The world ended, you don't know why and you're almost sure you don't want to.

But your days of blissful ignorance come to an end as you run out of food and are forced to leave your bunker in search of supplies and hopefully some answers.

Atomic Trail is a dark, atmospheric, and uncaring game that was inspired by Oregon Trail. You're given a randomized backstory and party with a small handful of supplies. Then you are tasked with walking across the dangerous landscape in hopes of reaching city hall, where you may be able to learn what exactly happened to the world you once knew.

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I kept getting pissed at the group's cop for throwing away valuable supplies that we needed almost immediately to fight wild dogs or break through obstacles or whatever. And of course she was never the one to face consequences (ie HP loss) for whatever dangers we came across—not even when she decided to rob a bank!

Instead, poor Kimmy kept getting hurt by every rusty nail, wild animal, and inexplicable maze we came across. She wound up dying to like the fifth razor-sharp flower she decided to touch.

Of course, the cop's flashlight was the last to die. When it did, it was only a matter of time before...well, I'm not sure what happened (beyond probably involving spiders), because the text box was covered by a fade to black before I could read a single sentence. But the fact that I wanted to know what happened to my survivors, and that I put together random events into enough of a narrative to fill two paragraphs, should indicate my level of investment.

That is so awesome! I love hearing people's stories that come out from this game.

Sorry about the text fade at the end though, that's not supposed to be so sudden. 😅

Since making this game I've started making devlogs on youtube about the things I'm working on:


I made it, they all reached the city :)

Great GDevelop game! Cool work!


Thanks for playing.

Don't spoil the super awesome ending. ;)


things that i like
-nice story
-it has a nice atmosphere
-the sound is amazing 
-cool visual.

the things i didn't like

- lack of doing things, i was playing for 30 minutos and after the 15 i did nothing, i was at the 83 mile and for 15 minutes i "played" doing others stuff in my computer, cause nothing happing. so my suggestion is make the events more with more frequency(and when you are getting close you could make more events appear) .

- the % chance of doing things, throughout my playthrough  all the events were 50% of chance. so most of the time i just saw the reward and risk and think no or yes. my suggestion, make events % different,cause it make a person try it even dough the reward maybe not that good or the risk is high, anothing that could help is a % add with the random event happens to a a certain character (for example a enginner would have more chance to win in events related to enginnering)

- pop up sound, in some events it appear and others don't so it kind randomly make the sound

- events happing 2 times with the same person, two times the model trow away the bettery, make something like that happen less with the same character.

Things that i would like to see in the game

- the events like a mini game, for example picking loot chance(if is a drawer, make the player search in the drawer, the grave, make it dig a hole and so on)

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Thanks for the reply!

The chance of an event happening per tick is 12/13. So I'm wondering what went wrong to say you got 15 minutes of nothing.... I'll have to look in to that.

I plan on adding more events of each type to reduce the number of times a person might run across certain things. So hopefully that fixes the event happening multiple times per characters and the lack of variety of % chances.(I'll be sure to add different percentages) I like the idea of their job effecting the % chance, but with how it's set up now it might be too much work to get that going.....

I like the idea of more mini games, got any more suggestions for those?
I'm currently working on one where you shoot as an attacker jump scares in front of your camera. :P

about the mini games, i thought about a grocery store shelf where you have to click the things that are still good.
about the events, i maybe exageration the 15 minutos, but still  i waited a long time to something  happens.

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Grocery shelf added to my journal. :)

It's cool, maybe I'll add a tick counter, and when you've gone without an event for more than a couple of ticks, it'll force an event to happen.

It's RNG, so it's entirely possible to have a run where literally nothing happens. lol(although that's an infinitely small chance)


I appreciate the visual aesthetic, it definitely creates a creepy atmosphere. I actually got spooked by some birds that flew overhead (in game).

In terms of gameplay, I think my biggest issue with the game is it is very long. My memory at least of playing Oregon Trail as a kid, the runs were 15-30 minutes long because you would fail often and if you were lucky it would an hour and you'd win. I've been playing for around 25 minutes and I was around 260 miles so only like 20% of the way there. This is in part due to how far you have to travel, but I think more severe is the random events that increase your distance to travel. They seem to pop up too often mainly because it takes so long to travel 5 miles, that getting +5 miles every 10 random events ends up being a lot.

Also relatedly, I think you should be able to fail faster. I didn't really think I was playing with much strategy in mind and wasn't punished for it <-- not sure how to solve this one, mainly balancing of events I guess. 

For more events, I would suggest focusing on action events (skill-based) like the falling roof and scavenge events. I find having some influence over your results can help. An example is you could take the wild dogs event, there isn't a reason (I could see at least) for choosing a warning shot since killing the dog gives you the same resources and more. Instead you could have a warning shot be always successful, but no resources (as it is right now), but choosing to shoot to kill requires the player to click on the dog as it's moving towards you like a gallery shooter or something. And every shot you take is ammo you lose and if you don't hit your mark you lose some health.

From a purely story perspective, it's a little strange that you're heading to a nondescript city hall that is 300 miles away (you could practically cross half of Europe in 300 miles). It would also be interesting in my opinion if you didn't have an exact number of how far you are from the goal or what % chance an action will succeed and how many health points a character has. Instead if you were given an estimate of how far you have to go when you start, and maybe an estimate of how far you've traveled every time you take a break (maybe you can find a map that lets the player see another estimate of how far they are from the goal, and maybe even helps you stay on course - stops the setbacks - for a certain distance). You could also describe that certain actions are risky or not, or even not tell them the risks and just describe the environment instead of giving exact odds. Force the players to figure out how to survive in a game about survival ;-)

This was a lot of feedback, so sorry if its a little much. These are all just my opinions and you obviously know your game more than someone who's played it for 25 minutes, so take everything with a grain of salt. I'm excited to see where you take this game!

Shorter distance, harsher punishments, murkier player knowledge, and more skill based events.

Noted in the journal. Thanks alot. :)