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Operation: Aftermath is a Multiplayer-Based top down shooter, developed by Dark Fire Entertainment. Operation: Aftermath will feature a large amount of singleplayer and multiplayer modes including classics such as Deathmatch, Capture The Flag, King of the Hill and others! A Co-Operative Survival mode can be played by 1-4 players, on the same PC, or over a network, featuring boss encounters and a shop selling weapons, items, defenses and upgrades. Use a variety of weapons to defeat your opponents, ranging from Pistols and Magnums, to Pulse Rifles and Crossbows. Find out which weapon is right for the job. Play multiplayer online, over LAN or using splitscreen. The fun doesn't end there, with online highscores and an advanced map editor, you'll be competing with others and sharing your levels for a long time.

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At this point in development I'm mostly adding content to the game, most of the basic mechanics are in place, but before I make the games maps, I want to see what additional content I can put into the map editor, to give the maps more variety. What do you think I should add?

Currently I have the basics in place, tables, chairs, flooring, the basic furniture items you'd expect. But I want more objects for you guys to put into your maps to make them more interesting. I don't want to flood the editor with items, but I think we need a good healthy amount in order to create great maps!

Also weapons, I already have what you'd expect, Pistol's, SMG's, Assault Rifle's, Laser's, but if there's any unique weapons you think the game would benefit from, feel free to suggest them.

Item's aren't really in the game yet, and may not make it into the initial Alpha release, but if there's enough interesting ideas I may include them. These would be items that give you buffs/perks for a limited time during a match.

Currently in game modes we have Deathmatch, Team Deathmatch, Co-operative Survival, Capture The Flag, King of the Hill, Team King of the Hill (Control Point mode) and Assault. Each with variants. If there's any other game modes you know of and enjoy, please suggest them, and they may make it into the game.

Other than that, if there's anything else you think might benefit the game, go ahead and say it.

As I usually post a development diary every week, I thought I'd just do a small update at the end of this article to keep you informed.

I am currently running tests on a lighting engine, which will make the game look much nicer. I'm keeping an eye on the performance issues the lighting engine may present, if it becomes a big problem, it may not make it into the game, but tests so far on my development PC have been promising. Either way, I will include an option to disable lighting for slower computers. The ambient light level will also be a setting in the map editor.

Lighting is work-in-progress and will change before release

I have also gotten the post-game stats to work, they accurately show player scores/kills/deaths after a match is over.

Also I have started balancing out the weapons, instead of automatic weapons being better than weapons such as Pistol's, I plan for them to all be relatively equal, and you can just pick a weapon depending on your playing style.

That's all for this week, make sure to follow me on Twitter to keep up to date mid-week, and also track the game to be alerted whenever new info is released.

Have a great day,

Random DM screenshot, with new lighting and AI

Development Diary #13: The Enemies


A quick look at the enemies which will feature in the Alpha release, as well as the progress made over the past week.

Development Diary #12: CTF And Other Game Modes

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We take a look at Capture The Flag and other game modes that will be in Operation: Aftermath!

Development Diary #11: More On The Level Editor

News 1 comment

This week was almost entirely focused on the level editor, and getting it up to standard to be used to create proper levels.

Development Diary #10: Level Editor


We take a look at the level editor, and some other changes being made to the game.


not bad for a game made with gamemaker, good job

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Mowcno Creator

Thanks for the feedback. Gamemaker is a great engine however it has been tarnished by the large amount of low quality games that have been made with it. Thats not to say that there aren't some good games made with it.

Aftermath is still very early in development and by the time it is finished we hope to have created a fun and enjoyable game. An alpha release shouldn't be too far away now.

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i know how great of an engine gamemaker can be, and the reason why it has been tarnished by low quality games is because it is used as an "entry-level" engine for lack of a better term. and that means that in any beginner game programming class, most likely they will start out with gamemaker, which in my opinion kind of sucks, especially if you took the class to learn the coding behind a game without any drag-drop interface to mess with. and i cant wait to test out the alpha version when it is released, because i seem to be drifting more towards 2d games now

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Mowcno Creator

Yes thats a great explanation, Both of us working on the project have been using gamemaker for over six years now so hopefully we'll create something worth playing and not dissapoint you.

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Game Maker is a great engine, I have been using it ever since 2008, and I have gotten good at programming projectiles, health, energy, movement, explosions, and much more, only thing I have yet to get good at, is good A.I, I mean whats a good game without good A.I or multiplayer, multiplayer I still cant do, unless its on the same pc. I also would use other peoples sprites in the past, but now I create my own, and I am working on creating my own beats, sound FX, and music.

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Jenraux Creator

Almost every programmer would agree, that AI and Networking are possibly the 2 hardest things to program, those are my 2 "pet-hates" as it were. But I have some experience in both fields, from previous projects, so I'm hoping to use that to improve this game.

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Mowcno Creator

The next development diary has been delayed until next weekend.

We hope to get alot accomplished over the next two weeks.

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Looks good, but I'd probably enjoy it more if it were FPS.

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Jenraux Creator

We opted for a 2D game for a few reasons.

1. 3D games naturally consume more time to make, theres more objects that can be seen, graphical standards for 3D games are generally higher than 2D. Not to mention 3D graphics are harder to create than 2D ones.

2. 3D coding in general is harder, both of us currently working on Aftermath have fairly extensive knowledge of creating 2D games, but only know the basics of 3D. Learning how to create good 3D models and also learn how to program a 3D game would take up additional time.

3. Performance wise, a 3D game would require more powerful hardware to run. The engine we are using for Aftermath is designed for 2D games, and while it can create 3D games, large maps could cause performance issues.

I hope you understand our reasons. Thank you. :)

Some more details about the game will follow this weekend.

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Same here

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Operation: Aftermath
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Dark Fire Entertainment
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Latest tweets from @opaftermathgame

Fixed some lighting bugs, added a couple of objects to the map editor and added team select for humans in DM/CTF game modes.

Mar 17 2013

Fixed nearly all the bugs with post-game stats, now reads player scores/kills/deaths accurately. Also lowered the power of automatic weapons

Mar 15 2013

No dev diary this week. Decided to spend the week on bug-fixing and optimizing stuff already in the game.

Mar 14 2013

Dev Diary will be Saturday, due to me being busy developing and forgetting about preparing it. Some graphical improvements went in today!

Mar 8 2013

Doing some work on the post-game stats screen, hopefully have it finished this week. Also, some further progress on the pre-game lobby.

Mar 7 2013

Some advancements with the AI, can play with up to 15 AI opponents, and they actually work properly now, time to get the statistics working.

Mar 6 2013

Been working on the game's lobby system for the past couple of days, shows preview image, info of currently selected map, and a player list.

Mar 5 2013

CTF mode is pretty much done, all that's left is a new menu for team selection etc. and to get some basic CTF AI in the game.

Mar 3 2013

Dev Diary will be tomorrow to give more time on the front page on IndieDB.

Mar 1 2013

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