
Welcome to Afterlife, a world-building simulation that lets you create the hereafter in the here and now.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian*, Spanish - Spain*languages with full audio support
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | — | 47reviews | 89% | — | not modelled |
| $1.99 | 48ratings | 58% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have much more than 3 hours in this game. My father bought this game as one of the first when we got a PC back in 1997. I was too young to grasp it, but I was so fascinated when my father played it. He was always bankrupted and destroyed eventually. Many years later, I bought the game for myself and decided to learn how to beat it. If you wanna know what I thought about it when I was old enough to play it, consider that I have now bought a digital copy too here on Steam. Consider also, that I bought a second cd-rom with the game just to archive for science. This game is amazing. It is a pure gem. The learning curve is medium and progressing on it is rewarding. The game is very intuitive and easy to navigate for such an oldie - no weird in-game buttons just for navigating the map, fx. Graphics are holding up nicely - the good ol cartoonish style usually does. There are lots of ways to influence the game world. Novelties in the game are "effectiveness" of buildings and beliefs of souls on "the Planet". Making buildings effective is done with a slider which must be set in accordance with the distribution of permanent resident vs. temporary. Souls can be temporary because the believe in multiple afterlives (SUMAism - Souls Undergo Multiple Afterlives), or because they believe in reincarnation (RALFism - Reality Always Loops Fate iirc). There is a tool for doing this automatically for a type of buildings or all at once, but it is expensive (tip: it is usually worth it!) You build gates to allow souls (or S.O.U.L.s - one of the game's many puns) in, schools for demons and angels, housing for them too (commuters are expensive!), infernal or heavenly achievement-buildings, train stations which carry souls who don't stay permanently back to the planet, cosmic bars for "lost" souls, heavenly and hellish piggybanks for loaning money (you'll likely need it!), docks allowing ships to cross water/lava among other things - as well as zoning for punishments and rewards. There is lots to do in this game - and even a "soul"-viewer for following a soul. You can read about it and see where it is being punished, as well as follow its path through your afterlife. Watching and reading about the buildings is very entertaining and the artwork i great. The advisors - Jasper Wormsworth and Aria Goodhalo are brilliant. Jasper is one of my favorite fictional characters of all time. So if you like city-building/management genre, this game is highly recommended. Highly! And last, a tip: Learn the different beliefs of the souls (EMBOs when alive) and use your money to influence them to what you need. Generally you want a good portion passing through, using many buildings - but some must be permanent to up your population so you get rewards. Too many permanents will crowd your realms. Be careful with making the EMBOs wroth - they might nuke the planet and end the game. AAAAism - Absolutely always an afterlife NAAAism - No afterlife at all (avoid unless you are late game and totally crowded) OCRAism - Only cloud realms await (souls only go to heaven) OPRAism- Only pit realms await (you get it) HOHOism - Heaven or hell only HAHAism - Heaven and hell always ALFism - Afterlife lasts forever (permanent residents) RALFism - Reality loops fate (uses trains to reincarnate) SUMAism - Souls undergo multiple afterlives (uses more fate-structures/zoned building = good) SUSAism - Souls undergo single afterlife (not bad either but prefer SUMAism) These tenets stack, so you can have an AAAAOPRARALFSUMAist - believing there is an afterlife, he will go to hell for sure, he will reincarnate and he will be punished for all his sins. A SUSAist will only be punished or rewarded for their defining sin/virtue. By clicking on the planet in the menu, you can inspire a leader to be a prophet of you selected belief (stacked the way you want). You can also influence tenets, as mentioned. Also edit alife.ini to your native screen resolution for best experience. I love this game. If anyone has questions about it, just ask.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is the most spectacular of hidden gems. The absolute, above all else reason to play this game, is the humor. Witty beyond reason. Every single new kind of territory that spawns (of which there are countless) has sharp comedic descriptions that accompany it. The variety of rewards and punishments throughout is unbelievable. Easily one of the most imaginative video games i've ever encountered. The gameplay is uniquely complex for this genre and especially for one of the earliest in the genre, but it's also inviting in how much actual influence you can have over how your Heaven and Hell function.
How am I supposed to be a productive member of society when SimCity 2000, Afterlife, Rome: Total War, and Supreme commander: Forged Alliance exists?
I downloaded this game for nostalgia. I always remembered it being really difficult and near impossible to manage. Well, I remembered correctly. I love the graphics, the humor, and the idea/concept of this game but I just can't win. I can't win even on the easiest mode. Personally, the commuting and importing angels and demons is a pain. I can't get enough to STAY, even after adjusting the planet's beliefs and toying with the collages entry percentages. It wouldn't be so bad if every building had to have it's own efficiency between imported and local workers. I can fix it with the Micro Manager thing but for way too much money. It should be a convenience, not a hassle to use. While I really want to recommend this game, I can't. It's not even that it is dated, but more that there is TOO much to manage even in the beginning. Nothing gets easier or better and there is no reward for trying. If you like true impossible odds, go ahead and get it. Otherwise, you'll get a laugh or three out of this game but that's about it. I think the game itself needs a lesson on how to be "balanced."
Juego de gestión de ciudades, estilo Sim City, pero llevado un paso más allá. De hecho, ES el Más Allá, y como coordinador de lo que se encontrarán los fallecidos, tienes el doble de trabajo que una sola ciudad, gestionando Cielo e Infierno al mismo tiempo, buscando la forma que todo el mundo se lleve su merecido. El juego es, para ser gestión urbana, muy colorido. Y aunque no deja de ser gestión de ciudades, como el citado Sim City, es bastante más exigente, teniendo que equilibrar muchas zonas (para los castigos/recompensas) en función de la demanda de las almas llegadas, formación del personal de las zonas (ángeles y demonios), hacer que todo conecte correctamente con todo... No está diseñado para ser un juego de una tarde, y si quieres ir rápido, posiblemente, acabes llamando la atención de los desastres (Surfistas del apocalipso si los números en rojo abundan, una estrella de la muerte si quieres ir a lo fácil, un conejo de otra franquicia si sabes donde buscar...). Si buscas un reto en construcción y gestión, te puede interesar. Si no, eres un alma sencilla y es mejor que no cruces la puerta.
Among the most unique and best city builders of all times...what can I say this game started a lifelong love of builders for me. It deserves a properly updated version with the humor intact.
So many good memories. Half the fun of this game is reading the descriptions of the buildings in heaven and hell.
I really just wanted to say this was a good game and get through with it. But the site want's me to describe what I like about it. Well, one thing I like is that it's a Lucasarts game that ISN'T about Star Wars. Second, it's very high-concept (you play as a Demiurge in charge of maintaining and improving upon both Heaven and Hell). Third, the music is very atmospheric. Four, descriptions about the reward/ punishment Fate Structures is at times funny, other times underwhelming, but usually good. And five, the banter between your two assistants Jasper and Aria is comedic if not helpful. All and all, a work of imaginative genius.
Codes Cheat Codes MAC Enter the following cheats during the game: Effect Code $10 million. Can be used five times a game. Hold Shift, type 421 Sam's Cameo Type samnmax several times. Contributed By: jh51681 0 0 Codes Effect Code Secret Bad Thing Type SAMNMAX three times Ten Million Pennies Type $@! during game play Contributed By: Sarxos, jchamberlin 2 0 Glitches Import buildings from saved games and scenarios When you start a new game, or load an existing one, the current zoning type on your cursor does not change. This means that you can load a game (such as a predefined scenario) where an advanced building is unlocked, select that building, load your regular game, and place the building - even if the building is supposed to be unavailable in your regular game. Note that if the building has a cost, you will still need to pay for it as normal. However, using the scenarios, you can get immediate access to many of the gift buildings, which are free and have powerful effects (emitting strong pro-evolutionary vibes, repelling Bad Things). Contributed By: thrawnca 1 1 Secrets Secret Building Go to ''Hell'' and switch the view to North. Now go into a corner your not using and build a square road that surrounds an empty 7x7 area. change the time mode to Divine Intervention. Beginning in the northern most corner and working your way down to the right, lay out colors in the pattern below: B = blue, BR = brown, O = orange, G = green, P = purple, Y = yellow, and R = red. G-- Y-- O-- BR- P-- R-- B Y-- O-- BR- P-- R-- B-- G O-- BR- P-- R-- B-- G-- Y BR- P-- R-- B-- G-- Y-- O P-- R-- B-- G-- Y-- O-- BR R-- B-- G-- Y-- O-- BR- P B-- G-- Y-- O-- BR- P-- R Now go back to normal time and a hidden building should appear
Nostalgia lá dos idos de 1998, quando ganhei este jogo de presente. Nunca consegui lucro nele na adolescência. Uns 15 anos depois, comprei a versão original em CD, fiz um backup em imagem, comprei o manual original e instalei no DOSBOX, resoluto em "ganhar" o jogo. E o fiz, embora tenha sido uma batalha longa e excruciante. Agora, 10 anos depois, veio esta cópia digital. E em 39 horas de jogo, vários experimentos e alguns truques, finalmente "ganhei". Love Domes e Omnibolges nos dois planos e um fluxo constante de SOULs e Pennies. Nunca consegui arrumar as estradas no Céu. Fora isso, sem recomendações da Aria e do Jasper. Valeu a pena? Com certeza. Esse jogo é como a vida, você logo aprende que é lindo, DIFÍCIL e fascinante. Você vai odiar e amar alternadamente ou até ao mesmo tempo. Uma curva de aprendizado de ler algum manual ou ver vídeos no Youtube, desenvolver sua própria estratégia e todos podem vencer.
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