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 (35) - 91% of the 35 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,778) - 85% of the 1,778 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 (78)

November 16

Friday Blog 74 - Edge Cases



We shared a lot of our plans for the future in our previous blog, and received a large amount of feedback. Most of it was positive, but there were also some critical notes that are good to keep track of. We'd like to thank you for your efforts and encourage you to keep voicing your opinion! We cannot respond to every single comment, but we do read pretty much everything and we keep them in our mind when making decisions.

Most of the time, I start blogs by summarizing what we've done in the past week, and end them with lots of rambling about diverse subjects. This week, we've spent a lot of time dealing with edge cases, and I'd like to start out by rambling about edge cases in general. Edge cases are problems that arise when something is used in a way that it wasn't intended to be used.

Edge cases in programming are often complex and hard to explain, so I'd like to use a clearer example: race tracks. The basics of a race track are pretty simple. I'm thinking of something like the Top Gear Test Track. Put some tarmac in a field and you're done. If you've got the land and the materials, you could probably build a fun race track and use it with your friends within a week.


I've been thinking about using race tracks as an example for a long time, but had a hard time finding decent images. The new Hitman game perfectly suits my needs in regards to visualizing race tracks!

Okay, so you've built your simple race track and had a fun weekend racing on it with friends. It didn't take a lot of effort. Now you want to host some more serious races and invite spectators. Your friends didn't need to prepare their cars, they drove safely, and they brought their own food and water.

But as you scale up, these things cannot be guaranteed anymore. You need to build pit lanes and garages, and you need to prepare for crashes. You need to build run-off zones, track walls and safe barriers. You need first aiders and firemen.

Spectators bring their own problems. They need places to park. You've got to build stands, and you've got to prevent your spectators from entering them for free. You need security and pay desks, toilets and food stands.



A Formula 1 race only lasts roughly 90 minutes. Most of them don't involve serious crashes. If people didn't crash and if everybody prepared well and perfectly followed the rules, it could've been a very simple event. But that's not how human beings operate, certainly not large groups of them. They do crash. They don't pay if they don't have to. They don't care about the rules. You need to provide them with toilets and food and water. So you have to image and prevent hundreds of edge cases.

That's why hosting a single F1 race costs tens of millions of dollars. Every event is staffed by roughly 150 security officials and 130 medics and doctors. Providing cars with some tarmac is the core of the event, but it is only a very small part of the problems that have to be solved to run a serious event. It's the edge cases that swallow up time and money.

Edge Cases & Happiness

The basics of the happiness system are simple. Certain items should be consumed by colonists and provide happiness. But when actually developing this feature, we ran into a large amount of problems.
  • Currently, food is consumed automatically. If certain happiness items are also food items, players will be able to control the diet of their colonists, and provide them with more or less calories. How do we prevent players from 'overfeeding' their colonists? (Solution: food is a separate category with a slider for "total calories")
  • How do we deal with starvation? Where's the line between "not enough food = unhappiness" and "barely any food = death"?
  • What if a diet is equally divided between four types but three of them run out? Do colonists consume more of the available food type?
  • How does Siege Mode work in the new system? (Solution: it's changed entirely and will generate large amounts of unhappiness instead of increasing food consumption)
  • What if a colonist cannot reach a grocer's shop for his daily "happiness package", including food? Currently, food is instantly teleported into their bellies, so starvation only occurred if there was no food in the stockpile. It should happen for isolated colonists as well now.
  • Realistically, a colonist that has had double/triple rations for a while should be more resistant to starvation. Does that happen in-game? (Solution: probably not)

These are the kinds of edge cases we're thinking of and trying to solve with good design choices. Individually, they're not very significant problems, but all these cases combined can easily fill a workweek.


Very much work-in-progress

I'd like to end with some relevant quotes from On War, a book from 1832 written by general Von Clausewitz. I am not trying to imply that organizing a Formula 1 race or developing a game is as difficult as war, but he does describe perfectly how things that are theoretically easy are often difficult in practice.

"As long as we have no personal knowledge of War, we cannot conceive where those difficulties lie of which so much is said, and what that genius and those extraordinary mental powers required in a General have really to do. All appears so simple, all the requisite branches of knowledge appear so plain, all the combinations so unimportant, that in comparison with them the easiest problem in higher mathematics impresses us with a certain scientific dignity. But if we have seen War, all becomes intelligible; and still, after all, it is extremely difficult to describe what it is which brings about this change, to specify this invisible and completely efficient factor.

Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War.

Activity in War is movement in a resistant medium. Just as a man immersed in water is unable to perform with ease and regularity the most natural and simplest movement, that of walking, so in War, with ordinary powers, one cannot keep even the line of mediocrity. This is the reason that the correct theorist is like a swimming master, who teaches on dry land movements which are required in the water, which must appear grotesque and ludicrous to those who forget about the water. This is also why theorists, who have never plunged in themselves, or who cannot deduce any generalities from their experience, are unpractical and even absurd, because they only teach what every one knows—how to walk.

It is therefore this friction, or what is so termed here, which makes that which appears easy in War difficult in reality. As we proceed, we shall often meet with this subject again, and it will hereafter become plain that besides experience and a strong will, there are still many other rare qualities of the mind required to make a man a consummate General."

Bedankt voor het lezen!

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November 9

Friday Blog 73 - State of the Update, rough plans for 0.7.1



This week, we've worked on the grocer's shop. It's an integral part of the happiness system. Until now, colonist's only daily demand was food, and it was magically teleported straight into their bellies. In 0.7.0, they'll require a lot of other items to keep them happy. To get these items, they will have to visit the grocer.

The grocer's shop is a physical block that has to be manned by a colonist. As long as the position is manned, other colonists can visit the grocer and get their daily bundle of food and other happiness items.

Instead of letting hundreds of colonists storm the grocer simultaneously, they choose a random moment during the workday for their daily trip to the grocer. It would be dangerous if guards did that, so they visit the grocer at the end of their shift.

The grocer's shop doesn't have textures yet and the system isn't 100% done, but we expect to be able to show you a video next week!

It has been a while since we gave you a general overview of work that has been completed and things that still have to be done. Here's a new rough summary!



I hope we can finish happiness, trading and some unique content per biome before the end of the year. Once those features are done we can start a beta! A form where beta testers can apply will be released here and on Discord in due time.

Rough outline for new content in 0.7.0 and 0.7.1

New systems like happiness, VAT/XP and multiple colonies are merely that, systems. They're a framework on which new content, new items, new recipes, new jobs can be build. Here's a rough sketch for new content.

First period: before 1500

This is where most of the current content is set. Muskets are on the edge of this period, they're early 16th century weapons.

Possible new content that would fit in this period:
  • A cook, to turn ingredients into meals
  • Fishermen
  • Beekeepers
  • Chicken coops
  • Barley, as chicken feed
  • Olive trees and olive oil
  • Water gatherers



Early modern period: 1500-1760

I was excited to go straight to industrial tech like steam engines, but we were warned on Discord by players like Aljetab that the change would be too abrupt. So we've been thinking about intermediate tech.

A realistic solution that could work in-game are engineers who can craft printing presses and clocks. The first mechanical clocks were installed in churches in the 12th and 13th century. They were big and often lacked faces or hands. They're not small clocks that could be purchased by colonists as happiness items.

In the 15th century, watchmakers invented spring-driven clocks that are more like modern table clocks. They became very popular in the 16th century.

Printing presses were adapted from wine presses in the 15th century. Like clocks, they became very popular in the following century, printing hundreds of millions of books.

Both technologies seem a perfect bridge between current Colony Survival and more industrial Colony Survival. Their complexity and technology is comparable to muskets, which are already in-game. But when looking at printing presses and spring-driven clocks, the core of the Industrial Revolution is clearly visible.

At the end of this period, a lathe was invented. The importance of this is brilliantly explained in this video:

https://www.youtube.com/watch?v=djB9oK6pkbA
First Industrial Revolution: 1760-1860

The First Industrial Revolution took the complex mechanical machines described above and added power to them in the form of steam engines, and used these steam powered machines to produce important items like textiles. For the first time in history, labor productivity went up dramatically.

This will become highly necessary in Colony Survival, because of the exponential nature of the happiness system. Every single new colonist adds unhappiness to every other colonist, meaning that the now grown population needs more happiness items per capita.


Rough graph to demonstrate the principle described above

To be able to sustain the exponentially growing need for happiness items, you'll need to use new machines. Luckily, these were invented IRL as well. Where the blacksmiths that are currently in-game require a significant amount of time to produce a single metal part, I'm envisioning new advanced machines that can quickly craft a multitude of a single part. This should give your economy the boost it needs.

Second Industrial Revolution: 1860-1914

The First Industrial Revolution barely required any exotic resources. Iron and coal are enough. But we'd like to integrate far-away biomes in late-game tech. Luckily, the Second Industrial Revolution provides plenty of opportunity to do just that. In this period, electrification got started, just like the use of rubber, petroleum and advanced chemistry. It's the age of light bulbs, bicycles, telephones and early cars.

End-game tech: 1914-1945

We'd like to have something special for diehards who build huge colonies, explore the entire world and research all the tech. I'm still a fan of early nuclear technology. On one hand, it is absolutely futuristic, but on the other hand, it's already outdated and a bit "retro". We don't want to add "clean", modern tech, white and shiny with touchscreens and fancy displays. We like older tech that squeaks and creaks, with plenty of switches and nixie tubes. It should be advanced for Colony Survival, but historic for players.

These plans are still rough and can be changed based on your feedback, so let us know what you (dis)like!

Programming Progress

Last week, I showed an example of the kind of interfaces I was making while learning how to combine C# and Unity. I made some good progress this week and made a practical interface that's a lot prettier. Warning: not a true countdown!

The basics of interfaces seem easy and clear to me now. I've tried messing around with controlling 2D objects and physics, and it's pretty daunting. But I still remember how daunting simple interfaces looked to me only a short while ago, so I hope I'll pass this obstacle in the same way!

Thanks for reading the blog, and don't forget to share your opinion!

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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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