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 (26) - 88% of the 26 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,747) - 85% of the 1,747 user reviews for this game are positive.
Release Date:
Jun 16, 2017

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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 (73)

October 12

Friday Blog 69 - Why do you keep playing a game?

We were pretty happy with the continents as shown in the previous blog, but we had also spotted some room for improvement. There was one major problem: a lot of biomes looked pretty similar. It wasn't immediately clear when you had arrived in a different biome.

A good thing was the combination of different trees. In certain areas, there is a mix of pine trees and deciduous trees, and we love how that looks. We suddenly realized we could use this as a solution to our problem of biome distinctiveness! Trees with different colors can make a biome look better, ánd it helps to visually separate the biome from others. Here's a video to show the new look of the biomes:
What do you think of the changes? Let us know!

We finished the important changes to the world generation this week. We decided to test it by starting a new colony without cheats. It was highly frustrating. Look at this area:

It looks relatively flat, right? I thought it was a great spot to start a colony. But when seen from above, a problem becomes obvious:

There's barely any flat space to start a 10x10 wheat field! I discussed with Zun whether it was easy to add more truly flat spaces, and he answered "no". He quickly came up with a different solution to the problem: allow players to create fields on areas that aren't flat! In real life, there's plenty of farmland that isn't 100% flat. It takes some tweaking, but it should definitely be possible to let players start non-flat fields in Colony Survival. We hope to be able to show it next week!


Last week's blog generated quite a lot of questions, and here we'll answer some!

But the card is very small right?

You flew from the south to the north in 1 minute?
That is very small. The map should be 10x that big.
Multiple people complained that the world looked small in the video. I nearly made a video of me walking from the far north to the deep south, but I quit that after I noticed how many gigabytes of footage that would require!

It looked small in the video, because we were using cheats to fly rapidly ánd we were fast-forwarding the video. We can assure you that the world ís big if you're traversing it by foot. If you're still unsatisfied with the size, it can easily be increased in the settings!

Looks great, when can we expect to see some sort of alpha/beta to test this stuff?
Modders already have access to the latest dev branch of 0.7.0. We're now focusing on essential features (happiness, unique content per biome, trading between colonies) and will start a beta when those are done. We'll release a form where everybody can apply when the moment is there!

i know you probably wont read this but what are you doing for the longevity and replayabilty for the game? it seems once you complete all the sciences that there is not much reason to continue playing and there doesnt seem to be much replay ability since it will always end up the same way?
We did read it :D Many players already spent 20-40 hours on the game, mainly unlocking all the science and building a big colony. 0.7.0 will add lots of extra content, exploration, multiple colonies, new science, and features like happiness and XP/VAT. It should occupy players for a long time! :)

Why do you keep playing a game?

We didn't have much to show in Friday Blog 66 and 67, so I filled them with semi-philosophical ramblings. I expected people to be happy when Blog 68 returned to actual progress updates, but there were actually many people who missed the rambling! I'm glad some of you enjoy it, and here's some more rambling about the things that I've been pondering about.

I've been gaming for roughly 20 years, and I've always thought and talked a lot about them. But now as a full-time gamedev, I'm even more in some kind of "analytical mode" when playing games. In the past month, I bought two AAA games, Far Cry 5 and Forza Horizon 4. While playing, I tried to carefully consider why I wanted to keep playing or why I felt 'done'. It forced me to think about the essential nature of meaningful gameplay, and about meaning itself. And when we're talking about that, we quickly end up with Jordan Peterson:
In the video, he talks about the yin and yang symbol. One half stands for "order" and "the known", while the other half stands for "chaos" and "the unknown".

It seems obvious why you'd want "order" and "the known" in your life. You don't want to live in a chaotic mess that you cannot deal with.

But it's not as simple as it seems. The white side of the symbol, yang, is characterized as many things. Not only order and the known, but also "masculinity", "day" and "authoritarianism". It is not characterized as good. The black side, yin, is also characterized as the night, femininity and decadence, but not as bad.

Apparently, both sides have a purpose. And it's obvious when you think about it. We might strive towards more order, but we also love the unknown, 'chaos' and surprises. We don't want to do the exact same thing every day. We want to learn new things, do things we've never done before, discover places that we've never visited!

Our lives feel meaningless when we're in a constant chaos that we cannot get a grip on. But our lives also feel meaningless when we have the exact same repetitious rythm, day in, day out.

Jordan Peterson advises "you should construe yourself as the process that mediates between chaos and order". That's when your life becomes meaningful. In one part of your life, you should build order and knowledge, but simultaneously, there ought to be a "frontier" where you're confronting the unknown and learning and doing new things.

I think the principle above absolutely holds true in gaming.
If you're being shot at from all sides, and constantly die random and unpreventable deaths, it's pure chaos. You'll quickly tire of the game.
If you can predict exactly what is going to happen, and you're just going through the same motions over and over again, it's pure order. You'll also stop playing.

A game is fun as long as it can simultaneously give you a feeling of increasing order and knowledge and the idea that chaos and "the unknown" are still present.

These demands are pretty contradictory. As order increases, chaos decreases. Once you've unlocked all technology, beaten the last boss, explored all levels, chaos is 'gone'.

Of course, you can always add new levels and expansions. But I think the best games that people spend the most hours in don't rely on that. Games like The Sims and Rollercoaster Tycoon have complex systems that continuously generate new challenges, and it's not obvious when you've "completed" them. Both games contain many relatively simple and obvious systems, but when you combine those systems, the result of their interactions is often unique and engaging.

We want to do something similar with Colony Survival. We don't have a big team and we don't have fantastic artistic skills. We can't make an epic photorealistic cinematic experience that lasts three or five hours. But we can try to make deep and complex systems that keep challenging and surprising players in the long run. There are already plenty of players with more than 80 hours of playtime, and there's even a sizeable group who've played CS for over 200 hours. We hope to grow those groups in the future :D

Bedankt voor het lezen!

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

October 5

Friday Blog 68 - Realistic Continents are Here!

In many games with randomly generated terrain, there is no overarching logic to the world. If you want to find a specific area, your best course of action is to travel as far as possible in a straight line, and eventually you'll encounter the terrain you're looking for.

While this system has benefits, we've got a different idea. We want the arctic to be in the north, and the tropics should be in the south. If you're looking for those areas, you'll always know in which general direction you should head.

So during the past weeks, we've been working on a system to generate unique, random worlds which still conform to general, overarching rules. The result can be seen in this video:
We're very happy with how it has turned out! We'd like to allow people to explore all directions, so there is a "New World" in the west and a "Far East" in the east. These other biomes should have unique resources, to encourage players to explore and settle new lands.

It would be a bit weird if you could build two colonies right next to each other, but on opposite sides of the "biome border", allowing you to acquire all the resources of two biomes in one big "double city". That's why all the "useful" biomes are separated from each other by "useless" biomes.
  • You need to traverse the tundra before you discover the arctic
  • You need to cross the steppe before you discover the Far East
  • You need to survive the desert before you discover the tropics
  • You need to sail across the ocean before you discover the New World
To finetune these regions, Zun created a system which allows server hosts to print a map. Here is the map of the world in the video:


When printing the map above, you automatically print three other maps with data for height, rainfall and temperature. They can be seen here:

Nearly all the settings for the new world generation can be easily changed in a couple of .JSON files. The world in the video is 12,000 by 12,000 blocks, but that size can be changed quickly. You can generate a smaller world if you don't like traveling, or you can generate a much larger world if you and your friends need more space. The amount of trees, the height of mountains, the size of the seas, the color of the grass: all of it can be changed, and we can't wait to see what you'll come up with once 0.7.0 has been released!

Bedankt voor het lezen!

Reddit // Twitter // YouTube // Website // Discord
16 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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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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