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 (64) - 85% of the 64 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (907) - 85% of the 907 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 (15)

September 15

Friday Blog - All the new features in the upcoming 0.4.0 update!

The update from 0.3.0 to 0.4.0 will be the biggest change to Colony Survival yet! It will add a lot of new content and change things you’re used to. It’s highly recommended to start a new colony in 0.4.0 – you’ll need new resources that will not spawn in areas that have already been generated before 0.4.0.

Expandable banner safe zone
Research technology to increase the area where monsters will not spawn. Currently, monsters will not spawn in an area around the banner the size of 22,500 square meter. (For the Americans; 1 block = 1 square meter) We are thinking of decreasing this area to 10,000 square meter. Then you can use the Scientist to research a bigger safe area. The max safe area will probably be somewhere between 40,000 and 90,000 square meter.

Day and night guards
When placing a guard in 0.4.0, you’ll have 8 options. Will the guard use a sling, bow, crossbow or musket, and will he work during the day or during the night? Colonies with long mazes or 24/7 monsters will certainly need guards during the day. In the future, ‘day guards’ will be useful when fighting other players as well.

Decreased maze effectiveness
A common strategy to defeat monsters is building long and winded mazes. Currently, most monsters will die because of the rising sun before they actually reach the castle. Stronger and faster monsters will make mazes less effective. But there is another big change we want to implement: the sun shouldn’t kill monsters anymore. Monsters will stop spawning earlier, so with a normal travel time they should still be dead when the day begins. But increasing their travel distance will not save you – you will have to kill each and every monster!

Different ore spawns
The first “orelayer” you encounter when digging down will only contain the first basic resources: tin and copper. To find iron and clay, you’ll have to dig deeper. Ores like galena (lead/silver) and saltpeter (gunpowder) will be hidden even deeper down. The depth of the ores will be determined based on the height of the world. This means it will actually become viable to build on top of a high hill or mountain.

More complex production chains
Bronze ingots require two different ores. Iron ingots will need charcoal as fuel, which will have to be produced in a kiln. Steel needs coal cokes as fuel. The cokes are created by burning coal in the kiln.

Items like crates, beds and workbenches will have more complex recipes and they’ll require items like copper nails, bronze plates and wrought iron. Those last two items will have to be crafted by a metalsmith, who is recruited by placing an anvil.

Use Sciencebags and scientists to unlock new weapons, new jobs, a more powerful banner and to increase the colonist limit and their recruitment cost!

More consistent guards
Currently, the guards actually have to hit approaching monsters. Monsters walking straight to the guard are easily hit, but guards often miss when monsters walk from the left to the right or vice versa. We’re working to make it more consistent by making the arrows pretty much ‘guided’. This allows us to determine the accuracy much more precisely.

Why one big update instead of multiple smaller updates?

A lot of the features in the new update are either interdependent or incompatible with older colonies. The new guards, technologies, jobs and items require the new ore system. The new ores don’t spawn in areas that have been generated before 0.4.0. The new guard system makes quivers obsolete.

We want to avoid breaking older worlds as much as possible. Sometimes it’s necessary, but we certainly don’t want to do it often. This means that the new update will take some time before it’s released, but it’s going to be a big improvement :)

Minor reassurance: nobody will be forced to abandon his or her beloved colonies. It will always be possible to switch back to the 0.3.0 branch and load old colonies. It’s even possible to continue playing older worlds in 0.4.0. It’s just going to be pretty inconvenient (ores not spawning in old areas, items becoming obsolete, job-blocks that have to be removed) and we recommend most players to just start a new colony once 0.4.0 has been released.

Thanks for reading this!

66 comments Read more

September 8

Friday Blog – Making the game more difficult / how we choose what to work on

Apparently the creators of the Yogscast read this blog. Hello! They didn’t like the fact that we made it a bit harder to get to a thousand colonists. So we’ve thought about it… and we’re going to make it A LOT harder to recruit 1000 colonists! :)

Our idea to add copper, bronze and steel to the game received a very enthusiastic response. We wanted to use the new metals to add some small items like cups, plates and jewellery. But we didn’t want to make them just be cosmetic – they needed to serve some purpose. We’ve thought about adding “happiness” to the game but we couldn’t think of a way to make it fun and easily understandable.

What we’re probably going to do is add these new small items to the cost of recruiting colonists. To prevent the game from becoming too complicated in the first phase of the game, the cost will increase when you reach certain amounts of colonists. And to prepare people for the increasing costs, we will add new ‘researchables’ that increase the colonist limit. So imagine something like this:

Colonist Limit I – Increases colonist limit from 30 to 50, adds copper tools to the colonist recruitment cost
Items required to complete research: 30 copper tools

Colonist Limit II – Increases the limit to 75, adds tin tableware to the cost
Required items: 50 sets of tin tableware

Colonist Limit III – Increases the limit to 100, adds clothing to the cost
Required items: 75 pieces of clothing

Edit: These numbers for the researches are <very> much WIP - we haven't tested it yet so we have no proper idea of what would be balanced limits. It may be 30-50-100-200-infinite, it may be 80-250-500-infinite. There definitely will be a 'Remove limit' research.

Server hosts will be able to disable some of these researchables to limit the amount of colonists per player.

Currently, the game suffers from rapid exponential expansion. Setting up a colony can be slow in the beginning, but when people have lots of farmers and use new colonists as extra farmers, the growth can become very quick. The increasing recruitment costs should slow down this growth, increase the diversity of required jobs and add to the depth, content and complexity of the game.

How we choose what to work on

We’ve received a lot of suggestions, and we definitely want to implement a lot of them. But while people are asking us to add stairs, doors and PVP, we’re working on adding bronze and scientists. Why?!

When an emergency or a war happens, a concept called "triage" is used. There are often more injured persons than medical personnel and resources. Doctors have to decide who gets treated first and who will have to wait. They try to determine where their efforts get the most results. People who will probably live, whether they receive medical care or not, are not a high priority. But those who are very likely to die aren’t a priority either. Patients that have problems where quick medical assistance makes a huge positive difference are the highest priority.

While game development is very different from medical care, we do feel like we're using some kind of "triage". We’re just two developers, and only one of us can program. And there are way more things that would be good to add to the game than can be created by us in a couple of months. Steam Workshop support, a Mac port, improved multiplayer, new monsters, new cosmetic blocks, new guards, extra banners to extend the area where monsters don’t spawn, stairs, windows, doors, more jobs, more interesting biomes, controller support, splitscreen, console releases, etcetera, etcetera, etcetera.

We have to determine what features we will work on first. And like doctors, we start where we can have the biggest positive difference in the shortest time. There are four criteria that we use to choose which features have priority:

How much gameplay does it add?
Adding scientists and increasing the recruitment cost of colonists for big colonies adds a lot of things you will have to produce before you’ve seen all content. Adding doors will make a minor cosmetic difference, but doesn’t really extend gameplay.

How long will we have to work to add it?
Adding new metals requires me, the non-programmer, to make some extra textures and icons, and doesn’t require lots of effort from our programmer. Doors that can be properly opened by both players and colonists, making sure they work in multiplayer too and that they’re saved properly, requires a lot more effort.

How will it affect performance?
Stronger monsters will actually improve performance, because rendering a smaller amount of strong monsters is easier than rendering a bigger amount of weak monsters. Growing crops use a lot more resources than static ores.

How will it affect future updates?
The recent science-update might not mean much by itself, but it will be used a lot in other updates. It will be used to unlock new jobs, new options and new items. The gradual unlocking will also improve the experience for new players, by not overwhelming them with unnecessary options, and giving them a way to explore the game step by step.
Something like first person animations will actually make future game development slower. When all items and blocks have first person animations, players will expect them for new updates like crossbows and rifles as well.

If your suggestion is simple to add, provides a lot of extra gameplay, doesn’t negatively impact the performance and works well with future updates, we’re very likely to add it soon.

If your suggestion takes a lot of development time, has mainly cosmetic benefits, significantly hampers the performance and makes future development harder, it’s very low on our priority list…

Features that have been demanded by the community that we’re currently working on:
  • New, stronger monsters
  • Making mazes less effective
  • New guards
  • More content, depth and complexity
Features that are often demanded and that we definitely want to add in future updates:
  • Secondary banners to extend the area where monsters don’t spawn
  • Stairs
  • A menu where players have more control over which jobs should be done and which shouldn’t
  • PVP
  • More advanced multiplayer / anti griefing measures
  • Mac/console port
Now you know what we’re working on, what we’re going to work on, and why we’re doing it this way. Perhaps it has inspired you to think of new suggestions – we’d love to hear them!

Thanks for reading this – we think it’s the longest blog post until now!

54 comments Read more
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About This Game

Build your own village, castle or city and populate it with colonists! Let guards, farmers, miners, foresters, bakers, smelters and artisans work for you. After the sun has set, most colonists will go to bed, but the enemy awakens. A horde of monsters will assault your colony and try to slaughter you and your villagers. Defend your colony with walls, moats and guards!
  • Multiplayer support: play with friends and strangers!
  • Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
  • Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
  • Support for textures and language packs created by players
  • Dynamic lighting and eye adaptation
  • Voice your suggestions and be part of the development of Colony Survival!

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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