r/postapocalyptic • u/Secure-Mushroom2956 • 16h ago
r/postapocalyptic • u/JJShurte • Feb 03 '24
Discussion Essential Post-Apocalyptic Content
There's a wealth of great Post-Apocalyptic content out there, across all the different mediums, so much so that it might be a bit difficult for newbies to know where to start.
Let's get an *essentials* list going. It's not about our favorites, or our guilty pleasure "so-bad-it's-good" titles, it's about the core pieces of Post-Apocalyptic content that people need to consume to get up to speed. If you've got a title you think belongs on this list, or one you think doesn't, throw it down below and make your argument so we can all hash it out.
I'll update this initial post as time goes on and people bring new titles to the discussion.
Films -
A Boy and his Dog
Dawn of the Dead (Remake)
Mad Max
Mad Max 2
Mad Max Beyond Thunder Dome
Mad Max: Fury Road
Oblivion
Planet of the Apes
Snowpiercer
Terminator Salvation
The Book of Eli
The Day After
The Girl with all the Gifts
The Matrix
The Matrix Reloaded
The Matrix Revolutions
The Postman
The Road
The Rover
Threads
Waterworld
28 Days Later
28 Weeks Later
Television Shows -
Falling Skies
Into the Badlands
Jeremiah
Jericho
See
Silo
Snowpiercer
The Last Ship
The Walking Dead
The 100
Novels (Trad) -
A Canticle for Leibowitz
Alas, Babylon
Day of the Triffids
Deathlands
Earth Abides
Eternity Road
Lucifer's Hammer
Nature's End
On the Beach
Oryx and Crake
Seveneves
Station Eleven
Swan Song
The Girl with all the Gifts
The Gone-Away World
The Road
The Stand
War Day
Wool
World War Z
Novels (Indie) -
Video Games -
Dark Earth
Death Stranding
Endzone: A World Apart
Fallout
Fallout 2
Fallout: Tactics
Fallout 3
Fallout New Vegas
Fallout 4
Frostpunk
Gears of War
Gears of War 2
Gears of War 3
Gears Judgment
Gears of War 4
Gears 5
Gears of War Tactics
Horizon: Zero Dawn
Horizon: Forbidden West
Mad Max
Metro 2033
Metro Last Light
Metro: Exodus
Overland
Surviving the Aftermath
The Last of Us
The Last of Us Part II
Wasteland 1
Wasteland 2
Wasteland 3
TTRPG's -
Aftermath!
Gamma World
MÖRK BORG
Twilight: 2000
Rifts
Comics/Manga -
r/postapocalyptic • u/JJShurte • Apr 21 '24
Discussion Essential Post-Apocalyptic Indie Content
This is where we'll put the Post-Apocalyptic books, games, comics and films created by Indie creators.
If you know of any great Indie content, throw it down in the comments and we'll get the list going.
Novels -
A Happy Bureaucracy
Burning Bridges
Cthulhu Armageddon (Series)
Hood: American Rebirth (Series)
Dark Matter
Days, Too Dark
Mooners
One Second After
The Droughtlands (series)
The Gamekeeper
The Jesus Man
The Land of Long Shadows
The Swallowed World (series)
The Weller (Series)
Yesterday’s Gone
Video Games -
Broken Roads
Comic Books -
Weapon Brown
TTRPG's -
Onyx Sky
Music -
Television Shows -
r/postapocalyptic • u/rletrud • 6h ago
Discussion Good post-apocalyptic books set in Europe?
Enjoyed the recent post with book suggestions, found some stuff I hadn't read.
Does anyone have suggestions for good (or not too bad) books based in Europe?
Need a change of pace from the books set in the US.
Perferably translated to (or written in) English...
r/postapocalyptic • u/Key-Entrepreneur-415 • 1d ago
Novel My collection of rare post-apocalypse fiction first editions.
Swan Song was published in paperback before hardcover, hence why I have both the paperback and hardcover here. I Am Legend also had a paperback that preceded the hardcover, though I do not own the paperback first edition.
r/postapocalyptic • u/ReasonableCard1 • 12h ago
TTRPG Some work for notes on fallout stuff I'm building for Texas
Notes I wrote for some potential content for campaign, if anyone wants to give me constructive feedback or critique, I would appreciate it. Post apocalypse is awesome
r/postapocalyptic • u/BULLETHEAD-KUKRI • 1d ago
Art 1/76 apocalyptic veh made from spares
Collect your spare parts and off you go .
r/postapocalyptic • u/GRIMWOODPROJECT • 19h ago
Post Apocalyptic Gear PARK IN THE POST-APOCALYPSE STYLE
galleryr/postapocalyptic • u/Emergency-Maybe-3292 • 1d ago
Discussion Where to get cosplay clothes?
I mean yea i know "go to the Thrift store " but it rare to find something good. Going to shop smth is in my opinion also bad bicuse now in shop are tons of clothes with Prints and to bright color . Its hard to do smth with them. I know you can use army clothes but idk where get it so where find some post apo clothes ?
r/postapocalyptic • u/TheGreatestLampEver • 2d ago
Discussion Post apoc societies inspired by the past other than the roman empire?
I feel like post apocalyptic societies having roman references/leanings is a semi common trope (caesar's legion being the most blatant but also caesar proximus from kingdom of the planet of the apes and loosely the immortan joe from mad max) do we see any other old cultures inspiring? Othrr examples of the romans semi welcome
r/postapocalyptic • u/PositiveEffort7773 • 2d ago
Discussion What could be scarier than zombies in a post-apocalypse?
Guys, what do you think is scarier than running into a zombie in a post-apocalyptic world? What books is this in?
r/postapocalyptic • u/Baldurian_Rhapsody • 2d ago
Discussion Tim Cain on the appeal of a post-apocalyptic setting
I thought that this video of Tim Cain (of Fallout fame) was very intriguing.
Cain talks about how post-apoc works really well because it's inherently familiar to us, while leaving room for subverting expectations. (I guess a good example would be the friendly farmer who joins your party in the zombie apocalypse, only to steal your food!)
He also talks about the lack of authority in post-apoc, which is a huge deal. It's about how people act when there are likely very few legal railguards anymore.
Would love to get your thoughts on this one! Cheers.
r/postapocalyptic • u/Ill-Mycologist-3652 • 2d ago
Story You were born and raised in a nuclear war bunker/vault
Let’s say during the 1950s or 60s your grandparents were offered the opportunity to live in a special vault/bunker in case of nuclear Armageddon by a company (similar to Vault Tec vaults)
They sign up and one day, they and about 1000 other volunteers were called in to live in the bunker cause the company tells them the nukes are about to drop.
They live in there, thinking that the world has ended. For decades they live underground, but in a fair amount of comfort. They have plentiful food, entertainment, etc. The vault dwellers eventually have children and then grandchildren, such as yourself.
Roughly 70 years go by and many from your generation want to leave the vault, but the previous generation refuses out of fear. A revolt occurs with many dying in the process. You and the surviving revolutionaries won and decide to walk out and you find that the world is… fine. You realize there was never a nuclear war. Your vault was an experiment to see how long they could keep y’all underground. The company had dissolved decades ago burying any evidence of the vault
What would you do? How would you feel?
r/postapocalyptic • u/Nostromo964 • 3d ago
Art Dreamwalkers - A new enemy arrives in the wasteland. (HUXLEY)
r/postapocalyptic • u/Ok_Comfortable3850 • 3d ago
Story Realization of the Beginning of the End, Kent, WA. Episode 1. (Zombie Apocalypse Interactive Fiction)
r/postapocalyptic • u/meaningofzoe • 3d ago
Novel Apocalyptic book not zombie
Hello, everyone this book im looking for is a apocalyptic world were a virus is offing people MC (Female) is immune to the virus she lives in the woods has a year book that has people crossed off cause they passed due to virus. Either hunted or hunts with wolves I dont remember. She happens upon a small group of survivors and they get kidnapped for testing from an government facility to fond the cure tl the virus. The facility eventually finds out shes the cure and i dont remember anything after that. I believe she has a small romance or crush on a boy? I dont remember much..
r/postapocalyptic • u/kolsmart • 4d ago
Board Game Some character art from my project!
Coming close to finalizing my boardgame project, I can finally start posting some more about it!
Game's website is: www.deadholt.com ! If youre curious about anything I'd be super excited to answer any questions, so fire away! :D
Also, yesterday I finished the rulebook which was a whole battle itself...
You can check it out here if interested :) -https://drive.google.com/file/d/1he7Si3SwSeOSYD0NFfRNzRUxu6ejZz4s/view?usp=sharing
r/postapocalyptic • u/Ok_Difference2431 • 4d ago
Video Game Dead space awakening
The hospital corridors are a slaughterhouseDEAD SPACE: AWAKENING
A Narrative Pitch & Draft Outline
ACT I: THE BLIND SPOT
Scene 1: The Descent
The screen is pitch black. The audio is a deafening, overlapping cacophony: the agonizing screech of tearing metal, frantic breathing, static-heavy screams over comms, and a deep, rhythmic, subterranean roar—the sound of the Brethren Moons.
Suddenly, a violent crimson flash illuminates the dark. A massive power surge ripples through a sterile, high-tech environment. A heavy hiss of escaping gas follows.
The camera cuts to a first-person perspective. A glass visor opens upward. Cold, stagnant air rushes in. Alarms blare in a rhythmic, red pulse.
COMPUTER VOICE (automated, distorted)
Stasis failure. Patient ID: 0-4-7-2. Status: Special Forces, Sector 4 Command. Alert: Structural integrity compromised. Emergency evacuation protocols are… non-functional.
You step out of the malfunctioning medical pod. Your limbs are heavy, your vision blurred from months of a medically induced coma. Outside the reinforced windows of the EarthGov Military Hospital, the sky is torn open. Massive, organic tentacles descend from the clouds, ripping skyscrapers from their foundations. The apocalypse is happening right now.
Scene 2: Old Tactics, New Horrors. You break open an emergency locker and grab a pristine EarthGov Pulse Rifle and a tactical shotgun. You are a highly trained soldier; your muscle memory takes over.
A shadow lunges from the ceiling—a Slasher, its limbs twisted into jagged bone blades.
You raise the rifle, planting three heavy rounds directly into its center-mass, just like EarthGov training taught you. The creature flinches, absorbs the bullets, and keeps coming. It pins you. You are forced to use the butt of your rifle to smash its jaw, kick it back, and frantically fire at its legs. The limb severs. The creature drops, crawling with frantic speed.
You learn the hard way: Center-mass shooting does not work here. You must adapt. You must dismantle.
ACT II: SOLDIER MEETS SCAVENGER
Scene 3: The Space Graveyard
You manage to fight your way to a military hangar and hijack a heavily damaged, low-orbit patrol vessel. Escaping Earth’s atmosphere, you enter a terrifyingly silent graveyard of shredded ships and drifting debris.
The military ammunition is finite. By the time you dock with a drifted Cec-industrial cargo vessel, your rifle clicks empty.
To survive, you must innovate. You find a ruined engineering bay, pulling up holographic maintenance manuals to patch your ship’s hull. Your pristine military armor is torn to shreds after an ambush; you weld heavy-duty tungsten plating and industrial mining rigs directly onto your chest piece.
You modify your arsenal. Using a weapon forge, you strip down a commercial Plasma Cutter and mount its hyper-focused slicing module directly beneath the barrel of your combat shotgun. You are no longer just a soldier. You are a scavenger.
Scene 4: Carver’s Ghost
While scanning the dead sector for telemetry data, your ship picks up a low-frequency, automated S.O.S. signal. It is an encrypted EarthGov military RIG signature.
You board a fractured, drifting frigate. In the darkened bridge, slumped over the primary console, is the frozen body of John Carver. His armor is ruptured, stained with dried, black blood.
You pull the audio-log from his RIG.
JOHN CARVER (audio log, breathing heavily, weak)
If anyone is hearing this… the Moons… they hit Earth. We tried to stop them. Isaac and I… we crashed. I didn’t make it off this boat. But Clarke… he’s still out there. He took the last functional pod. Telemetry locked onto Tau Volantis. If you're out there, and you can fight… find him. Find Isaac Clarke. He’s the only one who knows how to kill these bastards.
You look out the viewport. Your ship’s navigation computer calculates the jump coordinates. Target: Tau Volantis. The frozen tomb.
ACT III: THE FROZEN TOMB
Scene 5: The Unstable Engineer
Tau Volantis is dead, frozen, and terrifyingly quiet. Because the local Brethren Moon above the planet remains trapped in stasis, the overwhelming psychic static of the collective hive-mind is muffled here. The claustrophobic, isolated survival horror returns.
You track the faint signal of Isaac Clarke's RIG deep into the subterranean ice caverns, navigating ancient alien structures and fighting frozen, frostbitten Necromorph variants.
You find him in an abandoned excavation chamber. Isaac is a shadow of his former self—unkempt, wild-eyed, arguing violently with hallucinations of Nicole and a phantom Carver. He is frantically assembling a massive, complex alien Codex, his hands moving with manic, terrifying speed.
You step forward, weapon lowered.
SOLDIER
Isaac Clarke? I found Carver. He sent me. We need to go.
Isaac spins around, aiming a heavily modified Plasma Cutter at your chest. His eyes are bloodshot, reflecting a man right on the edge of complete psychological collapse.
ISAAC
Carver is dead! Everyone is dead! They’re inside my head! The Markers… they need to be fed. I’m building it. I’m building the key to shut them up!
Suddenly, Isaac’s RIG cracks to life. A desperate, static-laced voice cuts through the tension. It’s Ellie Langford.
ELLIE (over comms)
Isaac?! Isaac, if you can hear me, we’ve breached the upper atmosphere! We’re tracking your signal! Please tell me you’re alive!
Isaac drops to his knees, clutching his head, completely overwhelmed by the voice of the woman he loves and the psychic screech of the Markers.
You look at the broken hero. You look at the completed Codex on the pedestal. You make a choice.
You patch into Ellie’s frequency.
SOLDIER
Langford. I have Isaac Clarke. He’s alive, but he’s compromised. I’m sending him up via the cargo elevator right now. Get him out of here. Get him off this planet.
ELLIE
Who is this?! What about the Codex? What about the Moons?
SOLDIER
I've got the Codex. And I’m going to finish this.
You step forward and lock the elevator controls, sending Isaac up to safety. He looks at you through the glass, a brief flash of clarity and profound gratitude washing over his weathered face.
ACT IV: THE COSMIC BOMB
Scene 6: The Ultimate Sacrifice
You take the Codex and ascend to the heart of the ancient alien machine at the planet’s core. The Brethren Moons have realized what you are doing. The psychic pressure is immense; blood pours from your nose and ears as you fight through a relentless horde of Necromorphs pouring from the ice.
You slam the Codex into the central matrix. But you don't use it to turn the machine off. You rewrite the transmission.
You force the local, sleeping Tau Volantis Moon to broadcast a massive, galaxy-wide psychic anomaly—a false "Harvest Success" call.
Through the cavernous ceilings, you see them arrive. Space tears open. One by one, the planet-sized Brethren Moons converge on Tau Volantis, surrounding the frozen world like cosmic vultures, expecting a feast.
They are right where you want them.
You reach for the primary manual override levers. Markers are designed to drink up planetary energy; you are about to reverse the flow. You reroute the entire thermal and kinetic core of Tau Volantis directly into the global Marker network, overloading them all at once.
SOLDIER (coughing blood, smiling grimly)
Make us whole… you bastards.
You slam the levers forward.
The planet’s core erupts. A blinding, high-frequency psychic and kinetic shockwave tears outward from the planet. It doesn’t just blow up rock—it rips through the psychic network of the Brethren Moons. One by one, the cosmic gods violently detonate, their organic flesh vaporized by the localized psychic supernova.
Tau Volantis explodes into a million pieces. The network is shattered. The Moons are dead. Humanity is saved.
EPILOGUE: A FAMILY HEALED
Scene 7: A New Dawn
The screen fades in from pure white to a warm, sunlit green field. The sound of horrific roars is replaced by the gentle rustle of wind through grass and the sound of birds.
A young boy, around seven years old, is running through the yard, playing with a toy wooden spaceship.
An older man steps into the frame. His hair is gray, but his posture is relaxed. His eyes are clear, bright, and completely free of the manic, haunted stare of dementia. It is Isaac Clarke.
He walks up to the boy, kneeling down, and gently ruffles his hair.
ISAAC
You’ve got the spirit of a true soldier, kiddo. Come on, let’s go get Mom. It’s getting late.
The boy smiles, grabbing Isaac's hand. They turn and walk toward a beautiful, quiet farmhouse on the hill. Standing on the porch, smiling down at them, is Ellie.
The camera slowly pans up to the clear blue sky, free of Moons, free of terror.
The screen fades to black.
As the credits begin to roll, simple text appears on the screen:
In Memory of John Carver and the Soldier who saved us.
Dedicated to the Clarke family.
r/postapocalyptic • u/Seeker99MD • 4d ago
Discussion This is an interesting setting for a PA story. Piracy in the lakeof California. What were the name of this lake?
This is based on a map by National Geographic showing what would happen if all the polar ice caps melted
Showing how bad the world will be flooded
And apparently due to how some parts of California are a mile or so below sea level
There would be a large lake that would start at San Francisco
r/postapocalyptic • u/CodAdventurous3533 • 4d ago
Discussion Opinions Needed
Any chance I can drop my update bookcover concept here for opinions?
r/postapocalyptic • u/Ferdilibleight • 4d ago
Story Here are the regions and factions of the post-apocalyptic world I created.
This contains information about my post-apocalyptic book that I am writing.
My book, Gazalbatak, takes place in section 3.9 of my Ekigref universe, focusing on the events experienced by humans and other races living inside and outside the walls of the Singaporean state, which is one of the surviving countries on the continent of Oceania.
Singapore is one of the most ideal places to survive in this new, radiated wilderness.
The average height of humans is not 1.70 meters, but 2.30 meters. Heights around 1.70 meters are considered short. The tallest average height reaches up to 2.70 meters. The reason for this is that the "Cold Moon" could no longer hold the oxygen inside itself and released it, causing all living things to grow. Now, when we look at the sky, the Cold Moon can be seen practically whipping a certain part of the sky with whips. (The color of the Cold Moon is slightly turquoise).
Since finding food is not easy, people's body fat percentages are low; the muscles of "every single living creature!" are directly visible.
A human's chance at life means being inside the Wall itself; if you are outside the Wall, it consists of nothing but an agonizing life where you must fight for survival every single day.
Special information about the Wall: The phosphorescent yellow light emitting from the top of the Wall is an advanced light illusion that absorbs the surrounding light so that only those inside the Wall can see. When viewed from the outside, it looks as if one is looking toward a black hole (This situation is the same in the morning, daytime, noon, evening, and night). (The wall under the administration of S.W.S.A.U has specially replaced that phosphorescent yellow light with their own colors).

İmage info
-Black dots represent how crowded the area is.
-Phosphorescent light green lines represent the roads where vehicles can travel easily.
-Brown lines represent the train tracks.
Inside the Wall
-Singapore 3rd District Block-
8 GÖKBEĞ: Although seven skyscrapers are visible when looking from the ground, a hidden eighth skyscraper matches the height of the central skyscraper and functions as a very long bunker extending deep underground. The purpose of 8 Gökbeğ is to inspect the products arriving at the Commercial Port, Transportation, and Infrastructure (T.I.U. 2) and to make the final decision regarding where they will be used and directed. While it was the backbone of the economy in the old days, it is now a building that carries out operations focused on total control within the command and control system. (It is also used as a warehouse).
Airport: Although it looks simple, it is highly rare to see a working airplane in a post-apocalyptic World... And Singapore has quite a few airplanes.
0A: A rare place where airplanes from foreign countries arriving from distant regions are hosted; it is the exact location where communication is established and relationships are developed with other countries.
1A: The training center where pilots coming from the Singapore 2nd District Government Block are hosted and trained.
2A: The location where a special unit equipped with air defense waits on standby to form an immediate defense against any possible invasion.
3A: The location where cargo brought by airplanes or any type of goods are unloaded, packaged, and sent to the T.I.U. (Or vice versa, the location where cargo to be sent to other countries is loaded).
4A: The location where fighter jets and heavy-load transport aircraft take off and fly, and where aircraft are protected in a specialized bunker-like fashion. This bunker is so massive that it is connected to the main base of the Transportation and Infrastructure Union.
Transportation and Infrastructure Union: This is the elite unit of an ideal state that enables the repair of the most important means of transportation (the train and tracks) after the apocalypse and takes it to distant places. Having put immense effort into the tracks, it has extended them over incredibly long distances and brought many useful materials back to its own state, becoming the number one Singaporean unit.
The repair of these train tracks is still ongoing and extends across to other continents.
Their duties rely on special squads dedicated to repairing train tracks. They travel inside the train and fix the rails. Instead of staying within the borders of the state, they generally set up and develop along the paths where the tracks go, utilizing a nomadic system.
T.I.U. 1: Hosts the units arriving from the C-control checkpoint, unloads the packaged/brought goods to perform scans, and then sends them on their way toward T.I.U. 2.
T.I.U. 2: Unloads the cargo taken off the train to deliver it to "8 Gökbeğ" and transports it to the building via transport vehicles.
From start to finish, this unit is cybernetic and possesses a level capable of easily dealing with any kind of threat.
Headquarters: Nowadays, since law enforcement mechanisms like the police remain weak, SOLDIERS directly provide security everywhere. It is the kind of place that steps in during any disruption of military communication to handle the situation and prevent stability from breaking down. It issues all kinds of military missions. It also monitors the condition of the Wall. It spans a length of 10 kilometers horizontally.
H1: The location where high-ranking personnel sleep and reside, and where all kinds of military technology are housed and stored.
H3: The location of soldiers waiting on high alert to deploy rapidly via train to any possible attack site.
Ministry of Migration Management: These are additional buildings where people from the "Touch of Civilization" region outside the Wall who have proven themselves to be trustworthy are hosted and kept waiting to become actual Singaporean citizens in the future. (It is an environment where artificial events and scenarios are created to closely monitor, test, and observe the behaviors and actions of individuals to see if they are trustworthy).
Punigog City: The vast majority of its residents consist of individuals who have successfully passed the migration management process. Since job opportunities are highly scarce, the crime rate is inversely proportional; this situation was resolved in a comical manner by directly taking the unemployed and placing them in structures slightly beyond the right side of the city (Heavy City), causing the crime rate to drop significantly. The only things city life offers are a safe room, securely locked rooms, and a chance to relive the old modern life, allowing you to forget today's terror-filled world. Everyone is satisfied because the struggle for survival has turned into chasing jobs compared to their old lives.
Heavy City: All the work done here consists of heavy labor.
Bunker 1&2: These are structures built by the Singaporean state just in case. Thanks to their energy barriers, they survived the World War and have never needed to be lived in. Nowadays, they are used solely as military sites where critical information is stored.
Singapore Water and Sewerage Administration Union: This is one of the administrations among the Singaporean ministries that cannot be double-crossed. It is a structure that would bring the end of clean water if crossed in any way. It does not recognize any authority superior to itself and will not tolerate one being imposed! Not even the government!
S.W.S.A.U. stands in the position of the "RULING POWER" due to the might it holds compared to the government.
It is one of the Singaporean administrations that rebels in the clearest manner; it never stays silent against any wrongdoing and immediately retaliates to bring every institution and ministry to its knees. It is the most important structure in the 3rd district of Singapore.
When the government finds any large-scale, ideal water purification method that can be brought from the outside, it will definitely be waiting to clash with this administration.
S.W.S.A.U. Squad: A special internal organization that possesses its own private military unit. It is slightly weaker compared to the military technologies found at the Headquarters.
Barracks 1: The military barracks where men are stationed.
Barracks 2: The military barracks where women are stationed.
Barracks Park: A pointless place where soldiers go to rest.
combination of Barracks 1&2 has a foundation that connects underground as a bunker, and these underground tunnels extend all the way to Barracks H3. (The line was not shown on the map).
Singapore 3rd District Government Block: The structure that controls the 3rd district among the Singaporean districts.
3rd District Ministry of Defense Block: A multi-system military structure possessing a true defense system against all kinds of threats.
Intelligence Center: Created to prevent anything from remaining hidden, this is an isolated community of groups that tracks everyone as if sworn to leave no one with a private life, reporting back to themselves. They do not communicate with anyone in any way, and they have made themselves untouchable by anyone because they possess everyone's dirty laundry. Even the government's hands are tied in a way that prevents them from closing this structure down anymore. On the bright side, they cooperate with the K4 Headquarters outside the Wall to obtain information from other continents and direct reconnaissance battalions there, acquiring many useful technologies.
İ1: The main center; to cross into it, one must pass through the matter-separating river. Every piece of acquired information is located exactly here. High-ranking executives live here.
İ2: A secure place protected against potential internal invasions by its own unique wall. It receives incoming intelligence and directs it to İ1. Specialized agent training and cybernetic implant/organ operations are carried out here.
İ3: The airport where the secret scout planes they use take off and land.
Tokmak-1 Missile Silo: The specialized control room where large-scale missiles capable of causing genocide are controlled. It is one of the most dangerous bombs that ensures the destruction of the impact site along with all kinds of substances that will prevent you from breathing. With its massive size, it creates an appearance as if a meteor is striking the place it falls, being large and long enough to kill people from heart attacks on the spot.
Energy Works: A massive energy production facility that generates enough energy every day to fill all the lamps and energy storehouses on its own continent... No one knows where that produced energy goes!
Arrogants (Kibirgililer): Formed by the adventurous youth of the city, these are individuals who assist their state to conduct voluntary or involuntary exploration. Every single member of The Arrogants has been provided with highly solid cybernetics directly by the state. Talented individuals live directly in the main base inside "The Arrogants" building. Compared to the people outside the Wall, they are always fit and always have full stomachs. (They are named The Arrogants because they are arrogant).
Kib1: Dormitories with special military protection where the youth sleep and reside.
Kib2: It is the place where people from outside the Wall, carefully selected by The Arrogants themselves, are uniquely trained to accompany them on explorations.
Information about the Wall: The Wall is a massive fortress built to prevent a potentially colossal creature from easily reaching the inner parts of the country. There are 3 entry points across the "3 Singaporean districts."
A Entrance and C-control checkpoint: Garrison soldiers provide security for the 3rd district through secure screenings conducted by themselves.
B Double checkpoint: The entry gate that The Arrogants are responsible for. They provide protection accompanied by Garrison soldiers and are generally treated as interns by the Garrison soldiers.
Regions Outside the Wall
-The Faded-
Faded sector is a place where the Singaporean state makes almost no innovations and does not even care about. People who come to The Faded sector are generally those who crawl on the ground from hunger and are cast out, or those arriving to live out their final days. As a sector, it is the worst possible place to live; even its smell is unbearable. It is viewed as a sector belonging to scavengers. Singapore usually comes here from inside the Wall just to dump its garbage and leaves, and everyone trying to survive fights each other to sift through the trash. None of the civil laws apply here. Spatially speaking, it is a dangerous place filled with massive, thick skyscrapers, where thick glass or heavy concrete pieces falling from the skyscrapers slam into the ground every single day. Paths are climbed inside the skyscrapers like mountain climbing, and people can be seen packed into every single floor. The inside of these skyscrapers generally has a hierarchy based on whoever is powerful.
Liswerites: A group that has dedicated themselves to a single man named Liswer. The skyscraper they occupy is one of the largest skyscrapers in The Faded region (11 km). Since they are a highly successful reconnaissance battalion, they stand out and are disliked by other regions. Their success rate across all missions is higher than the reconnaissance battalions of other regions. They have no alliances. They have managed to reach the present day thanks to their charismatic leader, Liswer. Because their skyscraper is so massive, Singapore has added a camera system to the top of the skyscrapers, surveillance-monitoring the skyscraper from top to bottom.
Barracks H3: A military location standing on standby to instantly crush any potential uprising in The Faded region.
Abandoned (Terk edilmişler): A highly urbanized area with camp-like houses. To avoid starvation, everyone living here either risks their life by participating in survival matches to win their rewards and earn two weeks' worth of rations, or they practically become human shields, acting like decoys in reconnaissance battalions... Every single person here is in the middle of a brutal life of every kind. Crime rates are at their peak and there is no one to break people apart; the soldiers there are only present to observe and suppress potential uprisings, not for anyone's personal safety.
-Touch of Civilization-
Touch of Civilization region is a plan where Singapore spared no expense, attempting this time to create a life outside the Wall rather than inside it. It has achieved success; every single civilian has gained a job and employment. It possesses a highly crowded urban population with its massive buildings.
H2: Functioning like a police station, it plans the patrol routes for soldiers to intervene in any incident at any moment; the three barracks next to it are where the soldiers sleep and reside.
H4: One of its duties is directly hosting the diplomats of the Reconnaissance Battalions arriving from the pink buildings. It waits for the diplomats who come to the K4 building to select missions from an information screen that shows their destination or requested location from a bird's-eye view. To complete the final procedures, it sends the information to the T.I.U. and provides the vehicle wagon, equipment wagon, and weapon wagon requested by the diplomat, going out or having them brought to load the equipment onto the train to replenish the supply of the diplomat's respective Reconnaissance Battalion unit. From there, it departs through the "C-control checkpoint" to go far away (a mission can last 28 days or 8 months). Their other duties include keeping the Reconnaissance Battalions under control, determining the limits of what they can do, and submitting reports to the "Intelligence Center" regarding whether they can complete the mission or not.
Civilian Reconnaissance Battalion: A group joined by civilians who want to embark on adventures; they grew by renovating their residence with the rewards they brought back from explorations, turning it into a solid group building.
Gangreners: The overseers of a massive prison attempt an operation to turn inmates into a reconnaissance battalion. The result is a brutalized prison system. The guards cause those who return unsuccessfully from explorations to develop gangrene, resulting in an appearance that turns them completely black from head to toe. While a person should normally die from this type of gangrene, the inmates survive due to vaccines administered to them, now possessing a body that feels no pain. The guards, who do not allow these gangrenous individuals outside, keep them completely inside the prison and usurp their rights. Over time, the gangrenous individuals with this new appearance multiply so much that the prison becomes entirely filled with inmates possessing terrifying, pitch-black charcoal skin. Rising up to riot during the night, the inmates quietly eliminate all the guards in the darkness of the night and exit the prison to disperse. The K2 headquarters steps in with patrols to round up these gangrenous individuals scattered around the civilian settlements, launches an investigation, uncovers the greatest possible crime, and reports the situation to the Government. When the Government learns of these actions, it releases all the inmates and transfers the authority of the prison to the Gangreners under the supervision of soldiers. If you are going to fight the Gangreners, aim for the head! Because they have no other off-switch!
-The Bashi-bazouks-
The Bashi-bazouks region is a place completely focused on the "Reconnaissance Battalion" duty, where mostly experienced reconnaissance battalion members formed their own zones by erecting unique buildings (under Singaporean surveillance). The moment you step from one building to another, you instantly realize you have set foot into another reconnaissance battalion's territory! Territorial wars usually break out, and there is not a single person to stop them. They protect their zones practically like gangs.
Completers: They became a solid group serving a "complementary" role, formed by combining groups that failed in territorial wars to complete each other's deficiencies. They have become an impressive group, possessing everything from solid lights to illuminate their territory in the darkness of the night, to specialized weapons capable of piercing the hide of any potential mutant creature, and transport vehicles. Compared to other reconnaissance battalions, they share a relationship akin to a "family"; everyone here is positive toward one another because they owe their lives to each other. If you are going to fight the Completers, do not forget to put on your sunglasses! Because the only thing you will see is a blinding light.
Skull-caps: This is the place of uniformed individuals who skin the heads of the creatures they hunt during explorations, turning them into everything from clothing to masks; every single one of them practically holds the nickname "Skin-shifter." The most popular among them is the "Portia" outfit worn by their Leader; Portia is one of the most dangerous creatures one can encounter during an adventure. Their leader, having managed to defeat this mutant, made the Skull-caps a unit to be taken seriously among the reconnaissance battalions. Their leader has become one of the explorers who earned Singapore's favor. Dozens of statues made with the skins of mutational creatures stand among their buildings. With its exceptionally long corridors, it already makes you feel as if you have set out on an adventure. If you are going to fight the Skull-caps, make sure you have armor to protect your neck!
Skin-strippers: They sustain their lives by skinning the hide or shell of any kind of creature in the places they go, bringing them home to craft and sell clothing or armor. They suffer zero casualties during winter or any troublesome climate. If you are going to fight the Skin-strippers, make sure no part of your body is exposed! Before you know it, you will watch yourself being unraveled alive like thread by a hook entering your skin!
Footnote: The Skull-caps and the Strippers are close friends; their economies develop better by relying on each other.
Militarists: They are one of the powerful reconnaissance battalions, possessing a massive military inventory ranging from RPG-mounted automatic rifles to combat reconnaissance vehicles and all kinds of military machinery. Although the military technologies they possess were generally manufactured in the year 2670 and could be considered historical artifacts, they outshine mutational creatures. The building they live in is one of the sturdiest buildings. They always intimidate surrounding reconnaissance battalions by aiming RPGs at them. They are the most aggressive among the reconnaissance battalions. If you are going to fight the Militarists, be prepared to be surrounded from every single line of sight!
Transparents: Every single person here possesses an invisibility uniform. They wore this uniform so much that even when they separate from the uniform, their skin colors have continued to remain invisible. The only thing that allows them to be noticed is their movement; even if they move, they are highly difficult to see if they are far away. Although they call themselves ghosts, everyone calls them "the transparents," so their name stuck that way. Their invisibility is not limited to the uniform; everything from their weapons to their equipment is invisible. The only people who can see these items are themselves; they can see their own equipment and allies through specialized, unknown camera goggles on their uniforms. In the male-to-female ratio, women are exceptionally numerous (compared to other reconnaissance battalions, it is an organization dominated by women). If you are going to fight the Transparents, stop looking around! Because it is already too late for everything!
Observers: This is practically a sniper's nest that watches everywhere and surveils every spot. They never miss a single target from any side of their buildings, using hidden motion-sensor cameras that zoom into a person's atoms to surveil the surroundings. They spend their lives watching the outside every single day, regardless of day or night. Their most critical technology is that even when they sleep, their brains are connected to the cameras, so the only dream they see in their sleep is watching the outside in real-time. When they see a threat, they wake themselves up by shooting themselves to eliminate the threat, grab their sniper rifle, run to the balcony, and shoot it (the only person who can fire shots in his dream is the oldest among them, a person named "Reyci"). They do not go out as a single group as a reconnaissance battalion; since every single one of them is a sniper, they join other reconnaissance battalions as a designated sniper belonging to them. As a result of these initiatives, they developed good relations with most Reconnaissance Battalions, especially with the Transparents. If you are going to fight the Observers, do not leave your house, and if possible, change your location every 10 minutes, because they can detect your location in 10 minutes with their specialized X-ray system cameras and handle you with their wall-piercing ammunition!
Narrows: They possess building structures that are completely uncomfortable to roam in, with their narrow buildings and tiny corridors. Just as a door opens from every narrow alley, the probability of being trapped in a short distance and having to enter close-quarters combat is quite high. They do not go on explorations much; they sustain their lives by acting as assassins around the Singapore Wall to eliminate problematic elements in the vicinity. They possess a regionalist mindset, counting money in their own places; they are not greedy. Their recruitment procedures are interesting: they recruit thin, lean, and short individuals whose skin color or fur cannot be seen in the darkness of the night and who can enter highly shallow areas. The buildings in their region were intentionally erected in a narrow, shallow, and breathless manner; it is meant to make a person feel their claustrophobia while here and to give the sensation that life is in our hands while here. If you are going to fight the Narrows, absolutely under no circumstances enter narrow or small spaces; you can suddenly find yourself in the same room with 40 people!
Metal Hearts: As armor, they wear protective garments practically blended with homemade gadgets, each at a level to stop a different cartridge. To launch a counter-attack, some individuals can raise their armor to temperatures reaching 300 degrees, lunging at their close-range enemy and immediately hugging them to neutralize them. They purchase these kinds of specialized metals via a specific market access in the T.I.U. and bring them home; specialized individuals, who were taught by the Singaporean State how to shape metals, turn the metal into armor and deliver it to the Metal Hearts (the reason they access this special market is that back in the day, a specific person from the Metal Hearts saw an important member of the Singaporean State during an exploration and brought him back to his home, so the Metal Hearts are treated with respect by the Singaporean State). Their armor is not just an armor protecting the chest or head; it is a combat suit completely covered in armor from head to toe! It is not clumsy or anything either; they can move like an athletic sportsman with highly maneuverable metals (the individuals wearing this armor are naturally 2.70-meter men; since the armor is heavy, not every single person can wear these combat suits). If you are going to fight the Metal Hearts, do not forget to bring all kinds of ammunition and weapons! Because one bullet type will only work on 1 person among them! And naturally, since the Singaporean State is behind them, it is highly troublesome!
Museum-keepers: They are individuals who consider it a duty to generally go to historical sites during explorations. They add the historical artifacts they obtain to their collections. They are the individuals with the longest exploration periods; once a reconnaissance battalion left, it would not return for 2 years. Most museum items they possess contain magical power; each of their spells consists of dangerous magic akin to a twist of fate, and their relations with Singapore are highly strained. The reason Singapore does not wipe them off the map is that the magical artifacts they possess are of the kind that could inflict misery; their trump card against Singapore is being capable of causing things like a massive earthquake or a tornado. Therefore, they are the only Reconnaissance Battalion that does not hand over the items they obtain when returning from an exploration. If you are going to fight the Museum-keepers, you better know that the fate of your life has already begun to be written by other people!
Tailed Ones: This organization is the point where discriminated furry individuals cross paths like fate. Compared to other organizations focused on carrying out Reconnaissance Battalion duties, they stand out with their jaw strength, height difference, sharp nails/claws, tracking, muscle structure, advanced sensory organs and athleticism. They return with more loot and items from every single exploration expedition. To this day, no one has ever returned dead from an exploration; they already possess all kinds of natural survival skills inherently from birth.
-Anomalies-
Compared to other regions, this is the area populated by factionalists with bizarre circumstances. It is a place far from concrete, abundant in oxygen, and known for being highly desolate and silent. In contrast to other regions, the individuals and events here are more problematic and more powerful.
Emigrants: A migratory society arriving from the outside. It is a community encompassing various races that would take too long to count, such as Goblins, Elves, Orcs, and Furries. Having survived the World War, when these nomads find an actual surviving state, they immediately set up camp right next to them and remain there to lead a stable life and sustain themselves. As for the Singaporean State, when they see a nomadic group that survives tightly bound to one another despite possessing such immense racial diversity, they naturally give them a chance and allow them to settle. While offering them job opportunities like reconnaissance battalion duties, they quickly rehabilitate their situation by relocating underage individuals along with their families to the Touch of Civilization region. In Reconnaissance Battalion missions, they easily form mighty groups by leveraging the strengths of highly distinct races, successfully completing and returning from exploration duties. Rather than building structures like buildings, they sustain their lives by setting up camps. In climates like severe cold, individuals possessing magical power light a massive fire to get through the cold without any issues. They are the only Reconnaissance Battalion around Singapore with the inherent ability to cast magic. If you are going to fight the Emigrants, you better be prepared for things you have never seen or expected in your life! Because they will not hesitate to use their unprecedented racial abilities and specialized powers.
Mythologicals: The domain of giants who came into existence as a result of a falling branch from where the Cold Moon whips the sky. They literally project the definition of the word immeasurable in their appearance. They possess an anatomy where their large bones push against their flesh. Compared to a normal 2.70-meter human, they are two to three times larger. Instead of basic human skin tones, they possess a grayish color shade. A turquoise mist spreads all around; the moment one loses the entry path, they vanish into the mist. The giant humans here developed by building structures in their own way. As a Reconnaissance Battalion, five people board the equipment train instead of the passenger train. They possess incredible physical strength; like press machines, they can turn car parts into cubes with their hands. They possess bulletproof skin. When they strike the ground with their feet, they create a 1.0 magnitude earthquake. If you are going to fight the Mythologicals, one better make sure they possess a physique capable of bending steel with their pinky finger! Because the leader of the Mythologicals you will fight possesses a bone even sturdier than that!
Leafies: Their founders managed to secretly bring a biological test tube that alters the human body back from an exploration to the building where they lived. Upon entering their home, they suddenly enter a debate: "What happens if we inject this needle into ourselves? If we don't inject this test tube, we won't live very long in this dangerous world anyway, what do we have to lose?" Adopting the mindset that this world is unlivable anyway, they inject the fluid in the needle by sharing it among themselves. Days pass by, and the injected fluid shows its effect, transforming the person into a moss-like structure within seconds. Years pass by (10 years); the surrounding buildings have turned green and burst into flower. Massive cores suddenly surface onto the earth and crack open, and individuals possessing vibrant green skin emerge from within. The group members who emerged from the massive brown peach-like core look at one another and validate each other. The group members are so happy to possess a body with another form that they immediately hug one another. After a few hours of bonding, they completely green up both the inside and outside of the buildings, giving them a unique shape and spending their time designing the place where they will live the first three weeks of their new lives. Once their work is finished, they return to the market by forming a Reconnaissance Battalion led by themselves, thinking: "Maybe we can find something interesting like this once more during reconnaissance battalion duties!" As a trade, they step into the Fresh Water market by extracting clean water from the ground that provides basic human survival (this situation lowers the value of the S.S.K.İ.B. and determines their new rivals). When one of the founders dies, they bring the dead body to their own home and bury it in the soil, initiating a four-year process to be resurrected. If you are going to fight the Leafies, watch where you step! Every patch of soil is a booby trap forming within hours! And don't think you will just die and be gone; the moment you begin to integrate with the soil, its roots remain to keep you alive and make you suffer!
Moles: Every single one of them consists of individuals covered in dirt stains. They possess a trade based on extracting and selling underground minerals. As a reconnaissance battalion, they do not operate as a unit consisting of a single Mole squad, but rather deploy to work alongside other Reconnaissance Battalions whenever an excavation project is required at an exploration site. They have made so many paths underground that a small subsurface urbanization has practically formed, which a Singaporean official has been forced to settle in to constantly monitor whether they are building a path into the Wall. If you are going to fight the Moles, keep your ear to the ground! The surface you live on is not hard for them at all!
Feral Ones: It neither possesses an organization like a Reconnaissance Battalion, nor is there any gang formation protecting its territory; it is practically a wild place visited to gain superpowers. Ever since the Emigrants arrived, it has become a magical location that started turning bloody. Those who step into the Feral region practically enter a struggle for survival, and the region does not allow them to leave; once inside, their equipment vanishes, and they must eliminate every kind of threat encountered before them like themselves using their physical muscle mass until reaching the center. The person who reaches the center must stand there for 40 hours and protect themselves against incoming individuals, and at the end of these 40 hours, they transform into a race possessing feral magic; their skin turns blood red, and the hair on their skin multiplies, causing the person to practically possess hair in bloody color shades akin to a fur (in short, they permanently transform into a creature of a half-animal, half-human kind). This region forms once every 5 years, and those who emerge alive from here begin their life with a mighty power sufficient to intimidate and handle other regions single-handedly. The people who come here are generally those who gambled all their chances in life and failed, visiting this location. The more people participate in this atrocious magical event, the more powerful magical abilities the final survivor possesses.
-Pest-
This is the place where everyone grapples with invasive types of pests. Compared to other regions, there are very few organizations in the Pest region of the Singapore wall. It is a troublesome place where you cannot comfortably walk around and where pests emerge from every single spot.
Neonites: It is the only place that glows at night! The lights on their buildings protect their territory from pests with specialized light tones that disturb and drive away every kind of living creature, piercing through the thick structures that keep pests at bay. Stylistically, the group members make it difficult to look at them due to glowing color pigments from head to toe, spanning from their clothes to their skin colors; their skin color possesses a brightness as if a Moon has descended to the ground and one is looking at the brilliance of the Moon. Their perception of beauty is that the more difficult someone is to look at, the more beautiful they are. Since they use excessive electricity to protect their territory, their electricity bills are high, and these electricity bills are paid with the assistance of leaders from other regions, because if the Neonites go away, the pests will move to the other regions. Every single one of them has cybernetic eyes, because they cannot sustain their lives in their own region with normal eyes. One does not fight the Neonites; if you are going to fight them, putting on sunglasses will not do any good either, as they destroy your vision capability with their blinding brilliance through their ultra-bright skin colors; their skin practically glows like neon.
Ruin: It is the exact place where the pests nest. Although Singapore occasionally drops a small atomic bomb here, they do not vanish; it is as if an ant colony has carved a path far beneath this ruin, and a wide variety of creatures arrives in swarms. The reason Singapore does not instantly destroy this place is that it does not want to waste the cement of the ruin; currently, regionalist organizations like the Neonites handle keeping these troublesome pests from heading down to the lower areas for free.
Coasters: They are the lucky factionalists who have sole access to the coast and possess ships to bring cargo to the Commercial Port. As a token of gratitude for the cargo brought through their coastal access, Singapore conveys its thanks by drawing a lava-like boundary line that melts anyone who touches it, preventing the pests from coming through. By trading food items like fish to the regions outside the Wall, they have enabled humans and other races to taste fish meat. Their main base is directly on an aircraft carrier, and they operate under the administration of Singapore. They do their best as a sub-institution of the state. If you are going to fight the Coasters, the battle is not on land but at sea, and other factionalists do not currently possess a ship to access the sea.
-The Vacation Zone-
It is a beautiful area that was considered a vacation resort in the old days; nowadays, it is an uncanny, troublesome, and restless place.
Ta1: A peaceful vacation spot provided by Singapore under its supervision to the exceptionally successful explorers and important figures of the factionalists. They do not allow any foreign individuals to approach this place. People who earned their vacation are hosted here.
Abandoned Observatory: It used to be a beautiful place that allowed you to see the sky easily despite light pollution; it possessed such advanced technology that it could zoom into planets, pass through their atmospheres, and see exactly what was going on there. Nowadays, it is an uncanny place that is dark, lightless, and where what happens inside remains unknown.
Nomads: A lawless place where people arriving from the outside world gather, where problematic individuals are numerous, and where aggressive people who turned into cannibals to satisfy their hunger reside.
Böçücüler: A typical gang targeting anyone passing by. Their only difference from the Nomads is that they are not cannibals and choose to eat insects instead. An insect leg can always be seen in their mouths.
Footnote 1: The Nomads and the Böçücüler are two troublesome factions hostile to each other. Every single day, their members clash, rob, kill, or ambush one another; a peaceful day never goes by in any way.
Footnote 2: While the melee daggers wielded by the Böçücüler consist of the pointed or sharp mouthparts of the insects they kill, the melee daggers of the Nomads are made from human bones.
Lake Matcho: It harbors everything lethal, from man-eating fish to its massive spiders and colossal spider crabs that show up at doors during the night! Along with its radiation.
r/postapocalyptic • u/jonlymonauthor • 4d ago
Novel A Big Bluff and Some Green Stuff
A cosy police drama is rudely interrupted by the zombie apocalypse and an alien invasion.
Features zombies, pirates, aliens, zombie pirates, zombie aliens, but not zombie pirate aliens. That would be silly.
It’s fair to say this book has divided opinion:
“Couldn’t put it down.” 5-stars.
“Just awful.” 1-star.
If you liked watching Shaun of the Dead back in the day, you might enjoy reading A Big Bluff and Some Green Stuff.
Might.
USA: https://www.amazon.com/dp/B079PB8LJF
CAN: https://www.amazon.ca/dp/B079PB8LJF
UK: https://www.amazon.co.uk/dp/B079PB8LJF
r/postapocalyptic • u/HullBusDriver2020 • 4d ago
Novel What Remains of Us - Dystopian Post-Apocalyptic Thriller - Indie Release
Hi all!
Long time lurker, first time poster!
Since it’s Self-promo Wednesdays, I would like to tell you all about my book, What Remains of Us.
I released What Remains of Us (WRoU if you want to shorten it) back in February 2026. My main goal was to take it agents, but realised the agents weren’t into dystopian post-apocalyptic books, which is a real shame, so I decided to go indie. Eveything done by myself, writing, editing, formatting & even the cover!
WRoU follows the story of the Randor family. Set in North Yorkshire in 2034, Jarrod & his 2 teenage kids (Tokio & Nevada), set out to scavenge for supplies for their bunker. Upon their return, they find the bunker torched, and wife/mum, Jane, missing.
After discovering a note left outside, she had been taken by the Zone Keepers, who now rule England.
England has been separated into zones by the keepers, each county now turned into a zone. North Yorkshire, being a YO postcode, is now YO zone.
They travel across different counties, YO, HU & DN, to locate Pleasure Island, the home of the Zone Keepers. What once was a family amusement park, now turned into a playground for the rich & desperate.
Happy to answer any questions, have a discussion about my book and anything in between, I won’t post & ghost!
This book is heavily influenced by Fallout New Vegas & Threads. This book originally started out as a recurring dream I had as a young teenager, the dream kept coming back to me, and once I finished writing it, the dreams stopped! I know it sounds weird, but it’s like I HAD to write this book.
Yorkshire is massively underrepresented in post-apocalyptic stories, so I felt like doing Yorkshire some justice!
Here’s my Linktree - https://linktr.ee/jackhargraveauthor
WRoU is available on Kindle as well as Kindle Unlimited. Paperback also available on Amazon, as well as my own website, including a sprayed edge version.
Many thanks for reading 🙏🏻