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Keepers: Era II Units

[p]Salutations, colonisers!
[/p][p]Last time, we talked about the Keepers Era I buildings and units that accompany it. But, after a bit of playing and acquiring a lot of resources, you’ll be able to transition to the next era - the Era of Abundance. This unlocks new units along with upgrades for your existing forces. Some units will be available immediately, while others must be trained through newly unlocked buildings. Let's talk about the Keepers’ units in the second Era:
[/p][p]Bladeguard is a new unit that you’ll get with the era transition and he is basically an enhanced version of the Footman. He boasts higher defense and deals more damage, but you’ll need to invest ore in addition to food to recruit him.[/p][p]
[/p][p]Many players will recruit cavalry as they are fast units that are very effective against bowmen, but what is good against cavalry? Sentinel is an Era II unit that you’ll want in your army if you want to keep that cavalry under control.[/p][p]
The Keepers can also research even more ranged options. The Crossbowman is a heavily armored marksman who fires powerful bolts capable of punching through enemy lines.[/p][p]
[/p][p]If long-range dominance is your preference, look no further than the Longbowman - an expert marksman capable of delivering deadly shots from exceptional distances.[/p][p]
[/p][p]As the game progresses, resources may become harder to secure. That’s where Trade Posts and Caravan units come in, allowing you to deliver vital goods across dangerous terrain.[/p][p][/p][p]And what is a strategy game without siege weapons? Stone Throwers are brutal engines of war, perfect for scattering enemy ranks and smashing through walls with massive boulders. For those who prefer precision, the Bolt Launcher specializes in firing armor-piercing bolts that shred defenses.[/p][p]
[/p][p]Of course, all of this is subject to change, but we like to show our development process. If something gets changed, we’ll let you know.
[/p][p]Depending on the unit, additional upgrades for strength, speed, or defense can be researched in their dedicated buildings.[/p][p][/p][p]Wishlist Coloniser on Steam to follow the development of the Keepers and the other factions.
[/p][p]Next time, we’ll be back with a look at the advanced Keeper architecture. If you want to join the playtest, request it on Steam and join our Discord so you can let us know that you want to play the game.[/p][p]
Cantos Games [/p][p][/p][p]Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook
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Patch Notes (0.0.1.358.1.465)

[p]Salutations, Colonisers!
[/p][p]The new patch is ready for playtesters. We have some significant performance improvements and bug fixes. Please check it out:[/p][p][/p][h2]Quality of Life Improvements[/h2][p][/p][p][/p]
  • [p]The current map is now split into biomes indicated mostly by different tree colors. Have fun finding them. This is still a work in progress, but we are building on these.[/p]
  • [p]Major improvements to loading times and overall in-game performance (higher FPS).[/p]
  • [p]The Chat system colors are updated to make messages easier to tell apart and text easier to read.[/p]
  • [p]Added new technologies with unique attributes for more variety.[/p]
  • [p]Tech tree has been rebalanced - costs and progression adjusted for smoother gameplay.[/p]
  • [p]The unit number selection UI has been realigned for a cleaner look.[/p]
  • [p]World map framing is now rotated for 45 degrees to simplify movement on the world map. This means North is actually “True North” now.[/p]
  • [p]You can now access settings in-game by pressing Esc while inside the match.[/p][p][/p]
[h3]Bug fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where some players would be stuck in the loading screen if one player on the server managed to reach the building cap.[/p]
  • [p]Fixed the issue where some Era 3 buildings (like Archery Range, Garrison, Mine, Quarry, and Stableyard) were missing details when going from their Era 2 variant to the Era 3 version.[/p]
  • [p]Fixed the issue where units were stuck in recruitment without progressing[/p]
  • [p]Fixed the issue where previously discovered Wandering Bazaar's and enemy Capitols would be only visible on the World Map after interacting with the map.[/p]
  • [p]Fixed the issue where Decorations of the Homestead would appear stretched or duplicated in some cases.[/p]
  • [p]Fixed the issue where buildings placed on depleted resources would become invisible after you rejoined the session.[/p]
  • [p]Fixed the issue that caused the lack of Building repair SFX.[/p]
  • [p]Fixed the issue that prevented gates from stopping enemies after the server restart.[/p]
  • [p]Fixed the issue where your units were able to go through stone, ore and trees. Note: Still occurring on a few decorative items.[/p][p][/p]
[p]And that would be all for this round of updates and improvements! Let us know how it goes and share your impressions in the comments and join our Discord server for the additional feedback and a chance to talk to the devs.

If you have any questions, be sure to check our previous post, where we answered some frequently asked questions.

We’ll have more improvements next week, so stay tuned!

Cantos Games

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[/p]

Keepers: First Era Buildings

[p]Salutations, Colonisers! [/p][p][/p][p]Last time, we talked about the Keepers’ units. Today, we’re diving deeper into some of the buildings essential for the growth of your colony. And the one with the highest importance is the Homestead.[/p][p][/p][p][/p][p][/p][p]The Homestead is your base, used to recruit colonists and research upgrades related to them. You’ll want to spawn as many colonists as possible and order them to collect nearby resources. Sometimes these resources are located a bit farther from your Homestead, which can slow down gathering and early expansion.[/p][p][/p][p]Fret not - you can build dedicated drop-off buildings where colonists can deliver resources. The Lumber Yard is for trees, the Stonepit for stone, the Ore Shaft for ore, and the Granary for food like berries and meat.[/p][p][/p][p][/p][p]In addition to being drop-off points for harvested materials, each of these buildings has its own upgrade paths, allowing you to enhance your colonists’ efficiency and unlock more advanced technologies over time.[/p][p][/p][p]When it comes to the colony’s population expansion, you’ll need to build Shelters. Shelters increase your population cap. While they don’t offer the same bonuses as other structures, protecting your Shelters is critical throughout the game - their destruction, combined with the loss of your units, can put a significant strain on your colony.[/p][p][/p][p][/p][p]Food management is just as important. Resources can become scarce due to the sheer size of the map and the number of players sharing it. That’s why you can build Farms to generate a steady, renewable supply of food. Keep in mind, though, that you’ll need to assign a colonist to each farm. Could that colonist be used elsewhere? That decision is up to you.[/p][p][/p][p][/p][p]Once you’ve established your base, set up resource management, and built some basic structures, it’s time to prepare for battle. The key building here is the Garrison, your core frontline military structure. From the Garrison, you can train Footmen and research various upgrades for them. It also unlocks research for other military buildings, like the Archery Range, and additional defensive options.[/p][p][/p][p][/p][p][/p][p]The Archery Range recruits ranged units and trains them to unlock new methods to strike down foes from afar. In Era 1, you’ll only be able to train Bowmen, but as you progress, you can upgrade them to become tougher and faster, with improved attack speed.[/p][p][/p][p][/p][p]When it comes to defenses, you can build palisades as basic protection against enemies. Stockades, a stronger wooden defense, need to be researched in the Garrison. Place a Wall Gate in a section of your Stockade to allow easy passage for your units and allies. And to stay alert, be sure to construct Outposts in strategic locations - they reveal surrounding terrain and expand your line of sight.[/p][p][/p][p][/p][p]Once you have a functional base and defenses, your next goal is to gain Valor - a critical resource earned by fighting and defeating enemy units and buildings, and for the Keepers, also by constructing fortifications.[/p][p][/p][p]When you’ve gathered enough resources, return to your Homestead and advance to the Era of Abundance, unlocking new buildings, units, and technologies. But more on that in an upcoming blog.[/p][p][/p][p]Stay tuned, wishlist Coloniser, join our playtest and talk to you more next time.[/p][p][/p][p]Cantos Games

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Patch Notes (0.0.1.279.1.379)

[p]Salutations, Colonisers!
[/p][p]Hope you had fun playing our demo. It would help us a lot if you could fill out this form and let us know your impressions on the current state of the game. We’re back to our playtest experience and bug fixes and improvements that come with it.[/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]Gamphas have better collision detection.[/p]
  • [p]New statue visuals have been added to the map.[/p]
  • [p]Multiple level design changes have been made on the map - new structures are added to the valleys and the central mountain.[/p]
  • [p]Attack notifications have been added to notify you when your unit or building is under attack (further improvements to attack notifications are coming soon).[/p]
  • [p]Every time your diplomacy state changes it gets a chat notification. Declaring a war with another player and making peace will be public for everyone. Declaring alliance notification will be reserved just for players that made the alliance.[/p][p][/p]
[h3]Bug fixes[/h3]
  • [p]Reduced cases of the issue where players would be stuck during loading.[/p]
  • [p]Fixed the issue where buildings placed on depleted resources would sometimes turn invisible.[/p]
  • [p]Fixed attack notifications on buildings (further improvements to attack notifications coming soon).[/p]
  • [p]Fixed the issue that caused misplaced fire effects on certain buildings.[/p]
  • [p]Fixed the issue where palisades would turn into wooden walls after rejoining a server.[/p]
  • [p]Fixed the issue where the collision box of Stronghold building was not the right size.[/p][p][/p]
[p]And that would be all for this round of updates and improvements! Let us know how it goes and share your impressions in the comments and join our Discord server for the additional feedback and a chance to talk to the devs.

If you have any questions, be sure to check our previous post, where we answered some frequently asked questions.

We’ll have more improvements next week, so stay tuned!

Cantos Games

Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook


[/p]

Keepers: Era I Units

[p]Salutations, colonisers!
[/p][p]Last time, we talked about the Keepers - their origins, beliefs, and why they guard the crash site of the Ulysses with such zeal. Today, we’re diving deeper into their forces. Let’s explore the units you’ll use to establish and defend your colony.[/p][p][/p][p]Every Keeper colony begins the same way: with a Chieftan. For the Keepers you will begin with a Justiciar, their warrior monks. If the Keepers have a leader, it’s a Justiciar. A towering figure clad almost permanently in heavy armor, a Justiciar is more than just muscle - they are a living embodiment of their faith. On the battlefield, they bellow sacred litanies as they charge, turning each fight into both a sermon and a slaughter.[/p][p]
[/p][p]Their blades are prized relics, forged from metal recovered from old escape pods and wielded by the original founders of the Keepers. Lose a Justiciar, and you’ll feel the weight of that mistake - your expansion will slow, your settlers will lose heart, and your enemies will sense blood in the water.[/p][p][/p][p]The Justiciar isn’t simply a juggernaut of the battlefield - he’s a living embodiment of the Keepers’ philosophy: discipline, vigilance, and duty above all else. He can pick up a hammer to speed up fortifications, rally settlers while harvesting crucial resources, or lead an advance into enemy territory. But he can't be everywhere at once, so choose what works best for your playstyle. Those early game choices can have significant impact when it comes to mid and late game.
[/p][p]Before you dream of armies, you’ll rely on simpler folk. Colonists are the foundation of any Keeper settlement. They build your structures, gather resources, and slowly turn a handful of supplies into a fortified enclave.[/p][p][/p][p][/p][p]They’re not fighters - far from it. Unarmored and untrained for combat, colonists will scatter or fall under the lightest assault. Protecting them is crucial. And speaking of protection…[/p][p][/p][p]To keep your colonists safe, you’ll need soldiers. The Keepers train three primary types of combat units early on: footmen, bowmen and swift riders - their basic melee, ranged and cavalry units.[/p][p]

These three form a balanced triangle of strength and weakness, following a classic rock-paper-scissors dynamic. No unit is without a counter. Footmen beat riders, riders outmaneuver bowmen, and bowmen cut down footmen. Mastering this balance is key to any Keepers campaign - it ensures there’s never one perfect army, only smart tactics and positioning.[/p][p][/p][p]Not every Keepers unit is built purely for battle. Rangers can fight in a pinch, but that’s not why you’ll want them. Quick and sharp-eyed, rangers excel at exploration. They can scout far ahead of your main force, revealing the dangers or opportunities that lie hidden across Hastaris.[/p][p]

They’re lightly armored, fragile, and best kept out of heavy combat. Think of them as your forward eyes and ears, mapping the unknown and giving your armies the advantage of preparation.
[/p][p]These are just the first chapters in the Keeper arsenal. As your settlement grows and your technology advances, more specialized and devastating units will become available. But that’s a story for another time. To unlock those future forces, you’ll first need to understand how the Keepers build - from their fortified walls to their towering temples.
[/p][p]And that sounds like the perfect topic for our next blog.
[/p][p]Want to see these units up close and play with them? Try our demo, now:[/p][p]
[dynamiclink][/dynamiclink][/p][p]There are multiple server instances and all of them support up to 25 players, for now. Play the demo, let us know your thoughts and leave a review.
[/p][p]Wishlist Coloniser on Steam to follow the development of the Keepers and the other factions.
[/p][p]Next time, we’ll be back with a look at Keeper architecture, and how each building is designed to turn your settlement into an unbreakable bastion. Demo is up for two more weeks - after that, we will be focused on private playtests. If you want to join the playtest, request it on Steam and join our Discord so you can let us know that you want to play the game.[/p][p]
Cantos Games [/p][p][/p][p]Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook
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