Catastrophes and setbacks

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Surviving The Aftermath's tutorials: Episode 4: Events and Disasters.

As if surviving in the aftermath wasn't enough, a chain of catastrophic events still plagues the planet. They range from destructive to infectious, devastating buildings and crops alike. These catastrophes can last from mere hours to days.

Catastrophes[edit | edit source]

Heat wave[edit | edit source]

Heat Wave

Intense and oppressive heat takes over the area as moisture evaporates. Colonists struggle to keep hydrated and cool while working. Lakes dry up and plants wither in the cracked soil.

  • Colonists drink double the normal amount of Water.png Water.
  • Crop yields on open Fields suffer.
  • Build and fill water storages and stockpile Food.png Food to survive.
  • Colonists sweat making hygine hard to upkeep.
  • This is quite short and will continue 1~2 days.

Winter storm[edit | edit source]

The first flakes of snow and morning frost are telltale signs of an approaching winter storm. Colonists struggle to keep warm as the weather quickly shifts from chilly to freezing, with heavy snowfall burying everything in its path.

  • Burners keep shelters and workplaces warm inside their effective radius.
  • Colonists exposed to freezing weather get cold.
  • Cold turns to hypothermia, causing health loss.
  • Clothes slow effects of exposure, upgraded ones even better.
  • Crops and lakes eventually freeze, halting production.
  • Animals in ranches can die without a heater nearby.
  • Extremely long, prepare with a tons of firewood in order to fight it (4~5 days, or even longer).

Magnetic storm[edit | edit source]


The air crackles with a faint smell of ozone. Devices begin shutting down and power plants seize up one by one. Short-circuiting components start electric fires around the colony.

  • Energy.png Energy producing buildings are shut down and might get damaged
  • Buildings requiring Energy might be damaged
  • Battery Racks with full charge keep the colony running
  • Extremely short (less than a day).

Meteor shower[edit | edit source]


The sky turns red with falling rocks burning up harmlessly in the atmosphere. But be afraid of the big ones which demolish flimsy buildings in a single impact while sturdier ones take a few more hits.

  • Larger meteors hit buildings for serious damage
  • Reserve Planks, Metal and other materials for repairs
  • Advance to better shelters to keep your colonists safe
  • Extremely short (less than a day).

Nuclear fallout[edit | edit source]


The sky on the horizon starts turning from blue to toxic green and the air seems to burn your lungs. These are the first signs of the impending danger. Intense radiation is a constant threat with both colonists and crops suffering greatly during a fallout. Severe cases of radiation sickness, starvation, thirst and exhaustion take their toll on everyone.

  • Crops wither and die quickly, new seeds cannot be planted
  • Colonists have a high chance of contracting radiation sickness
  • Very short (1 day).

Pandemic[edit | edit source]


The first signs of a pandemic are upon us. At first, it's just a cough, but then fevers pick up. People start dropping like flies, and the colony grinds to a halt. Now, it's a question of how quickly you react. Several staffed Medical facilities can nullify it almost completely, but if left unchecked, it spreads like wildfire.

  • Pandemic comes in waves, infecting colonists
  • Untreated colonists will eventually die
  • The right kinds of Health.png Medicine speed up the healing process
  • Very short (1 day).

Disasters[edit | edit source]

Mutation[edit | edit source]

Benign mutations in the aftermath are rather common, but here one of the colonists develops a particularly nasty and life-threatening one. A long period of recuperation and medical help is required to cure it.

Rat swarm[edit | edit source]

A swarm of hungry rats descends on a field, munching on growing plants and reducing its yield by about 25% to 50% probably depends on the resistance of crop, greenhouse probably immune to it.

Space junk[edit | edit source]

A satellite has been knocked off its course and plummets to the ground in flames. One or more pieces of it cause damage to buildings.

Overcharge[edit | edit source]

Some of the electrical buildings have bad wiring and a serious short circuit has occurred. One or more Energy.png Energy buildings have been damaged.

Pollution cloud[edit | edit source]

Toxic gas suddenly released from a Pollution deposit. Damages nearby buildings and colonists alike.