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 (41) - 90% of the 41 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,939) - 85% of the 1,939 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 (95)

March 15

Friday Blog 91 - What to do in the New World & Tropics?



This week, we've continued work on the new content in the Far East. Last week, all NPCs were still wearing pink and they lacked a lot of icons. That has changed, nearly all icons are done. Kaolinite is now present in the ground. Photoshop is acting up though, and it's brightening the color of the stone around the ore. We're still looking for a fix.



We had planned to add content to the New World and Tropics as well, this week. But we're having a hard time selecting appropriate items.

Colony Survival is definitely not a hardcore realistic 100% accurate historical simulation. But when thinking of new jobs and new items, we do try to keep real life and history in mind. Both of us love Factorio, and while that's partly because of the brilliant gameplay mechanics, I believe the feeling of producing realistic items and learning something about how they're made is crucial as well. To me, gathering copper ore and oil and producing plastics and solar panels is more fun and interesting than gathering a generic fantasy resource and using a made up mechanism to craft it into a cliché magical item. It's also easier to remember recipes and ingredients if they make sense in real life. (Not trying to insult fantasy - huge fan of Lord of the Rings here!)

The central area, the temperate biome where every player spawns in Colony Survival, is obviously inspired by Europe and European history. We want to have a different continent in every direction. The east is inspired by Asia, the south by Africa, the west by America and the north by the Arctic.



Doing it like this divides the map into 9 blocks. What to do with the center and the blocks above, below and to the sides of it is obvious. Deciding to make the north-west and north-east "Arctic" just like the mid-north was an easy decision: Alaska, northern Scandinavia and Siberia are pretty similar visually.

But what to do with the south-west and the south-east? The south-west contains South-America, and the south-east Indonesia and Australia. Indonesia is home to a lot of spices and other resources that were very popular with merchants. South-America is the origin of important crops like cotton and cacao. We don't want to force people to start six different colonies, but we don't want to overlook these regions and crops either.

What we're very probably going to do, is consider all three southern regions (south-west, south, south-east) as "tropics", but lock certain crops behind items from for example the New World. Imagine a New World Science Bag that requires potatoes, tomatoes and corn, which can be used in the Tropics to unlock cotton and cacao.

So, problem #1 is probably solved. Problem 2: manufacturing. The three-sector model divides the economy into, surprise, three sectors. The primary sector is extraction of raw materials, the secondary sector is manufacturing and the third is services. We don't want to merely add new resources like crops and ores, we'd like to add some secondary sector jobs as well. In the Far East, it's the production of silk and porcelain. Historically, these were important products with a big impact on world history, see for example the Silk Road.



But what products were made in the secondary sector in America/Africa during the Medieval and pre-Industrial Period, and traded around the world in significant numbers? There was a lot of trade with these areas in the 16th/17th/18th century, but mainly for raw materials and crops like gold, coffee beans, sugar and cotton. The contrast with the Far East makes sense. During this time period, Europe and China were both densely populated and contained many large cities with complex economies. But North America and large portions of Africa were much more sparsely populated, mainly by hunter-gatherers. While there were certainly cities with a secondary sector in (South) America and Africa, they mainly focused on items that are already in-game, like food and weapons. There doesn't seem to be a unique one-on-one equivalent of silk/porcelain in pre-Industrial North-America / Africa.

One option for a unique 'happiness item' from the tropics with realistic roots is jewelry. There seem to have been pretty advanced smiths in historical Africa, and it makes sense to make the tropics the source of for example diamonds and perhaps rubies. These could be used to make valuable jewelry with a large happiness boost. A possibility for the New World could be cotton, and processing it into different textiles.

We're giving this subject a lot of thought, because we want all regions to have unique, fun, semi-realistic and coherent tech trees. So if you've got any ideas for materials/crops/secondary sector jobs in the tropic and New World regions of Colony Survival, please share them here or on Discord this weekend! We'll be adding content in these regions next week.



Bedankt voor het lezen!

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

March 8

Friday Blog 90 - Welcome to the Rice Fields


No content has been released publicly, this concerns changes to the internal dev branch

For the first time, we've added unique non-central-biome content! We've started adding content to the Far East biome. The Far East has received a unique crop: rice. It can be combined with chicken and cabbage to create a full meal. There are three new production chains for happiness items. Firstly, there's tea. Grow tea leaves, process and dry them and your cook will be able to make tea.


The workers are still default-pink, that should be different next week

Secondly, you can make porcelain. There's a unique ore in the Far East: kaolinite. When it's mined, a stonemason can use it to make raw porcelain. This should be fired twice in a kiln to make glazed porcelain.

The last new production chain concerns silk. You need to grow special bushes that cater to silkworms. Harvest their cocoons and process them in a special spinning wheel to make silk threads. A tailor can use the threads to make silk, which are required to make for example silk pillows.



Pathfinding

While I've been working on new models and icons for the new content, Zun was working on the pathfinding. It worked decently in 99% of the situations, but pathfinding errors were still some of the most common problems. He rewrote quite a bit of it, and it should cause a lot less errors with better performance now!

Instead of clustering in the banner, unemployed colonists wander around for a bit now:


And the new pathfinding system also has another feature; right-click a colonist to see where he's going.


Realistic Stockpile

Last week, we talked about our plans for the future. Lots of people were enthusiastic about our idea for realistic stockpiles, allowing us to make transport of items in for example minecarts a feature. But there was also a decent amount of criticism. People like the current system because it was easy to use and dislike having to search through crates for specific items.

Firstly, it's not our intention to ever make transport a significant problem in the early game. The game shouldn't be too challenging at first. Just like in real life, transportation of objects should be a significant challenge when you're running a civilization with big factories and large cities, not when you start a small commune with a handful of farmers.

Secondly, if we ever come around to adding the realistic stockpile, we'll try add a way to partly or totally revert the feature. A simple way could be to add a setting to dramatically increase the carrying capacity of crates/colonists/couriers. Another way could be allow people to re-enable 'magic' crates. Whatever we'll do, we're not planning to overly complicate the early game!

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.
  • 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:
    • 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:
    • 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:
    • 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:
    • 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:
    • 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:
    • 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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