★ TouchArcade needs your help. Click here to support us on Patreon.

Aftershock - Tactical Card Combat

01-31-2017, 05:03 PM
Joined: Jul 2015
Posts: 162
Aftershock - Tactical Card Combat

Youtube link | Pop Up

Our new game is "Aftershock - Tactical Card Combat".

Earth died, and the remnants of humanity survived underground for decades. But now their power systems are failing, and it's your job to return to the surface, to scavenge the ruins of the world to help your people survive.

But you can't do it alone. You've developed a way to reach out to a reality where your world wasn't destroyed - and now the only one who can help you... is you.


In Aftershock, your real life affects the game. Drop a beacon in the real world, and your character will go to these places in game where they'll fight for survival in a struggle for the last resources of the ruined Earth.

Fight your enemies in strategic, accessible card combat. But Aftershock isn't a CCG, like Magic or Hearthstone. You'll find new cards & unlock new moves as you play - but how your character evolves depends in part on what you're doing in the real world.

In the Arena, you can fight other players in asynchronous combat - like Words With Friends. Take a turn, and wait for your opponent to respond.

Aftershock was built to be a game that fits into your busy life. Play in short bursts. Make progress even while you're not playing - not just in the "numbers get bigger" way of clickers, but in a way where what you do makes your experience different.

  • - A single-player adventure that's customized by your real-world activity
  • - Asynchronous PVP
  • - Level up, upgrade your character, get new gear, and find cards to unlock new moves.
  • - Party up with friends to increase your stats & earn more rewards.
  • - A constantly improving, evolving game experience.

I hope you'll get a chance to check it out when it's released. We're soft-launching in NZ, Australia and Canada shortly, and will be launching worldwide within the next month.

I'll be happy to answer any questions or comments, and if you're interested in a Testflight build of the game, drop me a direct message & we'll add you to the beta!


Last edited by wonderspark; 01-31-2017 at 05:06 PM.
02-01-2017, 03:28 PM
Joined: Jul 2015
Posts: 162
Oh - one thing I just realized from the preview vid - the combat animations, while formatted for widescreen, *are* what you'll see when you play your turn. These weren't made specifically for the App Preview.

02-03-2017, 06:02 PM
Joined: Jul 2015
Posts: 162
A little bit more on "Adventure Mode" in Aftershock -

The overall structure is pretty weird, compared to most games you're used to. The adventure is primarily a text-based feed that looks like the attached pics.

Each event is generated in real-time. You get an event every hour, plus there are other things that trigger events, like going somewhere, or walking a bunch.

If you go somewhere for a while, you'll get an option to "drop a beacon" at that location. We don't use your location w/out your permission, but if you okay it, you'll get a "map event", where your character in-game will go to your real-world location & explore it in *their* reality. As the game evolves, you'll start to see location-specific rewards that shape your character depending on where you go & what you do.

The other thing we're using is pedometer data, so how much you walk changes the kinds of events you get. If you're more active, you get more "explore" events. If you're staying in the same place for a while, you get more "search" events. Neither is *better* than the other - they just have slightly different results.

The goal of Adventure Mode is to survive to the end of the day. The more you fight each day, the further you get, and the better rewards you find. If you get "knocked out" during the day, you'll still get rewards, but you just can't progress to higher tiers until your health recovers (which it does primarily through resting (IRL), but also through "Repair" events that you can trigger).

The whole Adventure Mode is still evolving quite a bit, because it works unlike any other location-based game we've seen. We wanted to make something that didn't require you to check-in when you go somewhere, and also didn't require that the game be *on* while you were moving around (like Pokemon). What we're shooting for is a game where when you play it, you recognize the things you did in the real world, and you can see how it's shaping your character.
Attached Thumbnails
Click image for larger version

Name:	IMG_4012.jpg
Views:	21
Size:	195.9 KB
ID:	111274   Click image for larger version

Name:	IMG_4011.jpg
Views:	12
Size:	225.3 KB
ID:	111275  
02-03-2017, 06:49 PM
Joined: Jan 2015
Posts: 163
Id love to beta test this IF possible

Is there a way i could beta test this to make this game the best if could be?
02-03-2017, 06:54 PM
Joined: Jul 2015
Posts: 162
Absolutely! Drop me a DM or send an e-mail to support@wonderspark.co and we'll get you on the Testflight list. We're going to be soft-launching next week, which is when the Testflight build will go out, and hopefully launching worldwide in a few weeks.

02-03-2017, 07:14 PM
Joined: Jul 2015
Posts: 162
Also, since the in-game shots in the App Preview are pretty short, here's what the game looks like in-game.
Attached Thumbnails
Click image for larger version

Name:	IMG_4008.jpg
Views:	21
Size:	198.2 KB
ID:	111290   Click image for larger version

Name:	IMG_3994.jpg
Views:	20
Size:	246.5 KB
ID:	111291   Click image for larger version

Name:	IMG_4004.jpg
Views:	19
Size:	194.3 KB
ID:	111292  

02-06-2017, 01:10 PM
Joined: Jul 2015
Posts: 162
Testflight build should be going out today - if anyone else wants in, just send me a DM with your info.

02-06-2017, 02:15 PM
Joined: Sep 2015
Posts: 149
This looks very familiar?

Like title says, I swear I have seen this game...at least another one that is VERY similar in aesthetic at least. Will there be any kind of weaponry in the game, even if just a power or part of the card designs? The game I am thinking of that is similar decided at the last second to take all images of guns out of their game...and..its petty...but it was a deal breaker for me.
Just curious.

Edit: ah..that other game was "give me fuel."

Last edited by Tychaeus; 02-06-2017 at 02:18 PM.
02-06-2017, 02:53 PM
Joined: Jul 2015
Posts: 162
Yes - this is built on the same combat system as Give Me Fuel. We put that out originally to get some time on that & make sure the combat system worked. Aftershock uses that combat/card system, but instead of being primarily an asynchronous multiplayer game, this is focused primarily on the single player element where we take your real-world activity & turn it into game content. So while they share a combat system, this is a really different experience.

02-06-2017, 06:19 PM
Joined: Jul 2015
Posts: 162
A little bit on the way combat works in Aftershock:

As a card-combat game, it's turn-based. Each turn represents about 3-4 seconds of action. If you imagine a fast-paced duel, sliced up into 4 second chunks, that's what a turn represents.

The main number you want to watch is the Range. That's the distance between you & your opponent.

Each turn you can play two cards - a Range Card and a Power Card.

A Range Card has three possible actions - Attack, Evade, or Shield. If you attack, you want your Range Card to be as close as possible to the Range. Think of yourself aiming at your opponent. If you're Evading, you want to be as far from the current Range as possible - you're essentially dodging. Evading makes you harder to hit for one turn and changes the Range. Using a Range Card to Shield gives you 6 Shield (your Shield and Evade absorb damage before your Core Health, which is what you're trying to keep up).

Power Cards are like CCG-style cards, where they do whatever's written on the card. They can be simple - +4 Shield, or complicated - If you Evade from 1-13, or 13-1, do 20 damage. Some Power Cards are buffs, which persist from turn to turn, and some are secrets - either Maneuvers, which always happen next round, or Traps, which fire whenever something specific triggers them.

Using Range Cards & Power Cards in combination is the core strategy of the game. In Adventure Mode, your health is persistent until you rest - which means that you've got one healthbar to manage through the entire day. Your shields regenerate from fight to fight, but your health doesn't regenerate until you go to sleep (in the real world!). The more battles you win, the higher your reward tier gets, and the better rewards you earn. But if you get knocked out, you'll still earn rewards for your activities, but you won't be able to "tier up" until you've regained some health.

You can also "party up" with your friends. Your party stats are the combination of all your party's best stats - so if you want to maximize your stats, partying up will get you there much faster. On top of that, if your party members "tier up", you'll get rewards every time they do.

There's more to it, but that's the crux of how combat (and a little bit of Adventure Mode) works.