting mechanics.
Alongside that, several smaller fixes and features are slowly making their way in — things like shifting the UI around for better clarity (finding the enemy icon before was a bit of a chore), or making it easier to equip your characters.
Here are a few WIP screenshots of the changes.
So, all in all, we’re definitely back to school here at MuHa — working hard to deliver the best Early Access we possibly can, adding content and features and hoping to nudge those feedback surveys closer to a solid 4. 😉
So, the time has come! After a few months of intense beta testing, we’ve finally reached D-Day — and we couldn’t be more excited. It’s been a wild ride of tweaking, balancing, and chasing down those pesky bugs, but now we’re ready to share the next big step with you. And what better way to kick things off than with a brand-new trailer?
What to expect from the demo?
You’ll get 25 turns of awesome exploration across the post‑apocalyptic Wastelands of Thea. Head out with your party to scout locations, gather vital resources, and hunt down roaming enemies — all in the struggle to help your fledgling settlement survive that terrifying first night.
Don’t forget to gear up! Manage the party inventory, craft equipment, and cook food to keep your crew strong and ready for whatever lurks out there. Each map hides stories of survivors — some you might ally with, others you might just… remove.
Most importantly, bring back those precious Energy Shards. They’re the key to powering up the Project, your home base, letting you build, improve, and secure the future of sentient‑kind.
What’s next for Project Thea?
Once the Demo is out, our focus will shift to expanding and polishing the features you’ve had a taste of. First on the list is a complete rework of crafting, exploration, and research systems — making them deeper, smoother, and more rewarding.
After that, we’ll roll up our sleeves and breathe life into the Project itself (I mean the settlement 😉 not the game). There’s still so much to add before it feels truly alive — bustling with activity, rich with choices, and full of the little details that make survival worth fighting for.
Throughout the last month or so, we’ve begun our Beta tests for the upcoming demo – here’s how it’s going.
First of all – our community is awesome as ever! Many of you applied even before we opened sign-ups on Steam, and we’ve had a steady flow of constructive feedback that’s helped us heaps.
Out with the all-too-cheerful placeholder art, and in with the more appropriately grim Slavic look!Continue reading
A glance at the resources, crafting and other goods one may find inside the Project as well as out in the Wastelands.
The slightly levitatiing Fiat 126p a staple of Slavyan transportation, well known for its tardis-like ability to carry people and resources beyond reason. Here The Fiat is seen approaching two resource points – a poli-cabbage patch and a stash of goods, on its left and right respectively.
Report Index: RM8927B Date: Year 6 AA (After Awakening) Authorised Submission: Council Member Ratuus Von Whiskersky
In accordance with the reactivation protocols outlined in the Pre-Fall A.I. manual, Project operations have continued with the phased awakening of critical personnel. The process, while procedurally sound, has encountered increasing delays.
Ongoing structural damage to the facility, compounded by an unregulated influx of Wasteland refugees, has placed significant strain on logistics and pushed us behind schedule.
Population and Resource Status Population growth remains a pressing concern. While additional labour is essential to maintain operational output, our current resource stockpiles are insufficient to support large-scale integration. The ongoing energy deficit remains a limiting factor. (Refer to Report CG27893K: Core Generator—Stability Forecast.)
Production Overview Internal focus remains fixed on the fabrication of Standard Supply Units. The 3MD Printforge is currently operational and performing within acceptable tolerances. However, expansion of manufacturing capacity is strongly advised to avoid future shortfalls.
Supply Composition Update S.T.O.R.K. Labs has finalised the latest iteration of the Supply Unit, now featuring:
A regulated dose of magimmuno-suppressants
Anti-void radiation medication
Chemically enhanced dietary supplements
The All-You-Need Nutrition Paste (Contents may include synthetic nut derivative, E-chems, gene-modified flavouring, traces of pseudo-dairy and non-egg compounds, polymer-binding agents, and void-sealant residues. Consumer discretion is advised. Liability remains with end user.)
Also included: updated survival kits with vac-sealed habitation tents, mobile crafting and cooking units, and collapsible field medical beds and basic luxury items for small-scale goods exchange and bribery. Be advised: depletion of Supplies in the field will result in medical complications within hours!
Expeditionary Status The Alloy Expedition is cleared for deployment. Survival depends on issued Supplies—return to base immediately when reserves run low. Prolonged exposure without resupply is fatal.
Recommendations and Plan of Action
Resource Acquisition Protocols and Westland Materials Report
In order to meet ongoing operational demands and support projected expansion—per Directive 12A of the Recovery Plan—Energy Shards must be collected regularly by active Twin-Alloy Expeditions.
Westland Materials Report: Preliminary Findings
While the Project continues to produce standard-issue equipment sufficient for daily survival and basic combat readiness, field scouts have confirmed that salvaged pre-Fall gear and rare post-Fall materials can significantly enhance expedition efficiency.
A preliminary catalogue of recovered items is as follows:
HEAD GEAR
Proper headwear has been observed to offer both defensive benefits and utility in social encounters. Examples include:
Mohair Beret Worn and weathered, yet still radiating old-world charm. In a land of rust and ruin, a little flair can go a long way—particularly when it looks this good.
Babushka Soft, durable, and no longer exclusive to ancestral wardrobes. Effective against wind, dust, and possibly imbued with residual superstitions.
Karaboshki Mask Once worn by Zhrets and Zerca in arcane rituals. Its full function remains unclear, but it may still carry metaphysical significance—or at least make others think it does.
BODY ARMOUR
While Project-engineered dermal grafts provide a baseline of protection, recovered armour offers enhanced defence and thematic distinction:
Hazmat Suit Provides limited protection against environmental hazards. Useful in contaminated zones, though structural integrity is time-sensitive. Food Resources
Tracksuit Lightweight and agile. Once for sport, now ideal for pursuit or escape. A cultural staple turned survival standard.
Police Uniform Durable, recognisable, and evocative of pre-Fall authority. May offer psychological leverage—or provoke hostility.
A.I. HUD Inserts Exclusive to the Twin Alloy operatives, these pre-Fall interface modules may include: Smart Watches, Holo Projectors, and legacy entertainment devices (e.g. Gameboys). Functional integrity varies.
GADGETS (Field-Crafted)
Reverse-engineered and suitable for rapid deployment, Gadgets offer temporary boosts. Though low in durability, they remain effective when produced on demand. Examples include:
Multifunction Wrench Hefty and versatile. Can repair equipment or persuade hostile entities—mechanical or otherwise.
Fireworks Visually and audibly disruptive. Useful for distraction or attracting attention—intended or not.
Material Sources and Collection Protocols
Crafting these items requires rare and varied resources, including: Runic Prisms, Circuit Boards, Void Adhesives, Divine Hearts, Plastic, Cogs, and Hex Chems.
These materials are typically scavenged from abandoned structures, ruined facilities, or unguarded stash points. Per operational guidelines, expeditions are to prioritise non-hostile acquisition (salvage or barter) before engaging in conflict.
Nutritional Resource Briefing
While the All-You-Need Nutrition Paste meets minimum dietary requirements, field studies suggest that freshly sourced and prepared food has a measurable positive effect on morale, physical resilience, and overall expedition productivity.
At present, large-scale food production remains unviable for the Project population. However, expeditions are encouraged to locate edible resources and explore localised cooking as a supplementary measure. A portable cooking kit, complete with approved recipes, is included in the standard Supply Pack.
Documented Edible Resources
NearMilk Synth-printed, chemically stabilised, and white when mixed with water. While it bears no resemblance to traditional milk in taste or texture, no animals were involved in its production. Suitable for use in recipes requiring “a milk-like fluid.”
Blightberries Hardy and highly adaptive, these berries have withstood the environmental collapse. Their irregular shapes and questionable growth patterns are offset by moderate nutritional value. Largely edible.
LikeSPAM A processed protein blend combining synth-pork and nearly-ham byproducts. Contains salt, radgrain starch, sweeteners, sodium nitrite, and approximately 15% almost-meat content. Shelf-stable and legally classified as ‘food.’
NoHen Eggs A powdered egg substitute developed after the global redundancy of poultry. Mimics key properties of real eggs with minimal toxicity. Officially rated as “sufficiently egg-like.”
Sigil-Transfer Lattice Files (STLs)
STL files contain blueprint data for specialised Project structures compatible with the 3MD Printforge. Once a sufficient number of matching files are collected, the associated design becomes available for field printing.
There are currently four identified STL types, each aligned with one of the recognised Domains (refer to State of the World Report SOW25389L): Magic, Technology, Divine, and Darkness. Each type encodes unique structural data, magi-coded into the lattice circuits, enabling the Prinforge to construct advanced facilities originally designed by the Great A.I.
These Domain-aligned structures offer distinct functions and benefits, and their deployment is central to long-term Project recovery strategy.
Equipment and Ability Upgrades (The Deck System)
The final item on record pertains to the broad category of equipment and ability upgrades. Colloquially referred to as the Deck, this system represents the collection of abilities possessed by the Expedition. These abilities can be enhanced or expanded through experience gained in the field, as well as via scavenged resources and recovered technologies.
Improvements—commonly known as Cards—derive their name from the standardised card-shaped digital storage devices, where operatives must record their current skills and equipement. This process is mandated for all active Project operatives. Cards function as modular skill inserts and are particularly effective in combat scenarios.
Beyond combat, Cards may also provide critical situational advantages, such as scientific data retrieval, environmental analysis, or advanced operational insight. As such, the Deck is a core component in determining overall group efficacy.
Conclusion
In summary, the Slavyan Wastelands contain a range of salvaged materials and technologies that offer considerable benefit to Project operations. Some are useful; others are vital. Continued exploration and recovery are essential to long-term survival and reconstruction.
Today’s dev diary focuses on one of our core conflict resolution mechanics: the Card Battle.
If you’ve been following our progress, you’ll recognise this as our ‘old’ battleground.
Now, we’re not saying there was anything especially wrong with it, but… Once we implemented enough of the card game to actually test it out, we started having doubts. Apart from the visuals, the mechanics we used back then were—well, there’s no professional way to say this—they just didn’t feel or play right to us. So, we went back to the drawing board and reworked the entire battle system.
For those who played Thea games, the layout resembles T2.
In short, we returned to the idea of showing the hand on a ‘table’—or in this case, a Twin-HUD style display (a motif that will become common in the game). First off, it offered more clarity, more space to play with, and a better visualisation of the battlefield. And it also gave us the freedom to fully display the characters, rather than just showing their heads as we did before. The characters on the cards also have some animations, so visually, we feel this made a big difference.
In terms of the mechanics, the character and card placement is no longer fixed, but a tactical choice for the player. In the earlier version, the Main, Experts, and Minions were locked into their respective rows. Now, much like in Thea 2, you can play the cards however you like—and that choice matters, as the placement will determine who is attacked.
A wonderfully hand-crafted diagram of the important stuff…
So how does it work?
One notable difference from Thea 2 is that you now place a character on the table once—that’s their position in the fight. They come with their own damage and health stats and will attack enemies and take hits directly.
Then there are the cards in your hand. These aren’t characters but actions—boosters, debuffs or special attacks—that affect a chosen ally or enemy. They aren’t placed on the battlefield; instead, they target specific characters and apply their effects instantly.
For example, in the image above, we’re using booster cards. All three will affect our characters. The red markers on the cards at the bottom show that the selected Bio-stabiliser card can be applied to any of them, providing a healing buff. Alternatively, you could use a card that deals direct damage to an enemy, and so on.
One to rule them all
The main rule to remember in battle is that the Main—marked by the crown icon on the table—is the key character for both you and the enemy. If the Main on either side is defeated (i.e., their HP drops to 0), the battle ends immediately.
Characters removed from the table during combat do not automatically die. However, depending on their rank (e.g., Expert, Minion) and the severity of their wounds, there is a chance they may suffer critical injuries or even death.
Battles are resolved each round, from left to right. Characters attack opponents in the same column on the opposite row. If no such target is available, they will strike the enemy Main instead—so it’s wise to place cannon fodder in front of your Main to protect them!
Colours Matter
Finally, there are the Domains, each marked by a distinct colour in-game for quick reference. I won’t resist sharing a bit of flavour here.
The four Domains are:
Technology (Control)
Magic (Uncanny / Mystical)
Darkness (Destruction / Corruption)
Divine (Fate / Providence)
These Domains are intertwined—co-dependent yet in constant conflict:
Control seeks to stifle the Uncanny with its rigid rules. The Uncanny can enter the realm of Destruction and fight it. Destruction, with its corrupting force, can twist Fate. And Divine Fate, in turn, can subvert Control by invoking destiny. Thus, the cycle turns.
Domains play a key role in the game and have a direct impact on combat mechanics. As shown in the image above, each Domain is strong against one other and weak against another. Having a diverse mix of cards and/or characters in your deck may be a wise tactical choice, as facing an opposing Domain can prove particularly challenging.
The camping screen (WIP) shows one of our people is badly wounded and has a chance to develop a major wound, while our Main was lucky and will simply need time and resources to heal.
That’s it for now, folks! We hope this gives you a better sense of how battles and Domains work in Project Thea—and why mixing brains with brute force might just save your Main.
More exciting news coming your way soon™—including details on the first closed Beta tests for a demo! Stay tuned, and thanks for being part of the journey!
In this dev diary, we’ll talk a little more about how Project Thea came to life, why it’s not Thea 3, and why we chose to go down the path of a spin-off. We’ll also explore some key differences and similarities between Project Thea and the previous Thea games.
The Inception
We began thinking about our own, new project a few years ago. As always, it all started with casual chats about where we wanted to go next. The initial idea was for a smaller game—a quick project. At the time, we knew almost immediately that it would be tied to Thea; it just felt like the right time to return to our roots. But, since we wanted a smaller scope and the opportunity to try new things that deviated from Thea, we also knew it wouldn’t be a direct continuation but rather a spin-off.
The genre, as always with our games, was the more complex part. We knew it was going to be story-rich. We knew we wanted to keep the survival tone with post-apocalyptic themes. We also had a clear idea that there would once again be a single settlement struggling to survive against the world’s difficulties. And, of course, the card battles—by now, we feel they’re our signature feature.