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 (95) - 81% of the 95 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,658) - 84% of the 1,658 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 (61)

July 20

Friday Blog 57 - Major Change of Plans? And Survey Results!


We switched from green to blue for those with color blindness. Light blue for previous progress, dark blue for this week's progress.

Last Saturday, hundreds of people had already answered the survey. Thanks to everybody who participated! The results are very interesting. A large majority was in favor of adding post-medieval tech like electricity. But modern tech like nuclear reactors and jetpacks was pretty controversial. The group opposed to modern tech was nearly as big as the group in favor of it.

One of those opposed to modern tech is our most prolific modder, Pandaros. A couple of weeks earlier, we already had an intense discussion with him about this subject. He doesn't want the game to turn more into a tower defense game, a sentiment expressed by others as well. He wants us to add other sources of difficulty instead of merely "kill the monsters". Many people want us to add a happiness-mechanic that forces players to keep their colonists happy.

We like the idea, but we always thought it would result in two problems:

A.) Experienced and skilled players will quickly optimize their colony's happiness and gain the benefits of a happy colony (for example, increased crafting speed). Their stockpiles, which often already contain 100K+ food, will grow even larger.
New and less skilled players are often already struggling to survive, and happiness will make the game even harder for them. If their colony becomes unhappy, it might start a death spiral they cannot recover from.

B.) The happiness feature can be very extensive. It could add politics, social policies, crime & justice, revolting colonists, etcetera. This will take a very long time to develop.

This is what we were pondering about last Saturday. Simultaneously, I hadn't played any games for more than a week, and that's inexcusable for a game dev ;) So Zun and I started looking for a game we could play together. We ended up choosing Civilization V, something we hadn't played in many years.

After playing for a while, our civilizations started growing unhappy. We searched for the cause of this, and found it. In Civ V, the growth of the population causes unhappiness. This can be countered by building things like the Colosseum, theaters and stadiums.

Moderate amounts of unhappiness in Civ V don't cause death spirals, they just slow down the growth of cities. Which in itself, was the cause of the unhappiness.

Suddenly, we realized that the happiness mechanic in Civ V solves all the problems we expected from a happiness system in Colony Survival. It's an additional challenge for players that grow quickly, but it's not a problem at the start of the game. Unhappiness prevents growth, but it doesn't cause collapses. And the system is pretty simple, it's not excessively complex.

It might look weird to make 'population growth' a source of unhappiness, but the end result makes sense. Small villages don't have theaters and stadiums. Primitive civilizations don't have luxury goods like coffee and tea. As cities and civilizations grow larger, they do start to offer more (material) sources of happiness to their inhabitants. Franchises like Total War use the same system. Population growth causes social unrest, which can be countered by building temples or other sources of order and happiness.

We think it might be a good idea to adapt such a system to Colony Survival. We've made a simple mock-up of what happiness might look like in Colony Survival:



Every new colonist will add unhappiness to the colony. With a "Starting Happiness" of something between 30 and 100, it won't be a problem for small colonies. But as you grow larger, you'll have to start producing goods to increase the happiness of your colonists. These goods could for example be clothing, jewelry, tools, shoes, coffee, tea, chocolate, luxury meals and books. They could also be services like religious ceremonies and doctors.

We'd like you to be able to select different "rations" for these goods. Coffee could for example be a rare luxury that your colonists enjoy once a month, or it could be so common that your colonists will drink it three times a day. The more common something is, the more happiness it provides.

When a colony becomes unhappy, it will be more expensive to attract new colonists to the colony. If the unhappiness becomes too high, we might disable the ability to recruit new colonists entirely. Colonists might even start leaving.

It will be possible to make sources of happiness with the resources found in the spawn area, but ultimately, you'll have to start outposts in different biomes to produce new resources for new sources of happiness.

We think it's a great system and we're very enthusiastic about it! We're considering to postpone the freeze/poison guards and work on happiness instead, but before we make this choice, we'd like to have your input. Would you like to see the system described above in Colony Survival? Would you mind if freeze/poison guards were postponed or even cancelled in favor of happiness?

Survey Results

Nearly 700 people participated in the survey, in less than a week! We're very happy with the huge amount of responses. Many people told me they'd love to see the results, so I've made a lot of graphs to visualize the answers.

The first question was "What should the priority of these features be?". Here are the four lowest priority features:



PVP had the highest amount of "very low priority" votes. We expected PVP to be unpopular, but we didn't expect it to be this unpopular, because it's a feature that's asked for pretty often.

With the recent sale, we got a significant amount of negative reviews complaining about the (lack of) tutorial. This isn't reflected in the votes. We think this is caused by the way the 'voters' were selected. People turned off by the lack of decent tutorial don't read our Friday Blogs and don't participate in the Discord.

We were surprised by the many "low priority" votes for decorative items, because they're suggested pretty often. Vice versa, we were surprised by the many "medium priority" votes for animations, because they're not complained about often.



The Yogscast wanted us to add more content by "copying" old jobs. No new features in these jobs, just new textures, new items and new crafting recipes. We agreed and we expected the idea to be relatively popular, but the feature received mostly 'medium' votes. I think it has to do with the unappealing description.

Boats scored worse than expected too, probably because they weren't called "ships" :) "Jobs with new features" scored pretty good!



Steam Workshop support scored a lot better than expected, so consider the priority to be increased. Better coop and multiple colonies scored best, and that's perfect, because that's exactly what we're working on!

Questions 2 asked "How should we divide our time between "more content" and "improve existing gameplay"?". Here are the results:



"4" was the most popular option, so that's pretty balanced and close to the middle. But it is closer to "more content" than to the other side, and that's pretty obvious from the results as well. A 75/25 split seems to be roughly the way you want us to divide our attention between more content and improving existing gameplay.

Question 3 was "Which direction would you favor or oppose?".



As described in the beginning, modern tech was pretty controversial. Magic was #1 out of 4 in "strongly favor" votes, but also #2 out of 4 in "strongly oppose" votes. It's pretty controversial, and we're not planning to add that either. The random events were pretty popular, but there was also passionate opposition in the text replies.

Question 4 asked "Some people are excited for more modern technology like electricity, others think Colony Survival should stay medieval. Is there anything you'd like to say about this subject?". The replies were text, so they can't be easily visualized.

The text replies were less polarized than you might expect. Most replies were something along these lines:

1.) If you add modern tech, it should be at the end of a long time of gradual progress
2.) Allow people to choose whether they want to use modern tech or not
3.) The modern tech shouldn't look too modern, it should have a steampunk-aesthetic or something similar

We haven't decided against modern tech, but we'll be sure to follow these rules above if we add it!

Question 5 asked for some info about you, "the voter".



We were surprised by the amount of people under 26, which includes us :P, who've played more than 25 hours! During the first hours, the percentage of people who had talked with us was a lot higher, but that's probably because of the @everyone on Discord. "Steam review, ever" means "I've written a review for a Steam game".

Question 6 asked "Was learning the gameplay of Colony Survival unclear or frustrating when you first started playing the game?".



Most people seem to agree that the game isn't perfectly clear, but it isn't frustratingly unclear either. Which we're pretty happy with, we had expected worse!

Question 7 asked people who've voted '1', '2' or '3' in the question above to explain which parts exactly were unclear. Many people answered that the game had already improved a lot since they first started playing the game, so their complaints weren't relevant anymore, according to them. The rest of the answers were pretty diverse. It doesn't seem like there's a single big problem that most people stumble over.

Question 8 was "We use many forms of social media to stay in touch with our players. How often have you visited our place on:". The possible answers were:
-Never, I don't like that platform
-Never, but I'm glad you use it!
-I've been there a couple of times
-I'm there often



A lot of people dislike Facebook, and to a lesser extent, Twitter and Reddit. Discord is the only platform where the votes for "often" outnumber "sometimes", a testament to the addictiveness of Discord ;) Our YouTube Channel was more popular than we expected. We'll be certain to upload videos of the new features in 0.7.0 when we've got something interesting to show!

Question 8 was "Thanks for answering these questions! Is there anything else you'd like to say?". We got a lot of very kind and encouraging comments. Thanks a lot for them :D

This week's progress

Multiple colonies is one of the most important features in 0.7.0. This requires us to change how many jobs, items and systems are saved. Many things that are now related to the player (difficulty, crafting recipes, etc) have to be connected to specific colonies instead. Simultaneously, we were already experiencing some problems with our savegames. Crashes often corrupted them. That's why we've spent the last couple of weeks working on savegames, adapting a new savegame system that both fixes the corruption problems and works with multiple colonies.

Yesterday, Zun released the last internal stable branch. A version of Colony Survival that works, with as many savegame improvements as possible. After he did that, he pretty much killed the game. We can't release functioning builds anymore. He's now rebuilding certain systems, and after a couple of weeks of work we hope to be able to revive an enhanced version of the game, with a rudimentary system for multiple colonies!

Thanks for reading this extremely long Friday Blog. We'd love to have your feedback about the proposed happiness mechanic!

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

July 13

Friday Blog 56 - Contest Winners and a New Survey!


Would you like to help us shape the future of Colony Survival? Participate in this survey and share your opinion!

During my short stay in France, Zun enjoyed some extra days of rest. Despite that, he also made some progress on 0.7.0. He fixed some common issues that occur in corrupted savegames, specifically the ones with invisible crates and beds. During that process, he also prepared them for multiple colonies! You can compare this week's Progress Meter to the one posted last week.

There has been some controversy regarding our plans for 0.7. Some people love our plans for more modern technology, while others think the game should stay medieval. We've discussed and thought about the subject a lot, and we decided we wanted to organize another survey. We'd love to know what you think, and the previous survey was very useful. We hope you're willing to participate!

Contest winners!

During the past week, many amazing screenshots have been submitted to the Industry Challenge. We've selected five winners. All of them will receive a Steam Key for Rise of Industry! They'll also be promoted to "King" on Discord and gain access to the illustrious secret Kings Channel ;) Here are the five winning submissions:

"Rise of Industry on the Final Frontier" by Aardvark


Full size

Car Prototype Factory from Rise of Industry by nobrains21


Full size

Huge industrial compound by [sirdragonov]


Full size

Industrial Dutch harbor by Thorvic


Full size

Victorian Industrial Steampunk City by Bilzander


Full size


We were thoroughly impressed by the quality of the submissions and want to thank everybody for participating! We had a hard time picking the best five, and many of those who "lost" lost only by a very small margin. We'd love to organize new challenges in the future, and hope you'll participate again!

Holiday's over

I had a great time in Normandy, France. The castles and manors kept reminding me of Colony Survival, and the landscape is a great inspiration for the new world generation. The history of the region is also very interesting and awe-inspiring. Zun spent some days completely absorbed by an addicting book series :)

I arrived in the Netherlands again yesterday, and today work continued with renewed energy. We're hoping to make some good progress during the coming week! We'll keep you updated.


A chateau near Pointe du Hoc, last Tuesday. Full size.

Don't forget to participate in the survey! :)

Reddit // Twitter // YouTube // Website // Discord
15 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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