Most games set after the end of the world ask you to fight, flee or forage. Sort of the Apocalypse takes a gentler approach: work your way through a cluttered bunker, organise salvaged supplies and unlock abilities to make the next tidy-up more satisfying. There’s no survival meter or deadline ticking away in the background.
In this written interview, solo developer Josh Chappelle of Fortified Studios talks about why sorting became the main event, the upgrades that surprised players and making a peaceful game in an apocalyptic setting. Development is ongoing, with a tentative December 2026 release window.
Official links: Steam page and developer website. Any game imagery added must be clearly identified as work in progress.

Developer interview
Where did the idea for Sort of the Apocalypse begin, and what inspired its setting?
The initial inspiration came from playing Sort them Ducks. It was the first game I’d tried in this genre, and I was surprised by how much I enjoyed it because I usually play survival games and first-person shooters.
The setting came from my love of apocalyptic games. […] I thought it would be fun to bring that setting into a sorting game.
After starting the project, I discovered Bunker Tidy Up, which is also great. By that point, I’d already chosen the bunker setting.
How did organising and sorting become the core of the gameplay rather than just a supporting mechanic?
It’s just fun. It looks and sounds simple, and it is, but it’s surprisingly calming. You can settle in, put things away and forget about the world for a while.
That feeling is enough to make sorting the core of the game. Then you add upgrades that give you new ways to tackle the mess, and it becomes really engaging. You’re cleaning up while earning something fun to try on the next pile.
What makes a sorting decision satisfying when the world around the player is falling apart?
The apocalypse is the setting, but you’re inside a cozy bunker with nothing to worry about except cleaning up the mess. Every item you put away gets you a little closer to a tidy space.
You can take your time; there’s no time limit. Or you can try to finish as quickly as possible and beat your previous time. That’s up to you. I want to give people the tools to play at whatever pace they enjoy.
How do you introduce new puzzle rules while keeping the experience approachable?
A big goal has been making the game enjoyable for experienced gamers and people who don’t play PC games very often. My wife plays mobile games but isn’t a PC gamer, so that’s a perspective I keep in mind.
The basic sorting is simple. If you want to get faster, you can learn how the different tools work together. For example, the vending machine can give you a temporary buff that doubles your carry capacity. Combine that with the ability that sends items from your inventory to their shelves, and you can put away a lot of supplies quickly.
You can experiment with those combinations as you discover them, or keep sorting by hand at your own pace.
Which aspect of the game has changed most since your first solo prototype?
The upgrades have improved the most, especially how they look and feel to use. They’ve become a much bigger part of the fun.
More recently, I’ve added objects around the bunker that you can interact with for temporary buffs. They give you a reason to take a little break from sorting and try something that can help with your next trip. Those small interactions give the bunker more personality too.

What have players found surprising or unexpectedly challenging during testing?
Players have been surprised by how much fun the upgrades are to use. Sorting sounds like a pretty straightforward activity, so discovering what the abilities can do has been a nice surprise during testing.
I’ve put a lot of attention into how those abilities look and feel. It’s been encouraging to see players enjoy that part of the game.
What do you hope people remember about the game when it reaches release?
I want people to remember the satisfaction of looking around a clean bunker after working through all that mess, and how much fun they had getting there. Hopefully, they’ll also finish with a few ideas about how to beat their time on the next playthrough.
I also hope they remember having fun with the tools, and maybe finish with a few ideas about how they could get a better time on their next playthrough.
Interview: Coloured Static Press. Answers supplied by Josh Chappelle, Fortified Studios. Planned December 2026 release window; subject to change. Work-in-progress gameplay screenshots supplied for editorial use by Fortified Studios.

