Thanks to LadyKathleen for this beautiful castle inspired by the Mont-Saint-Michel!
Update 0.9.0 will probably be released publicly on December 22! We strive to combine that release with a minor discount. There will probably be another discount in January 2023. After those discounts, we’re strongly considering a price increase.
We’ve been hard at working adding a massive endgame to CS. A continuous problem in CS is the importance of the “next step”. If the endgame is outposts+gliders+the production of books of knowledge, then the “actual” end is a step before that. There needs to be something after outposts and gliders to actually make it worth producing and using them. Preferably, producing and using them at scale.
The first 0.9.0 beta release didn’t have that. So players unlocked these things, but didn’t really have an incentive to use them. The massive endgame that we’re currently adding to the beta aims to fix that. There should be plenty of in-game rewards that require setting up and expanding a big network of interconnected colonies and outposts. “Recruiting 1000 colonists” should no longer be a made up stretch goal for the intrinsically motivated player - the game should actually encourage and reward you all the way there.
We’ve tried to accomplish that by adding a bunch of early industrial content to the endgame. Complicated machines like printing presses, metal lathes and tabulating machines take a lot of colonists and unique resources to produce, and they are necessary to unlock the last in-game technologies, like grenade launchers and a steel glider which is launched into the air explosively.
More and stronger guards require strong monsters as opponents. It was noticeable during tests (and it’s obvious when you think about it) that, while the strongest types of monsters are always a small minority, they are the vast majority of monsters who survive deeper into your defences, making them the most likely target of traps. In the first beta, different types of monsters could only be distinguished by the colour of their eyes, which is hard to do and hard to remember. So, we’ve made unique models for different monster types. These models are much clearer at intuitively signalling different monster strengths.
I could write a lot more about all the new jobs, items, traps and weapons, but - the release is very close! We’ve still got a lot to do, and hopefully you’ll see everything with your own eyes in less than two weeks :)
The beta has been live for two months now. In the first month, we focused on polishing, fixing and streamlining the existing content of the beta. In the past month, we’ve worked hard to add a bunch of extra content. 0.9.0 is feeling a lot more complete now!
The most exciting new content, in my opinion, is gunpowder related. Gunpowder is now made at the alchemist, and requires sulfur, saltpeter and charcoal. Sulfur is mined in heaths and saltpeter can be made in composting bins. The first weapon that can be crafted with gunpowder is an explosive trap. It adds a new feature: area-of-effect damage. It’s triggered when a monster walks on top of it, and will hit all monsters who are within 2 blocks of distance. To make the explosion look more convincing, we decided to add force to the ragdolls of dying monsters. Other traps and guards now also apply force when they kill monsters, making the combat look more satisfying.
After Zun added support for area-of-effect weapons, he applied this effect to caltrop-traps as well. Further research leads to handcannons. These are primitive, handheld gunpowder weapons that do a lot of damage, but they can only hit monsters at a short range.
We’ve added another way to protect yourself from the monsters. It’s a “failsafe”. It has to be slowly charged over many days, and can then be used once to take out a lot of monsters simultaneously. It will also reduce the monster threat for the next night. It’s very useful as a way to save your colony when you make a mistake and monsters breach your defences.
The failsafe consumes “Sacred Points”, which are earned by distributing “Sacred Meals” to your colonists. These meals are made sacred when a colonist adds a candle to them at an altar. There are multiple tiers of meals, and we’ve reintroduced chickens and cabbages as a way to make advanced meals which earn more Sacred Points.
Another new item is the Astrolabe. Historically, it’s an astronomical instrument with many functions, one of which is determining your location. In Colony Survival, selecting an Astrolabe in your hotbar will display the location of nearby ‘unique biomes’: heaths, swamps and mountaintops with special ores. This makes it a lot easier to find and travel between them.
We’ve also introduced “alarm bells”. You can place them on any block, and if a monster steps on top of it, a loud bell starts ringing, indicating the presence of monsters in a location determined by you. They make it a lot easier to notice problems in your defences before they become a big problem - and they give you some time to run to the failsafe and trigger it, if necessary.
This new beta content patch also contains a glassblower, which requires silica sand found in the heath, and potash for the composting bin. Glass can be used to make eyeglasses, which can be used by researchers, writers and scribes to speed up their work. It can also be used to craft a monocular. Select it in your hotbar to use it!
That summarises the biggest changes, but the patch contains a lot of other tweaks. Science which adds threat to the colony is a lot more noticeable now. The furnace and splitting stump have lost their texture-designs and are now 3D vertex colored meshes. Tin and gold appear deeper in the world. There are new jobs that make Science Chests and advanced job blocks. We’ve added a lot of new audio effects to jobs and traps. The compass now requires science and can only be crafted by colonists.
We’ve done some internal testing for the new content, and just today it was finished enough for the testers to try it. So this Friday Blog is simultaneously an announcement for the beta testers: your beta should receive an automatic update adding all of the content above right now! We’d love to know how unlocking and using the new content and features goes for you, so keep us updated in the #test-channels on Discord. Thanks for all of your effort, help and encouragement!
Three weeks ago, in the last Friday Blog, we were at 0.9.0.6v2. We’re still delivering frequent updates, and we made it all the way to 0.9.0.13! An example of the fixes contained in these updates is pictured below. The testers are finding numerous small problems and rough spots, and we’re dedicated to polishing 0.9.0 to a high standard. If you want to test 0.9.0 in a less polished state, feel free to join the beta following the instructions here.
Most of these updates contain a bunch of small tweaks and fixes, but no major changes to the content of the game. But last week, we released 0.9.0.10, which contained a lot of new building blocks.
0.9.0 was rebuilt from pretty much zero, and at first we were completely focused on testing new gameplay features. Tools; outposts; traps; the “glider-launcher”; elevators; currency & the merchant; the new world generation. All of the colonies we built were highly functional and not ‘decorative’. The testers rightfully complained that 0.9.0 lacked a varied selection of building materials.
So, I’ve spent some time developing a bunch of new textures and building blocks. Some are completely new, some are new textures for old blocks. Some of the textures we replaced were quickly made 5+ years ago, and we believe the new textures have a significantly higher quality.
The Principles of the Farming Outpost
After releasing 0.9.0.10, I did a full playthrough of the beta, in preparation for adding the last new content before publicly releasing 0.9.0. I really enjoyed myself, and one thing really stood out to me. It’s now guiding my plans for the final batch of content, and I’d like to share it with you.
For my main colony, I had chosen a spot right in between a tall mountain, a swamp and a heath. I later started outposts in all these areas. My network of little towns was growing smoothly, but I was consuming quite a lot of food. I had of course regularly expanded my food supply, but it seems I needed a big expansion - and I didn’t have a lot of convenient space for that.
Standing on top of my 100-block-tall gliderlauncher-tower, I surveyed the surroundings. I quickly noticed a large, flat spot of fertile land nearby. I filled my inventory with building materials, bought an Outpost Banner and glided to the new area. My other outposts were relatively small, but I wanted to build this one big. I started building an extensive castle with complex defenses, specifically designed to conveniently incorporate traps, and spaces for colonists to reload those traps. It was a lot stronger than necessary for the small number of farmers living there, but I used Threat Statues to lure more monsters that way.
The entire project of building my Farming Outpost felt engaging and rewarding. But it didn’t directly access any new content. Indirectly, it did support the expansion of my network of colonies, which was working towards new parts of the tech tree.
When did I quit my test? When I reached the end of the tech tree. I was still enjoying the process of growing my network of towns, but there was nothing left to grow for. And when that happens, the game quickly comes to an end.
And these were the forces I was wrestling with. How do we… 1.) Extend the tech tree in a way that keeps players engaged as long as possible 2.) Do that in a way which doesn’t feel like repetitive padding, as uninspired busywork 3.) Develop that relatively quickly, without extending the beta for many months
That’s quite hard to optimize for! Adding a late-game tech that requires players to recruit 10.000 new colonists is easy but no fun. Thinking of amazing features that would be loads of fun to explore, but that require many, many months of development time is easy as well. Finding a solution that combines the best of both worlds without the drawbacks is hard - but I think we did it.
So the last couple of days, I’ve started working on the last batch of 0.9.0 content. It will introduce new content and features, like a failsafe machine that gives you one last chance if your colony is overwhelmed by monsters. Handcannons and explosive traps. A glider launched with gunpowder, so it doesn’t need a 100 block tall tower. A “people mover” (the horizontal elevator from here).
We'll also reintroduce some old content, like beekeepers, chicken and cabbage farmers, and musket guards.
But unlocking these endgame techs will require you to scale up. To extend your main colony and to found new outposts. To coordinate many hundreds of colonists. 0.9.0 currently doesn’t have “science bags”, but I’m working on an updated version of that idea.
0.9.0 currently has a separate menu for “points upgrades”. This menu contains upgrades that can be boosted again and again, like the colonist cap and the banner range. We’ve got an idea to quickly convert that to full “repetitive science” - upgrades that cost more than mere currency, but that could also consume for example the enhanced science bags.
We’re planning to subtly and smoothly integrate these systems. At the start of the game, when you’ve got a very small colony, unlocking things in the tech tree is cheap and only requires a few relevant items. In the midgame, these costs expand and add requirements like medium amounts of colony points/currency. That’s roughly where the current content ends.
Unlocking tech in the endgame gradually becomes more and more expensive. It’ll require large amounts of currency and “science chests”. There’ll be multiple kinds of science chests, filled with more and more costly items. These same costs can also be used for the “repetitive science”, to purchase “perpetual upgrades” for your colony.
The goal is to offer a smooth transition into the “postgame”. At a certain moment, you’ll have unlocked the entire tech tree, and you’ve received access to all jobs, items and weapons. Currently, the only goal left at that moment is earning currency for the points upgrades. In the intended postgame, your entire colony will still be useful. All your copper miners, hemp farmers, writers, researchers, chicken farmers and blacksmiths should be necessary to produce massive amounts of science chests, and throughout the endgame you should’ve been subtly encouraged to focus on that kind of production. Expansion is still rewarding, encouraging you to actually produce and use the technology at the end of the tech tree, at scale.
We’ve noticed a minor problem in the beta where people don’t actually use the tech at the end of the tech tree. They unlock elevators and gliders, but then the tech tree ends so they stop scaling up and don’t actually use those things. We think we’ve now got clear plans which can be developed relatively easily and that should fix this problem.
We’ll continue working on the endgame/postgame content and hope to be able to show and test a lot of it in a few weeks. When it’s tested and polished, 0.9.0 is ready for a full release!
In Dutch, we’ve got a saying de laatste loodjes wegen het zwaarst. It literally means “the last pieces of lead weigh the heaviest”, and apparently, English has a similar saying in “the last mile is the longest one”. It’s completely true, and we understand that some players are getting tired of waiting for the update. We’d like to remind them that they can join the beta, and we hope all of you will enjoy 0.9.0 when it’s completely done. We really believe it’s by far the best version of CS!
Over the past two weeks, we’ve selected 122 people from the #beta-applications channel on Discord and gave them access to the beta branch of the game. On top of that, we also added the Testers-group which were selected in a similar process for the 0.7.0-test a while ago. We’ve received enormous amounts of feedback, from one-sentence descriptions notifying us of tiny errors in item descriptions, to long posts with deep analyses of what works and what doesn’t. Thanks a lot to everybody who applies, tests and shares feedback! It is very valuable.
This has already led to six (technically seven) new versions being released, ranging from 0.9.0.0 to 0.9.0.6v2. In the image above is a small sample of the improvements in these builds.
I was a bit scared that the beta would lead to quite a lot of negative responses. For example, people not liking certain changes, and people being confused by new mechanics. But in general, the response has been very positive! Most testers seem to like the changes and believe they are improvements.
Of course we are very happy with this - but, it has introduced a new problem. 0.7.0 and 0.8.0 both had the endgame including the distant biomes that require loads of travelling and complicated trading rules. Lots of players skipped this content because it wasn’t rewarding enough. 0.9.0 solves this problem, but it does mean loads of people now actually finish the game, or at least reach the end of the tech tree. And now these people are clamouring for more content!
The current 0.9.0 beta doesn’t contain matchlock guns or printing presses, and we would love to reintroduce these items. We already had rough plans on how to do that, but hadn’t implemented them yet. We’re calibrating our plans based on the beta feedback, and we’ll re-implement that content and other era-appropriate items. We hope this will result in a satisfying endgame for 0.9.0!
The beta will become more open once that content is finished. If you can’t wait, feel free to apply to the beta via the instructions in the previous blog! If your application is more than three days old and you haven’t been selected, and you very much want to participate, you’re allowed to send in a new application. Please check whether you followed the instructions carefully.
New Terrain Generation
Two blogs ago, we revealed the very first pictures of the new terrain. One blog ago, we started the beta. In between, we made a lot of changes to the terrain generation, and we haven't shared that yet! So here is a overview of some of the major new features in the terrain.
Firstly, Zun got rivers to work, so the world will be crisscrossed by them. They allow players to build a colony next to water, but without being bound to the sea and certain lakes. They also make it much easier to explore the terrain without getting lost.
Randomly throughout the world, heaths will spawn. Technically, these are inspired by the anthropogenic heaths that are quite common in the Netherlands and nearby countries. These heaths offer access to unique resources. You’ll either have to purchase them manually using the new currency at the merchant, or gather them by building an outpost in a heath.
Another unique “mini-biome” scattered throughout the world are marshes. These wet areas offer access to unique resources in the same way as heaths.
Tall mountains topped with snow indicate the presence of ores like tin and gold, which can only be found in those locations - or again, at the merchant. Thus, gathering all of the jobs and items in 0.9.0 requires a main colony and three outposts. As explained in a previous blog, the outposts work quite different from the multiple-colonies-system added in 0.7.0. You don’t need to travel many kilometers of empty terrain to get to the unique biomes in 0.9.0, and the exchange of resources goes automatically, without requiring players to set up tedious trading rules in a primitive UI. This makes managing multiple colonies (/outposts) a much more intuitive and rewarding task.
Last but not least, the world now contains some rare mammoth trees! They help a lot, functioning as beacons that make it easier to orient yourself.
Finally, the day we've been looking forward to for so long has arrived! We’re starting the 0.9.0 Beta Program today.
The Beta is going to be a process with multiple stages. We’re constantly adding new content and tweaks, and we want to continuously add “fresh” testers to see how the game is functioning for a first-time player at that moment.
The current beta version is still work-in-progress, and not everything is properly explained or polished. The first testers need to be experienced enough to handle that. For that first group, we’re going to be quite selective. We’re looking for people who are serious and who are great communicators.
As the Beta Program continues and the beta version gets updated and improved, we’re going to add larger and larger groups of testers. Eventually, every application that meets the minimum requirements will be approved.
Here is how to apply:
A.) Join our Discord server B.) Go to the #beta-applications channel in the “Welcome” category C.) Post a message that answers the questions below. Remember, we care a lot more about honesty and communication skills than “high numbers”! The goal of the Beta is finding ”useful criticism”, not flattery ;)
Since what moment (year or update), roughly, have you played Colony Survival? Since release, since update 0.4.0, since 2019?
How many hours of play time do you have on Steam?
Roughly how many colonists does your biggest colony have?
Name one of your favourite gameplay mechanics in a game that is not Colony Survival, and explain why you like it.
Name a big frustration you’ve encountered in any video game, and explain why it bothers you.
Which skills/experiences/personality traits of yours make you especially suited to be a beta tester for 0.9.0?
[/b]D.) Wait until you’re granted the 090 Tester role E.) Once you’ve received it, you’ll be able to see #test-instructions in the Perpetual Testing Initiative category. That channel contains all the information you need to download the beta branch and start testing!
Work-in-progress terrain rendered with the new system
In the past month, Zun has made major progress on the new terrain generation! It uses a fundamentally new design philosophy.
In 2017, we released CS with arctic areas in the north and tropical areas in the south. We wanted to give players the opportunity to settle themselves in a different looking area. We did want to give players a large temperate area to find the ideal spot for their colony, so the distance you’ve got to travel before finding another biome is pretty huge.
In 2019, we wanted to make these distant biomes useful for gameplay. We added the multiple colonies feature, and unique resources per biome. We liked the idea, but it was disappointing in practice. Travelling and trading between colonies is very tedious, and the rewards aren’t worth it.
0.9.0 fixes that core problem by adding outposts, which are like new colonies, except that their stockpile is merged with the main colony. This makes it a lot easier to set them up and to benefit from their unique products.
More from the new terrain generator
Instead of demanding that players travel huge distances to distant biomes, we’re now reworking the world to have more variety in the spawn biome. Instead of having random patches of arctic and tropic intermingling, the spawn biome is now intended to be mostly temperate, interspersed by fens and heaths. These fens and heaths contain unique and valuable resources. Some ores are only available at mountain tops.
It’s basically the same ideas as 0.7.0, but the barriers are a lot lower, and the rewards aren’t just some relatively useless endgame items - the rewards are now a core part of the tech tree.
Fundamental changes to the world generation are pretty much always breaking old savegames. We can add new jobs, items, monsters and weapons to 0.9.1, but we can’t easily overhaul the terrain generation there. So this is something we’ve got to get right before the update releases. We’re not merely making some adjustments to change the terrain a bit, we’re reworking and optimizing the way the system works to the core.
That reworked system is now capable of rendering pretty nice terrains and the results can be seen in this blog! It’s very much work in progress though, it should look quite different in a couple of weeks.
”Threat-shifters”
In previous versions of CS, the amount of monsters that assaulted your colony every night was purely determined by the amount of colonists living in your colony. In 0.9.0, these colonists generate only a small amount of “threat”, and most “threat” is generated by unlocking certain important technologies in the tech tree. This makes it a lot easier and more rewarding to recruit large amounts of colonists.
When you start a new outpost, this threat is divided proportionally according to the amount of colonists living there. So imagine there is a total of 1000 threat. If the main colony has 200 colonists, and the outpost has 50 inhabitants, the main colony gets 4/5th = 800 of the threat, and the outpost gets 200 of the threat.
When you expand the outpost until it also has 200 inhabitants, the threat is equally divided: 500 for the main colony, 500 for the outpost. This means the amount of monsters appearing at the gates of the main colony actually decreases!
Work-in-progress "monster attraction statues"
Once I playtested this, I instantly noticed how 'relieving' my outpost was for my colony. It lost some threat, and its defenses were overwhelmed by monsters a lot less frequently. Which leads to the thought of pushing this further. What if I build a dedicated fortress, one that doesn't contain hundreds of colonists which all need to farm the fields surrounding the place, with only one heavily defended entrance, and lead the monsters there?
But that would require building a basement filled to the brim with colonists... Unless, you actually turn this into an item! We’ve added some kind of “statues” that attract monsters. Instead of having to recruit a bunch of colonists in your fortress to get the attention of monsters, you can place these objects to instantly shift a part of the total threat to that outpost. This opens up a lot of new possibilities!
NPC-models
While Zun is programming the new terrain generator, I'm working on new models for the NPCs. These aren't in-game yet; we're striving to release the beta first.
Most of the textured objects in Colony Survival are 1x1x1 blocks. That allows us to make square textures relatively easily. Currently, CS contains one way more complicated, textured 3D-object: “Harry”.
Harry is the internal name for our NPC model. Harry is used for colonists, monsters and players. Harry has a lot of small surfaces, and the way to transfer textures to all these surfaces is to use a “UV map”. A UV map is basically a relationship between specific areas on a 3D-model, and specific areas on a flat, square image.
Harry's colonist texture
That makes it a lot harder to make textures for Harry, than to make textures for square blocks. So for over five years, we basically ignored Harry - oops! We’ve added textures for new blocks, we added new 3D objects that were vertex painted, but we didn’t touch Harry. Harry became a scary, complicated mess of old texturing and animating techniques that we didn’t want to break, so we left it alone.
Until now. I’ve been working on making new, vertex-painted models for both colonists and monsters, and I’ve been animating them. Vertex-painting is the technique that we’ve used on for example the banner since 2017, and a bit later we started to use that technique to create non-block-shaped job spots.
A problem I noticed when test-playing the 0.9.0 devbuild, is the indistinguishability of different monster types. We introduced some new monsters with huge amounts of HP, and currently, the only way to recognize them is by eye colour. Which I have a hard time remembering, and which is difficult to notice in a glance from a distance!
Vertex-painted alternative
Giving them a new texture on the Harry model is also difficult. But with the new vertex-painted NPC models, it’s a lot easier! And instead of merely repainting them, I can also adjust the 3D model itself. This makes it a lot easier to add multiple monster types that are properly distinguishable, which also opens up more gameplay possibilities. We can’t add deeper variation in the combat if the variation isn’t clear to players.
Beta
Zun's making good progress on terrain generation, and when that’s finished, we can start opening the beta! We’re fairly certain that the next blog will contain instructions on how to join the beta and get access to the 0.9.0 dev build :D
Since forever, designing content for Colony Survival has had a major issue.
If you’re designing a regular first-person shooter, puzzle game or story-driven experience, you can just add more. Another level, a new map, a new puzzle to solve. This is a pretty straightforward way to add content.
But in Colony Survival, your colony occupies a static location. And your colonists automatically execute your orders, 24/7. The goal is expansion, and you use expansion to solve your problems.
We can’t just add another level. And every difficulty we add will be taken care of automatically once you’ve added the appropriate jobs. Of course, every new project should exceed previous ones. New food ought to be more nutritious, new luxury items ought to be more valuable, new weapons ought to be more powerful. This results in the following hypothetical graph.
A challenge for a 100 man colony is easy solved by a 200 man colony, whose problems are easily outproduced by a 300 man colony, etcetera. And this means that relatively quickly, players arrive at an unsatisfying point, where all in-game goals are beaten thoroughly. All science has been unlocked, all upgrades have been purchased, all monsters are beaten.
At that point, expansion is still possible. You can try to go for 1000 colonists, and there is a decent amount of fun in that goal, but it doesn’t have an in-game purpose anymore.
A trapfixer/sapper reloading multiple dropper traps
The entire structure of 0.9.0 has been set up to fight that. Crafting has been slowed down, monsters are tied to scientific unlocks and will overwhelm small colonies, you’ll need lots of colonists to produce items for export, outposts need to be built, etcetera.
Previously, we’ve rearranged the tech tree and added new content to our dev-build so that we could test the new features. That worked well for smaller tests, but we still reached the end relatively quickly. In the past month, we’ve been expanding the content in our internal dev-build. We’ve added new unlocks, new jobs and new items.
A hemp farmer
We’ve expanded on a new type of job. We had already added the trapfixer, which might be renamed to ‘sapper’ thanks to Melker500’s suggestion. You place a ‘jobspot’ for this type of job, and the colonist will move to nearby traps to load and reload them with ammo.
We decided we could reuse this for other new jobs. So we’ve added a researcher who requires nearby bookcases, allowing players to build custom libraries. We’ve also added a poison farmer who harvests nearby poison plants. These types of jobs allow players much more flexibility in their designs, and are more interesting than standard jobblock-type jobs.
A library and one researcher
The new content takes place between the Iron Age and the arrival of gunpowder in Europe, roughly 1AD and 1300AD. This era contains a period commonly called the “Dark Ages”. How do we fit high productivity, expansion and growth into the Dark Ages?
Well, writing and studying texts seems to have been a common and extremely labour-intensive practice in the ‘Dark Ages’. Having to build a large scriptorium, allowing many colonists to dedicate themselves to these practices, seems to be a historically realistic feature. We can also fit it neatly into the requirements for in-game scientific unlocks - like the alchemist and the poison guard. Also, scientific notes and books aren’t one-time items, they can sensibly stay relevant in the rest of the game.
Of course, items like paper for books require their own production chains. We’ve added papermaker jobs, and hemp farmers. The hemp gets used in items like ropes as well.
Don’t worry, we’re not constraining ourselves by striving to be perfectly historically accurate :) Wherever we need to be unrealistic to improve gameplay, we do so. But we feel that keeping an eye on reality makes things both more fun, easier to play and easier to design. Keeping track of production chains is a lot more intuitive when they’re sensible. Things just ‘fit’ better when there is an underlying realness to them.
Alchemist at work
After spending the past weeks making new recipes, icons and meshes, this week I could finally test the new content in-game. It has been a lot of fun! It's fitting together really well. In a very intuitive manner, I expanded to nearly 400 colonists before I even started mining iron. This makes the game feel completely different. Everything happens on a larger scale now, and you really need to plan your buildings and pathways very well, if you want to keep a clear overview of your production.
The content that was added in recent weeks is roughly 70% of the content we'd like to add before the beta is ready for release. The other main feature that needs to be finished before beta release is the enhanced terrain generation. This still needs multiple weeks of work. We're getting very close!
It’s been a while since the last Friday Blog, and a lot longer since the last released update. This has resulted in some questions. It seems it’s the right moment for a summary of our progress! We’d like to divide that summary into three parts:
Things that are finished
Things that still need to be done before we can release the public beta
Things that need to happen between the release of the beta and the definitive, public release of 0.9.0
I.) Things That Are Finished
Outposts An improved version of the multiple-colonies idea from 0.7.0. New colonies were very much separated, requiring players to complete a separate tech tree and to start over nearly completely from scratch. If you wanted to bring items from colony A to colony B, you had to navigate a tedious trading UI.
Outposts are the opposite. While they are physically in a different place, they are deeply connected with the main colony, automatically. They share scientific unlocks, and they automatically store items in, and take items from, the same stockpile as the main colony. They’re not intended for distant exotic biomes - they’re intended to allow you to colonise and utilise “the other side of the river”.
We believe the multiple-colonies idea from 0.7.0 to have failed somewhat. The systems were too convoluted to result in long-term engaging gameplay. We’re hopeful that Outposts in 0.9.0 will fix that!
From Points to the as of yet unnamed ‘Currency’ Instead of giving items to colonists for Colony Points, spendable on upgrades in a specific UI, 0.9.0 has ‘Currency’, earned by selling items to a merchant. This currency can then be used to purchase items at that same merchant. This gives players more control, compared to the automatic distribution of meals and items that happens in 0.8, and it gives us a realistic way to give players access to “outside” items. In all previous versions of Colony Survival, the focus was on producing everything by yourself. In 0.9.0, you will be able to import vital goods and resources from the (distant, not visitable) ‘outside world’.
This combines well with the Outposts. Vital resources can be restricted to locations like mountain tops and fens, and don’t have to be directly accessible for your main colony. You will be able to purchase those resources, and later on you can build Outposts in these other locations to harvest those resources directly.
Traps Static blocks that automatically attack monsters that walk in front, on top or below them. We’ve already got multiple varieties, and want to add some more. These blocks have to be reloaded by a colonist working a job currently called the “trap fixer”. During the day, they wander around their job spot reloading nearby traps. We’re strongly considering re-using this mechanic to allow people to build for example custom, functional libraries.
Enhanced Crafting In all previous versions of Colony Survival, there were some tight restrictions on crafting. Producing any item couldn’t cost more than 15 seconds, and the crafting time was determined per job, not per recipe. This means that in 0.8, all recipes at a single job necessarily share the same crafting time. A bullet and a gun cost equal time to make.
Both restrictions are gone. So the bullet can cost 10 seconds to craft, while crafting a gun could cost 5 minutes. This allows us to make things a lot more realistic and sensible, it allows us to remove ‘filler ingredients’ like copper parts & copper nails, and we can use it to encourage people to build bigger colonies and recruit more colonists.
Threat from Science The amount of monsters that spawn per night, the ‘threat level’, was previously completely determined by the amount of colonists currently in your colony. This worked well to scale the threat with your progress, but it also disincentivized that very progress! It encouraged players to “min-max”, to make sure that every colonist was optimally efficient. It made the game very easy for experts who were good at that, and it made the game very difficult for newcomers who were running less efficient colonies.
This has been changed completely. The threat level now mostly increases due to certain big steps in the tech tree. Instead of rewarding min-maxing, we want to reward players who expand, who build big colonies filled with colonists.
Tool System Most workers now need tools to do their job. These tools eventually degrade, and workers will have to visit the ‘tool shop’ to grab new ones. There are multiple different types of tools with varying effects on crafting speed and durability. The most primitive jobs can’t use the most advanced tools, and some advanced tools don’t function with primitive tools.
Completely New and Restructured Jobs, Items and Tech Tree With all these changes to core gameplay mechanics the old items and recipes have become very outdated. We want to take advantage of all the new possibilities, and we’re doing that by completely restructuring the tech tree and adding lots of new jobs and items. We’re now working with an “Age Format”. Currently, there is content from the Stone Age to the Iron Age.
Elevators / People Movers We’ve added infrastructure which players can use to move themselves to other locations quickly. Building the infrastructure is quite costly. We’ve also enhanced gliders. Their previous incarnation was a bit weird and glitchy. It required players to do a vertical take-off, and then switch to gliding. The new glider is a lot more sensible: you build it on top of a roof, cliff or tower and when you enter it, it’s launched forward with some speed.
”Misc” Many, many small things have been fixed and improved. The save format has been replaced with a SQLite database, which scales better, fixes some problems and helps prepare for cloud saving. Multithreading has been improved. Unity has been updated from the 2019 edition to the 2021 edition. NPC rendering has been redone, allowing for more animations and different NPC types more easily.
Most jobs that worked in “invisible squares” now have actual meshes as job blocks. NPCs are way less likely to walk on top of their job blocks. The negative impact of torches on performance has been halved. Monsters now keep existing when reloading or restarting the game.
II.) To-Do-List before Beta Release
Late-game Content Currently, 0.8 content like the printing press and matchlock guns isn’t in our dev build anymore. The 0.9 beta should cover at least all time periods that 0.8 did. The content that is currently in 0.9 ends rather abruptly, and that should become a nice transition to the later ages, from the invention of gunpowder to the mass adoption of the printing press. We’re currently specifying all the necessary recipes, new jobs and scientific unlocks.
Terrain Generator Changes The 0.9 content is planned with a new map in mind. Instead of enormous ‘tiles’ with other resources hidden in very distant other tiles, the ‘rare resources’ should be distributed much closer to the spawn. We want to use features like heaths and fens for that. Realistically, they occur relatively frequently and a bit ‘randomly’ in temperate regions. They are easily recognizable, and they will hold unique resources like coal ore and sulphur.
Changing the terrain generator makes older savegames unusable, so we want to finish that before releasing the beta.
III.) To-Do-List before Public Release
More Distinctive Monsters All monsters look quite alike, both in 0.8 and in the 0.9 dev build. We want to create new meshes for them so they’re easier to tell apart, and to more properly signify differences in strength and capabilities.
Finalize the UI Quite some new features currently have rudimentary work-in-progress interfaces. These are obviously not release-ready and need to be improved.
Incorporate Beta Feedback We don’t know how you’ll feel about the beta and what you’ll encounter. We’ll probably need to balance some recipes and better clarify certain games in-game, based on your feedback. Perhaps we even need to alter, remove or add certain features. We’ll have to see!
We hope this overview helps you understand our current position in the development cycle! Update 0.9 is a massive undertaking that pretty much deserves the title Colony Survival II, but we want to release it as a free update to everybody who has been supporting us during this Early Access journey. We can’t wait to see your reactions and want to release the update as soon as possible, but we also want to make sure the update meets stringent quality standards. We’re changing and removing some deeply ingrained systems and content, and we only want to release that publicly when we are 100% certain that 99% of the community considers the new content and systems at least 1.5 times as good as the old ones!
The last blog was quite controversial! We were very happy with the elevators, but they received quite some criticism. Two main points appeared:
The teleportation between stations is stupid, you need to actually be physically transported from A to B
Elevators aren’t historically accurate
The first problem has been solved! When you enter an elevator, you are attached to it (comparable to the glider) and together you travel towards your destination, completely removing the teleportation aspect.
The second problem needs some nuancing. Elevators are not meant for relatively small Bronze Age colonies that were started two hours ago. It’s more of an end goal, for large and advanced colonies that are nearing the Renaissance Age. It has an iron frame because producing it is intended to consume large amounts of iron.
With the elevator implemented, it was relatively easy to port this functionality to horizontal elevators. They are explicitly not trains: they can only travel in straight lines and they can’t go up or down or navigate corners. But combined with elevators and gliders, they should simultaneously present a rewarding goal for large colonies, and a practical means of navigating between outposts.
(For those who understandably haven’t read all blogs: we’ve implemented an Outpost Feature, allowing players to easily start nearby colonies that share the stockpile and science of the main colony. It’s a bit similar to the multiple colonies from 0.7.0, but without all the tedious problems of having to start from scratch / having to set up complex UI trading rules / having to travel excruciating distances by foot)
We’ve also overhauled the glider. Instead of being a VTOL motorised plane with difficult controls, it’s now a way more intuitive device which actually glides. Players will now place a permanent Glider Launcher, which is able to launch a glider everytime the player approaches it. Of course, the best place to do so is on top of a large tower or hill - which you’ll be able to scale quickly with the help of an elevator. Here’s a video of the full system in action:
https://youtu.be/K3i80CEm-Z0 This might seem like a feature that is not connected to the core of 0.9.0, but it is. Colony Survival is all about growing and expanding your colony, but it needs to have a purpose. And it needs to be something more unique, more ‘physical’, than merely repetitive new items with even higher numbers. The game isn’t fun if it’s an endless cycle of “Monster with 100,000 HP appeared, unlock your 100,000 damage weapon now! Oh no, a monster with 1,000,000 HP appeared!”.
The later ages need to unlock new features that change the way you play and the way you build your colony. And these things need to sensibly require advanced technology and lots of colonists. Simultaneously, we also need better ways to navigate between Outposts, which are a crucial part of 0.9.0 and a significantly cheaper way to access precious resources.
We think the Elevators and Glider Launchers fit these criteria perfectly. I’m working on filling in the rest of the tech tree and re-integrating content like the muskets and the printing press. We’re strongly looking forward to testing it and hopefully being able to open up the beta before Spring is over.
Zun had a brilliant idea this week. We need some kind of transport between colonies and their outposts. It’s a lot shorter than the distance between main colonies and the distant biomes in 0.7.0 / 0.8.0, but some alternative to walking would still be nice. And it would be great if it actually involves some building.
We’ve got the glider, but there are quite some complaints about the controls of it. And it doesn’t really make sense that the glider actually has an invisible engine, and can take off vertically and then just accelerate.
But we also don’t want to spend weeks and weeks working on a complex transport mechanic, postponing the release even further.
A demonstration of what using elevators currently looks like: https://youtu.be/N-UaudIhhaM So he suggested elevators. They don’t actually move in-game, for now. Nor do colonists use them. But if you build a connected elevator shaft with two “entrances”, you can “teleport” between the entrances. This has all kinds of purposes, but Zun simultaneously suggested removing the “engine” from the glider. In 0.9.0, it should only… glide, as its name suggests. That means you’ve got to build a tower to launch it from, and that tower can be climbed quickly with the new elevator mechanic!
Of course, stone age societies don’t suddenly build a functioning elevator out of wood and rock. It’s unlocked later in the tech tree, and producing a piece of elevator shaft is pretty expensive. It should be a significant goal.
The basics of the feature only took a day to develop. We’re planning to add an even more expensive horizontal variant as well. It won’t be able to twist and turn, so you’ll have to build it in a straight line from A to B. So building a “horizontal elevator” should take quite some effort, especially if you want it to look a bit nice, with bridges and tunnels. But the end result would basically be a local, specific ‘teleporter’.
We had an idea for 0.7.0, the update from 2019. We wanted to let you expand throughout the world and give purpose to some exploration. We wanted to make travelling relevant. But it didn’t turn out exactly as we liked. Lots of 0.7.0 features worked quite well, but the distant colonies were really distant, hard to set up and quite irrelevant to the core of the game.
We’re now correcting our mistakes. The original vision is still appealing, but it needs to be better. Outposts are a lot easier to set up, due to them sharing both the stockpile and science with the main colony. They will be useful to the main colony without having to be very distant. Travelling between them shouldn’t be tedious, and there should be interesting and challenging ways to build infrastructure between them. We think we're close to achieving that, and that should make the system function a lot better than it did in 0.7/0.8.
Combined with all the other changes in 0.9.0, we’re highly excited about the “new” Colony Survival. We hope to be able to open up the beta to a broad group of testers in the Spring, and we’re planning for a full release of 0.9.0 in the Summer. We hope we don’t have to postpone that release date - that would cost us our holiday ;)
Two weeks ago, we shared the news of the death of our cat Lizzy, the source of the “Liz” part in Pipliz. We received an enormous amount of supportive reactions. We couldn’t respond to all of them personally, but I do read them all. We’re deeply touched and grateful for your support.