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 (59) - 83% of the 59 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,399) - 84% of the 1,399 user reviews for this game are positive.
Release Date:
Jun 16, 2017
Developer:
Publisher:

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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 (47)

April 13

Friday Blog 43 - Animations, and a Texturing Guide



A couple of weeks ago we made a nice 'infographic' with our plans but I've forgotten multiple times to upload it. Here it is:



These are the 'big plans'. We've got some smaller plans first and we want to add them in 0.6.1. One of those plans is an updated server browser, with options for e.g. passworded servers. Here's a screenshot of our current server browser:



And here's a screenshot of our work-in-progress server browser:



As you can see it isn't finished yet, but there's room for a lot of extra options. It should make multiplayer significantly more accessible!

Animations

Colony Survival doesn't contain a lot of animations. Guards fire missiles projectiles from their chest and colonists craft things by staring at blocks. We're so used to this, we barely notice it anymore. We don't receive many complaints about it either. But this week, we've discussed the issue with multiple people. It would be great if it was easier to see which guard is shooting which monster, certainly when we're going to add new monsters and new guards.

We believe that the first step to solving this problem may be adding projectile trails. When working on this new graphics feature, we might be able to add proper impact sprites as well. This should make the combat a lot clearer and more visually impressive.

Texturing Guide

Multiple people have asked us if and how they can make textures for Colony Survival. It's actually pretty simple! For those interested, here's a short introduction.

We've got three main textures for each block. Albedo, normal and height/smooth/specularity maps. You can find these maps in Colony Survival\gamedata\textures. There you can choose between "icons" and "materials". Choose "materials" if you want to edit the textures.

In this folder, you find three new folders: water, npc and blocks. Blocks are the easiest to edit so we'll start there. Open the blocks folder and you'll find folders for albedo, normal and height maps. Here's an example of what these textures look like for planks:



In the top left corner, you see the albedo map. It's the "standard" texture.
In the top right corner is the normal map. It determines how light interacts with the surface.
In the bottom left corner you can see the third texture. This texture is a bit different; it's 3 black and white textures combined; the height map (red), smoothness map (green) and specularity (blue). The height map can create relief, and the smoothness and specularity maps determine how reflective a surface is.

So, let's turn the planks into 'test blocks' and try to figure out how they work.



The albedo map has been turned into a "testblock" texture, and the other maps have been made "empty". This is what the new planks block looks like in-game:



Let's put some work into the "empty" textures.



Photoshop CS6 allows you to create normal maps without any plug-ins. It's one of the default 3D-filters. It turns the black and white image on the left into the blue-purple image on the right. Black = high, white = low. So create a black-and-white height map, turn it into a normal map, and the game's lighting will act as if there are actual ridges and dimples.

In the bottom left corner, you can see the updated height map. It's the red channel in the "heigthspecularsmooth" map. To the right of it, you can see how it changes the final, combined map. The actual height map works very different compared to the height map for the normal map: black = low and white = high.

This is what our test block looks like with these two updated textures:



You can see that it looks less flat and way more 3D! This is just a very simple example, but it contains the basic knowledge you'll need to change what blocks in CS look like. Just messing around with the textures and looking at the in-game consequences will teach you a lot. We'd love to see your experiments! If you need some quick feedback, please poke us on Discord. If you want to see other things explained in similar guides, let us know in a comment!

Bedankt voor het lezen, en veel succes!


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

April 6

Friday Blog 42 - 0.6.0.4: Like 0.6.0, but better


Sorry regular readers, the first part is meant for people who just learned about the update because of the visibility round :)

We released multiple patches this week and we hope all major bugs have now been patched out of update 0.6.0. Here's a reminder of the new content:
  • Official OS X support
  • Diggers: colonists that can remove all blocks in a selected area
    https://youtu.be/koa_E3jkuVM
  • Builders: colonists that can fill an area with a specified block
    https://youtu.be/6bIVUv1_xf0
  • Special diggers: colonists that remove only the specified block from a selected area https://youtu.be/2xCoeuGH3lI
  • A new setting in the graphics menu that allows you to dramatically extend the view range
  • Hold CTRL to crouch and not fall of edges
  • Hold CTRL to recruit 15 colonists simultaneously
  • And many other small changes, visit the changelog for a complete overview!
If you'd like to know what happened in previous updates, here's a short summary with links to previous Friday Blogs for more info:
  • 0.5.2: Stairs
  • 0.5.0: Lanterns, herbs, new jobs and new cosmetic blocks
  • 0.4.0: New ores, metals, weapons, guards, monsters and science
  • 0.3.0: The science system, technologists & tailors
  • 0.2.0: Berry farmers for quick and easy food, more complicated but also more effective bread production process


We now return to your regularly scheduled programming

We've released three patches this week: 0.6.0.2, 0.6.0.3 and 0.6.0.4. The first patch fixed the builder menu. It was very often a bit broken. The icons didn't spread like they should and sometimes it didn't load all the blocks it should.

0.6.0.3 makes sure loading chunks close to the player has priority over loading other chunks. We sometimes encountered a problem where a chunk close to the player wasn't loaded in time, resulting in some annoying problems like blocks not disappearing properly. It also fixes a minor problem with the builder; they sometimes placed blocks in the wrong location.

The last fix in 0.6.0.3 concerns the science menu. It sometimes didn't load properly. But 0.6.0.3 actually seemed to make the problem worse instead of better! We quickly released 0.6.0.4 to fix the issue properly.

We're now pretty confident that 0.6.0 works as intended. That's why we've decided to start our first visibility round. Steam gives developers the ability to request some extra visibility for their games, primarily intended to be used after updates. We haven't used a single visibility round for previous updates and we believe this is the right time for our first one. Visibility rounds have to be attached to announcements, so that's why this Friday Blog started with info that must be familiar for regular readers :)

We hadn't updated the trailer on the store page since releasing the game back in June either. We've worked on a new trailer and uploaded it to Steam yesterday! Here it is:
https://youtu.be/GbHFdB3yJmY
Common requests

Last week, we announced our plans for the next couple of months. Many people responded with suggestions for other new features. Thanks for your input! It's great to know what players truly desire. Many suggestions are definitely on our roadmap, others are less feasible.
  • A better UI to keep track of production. We definitely want to add this; we love statistics in games. The production statistics in Factorio are one of the best examples of great in-game statistics that we know of, and we want to add something like it!
  • Steam Workshop support. We want to start by adding support for sharing worlds on the Steam Workshop, and we'd love to add mod support to Steam Workshop as well.
  • Better co-op gameplay. Many people would love to share a colony with friends, instead of building separate colonies. We've already announced that we'll work on multiple colonies per players, and we think we can add multiple players per colony.
  • PvP. The PvP feature we like to add will probably not be very advanced, and it'll be easy to toggle off. But we're interested in a simple PvP feature where players can add their own soldiers to the monster horde that attacks other colonies.
There are other common suggestions that sound great, but that we probably will not implement in the near future:
  • Significantly changed water physics. Our current water spreads down and to the sides infinitely. That might be slightly unrealistic for smaller lakes, but it makes a lot of sense for oceans to work like that. It makes it easy to fill moats and canals. The current system has drawbacks, but every other possible system has drawbacks as well. Terraria has awesome water physics that allow you to drain lakes, but 3D water physics are a lot harder to compute than 2D water physics. We don't know a single game with fully realistic dynamic 3D water physics, but we'd love to be proven wrong :)
  • Melee guards. We understand the appeal, but they'll be hard to add in practice and require a lot of new system to function properly. Colonists and monsters currently move through each other. Melee guards obviously have to block monsters and make them "queue" realistically. We'd also need fight animations and balance it properly. We consider the feature very hard to add. If they're properly balanced, they won't really change the way the game is played, meaning our effort is pretty much wasted. If they do radically alter your defenses, they're probably overpowered, breaking the balance of the game. Both options seem far from ideal.
  • Colonist happiness. It would be great to add a system where your colonists need certain items to stay happy. We've got a lot of ideas for a system like that, but they'll take a long time to add and they'll change the core mechanics of the game. We're pretty certain that we won't work on such a feature before leaving Early Access.

    We hope this last bit wasn't too disappointing :) Please keep posting suggestions, we definitely keep track of which features are often demanded, liked and disliked.

    Last week, we asked for specific suggestions: Suggestions for new guards and what resources they could need from other biomes are very welcome. The most detailed response was given by Xolotle in the Steam Forums. Summarized, he suggested adding obsidian/volcanic glass, resulting in very powerful weapons that punch right through armor, and Greek fire made from pitch. These kind of suggestions are very useful in the short term for the biome&guards update and have a big chance of being added in 0.7.0!

    Bedankt voor het lezen en alle suggesties!
32 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.
  • January 19, 0.5.2. Five different types of stairs.
  • March 23, 0.6.0. New builder and digger jobs, increased view range, crouching, big performance improvements.

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

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows Vista SP1 & newer, 64-bit
    • Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalent
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 5000, 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
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1 & newer, 64-bit
    • Processor: Intel i5-2300 (2.8 GHz quad core) or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 750 or equivalent, 2 GB VRAM, 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
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: OS X 10.11+
    • Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalent
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 5000, 1280x720 display
    • Storage: 300 MB available space
    • Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: OS X 10.12+
    • Processor: Intel i5-2300 (2.8 GHz quad core) or equivalent
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 750 or equivalent, 2 GB VRAM, 1920x1080 display
    • 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
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 12.04+, SteamOS+; 64-bit
    • Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalent
    • Memory: 2 GB RAM
    • Graphics: Intel HD Graphics 5000, 1280x720 display
    • Storage: 300 MB available space
    • Additional Notes: Work in progress: new features may raise the bar, optimizations may lower the bar
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Ubuntu 12.04+, SteamOS+; 64-bit
    • 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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