1. AColony
  2. News

AColony News

Developer Livestream (Online Co-op)

Hi everyone,

Join the second livestream of AColony for the Steam Next Festival.

This time I will play with a good friend in online co-op to show how the game work and looks in this mode.

Cheers!

Developer Livestream (Tuesday)

Hi everyone,

Join the first livestream of AColony for the Steam Next Festival.
If don't have time today - that's no problem, there will be another livestream on Friday!

Cheers!

If you are interested to join our community, here is a link to our discord server.

October Update | Demo Release, Steam Next Fest, Updated Graphics & more

Hi everyone,

it's time for a new update and this one is about the release of the demo, updated graphics and effects, a new technology and the first preview of the space program.

[h2]Demo[/h2]
In connection with the Steam Next Fest, the demo is finally available and can be downloaded on the store page!

[h3]Includes:[/h3]
  • Online co-op
  • 6 technologies
  • Wanderers
  • Player-to-player trading
  • Attacks
  • The demo monument with its associated demo end event.


[h3]Restrictions:[/h3]
  • Maximum 3 colonists
  • No traders
  • No quests
  • Very limited events, technologies, constructions, resources, traits, expectations and functionalities.


Note:
Because the demo is a simplified form of the closed alpha version, it can still happen that maybe some bugs or errors may occur. We have tested the demo in single player and online coop without any problems, but if you run into one (or if you have feedback or suggestions), feel free to write it in the community hub or in the demo category on our discord server




[h3]Demo end event[/h3]
Because I had started with the implementation of the final end game event (and because I not wanted that the demo simply ends when you have researched all technologies), I have also added a shorter demo end event which will be triggered, when the player builds the demo monument.



[h2]Graphics, Colors and Post Processing Effects[/h2]
The game also got some visual updates and extended settings which include:
  • Updated textures
  • New colors and related settings
  • New brightness and related settings
  • Tonemapping
  • Depth of field effect
  • Updated tree models




[h2]Rocket Technology & RFS-1[/h2]
I have added a new type of "artillery" which is the RFS-1. It is the last long distance weapon which will be available in the tech tree, and it can fire tactical rockets with a good accuracy at the given target location.



[h2]Space Program [End game event][/h2]
While in the last weeks a lot of work went into preparing all stuff for the steam fest and the demo,
I have also started with the work on the final end game event which will be initiated with the space program. The models and many functionalities are already implemented, but there are still a few things missing for the different phases of this event - I will reveal more details about it in the next update.



[h3]New Short Trailer[/h3]
In addition, I have also created a new and short trailer with the new color and graphics updates:

[previewyoutube][/previewyoutube]

I hope you have enjoyed this update,
Cheers!

July Update | Steam Next Fest, Demo, Quests & Forest Centipedes

Hi everyone,

it's time for a new update and this one is about the Steam Next Fest, the planned release of a demo, the new quest system, the forest centipedes as a new insect type and much more.

[h2]Steam Next Fest & Demo[/h2]
I am happy to announce that I will participate in the Steam Next Festival which runs from 3rd to 10th October. To do this, I also need to create a demo version of the game which will be available for everyone at the start of the festival. I will work out the functionalities in the next weeks, but the following 3 points will definitely be included in the demo:

  • online-coop
  • no time limit
  • wanderers & traders


I will reveal more details in the next update.

[h2]Quest System[/h2]
In the last weeks I have worked on the new quest system which allows some travelers to offer random quests to the players. Usually, you will get a reward for completing them and some can also be done together in online coop. (then both players will get a reward)

At the moment there are 4 different quest types in the game:

  • Get Materials
    You must provide the quest giver some special resources (like honey or meals)
  • Stolen Item
    You must bring back a quest item to the quest giver, which is located in a insect nest (this is also a coop quest and the amount of enemies depends on the count of participating players)
  • Entertainment (Provoke Nest Defence)
    You must provoke a nest defence event by attacking an insect nest
  • This Look
    You have to kill a random animal which gave the quest giver a look as if it thought it was something better.


Note:
More different quests will be added over time.




[h2]Forest Centipedes[/h2]
The game also has a new type of insect now, which are the forest centipedes. Usually they appear in the world like carpenter bees and are not hostile. But that's not all, they can also appear as part of the new forest defender event and can be included in quests you get from neutral colonists.

They are divided into 4 subclasses:
  • Scout (low hp, no armor, can move underground & overground)
  • Fighter (more hp, light armor, can move underground & overground)
  • Guardian (high hp, big, medium armor, can only move underground, has a melee aoe attack, can shoot poisonous projectiles which explode)
  • King (very high hp, pretty big, thick armor, can only move underground, has a melee aoe attack, can shoot poisonous projectiles which explode)


[This images shows a centipede nest with scouts, fighters and one guardian]

[h2]Corrosion Poisoning & Acid Burns[/h2]
Because the bigger forest centipedes cannot walk overground, I have equipped them with a new and special ranged attack. They can shoot a poisonous projectile at their enemies, which explodes on impact. If that happens, it spreads corrosion poison in combination with some acid, which will have the following effects:

  • Decreases the defence values of your colonists drastically (shields become less effective)
  • Decreases the penetration power of melee and ranged weapons drastically (you get blocked easily)
  • Causes additional acid burns
  • Causes a short circuit in electrical devices (a nightmare for turrets)
  • Damages all constructions in range


Note:
If you defeat and butcher the bigger centipedes, you can get poison glands from them




In addition, creatures have the ability to be immune to certain poisonings now.



[h2]New Defence Structures[/h2]
In the past, the only way to protect the outer borders of your colony was to build a wooden fence. That wasn't really a large number of choices and therefore I have added 2 new types, which are the stone fence and the barbed wire fence.



[h2]Forbid & Priority State for Items[/h2]
I have updated the mechanics for the use and transport of items which allows the player to set them in the following states:

  • Forbid (your colonists cannot transport or use this item, except under certain circumstances)
  • Highest Priority (your colonists will prioritize this item which means that they get not interrupted by their sleeping, eating or free time schedule while transporting it)


Note:
Prioritized items will automatically lose their state, if they got picked up by a colonists or a storage zone is placed under them.




[h2]Additional Updates[/h2]
Since the last update, I've added a few more things which can be found in the following list:

  • Added an info menu when you click on trees
  • Added fire, explosion and poisoning defence values to shields
  • Added 2 new traits (wood enthusiast & rain friend)
  • A lot of smaller additions and fixes


I hope you have enjoyed this update,
Cheers!


Join the community on Discord

June Update | Release Plans, Trading System, Insect Nests & More

Hi everyone,

it's time for a new update and this one covers the release plans, the new trading system, the trading between players, a radio station & a radio antenna, insect nests, a demand for a community room & a medical clinic, nuclear technology and more.

[h2]Release Plans[/h2]
In the last weeks there was a lot of stuff going on with the closed alpha phase and the feedback & suggestions of the players were really helpful. With this new knowledge and insights, I can finally announce a more accurate date for the Early Access Release - and if all things run like expected - it should be in Winter 2022!

[h2]Trading System[/h2]
The latest update includes the new trading system, which also brings a new event to the game -
the trading caravan. When your community consists of at least 4 members, they will visit your colony from time to time and can have the following traders in their group:

  • Materials trader
  • Weapons trader
  • Food trader
  • Special trader
  • Colonists trader (is selling colonists :p)


The amount of members as well the count of different traders depends on the population of your colony.

In addition, I have added a basic market table, which allows the traders to put their trading goods on it and to give the colonists of the players a discount of around 5%.



[h3]Currency[/h3]
In connection with the trading system, I've added a new item called currency, which is.. well.. the currency in the game. At the moment it is visualized as $ in the menus, but you can also switch to or £. (I will maybe add a unique character in the future)



[h3]Radio Station & Radio Antenna[/h3]
Because trader caravans usually spawn with random traders, it can be a bit time consuming to wait until a trader comes which has the goods that you want. Therefore I have added a new technology called radio technology which can be found very early in the modern age section of the technology tree.

It includes a radio station and a radio antenna, which allow you to call for trader caravans and to select which traders you want to have in this group. But of course - that costs you some currency.



[h3]Trading between players[/h3]
In addition to the default trading mechanic, I have added a special trading table which allows you to trade with other players in online co-op. You can not only make, accept or withdraw offers here, but also make counteroffers when you are not happy with the offer you got.

The trading system brings also a new zone in the game - the trading zone - where acquired resources are automatically placed after a trade or a barter. (but it must be placed close enough to the trader or table: ~25m)



[h2]Insect Nests[/h2]
To make the world more interesting and entertaining, I have added 2 new and fresh types of entities - the carpenter bees and the darkflies.

[h3]Carpenter Bees[/h3]
Carpenter bees are part of the normal environment and located on the map like default animal groups. They are usually spending their time around their beehives and will only turn hostile when you attack them or try to steal their honey.

Note: You sometimes have to fight them, because their hive obstructs your colony expansion.



[h3]Darkflies[/h3]
Darkflies are a more dangerous type of insect and appear from time to time in your world.
They will build a nest, which is larger than a normal beehive, and will prepare to attack the colony of the player. Because their nest is always producing new units, you have to face multiple attacks from them until a final one is coming.

The count of members, but also the type of insects, depends on the technology level of the player.
The following types can appear:

  • Worker
  • Warrior
  • Shooter
  • Queen (max 1 per nest)


Note: Darkflies can force the players to go outside of their safe walls. Therefore it can be a bit challenging to defeat the nest.



[h2]Community Room & Medical Clinic[/h2]
In order to upgrade the expectation system, I have added 2 new demands which get activated when the population of your colony reaches a certain count.

[h3]Community Room[/h3]
When the number of your colonists reaches 6, they will request a community room. To define this, I have added a new technology called basic entertainment, which offers some new constructions:

  • Notice board (later you can plan events there)
  • Card table
  • Pool Billiard Table
  • Darts
  • Bar


Note: The entertainment tables can not only used by your colonists, but also by wanderers, traders and the colonists of another player.



[h3]Medical Clinic[/h3]
When the number of your colonists reaches 8, they will request a medical clinic. To define this, I have added a new technology called basic medicine and updated the modern medicine technology, which offer together some new constructions:

  • Medical planning board
  • Basic clinic bed
  • Modern clinic bed


With the medical planning board you get the functionality to create a medical care plan, which allows you to not only medicate and provide your own colonists, but also wanderers, traders and the colonists of another player. In addition, you can also assign doctors here, which allows you to coordinate the division of medication, ambulance transport and food provision better.



[h2]Nuclear Technology[/h2]
One new addition, which is already since a while in the game, is the nuclear technology section of the technology tree. It consist of 4 new technologies which are:

  • Nuclear technology
  • Nuclear reactor
  • Toxic Waste Disposal
  • Radioactive Ammunition


These new technologies also unlock a bunch of new items:

  • Nuclear science table
  • Reactor module (nuclear reactor)
  • Cooling module (nuclear reactor)
  • Console (nuclear reactor)
  • Toxic waste facility
  • Fuel rod
  • Fuel rod (radioactive)
  • Artillery Ammo (radioactive)


The nuclear reactor introduces a new building mechanic, where you have to build 3 modules together to get a working machine. It uses fuel rods as fuel (which can be crafted with uranium) and can leak radiation when it gets damaged. [A good visualization offers the start of the trailer]



[h2]Additional Updates[/h2]
Since the last update, I've added a lot more items to the game and the most important ones I have put in the following list:

  • Added a time switch
  • Added revenge events
  • Added gold sheet (is required to craft computer components now)
  • Added pump jacks to extract fuel
  • Added depth drills to extract uranium
  • Added a time switch
  • Added pictures + 6 ingame achievements (to unlock more images for them)
  • A lot of smaller additions and fixes


I hope you have enjoyed this update,
Cheers!


Join the community on Discord