Gaming

Afterworld will be strategy royalty Paradox's "most approachable" game, and after raising cannibal fish-mutants to conquer America I'm hooked

Afterworld will be strategy royalty Paradox's "most approachable" game, and after raising cannibal fish-mutants to conquer America I'm hooked
(Image credit: Paradox Interactive)
(Image credit: Paradox Interactive)

If I can do justice to the hour I spent playing Afterworld, you'll see why it's the most exciting reveal of Gamescom 2026. Even if you don't like grand strategy games, which this is, Afterworld may be the first one you fall for. It's designed to be the "most approachable" game from developer Paradox Interactive (Crusader Kings, Stellaris), says game director Dan Lind, and although I've struggled to make sense of many of the developer's previous titles, I jumped into this one and intuitively had a blast.

By blast, I mean 'I made my settlers live in an irradiated factory and they started having mutant fish-people babies'. But I'm getting ahead of myself. First, let's catch up on what Afterworld is – then we can talk about all the ways I was a terrible warlord.

(Image credit: Paradox Interactive)
(Image credit: Paradox Interactive)
(Image credit: Creative Assembly)
(Image credit: Creative Assembly)

I played Total War: Warhammer 40K and saw a generational strategy game in the making

At its most basic, Afterworld is about ensuring your tribe survives in post-nuclear apocalypse America. But its most interesting dynamics are established before then. Beginning my preview, I'm asked to choose my tribe's origin story and how it handled pivotal moments in its history.

I picked a tribe leaving their underground shelter, which meant deciding how they navigated an earlier food crisis – cannibalism? Hoarding? – and whether a period of unrest was settled by ceding control to rioters or quietly killing its instigators. Each option has lasting effects on my tribe going forwards; the descendants of cannibals will still eat people, for example.

These identities keep evolving. Sending rangers out of the vault to find somewhere to settle, I discover an abandoned car manufacturer with water and wood within reach. It's more irradiated than its neighboring areas, but that seems like a long-term problem – what's a few spare noses among friends? Meanwhile, technology and belief trees are fleshed out through exploration. Finding the sea adds a research node for fishing, for example, while standing my ground against would-be bandits nudges my society further towards autocracy. Later, settling in radiation comes back to bite me in the gills as my people start giving birth to fish-human hybrids.

(Image credit: Paradox Interactive)
(Image credit: Paradox Interactive)

Even in this small window, I get the impression that Afterworld will be very dynamic between playthroughs. For starters, the societal side of the map – covering the whole of the U.S.A., with parts of Canada and Mexico – is randomized, with game director Dan Lind telling me that New York City can be a hole-in-the-ground in one playthrough, or ruled by mutant kings in another. When your society has taken root, you'll come up against Ancients – warlords who have been around since before the apocalypse happened 100 years ago – and decide whether to go up against them or fall in line, the latter letting you earn favor by working for them and following their rules.

"A lot of the dynamic playthrough comes from a lot of random actors, like the AIs and stuff, doing their thing [...] playing their own game," says Lind. "All the AIs have their own plans, right? Some may not have expansion plans, but a lot of them do. And when you have that combinatorics, a lot of agents doing a lot of stuff, and you also throw in things like beliefs and stuff that can affect each other, you get like an almost infinite soup where a lot of stuff can happen."

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