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This Place at the End: An Apocalyptic RPG

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This Place at the End: An Apocalyptic RPG

Science Night Studios · Published by Science Night Studios

Last updated 27 Sept 2026

This Place at the End is a tactical, turn-based RPG about moving forward at the end of the world. 30 in-game days, 30 real-time hours, and 12 ways to reach the end.

Free to PlayComing SoonDJCTQ 16Full Controller Support

Free

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Action, Adventure, Indie, RPG · 2027 · More free games

Navigate the harsh realities of a crumbling society in This Place at the End, an action-adventure RPG from Science Night Studios. Experience turn-based strategy as you make critical decisions over 30 in-game days, shaping your fate among multiple possible outcomes.

About this game

This Place at the End is a turn-based RPG about survival, ambition, and impossible choices in the face of apocalypse. Civilization clings to life on four floating continents, secretly ruled by ancient dragons disguised as mortals, and one now tips the scales in an effort to gain immortality. 

You're an adventurer on the remains of the planet, Geodia, ruins housed in a pocket dimension where humanity's last societies struggle under corporate empires, monarchies, scavenger clans, and gangs. Their survival is fragile, their rulers untrustworthy. And now, a mad lich has arrived, demanding the king's head.

You have 30 hours, 30 in-game days, to decide how to accomplish this task.

Choose from twelve radically different outcomes: align with rival dragon factions, back revolutionary uprisings, preserve memory and culture, attempt to unite splintered peoples, or refuse to act at all. There are several valid ways to reach the end.

The world is defined by people clinging to their own forms of survival:

  • A king seeking godhood to escape mortality.

  • A young girl pushing forward under the weight of inherited tradition.

  • A desperate crew planning one final strike with a cosmic payload.

  • A war hero who lived past her last battle and now searches for what comes after.

After the world was torn apart, rebuilding became the only option. Pre-apocalypse technology is rare, maintained by the few who still remember how to work it, and it sits beside steel swords and scavenged tools. Magic and technology bleed together in improvised forms as people struggle to reclaim what was lost.

This Place at the End offers no clear heroes and no pure villains. Only people, bound by flawed systems, making impossible decisions with whatever time they have left.

KEY FEATURES

  • Choose from 12 distinct endings with different gameplay styles

  • Create a party of 8 from 12 unique classes and 24 class variant recruits

  • Engage in difficult, turn-based combat with positioning, QTE timing mechanics, and an emphasis on buff/debuff management

  • An extensive In-game TCG based on Triple Triad to sink invaluable time into

  • Craft and enchant gear, hunt and cook food for a variety of buffs, and manage your time wisely

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: TBD
  • Processor: TBD
  • Memory: 8 GB RAM
  • Graphics: TBD
  • Storage: 4 GB available space
  • Sound Card: TBD

Supported Languages

English*
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Reworked the Starting Town

    It took awhile to finally get decent enough with Asesprite to build custom props myself, but hey, we're finally here. I redesigned Carrow's Reach to actually be visually representative of the setting of TPatE. The current version really just looks like a medieval town, and while the world did get reset back to old school trades, smithing by hand, etc., and they would have built houses that more resemble pre-industrialization homes, none of that was really conveyed before. Now it finally is, with the remnants of the old, pre-unfurling world left behind for them to build around, inside, and in the shadow of. The main quest still remains the same, you're going to Carrow's Reach to help take back the mine, but the mine has been moved out of town, that way it's easier to get you off of that main quest path. Even though it's the tutorial space, and the 30 hour timer starts when you leave it, there's going to be a lot of content on the island with the September update. I'm looking at it more as a space where, you still have a soft 30-hour timer (it just forces Vallun's attack when the 30 hour timer ends and it pushes you to the end of the tutorial), but you can use that time to grind and prepare before the actual 30 hour timer starts. The mine quest will only take about 20 minutes, it's one of the easier quests on the island, because you would need to complete it a few times to see all 12 endings, but if you ignore it for a bit and explore, you'll have 30 hours to run through optional content that can make your run easier if you want it to be. The next post here will probably cover the ability updates coming. Each of the classes has several new abilities, placeholder abilities reworked, and in general they've all been completely rebalanced. I took off the weird MP/SP thing I experimented with and instead just rebalanced the skill costs. Being a solo dev has it's benefits, but man, sometimes having someone to check the weird tangents I can go down would be nice.
    Read full article on Community Announcements (TPatEGameDev)
  • AnnouncementsOfficial

    I Finally Have the Opening Quiz Updated

    While working on this next update, TPatE has really evolved into this pretty extensive RPG, with quite a few minigames/mechanics. This update is going to include revamps to many of the systems like lockpicking, mining, and enchanting. I've expanded on the story significantly. Interior exploration has a new perspective. When going into buildings, dungeons, etc., the perspective shifts to a top-down view. So, exploration outside is mostly done from a sidescroller/platformer perspective, inside is top-down, and world map travel is 1-bit. You really can do a lot with Events.Speaking of, the main reason I remembered Steamworks exists and I really need to not just work on the game, but also make posts here, I've finally got the opening quiz cleaned up. I was using randomized stat rewards to get the system in place (make it happen, then make it perfect), but I've finally gone back and worked my way through these things, made the rewards actually make sense, and implemented the Talk mechanics. I'll have more posts before the September update. Thanks,
    Read full article on Community Announcements (TPatEGameDev)
  • AnnouncementsOfficial

    Tutorials and Minigame Changes

    Wanted to get this update out. It adds some much needed tutorials around the map, makes some changes to fishing, mining, and various other tweaks. It also adds the start of my Magic Points (MP)/Stamina Points(SP) system for the classes. The labels still say MP, but hopefully in the next update they'll say SP for physical-based classes.Right now, physical classes start with a full stamina meter that goes down as they use skills, and they can refill it by using a skill called Rest. Magic classes start with 30% of their total MP, but refill 15% of their total every turn. This represents a natural baseline attunement to the magical leylines around Geodia, and a need to further attune during combat. These numbers (along with all of them, I'm still learning about the complexities of class balancing, especially with 12 different classes) will change by the time I get this thing to 1.0, but that's where they're at for now. The next update is also going to add a whole bunch of the story content that I have written out. Having to rewrite everything to accommodate RPG Maker text boxes has been a bit of a pain, but I'm working my way through it. And hopefully I can go through the 30 questions again and actually make the response rewards make sense...Here's a peak at the Elementalist's ultimate, Quad-Elemental Blast. You unlock the skill by activating the charged state for their four elements.
    Read full article on Community Announcements (TPatEGameDev)
  • AnnouncementsOfficial

    Screen Resolution Fix

    Well, I finally figured out what was causing issues with screen stretching, so I wanted to push out a quick update to fix that. I also realized I left some of the songs in there from LISA the Hopeful, and needed to remove those. My bad.
    Read full article on Community Announcements (geodiathegame)
  • AnnouncementsOfficial

    This is why you use a beta branch

    I apologize to anyone that downloaded the most recent update. I apparently switched on player followers, and the script that I wrote for the map transfer to leylines did not account for that, so they'll just be following behind you looking normal. I've disabled them for now. I'm not sure yet if I want to have them enabled.
    Read full article on Community Announcements (geodiathegame)

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