Colony Survival is a unique first-person voxel RTS developed by a two-man team. Build your own colony in a voxel world. Command guards, farmers, miners and other colonists. Defend your colony against the horde of monsters that attack every night!
Recent Reviews:
Very Positive (56) - 87% of the 56 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,340) - 84% of the 1,340 user reviews for this game are positive.
Release Date:
Jun 16, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We can think of a nearly infinite list of blocks, jobs and features that we could add to Colony Survival. We'd like to keep working on it for a long time, but we'd also like to hear feedback from players. The basics of the game are ready, so now we'd like to welcome other people to play the game and voice their suggestions!”

Approximately how long will this game be in Early Access?

“The game could be fully and definitively released within a year, but if there is a lot of support we'd like to keep adding new features for a longer period!”

How is the full version planned to differ from the Early Access version?

“We'd like to add news jobs, more blocks, different factions, new monsters and new biomes.
  • Animal husbandry: let your colonists care for horses, sheep and other animals
  • New biomes: cross the ocean to discover a new continent with new content
  • Science: develop new technologies!
  • New monsters: stronger, faster and more dangerous!

What is the current state of the Early Access version?

“The basics of the game are done. Multiplayer is functional. You can start a colony and recruit farmers, miners, guards, smelters, bakers, crafters and foresters. At night, monsters attack your colony. There are multiple biomes, ranging from arctic areas to fertile jungles.
Some helpful but non-essential features like dropping things from your inventory aren't present yet. Colonists don't have a lot of animations.”

Will the game be priced differently during and after Early Access?

“The early access version is discounted compared to the definitive version.”

How are you planning on involving the Community in your development process?

“We'd like to fix all bugs players encounter while playing Colony Survival. We want to add features that are in high demand, and will consider proposals for new content.”
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Recent updates View all (43)

March 16

Friday Blog - Stitching Up Colony Survival

We're not surgeons and we barely know the correct terms even in Dutch, so we hope not to cause problems like the missile controversy again. But this week, we felt like we were stitching up Colony Survival after a major surgery.

While you might not notice big changes in 0.6.0, except for builders&diggers and some small quality of life improvements, a lot of things have been improved behind the scenes. The increased view range might be most noticeable, but it required us to significantly overhaul terrain generation and rendering. Performance should be a lot better now!

We feel like in the past two months, we removed and replaced multiple major organs. Last week, we celebrated successfully inserting the last organ. But the patient still lies on the operating table, with the body cut half open. This week, we've been working on stitching everything back together. Updating interfaces, cleaning things up and fixing the last problems.

There was no room left in the graphics settings menu to add a view range option. You can now scroll through the menu to see more options. While overhauling it, we also added a preset option so you can easily choose a standard, low or ultra high preset.

Another small improvement among the many changes concerns climbing out of water. We've reused the code of the stairs to make leaving water a lot easier. We've noticed people struggling to get out of the ocean, and this should make it a lot easier :)

Photo made during my stay in Austria. Inspiration for building beautiful towns and improving the biomes!

While Zun has been working on the technical side of things, I've been testing the new content by building new worlds for a new trailer. Our current main trailer will be a year old in a couple of months and lots of things have changed in the meantime. The trailer and the city in the video were made in two days, perhaps one evening. We hope we can now make a better trailer!

It has become very clear to me how much builders and diggers change things. I've always had huge ideas for cities, but it's a chore to build long moats and high walls around your entire town. Placing a floor in a small 10x10 building already requires manually removing 100 blocks and placing another 100 blocks. This quickly gets boring when you want to construct many buildings (or a big palace or square).

Builders & diggers make constructing your wildest fantasies so much easier. Now, you're much more concerned with planning and adding details instead of removing block after block after block. We'd like to share the new content with you as soon as possible - we can't wait to see what you'll use it for!

We hope "ASAP" will be next Friday, but we cannot guarantee it. We don't like to postpone things, but we dislike releasing shoddy updates even more. We'll do our best :)

Bedankt voor het lezen!

Reddit // Twitter // YouTube // Website // Discord
16 comments Read more

March 9

Friday Blog - Progress & Random Game Design Musings from Austria

This week, Zun has improved lots of different things. First and foremost, an adjustable viewrange is coming to update 0.6.0! The viewrange has been limited to 256 blocks up till now. Mountain ranges often popped in and out of view when walking through your colony. Chunk rendering has been optimized and in our testbuilds it's now possible to adjust your viewrange!

Some other important fixes:
- We've fixed the mysterious floating objects mentioned a couple of months ago!
- Network data used is reduced by 30-60%
- Torches don't lag the game anymore when they're loaded in the distance
- Fixed a multiplayer issue delaying in-game actions by dozens of seconds when there's limited bandwith

As mentioned last Friday, I'm spending this week in Austria. I might be AFK, but Colony Survival is on my mind all the time. I've visited multiple castles and medieval towns and they're very inspiring. It has also become obvious to me that we need to improve our mountain biomes ;)

I've also been thinking about game design in general. We never went to college or something like that for game development, but we've played many games and discussed them in depth. One of the games Zun and I have played a lot in the past is Day of Defeat: Source.

We've always been impressed by it. One of the things the game does very well is game balance. In DoD, the spawn location doesn't change. When team A is stronger than team B, the battle will move towards the spawn location of team B. This mean players from team B will arrive at the frontlines quickly, while team A has to walk a lot further. Defending is relatively easy, while attacking is hard.

While DoD is very different from CS, we try to keep game balance in mind in other ways. Setting up a small colony is relatively easy. Slingers and berry farmers don't require much. But producing gunpowder pouches, science bags and bread is a lot more complicated.

There are some common suggestions that we liked on first sight, but that we're hesitant to add because of their implications for the game balance. These suggestions are happiness and XP.

It makes a lot of sense: experienced and happy colonists should produce more than new unhappy colonists. It could add a lot of content to the game; all kinds of items could be used to make your colonists happy.

But instead of boosting new players and challenging experienced players, the suggestions above do the reverse. If your colony has problems, your colonists will work slower, making the game even harder. But if things are going well, happy colonists will boost your succesful colony even more, creating overabundance.

We've discussed potential ways to fix this problem. Empire Total War had a great system where building universities and educating citizens actually caused more civil unrest. We could employ similar systems. Your early colonists living in primitive circumstances could be very tough and loyal. As your colony grows and becomes more prosperous, your colonists could become spoiled and rebellious.

We like this idea, but it's going to be a lot of work to add properly and will change the fundamentals of how the game works. That's why we're not planning to work on systems like happiness and XP in the next couple of updates. For now, we'd like to focus on adding new systems instead of changing the basics. That's a lot less controversial :)

I'll be in the Netherlands again this Sunday and might share some photos in next week's Friday Blog!

Bedankt voor het lezen!

Reddit // Twitter // YouTube // Website // Discord
20 comments Read more
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About This Game

Dynamic 3D Pathfinding

Both colonists and monsters can find their way in your world. Build bridges, tunnels, stairs, overpasses and underpasses to make sure your colonists get where they want to go, and monsters don't! Plant a banner to start your colony. As you recruit more colonists, more monsters will try to invade your colony! Build walls, dig moats and construct forts to deal with the increasing threat.

Dozens of different jobs, unlockable with science

Use an extensive science system to unlock jobs, blocks, upgrades and new weapons! Your colony will start small, with a couple of berry farmers, slingers and a copper miner. Expand your colony and start using new metals like bronze, iron and steel. Producing them will require new fuels like charcoal and cokes. Use more advanced metals to unlock crossbows and matchlock guns for your guards! Add wheat farmers, bakers, flax farmers, tailors and many other jobs to your colony.

Regular updates

We regularly release fixes, improvements, tweaks and content updates. Here's a small example:

  • June 1, 0.1.0.
  • June 16, 0.1.15. Public release. Contained countless tweaks and fixes and small content updates like clay and bricks.
  • June 22, 0.2.0. Contained among other things berry farmers and grinders.
  • July 13, 0.2.6. Huge performance improvements for big colonies and multiplayer servers.
  • August 25, 0.3.0. Scientists, multiple science bags, tailors, carpet, technologists.
  • October 31, 0.4.0. Three new weapons, monsters now have three different HP levels and three different speeds, five new crafting jobs, multiple new metals
  • November 22, 0.4.3. Overhaul to the early game and the science system.
  • December 22, 0.5.0. Five new jobs, dozens of new blocks, lanterns in different colors and herbs.

The complete package: lots of settings, fan translations, mods, cheats and more!

Colony Survival contains everything you'd hope to find in a game -except for proper animations.

  • Translations: fans from all over the world have translated the game into their native language. Play the game in German, Japanese, Russian, Chinese, Spanish, French or any other of the many supported languages!
  • Cheats: bored of playing the way it's intended? Use cheats to quickly recruit more colonists, spawn blocks and unlock research.
  • Detailed graphics settings: don't like bloom or depth of field? Want to adjust the FOV? Change it quickly in the graphics menu.
  • Game settings: turn off monsters if you want to build in peace. Or allow them to spawn during the day for a difficult challenge!
  • Mods: we've developed the game to be as moddable as possible, and we're in close contact with mod developers to help them create awesome mods.
  • Advanced server tool: every player can use our intuitive server tool to host a private server for friends, or a public server for the entire community.
  • Transparent development: we explain what we're working on and why every Friday in a detailed blog. We're continuously trying to figure out what the community would like to see tweaked and added next by being active on the Steam Forums and the official Discord.

System Requirements

SteamOS + Linux
    • OS: Windows Vista/7/8/10
    • Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalent
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 730 or equivalent with 1 GB VRAM, 1280x720 display
    • DirectX: Version 11
    • Storage: 300 MB available space
    • Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar
    • OS: Windows Vista/7/8/10
    • Processor: Intel i5-2300 (2.8 GHz quad core) or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 750 or equivalent, 1920x1080 display
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar
    • OS: Ubuntu 12.04+, SteamOS+
    • Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalent
    • Memory: 2 GB RAM
    • Graphics: Nvidia GTX 730 or equivalent with 1 GB VRAM, 1280x720 display, supporting openGL 4.2+
    • Storage: 300 MB available space
    • Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar
    • OS: Ubuntu 12.04+, SteamOS+
    • Processor: Intel i5-2300 (2.8 GHz quad core) or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 750 or equivalent, 1920x1080 display, supporting openGL 4.2+
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar
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