Afterspoils

press kit

Everything needed to write about, stream or cover Afterspoils. Screenshots and the logo are real files — right-click and save, or use the download links.

fact sheet

TitleAfterspoils
DeveloperSapphire Signal — one person
Release dateNot announced. It ships when it's done.
PlatformsWindows. Linux and macOS intended, not yet built.
PriceNot announced
Genre2D isometric extraction shooter
EngineGodot 4.7, OpenGL 3.3 — no Vulkan required
Languagesenglish, russian, spanish, portuguese (br), german, french
Current buildv0.6.190
Websitehttps://afterspoils.com
Press contact[email protected]

description — copy and paste

one line

A 2D isometric extraction shooter about going in for what is worth carrying, and getting home with it.

short

Afterspoils is a 2D isometric extraction shooter. A world came apart six years ago, and you go into it for whatever is worth carrying. Then you have to get home with it. Die out there and you lose everything you found. Getting in is easy. Getting out is the game.

long

Afterspoils is a 2D isometric extraction shooter built by one person. A city came apart in the space of one autumn week six years ago, and people still go in for what is left.

The first place you raid is transit - a sealed district behind a fence its wardens call the wire. It is the first, not the whole game. Everywhere after it is built to be nothing like it, with different ground underfoot, a different way of moving through it, and its own reason the edge will kill you. On the board back home the other tags already read the mills, harbor, old ward, and one scratched too deep to make out.

Maps are fixed rather than re-rolled. The roads, the courtyard, the scrapyard and the rail line are all knowable, and learning them is the point. The weather and the clock are not fixed. A full day and night runs on its own time, so rain, storms and deep night keep changing what you can see and hear.

Still to come before 1.0: guns, two kinds of enemy, and tunnels under the district. A grid inventory and a stash worth losing. Crafting from what you carried home, events that pin you in the open, and quests. Then a second district, built to be nothing like the first.

Transit has three ways out. A lift, free, if you can stand in green smoke for five seconds and accept a helicopter over your own head. A tollman's warden who takes 30 brass to stop the wire caring for the rest of the raid. And one freight train at midnight, which leaves whether you made it aboard or not.

Every pixel is generated from code. No asset packs, no drawn files. A single Python script produces every sprite, tile, letter and interface element from one 46-colour palette, which is why the whole game holds together tonally without anyone hand-matching a colour.

The district is 256×256 cells. 18 of its 45 street lamps still work, which tells you most of what you need to know about how well the place is looked after.

features

screenshots — 5 files

a working street lamp after dark
a working street lamp after dark 1680x1080 PNG
the tollman's warden, and the fee
the tollman's warden, and the fee 1680x1080 PNG
rain over the district
rain over the district 1680x1080 PNG
the lift coming in
the lift coming in 1680x1080 PNG
the depot
the depot 1680x1080 PNG

logo

The Afterspoils wordmark
the wordmark, on transparency 190x78 PNG

trailer

There's no trailer yet. Rather than put an empty heading here, this section will be filled when there's something worth watching in it. If you need footage before then, write and ask.

contact

Press & business[email protected]
Discordthe den
Everywhere else@playspoils on x, youtube, twitch, reddit and tiktok