News Liste Colony Survival

Friday Blog 238: Last Blog of 2023!
Colony Survival
22.12.23 12:28 Community Announcements

Colony Survival is currently on sale! Pick it up for 30% off between now and January 4.
The Builder’s Contest is also still going on. Follow the instructions and upload a world before January 5 to compete for the prizes!

Roughly nine weeks ago, we released 0.10.0. The response has been great! There were some things we still wanted to finish, and unexpected issues that popped up after release, so a bunch of other patches have been released. At the end of November, we hit 0.10.0.12. Then we took a development break in December.

What is 0.11 going to be? What is 0.12 going to be? These are big questions we’ve been thinking about since the release of 0.10.0. I think we’ve been struggling with that question more than we ever did in the history of Colony Survival.

We're full of ideas, but the question is how to integrate them into Colony Survival. In the achievement data, we can see that only a small fraction of players who launched 0.9.0+, less than 1/33rd, has reached the end of the tech tree. Releasing an Industrial Era update and adding it to the end of the tech tree, where it will be experienced only by that tiny percentage of players, seems pretty wasteful.

We could have industrial-like machines earlier in the game, like windmills. But we want them to involve significant gameplay, it should give options to players, it shouldn’t just be a standard jobblock with slightly more complicated requirements. That could mean having to connect things together with for example pipes/cables or something like that. But with our “magic stockpile” and total absence of real life logistics, such things become problematic quite quickly.


Of course, we can change that as well! But we’ve got multiple ideas like this, and we’d basically have to change the core fundamentals of the game and rebuild it entirely from scratch again, in a way that is substantially different from the product that people decided to purchase and that they got used to.

More strongly than ever before, after more than 10 years of working on this project, and after more than 6 years of being in Early Access, we feel like the time for a Colony Survival II might be coming.

We will continue developing Colony Survival "1" in 2024. If we’re going to leave Early Access, we want to do that in a more finished, more polished state. There are still some rough UIs and little things that don’t make a lot of sense. And, this is the time for ‘fun stuff’. Players have mentioned that building big structures without the flight cheat is truly frustrating. To alleviate this, something like an in-game, historically appropriate 'jetpack' at the end of the tech tree seems very suitable. Another example of a “finishing feature” could be a special UI that allows you to create large custom monster attacks, to test your defenses to the breaking point. Things like these wouldn’t be major updates by themselves, but they do help to satisfy some remaining problems and curiosities.

We’re thinking hard about the future of Colony Survival and a potential Colony Survival II. We’re still uncertain about the optimal way to spend our development efforts. Massively change the current Colony Survival? Finish the game up, polish it, leave Early Access and build a CSII with different fundamentals? What things would you still like to see added to CS1 before we leave Early Access? Let us know how you feel about it! Share your suggestions in the comments or on Discord.

We wensen jullie hele fijne Kerstdagen en een gezond & gelukkig Nieuwjaar!

Reddit // Twitter // YouTube // Website // Discord
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Release:16.06.2017 Genre:keine Infos Entwickler:keine Infos Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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