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 (42) - 83% of the 42 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,904) - 85% of the 1,904 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 (92)

February 21

Friday Blog 88 - Refined Inequality


It's Friday in Japan and Australia, that's Friday enough for a Friday Blog

Last week, we explained that we had to make a difficult choice. Streamlined, accessible inequality versus complex and potentially repetitive equality. The blog resulted in a lot of discussion, and we had some tough discussions about the fundamentals of the future of Colony Survival.

The game is getting more complex every day, and it becomes harder and harder to get a clear overview of both the details and the overarching gameplay. We pondered a lot and gained valuable insights.

1.) Exponential growth



Many months ago we published the graph above. We expected each happiness item to have a similar cost and impact, e.g., tea adds 25 happiness, coffee adds 25 happiness, etc.
But now that we're actually adding those items, something else seems obvious. In the early game, your colony is simple, you don't have many things unlocked, and happiness items are necessarily relatively simple. As you progress, happiness items become more advanced with complex production chains. It makes sense for these items to produce more happiness than the items from the early game. So instead of producing a bunch of relatively similar happiness items, you're actually progressing through some kind of tech tree, making more and more advanced and 'powerful' items as time goes on.

2.) A solution to repetition

We don't want to make 0.7.0 any more complex by having the same item have different happiness values in different biomes (for example, ice cream being more valuable in the tropics than in the arctic). But combined with point #1, this would necessarily mean repeating the same "happiness tech tree" in every biome again and again. That was one of my biggest fears regarding 'equality' between colonies.

A relatively easy fix would be restricting happiness items to certain biomes. An example could be winter coats made with cotton from the New World biome. These coats could be restricted to the Arctic biome, but with a +200 happiness effect. It adds an interesting challenge to colonizing the Arctic, it makes colonization more "equal", without requiring players to go through the same "happiness tech tree" five times.

3.) Overcoming challenges

What's fun, both in life and in games, is overcoming challenges. It mustn't be easy to overcome, or it wouldn't be a challenge. But if it is not overcome, it isn't fun either.

The current public version of the game, 0.6.3, is relatively challenging at the start, but once you've got 300~500 colonists, the challenge is pretty much gone for most people. That's why we added the happiness mechanic, to create a dynamic challenge that scales with the growth of your colony, similar to the monster threat. Reintroducing challenge is a good thing, but the happiness mechanic isn't something that players really overcome. At times, it's pretty self-contradictory. I noticed I was recruiting colonists to produce new happiness items, in turn increasing the demand for happiness items.

Currently, the only thing that is really "permanently overcome", is the tech tree, and it's main function is... unlocking weapons to fight monsters, and unlocking new happiness items. You're recruiting lots of colonists, just to solve a problem that only exists because you've got lots of colonists.

We were already planning to add science that has nothing to do with either monsters or happiness. Perhaps something like jetpacks, airships or teleporters. The importance of it is becoming more obvious. But we don't want to postpone 0.7.0 any longer than necessary, so this content will probably arrive in 0.7.1/0.7.2/0.7.3.

We've also seriously discussed some kind of wave-based mode. Imagine preparing your colony for a giant wave of monsters, coming at the moment of your choosing. Defeating the wave yields unique rewards, either items, something like XP or unlocking new science. Each wave is bigger and more powerful than the previous one, encouraging players to build up their colony as strong as possible. This could be a great incentive to grow your colony, despite the increased cost of happiness items and more monster attacks.


What's your opinion?

If you've survived the wall of text above, we'd love to have your opinion! Are the insights above things you agree with? Do they make you enthusiastic or upset? Let us know in the comments, or on Discord! (Or Reddit, or Twitter, we read everything)

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February 15

Friday Blog 87 - Inequality and Exploitation


[All changes discussed in this blog concern dev branch 0.7.0, which is not publicly available yet]

During the weekend, Zun completely redid the player movement code. We've had an issue for years where players would sometimes glitch into the ground. This update should fix that problem.

Another big change is the addition of a new tabbed menu next to the stockpile and science. It's the Colony Tab, and it allows you to change the name of your colony, invite other players to be co-owners (or leaders!) of your colony and to recruit large amounts of colonists.



We've had to make another major decision this week. What's the relationship between the biomes going to be? Are they all on "equal footing", with similar capabilities and opportunities? Or will it be more similar to the world of The Hunger Games, where exploited districts serve the wealthy Capitol?

Both systems have benefits and drawbacks. 'Equality' is more 'free form': players are free to choice where to build their biggest colony. The end-game (19th/20th century tech) will be available in every biome.

But we're afraid 'equal biomes' will cause the game to become repetitive and boring. Colonists in every biome will need similar amounts of happiness items, so the challenge of building a 2nd/3rd/4th colony will not be very different from the challenge of building your first colony. Trade between colonies will probably become extremely complex, because the same kind of items need to be spread to every biome (tea needs to go from the east to north/west/south/center, coffee needs to go from the south to north/west/east/center, etc.).


Distant biomes serving the center versus biomes on equal footing

So we're drawn to a different solution: inequality. Colonists in distant biomes should need less happiness items compared to the central biome. Colonies in distant biomes serve as outposts for the capital in the central biome, providing it with exotic happiness items and resources needed for modern tech. To prevent people from ignoring the central biome (with its 'expensive' colonists), end-game content is only available in the center.

We aren't 100% sure, but we mostly believe that 'the inequality option' provides players with better, more enjoyable gameplay. We did ask our Discord community to vote on the options. Here are the options and the results:



There's potentially a third option, where there's still inequality between the capital and the outposts, but where the capital can be built in any biome. It sounds good in theory, but will delay 0.7.0 even further, and it makes it more difficult to streamline the tech tree.

We haven't made any definitive decisions yet. What's your favorite? Leave a comment here or join the Discord and share your feedback there.

As usual, here are the changelogs of the dev branch. There was a new build every workday, this week!




Bedankt voor het lezen!

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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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