
- Indie
- Simulation
- Strategy
Game
Judgment: Apocalypse Survival Simulation
The Apocalypse is here. Demons all around. Now, it’s time to fight back! Build, manage and defend your base in a post apocalyptic colony simulation. Will you survive Judgment day?
Build, scavenge, craft, and perform occult rituals to survive in a demon-infested, post-apocalyptic colony simulation. Will you survive Judgment day?
About Judgment: Apocalypse Survival Simulation
- Released
- May 2018
- Developer
- Suncrash
- Engine
- Unity
- Platforms
- PC (Microsoft Windows)
Where to get it
Release, studio and platform data from IGDB. Store links go to the sellers, not to us. We do not sell games and we do not host files.
Browse everything
Sorted, filterable and paged. Every link goes to the author’s own download.
From the developers
Official announcements, newest first. Posted on Steam.
- Community AnnouncementsOur second title - Dream Engines: Nomad Cities is out of Early AccessSurvivors, A year after Judgment's fifth anniversary update is another big milestone for us at Suncrash - the full release of our second title - Dream Engines: Nomad Cities! Dream Engines is a survival city-building game with flying cities. Build, automate, and defend a flying city that travels between procedurally generated maps to survive in a wacky, nightmare-infested, post-apocalyptic world...
- Community AnnouncementsUpdate 19 - Patch 5This patch consists mostly of smaller bug fixes. Fixed issue with the multi-crafting skill where it either didn't consume any resources at all and kept crafting the same item, or crafted twice as much as intended, but then removed two entries from the queue which have already been paid for. It will now craft twice the amount of items when triggered, but remove one from the queue, so the extra o...
- Community AnnouncementsUpdate 19 - Patch 4Hey all, Another patch - this one mainly for Japanese players because their story/campaign wasn't working. I hope this is the last one for a while, but if I find out about more critical issues I'll patch them ASAP. Fixed a bug that prevented campaign & story texts from showing up when playing in Japanese. When selecting an enemy, the info panel now takes into account difficulty settings and sho...
- Community AnnouncementsUpdate 19 - Patch 3Tweaked footprint (mainly late game when you have lots of objects) and fixed a few bugs: Lowered footprint of farms from 1 to 0.5. Lowered footprint of buildings from 4 to 2.5. Lowered footprint of mines from 5 to 3. Lowered footprint of altars from 5 to 4. Fixed issue where 0% bonuses were being shown after re-rolling rescued survivors. Fixed bug that let you disband a taskforce when out of ba...
- Community AnnouncementsUpdate 19 - Patch 2This patch fixes a few issues around outposts and other new features introduced in update 19. Thank you all for reporting issues and helping resolve them. I've made both free DLCs part of the main game, so you will have the option to play them even if Steam didn't install the DLCs. You can still choose whether to use them or not whenever you start a new game. I did this because I've noticed the...
- Community AnnouncementsUpdate 19 Patch 1Fixed a major issue when loading a game from previous builds, it would calculate the estimation of the number of times that you were raided incorrectly and make the game impossibly difficult. This would also happen if you loaded a game from the current build before you were raided, but after 10 days have passed (possible in lower difficulties). The fix will also recognize impossibly high raid c...
- Mods indexed
- 129
- Versions
- 0
- Newest tracked
- none yet
- Most disruptive update
- No breakage data for this game
Most downloaded
Measured from the source's own counts, summed across every release.
- (OUTDATED) Bigger base and more survivors V1.0 ReadyPlease feel free to continue this mod to anyone who may like to. Sorry I am unable to keep up with the updates at this time. Mod compatible with Version 1.0 Mod Features: - Increased colony base size from 50x50 to 100x100 - Increased starting survivors from 3 to 6 - Increased mission party cap fr...14.4k downloads
- Increased ResourcesIncreased Resources Only natural resources increased All gathering increased by x2 All resources harvest amount increased by x2 Wood=10-11 Stone=24-38 Scraps=40-80 Medicine=6-12 Clay=36-50 Aluminum=80-120 Phosphorus=120-200 Metals=400-1000 Minerals=200-600 Diamonds=300-700 Bloodruby=400-800 water...13.8k downloads
- Extended Skills Mod v2(Updated to Outpost DLC update.) Extends the levels for skills and the max level for survivors that new skills are pickable. Increases max level to 100. Skills in slots 5 cost 10 skill points each. Skills in slots 6 and 7 cost 1 skill points each. Skills in slots 8 and 9 cost 4 skill points each....10.9k downloads
- Bigger ColoniesInstead of 50x50 fields, the colony has 80x80 fields - so it is about 2.5 times bigger. Be aware that this could cause lags (the devs pointed this out in the config description) - so try it only if you have a good PC. Works only for new created games.9.3k downloads
- Fudgewaffe ModRelease version compatible. (FudgeWaffe Outpost mod is the version that is for the Outpost DLC.) An additional content mod. Adds various new research, items and objects. Mainly on the end of the research tree. Examples of added content: Automated farms Water pumps Solar panels Higher tier rituals...8.9k downloads
- Bike and CarAdds +100% movement speed on world map with research expeditions. Adds +200% movement speed on world map with research advanced logistics.8.2k downloads
- +2 SurvivorsStart the game with 2 more survivors.8.1k downloads
- Log WallsCheap starter wall that inhibits movement and completely blocks ranged weapons. Allows you to buld Log Walls. Requirements: 6 woods Research: 20 points8.0k downloads
- Show me more heroesThis mod just increases the rate to get any unique survivor (preset) - no matter if they were vanilla ones or added by other mods. Increased value from 0.03 to 0.17.3k downloads
- The exp of killing monsters*10The experience of killing monsters*10 击杀怪物获得经验十倍6.4k downloads
- level cap to 20level cap to 20 After 10 levels, each level needs 4000 experience The skill point can just be full of the skill tree 等级上限调为20 10级以后每级需要4000经验 技能点刚好可以点满技能树5.3k downloads
- Easier StartYou colony is growing, but you still have only one bed or well? This mods is making the start a bit easier by changing the startitems and freebuildings. config.startitems.salad=30 > 60 config.startitems.water=70 > 100 config.startitems.stone=8 > 20 config.freebuildings.logcabin_5x4=1 > 2 config.f...5.2k downloads
- Extended Skills ModGo here for the new version: Extended Skills Mod v2 Since the new version will require a new game, this is left unchanged for games that are already in progress. Extends the levels for skills and the max level for survivors that new skills are pickable. Increases max level to 40. Known issues: RE...4.6k downloads
- Better healingThe heal rates in the game are very low - this usually blocks sending out taskforces more frequently and makes the progress a bit slow. This mod changes the heal rates: Healrate in general 0.0002 to 0.0008 Heal per second while asleep 0.0008 to 0.0025 Heal per second with medicine 0.05 to 0.154.2k downloads
- World Size 190x190Increase world size from standart 50 x 50 to 190 x 190. The time to switch between world map and base map is a bit longer.3.8k downloads
- Start Up BuffStart with 6 traits all positive. All traits have positive effects that increase by 100%3.7k downloads
- Craftable Research Materialsthis is my first mod, so please go easy on me, it allows you to craft research materials which i found way to rare, you craft it with 5 scrap 2 cloth and 300 research points. At the moment you don’t need to unlock it through the research tree but might be adding that in later if you like my mods...3.4k downloads
- Ranged weapon range +5All ranged weapon (default range +5)3.4k downloads
- Base Size 140x80Increase base size from standart 50 x 50 to 140 x 80.3.1k downloads
- Reduced colony attacksYou dont like the high frequence of colony attacks, regardless of the difficulty settings? You want to have time to build your base without getting interupted so often? This mod lowers the frequency of the colony base attacks (not for random map encounters) and reduces the awareness gain. config....3.0k downloads
- Stronger Holy WeaponsThis mod is mostly for my personal use but I've decided to make it public in case it may interest other people. I've noticed that Holy Weapons (and even armors) for the most part have sub-par stats compared to their Dark Weapons counterparts and even regular weapons in general. For example, the B...2.8k downloads
- More stressful BowsBalancing the Bows a bit Bow Accuracy 50 > 55 (at this close range it should hit more) Crossbow Damage 22 > 33 , Attackspeed 3 > 2 , Accuracy 60 > 65 (should be a bit more accurate and a slow weapon) Olympic Bow Range 8 > 9 (it is an olympic bow - it should shoot more far than the longbow) Demoni...2.7k downloads
- Bigger Teams / Max Skill PointsThere seems to be a bug that was crashing sometimes with 12 surviviors. I have lowered to 10 as the max (once researched). Any issues let me know. You now have enough skill points to max out all of your survivors.2.5k downloads
- 24 Level24 level you can reach. 28 Skillpoints. (Level pace i need to testplay)2.4k downloads
Browse all 129 Judgment: Apocalypse Survival Simulation mods Sortable by downloads, rating and date.
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Why Judgment: Apocalypse Survival Simulation mods break
A mod is compiled against one version of a game. When the game updates, anything that reached into the parts that moved stops working, and it usually stops working silently rather than with a message that explains itself.
That is what the table above counts. It is not a guess: each row is a mod the community has reported as broken by that specific release. The number is a fair measure of how disruptive an update was, and it is the reason people delay updating a game they have modded heavily.
Common questions
Does IndexGG host Judgment: Apocalypse Survival Simulation mods?
No, and it never will. Every download link points at the author's own page on Nexus, GitHub, CurseForge or wherever they published it. We index the ecosystem; the files stay with the people who made them.
Where does the compatibility data come from?
From the communities that maintain it in the open, not from guesswork. Each claim carries how it is known, so a reported breakage is never presented as though the author said it.
Why is a mod listed as broken when it works for me?
Compatibility depends on your exact game version and the rest of your load order. A mod marked as broken in one release may work fine on an older one, which is exactly why the version is recorded next to the claim rather than a bare yes or no.






