Tabletop Simulator

Tabletop Simulator

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Tiny Apocalypse
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4.386 MB
30 Sep, 2023 @ 1:26pm
19 Apr @ 10:16am
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Tiny Apocalypse

Description
Welcome to the Tiny Apocalypse

Story
For generations, humanity teetered on the precipice of extinction. Aware of the impending doom, yet blinded by the pursuit of wealth and power, society neglected the warnings for far too long. There was no other likely outcome when the country was governed by dishonest and unethical leaders.

The pervasive folly of mankind finally prompted Earth to activate its self-defense mechanisms.

Violent explosions erupted worldwide, unleashing tsunamis that swallowed entire cities.
Gravity reversed, hurling structures and lifeforms skyward before mercilessly crashing them back to the ground. The polluted air morphed into a malevolent haze, transforming most humans into snarling beasts.

Humanity now faced the repercussions of its own reckless behavior...


Description
Tiny Apocalypse is a cute post-apocalyptic survival card game with RPG & inventory management elements. Lots of RNG!

It takes place in the modern era, in an ever changing world. Players will have to survive a serie of encounters in a randomly generated map.

Explore. Loot. Survive. Fight. Build. Repeat.

"Don't be fooled by the cute nature of this game. You won't survive, trust me." - Dev

Features
· 50 different survivors, each with their own loadout & passives.
· Meta Progression: Build your own base with 25+ buildable cards.
· 12 different missions with 3 types of difficulties.
· Day & night system.
· Survive the weather & random events.
· Feel your survivors become stronger with 90+ evolution.
· Feel the enemies become stronger with 25+ evolution.
· Add mods to your weapons, gain a wide variety of cards & craft your own.
· Upgrade your cards with the Tinker system.
· 750+ cards & more to come. (Tinkered cards not included)
· Many builds possibility.
· Randomly generated game. Lots of replay value.
· Uncover a strange story with 2 different endings.
· Cute artstyle.
· 1 to 3 Players.
· Active Dev! <3
And much more...


Distributions
ICONS (flaticon.com):
Freepik | smashingstocks | Uniconlabs | Flat Icons Design | Mayor Icons | Moon.de | zky.icon | deemakdaksina | Nawicon | DinosoftLabs | surang | AbtoCreative | feen | Bharat Icons | Creaticca Creative Agency | Pixel Perfect | Kiranshastry | Vitaly Gorbachev | Gregor Cresnar | Design Circle | Nikita Golubev | Umeicon | Superarticons | Icon Home | punaakawan | Mihimihi | Smashicons | Ayub Irawan

FONTS:
Vinegar Strokes (by dcoxy - Greg Medina): https://www.dafont.com/vinegar-stroke.font
Molly Jack (by Ketapel Creative): https://www.dafont.com/molly-jack.font

Special thanks to MrStump for the Flex Table mod.

MORE...
▸Official OST: https://www.youtube.com/watch?v=zMB31cXsukA&list=PLf2E0z4JLgJVP_F-xRK6kUmkY1-8Vmh28&ab_channel=TinyApocalypse
▸Rulebook: https://drive.google.com/file/d/1Me8uti715tL3aSnm3fKupbfeFkONeHVP/view?usp=sharing
▸Tutorials: https://www.youtube.com/@tinyapocalypse/featured

*Missing textures? Problems? Please, tell me in the comments.
Popular Discussions View All (8)
2
2 Feb, 2024 @ 2:55am
PINNED: Official FAQ
Subjekt One
0
14 Jun, 2024 @ 5:02pm
PINNED: Final Update?
Subjekt One
0
18 May, 2024 @ 2:59am
PINNED: Tips & Tricks
Subjekt One
20 Comments
Subjekt One  [author] 19 Apr @ 5:01am 
Hey Kingorean.

1. The Quest map requires to gain the legendary cards after revealing it, not before.

2. The Priest survivor only works when gaining the cards.

3. Shortcut is cross like a plus sign "+".

No problems, feel free to ask any question! :) :Wildfrost_Heart:
Kingorean 18 Apr @ 7:59am 
Hi again after playing the game there is a few questions a bout certain cards:

The Quest map card it says .

Accept: To unlock the a "collect" choice,
succeed the following task.
gain 2 legendary scavenge altogether.
Collect: All & gain & Tinker / card.
(Remove Long-term when collected)
Long-term

if we gained legendary cards before revealing it do we still need to gain more or is considered gained?

The Priest survivor card it says:

All & may replace by the top 1of 5
in the deck,without gaining/losing
the Loadout.

does this work all the time or when gaining the card only?

lastly in shortcut cards it says move in a "Cross" direction:

is cross direction = + or = x as both these can be called cross

Thank you
Subjekt One  [author] 13 Apr @ 8:29pm 
Hi, I'm glad you like the game Kingorean.

Yes, when a combat starts, it goes from exploration phase to combat phase, so the players do not flip map tiles until the end of the combat.

And yes, all players join the combat. When, let's say player 1 triggers the combat, enemies spawn from player 1's position and player 2 and player 3 spawn on their current map tile.

Thank you, if you have any more questions, feel free to ask or add me on Steam :Wildfrost_Heart:
Kingorean 13 Apr @ 6:36am 
Hi loved the game
I have a question how does ranged fight work in missions?
Do the palyer fight the zombie without fliping tiles? Does the other players join the fight?
Subjekt One  [author] 4 Jan @ 5:27am 
Thank you so much for your interest and honesty, I truly appreciate it! I hope you’ll enjoy the game despite the rough reading experience. :lunar2019laughingpig:

I know it’s far from perfect, especially the rules and setup. Creating a game solo has been challenging, from design to mechanics to writing instructions. Since English isn’t my first language, some of my word choices are bad.

I’m also not a fan of lengthy texts to understand a game. When I wrote the rules, I didn’t have a specific audience in mind, as I didn’t get outside feedback. Looking back, I see what you mean.

Tiny Apocalypse might actually work better as a video game. Its complex mechanics remind me of builds in Slay the Spire or PC card games where everything override each other. I designed it to be "breakable" in fun ways.

If you have questions, feel free to add me on Steam, I’ll happily help!

Thanks again. :Wildfrost_Heart:
Beadd 3 Jan @ 8:20am 
just read through the rules, and planning to play with some friends later. it looks like it will be fun but I feel the need to let you know that the rules are pretty horrible to read right now.

several minor things that an editing pass could probably catch, but most notably the constant use of ALWAYS alongside constant contradictions and what seems to be a general system of card text overrides rules makes it annoying and confusing to properly parse how everything is meant to work.

the rules would probably benefit most from simply removing all instances of ALWAYS given cards can override, but some really obvious examples that should absolutely go:
page 27: "In combat, players & <red defenses> ALWAYS start first, unless ..."
also page 27: "they will prioritize the Buildable, <barricade> ALWAYS first." followed by an example card explicitly stating it doesn't attack barricades first.
Subjekt One  [author] 6 Jul, 2024 @ 1:45pm 
Thanks! :Wildfrost_Heart:

Yeah it can be pretty cumbersome... I tried my best to explain how to set up, via the Rulebook or the tutorials on the YouTube channel. It's more of a long and annoying set up than a hard one.

I don't think there will ever be a scripted version, sadly. This is beyond my capabilities at this point. I REALLY wish I could!

If you are having trouble with the set up, check these tutorials: https://www.youtube.com/watch?v=SF3yEJzGDuo
https://www.youtube.com/watch?v=uOhWxnl79OM
HungryTrashPanda 6 Jul, 2024 @ 2:33am 
This game is so cute but set up is a little cumbersome. Is there going to be a scripted version?
Subjekt One  [author] 2 Feb, 2024 @ 1:32am 
Yeah, I've made a post about this. Some cards seems to be getting the "Base" tag, that's why they don't return when pressing the buttons... I'm waiting on someone to fix it for me, since I'm not too good with that kind of stuff.

For combat cards, spread them above the Player 2 boards, just under the Codex, Weather and Day/Night Phases. That way it won't get stuck in any hands. It's a bit tedious, but it's the least I could do on my own. lol
tars 2 Feb, 2024 @ 1:17am 
When pressing buttons to return cards to their decks, not all of them return.
Some map tiles remain on map (not sure what the reason, some cards from all 3 decks simply doesn't whant to go back),
as well some tinkered cards (for now noticed this with only combat ones: some of them seems to be caught in player hand on the way (I usualy spread them beneath draw pile of player 1, so that may be the reason), but some just dont whant to go (for now only noticed this with one ranged card).