1. Coloniser
  2. News

Coloniser News

New Demo coming soon!

[p]Salutations, Colonisers![/p][p][/p][p]We're happy to report that the public demo for the game will go live on Thursday, 27th November, and will remain available for 7 to 10 days, depending on player count, reception, and overall stability.
[/p][p]Once the demo ends, we'll lock both public and private servers for a couple of months. This will give us enough time to go through your feedback and implement several meaningful changes we’ve been planning for a while.
[/p][p]The last time the demo was public was during Steam 4X Fest, and since then, we’ve improved a lot of things:[/p]
  • [p]Fixed numerous backend issues related to server joining and overall stability.[/p]
  • [p]Resources now regenerate over time, along with NPCs, making persistent servers actually functional.[/p]
  • [p]NPC buildings, camps, and outposts can now be destroyed, rewarding you with resources.[/p]
  • [p]New biomes added across the map to create more distinct regions.[/p]
  • [p]Defensive banks introduced to provide strong, defensible locations.[/p]
  • [p]Diplomacy panel updated with valor rankings between players (essentially, a Leaderboard).[/p]
  • [p]Forests are now impassable terrain, creating hard environmental obstacles while still being gatherable.[/p]
  • [p]Decal system added to allow terrain texture changes based on your buildings.[/p]
  • [p]New building damage and destruction systems implemented.[/p]
  • [p]New cursors added that change appearance depending on the action.[/p]
  • [p]You can now manually deposit collected resources without needing to reach full capacity.[/p]
  • [p]Buildings now block movement when placed tightly, and units can walk over farms.[/p]
  • [p]Building cap increased to 300.[/p]
  • [p]Some buildings received updated visuals.[/p]
  • [p]Units now move in formation based on the slowest unit.[/p]
  • [p]Server screen now shows all registered players, instead of only active ones.[/p]
  • [p]And much more.[/p][p][/p]
[p]Wishlist the game, follow us on Steam, tell your friends, and join us in two days on the hostile world of Hastaris![/p][p][/p][p]Cantos Games[/p][p][/p][p]Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook[/p]

Keepers: Era III

[p]Salutations, Colonisers![/p][p][/p][p]Last time, we talked about the Keepers’ Era II buildings and the units that come with them. But after some time playing and gathering enough resources, you’ll be able to transition to the final era (for now) - the Era of Dominion. This stage unlocks new units, new buildings, and upgrades for your existing forces. Let’s take a closer look:[/p][p][/p][p][/p][p]The Lorekeep is an essential late-game building, offering the ability to research a variety of upgrades. As gameplay speeds up during this phase, the order in which you choose your research can significantly impact your strategy and outcome.[/p][p][/p][p][/p][p]The Sanctuary allows you to train support units that heal allies, boost morale, and help turn the tide in prolonged battles. The Cleric and Holy Mason are the key representatives of these support roles.[/p][p][/p][p][/p][p]With the Cleric, you finally gain the ability to heal your troops. It takes time to reach this point, but once you do, you can deploy your riskier units more confidently, greatly reducing the chances of losing them in combat.[/p][p][/p][p][/p][p]The Justiciar is the only unit capable of both constructing and fighting… until you unlock the Holy Mason. This battle-hardened builder is an invaluable addition to your army, especially when expanding your colony under pressure.[/p][p][/p][p][/p][p]The Stronghold acts as a fortified command center. It’s extremely durable and vital for defense, as it’s one of the few buildings - alongside towers and homesteads - that can attack nearby enemy units.[/p][p][/p][p]We plan for this building to eventually serve as the location where the Justiciar can be resurrected after falling in battle. For now, you can recruit Bastions here.[/p][p][/p][p][/p][p]The Bastion is a heavily armored bulwark - a walking fortress designed to absorb damage and hold the line. He’s often the last unit standing when the dust settles.[/p][p][/p][p][/p][p]In Era III, your cavalry gains powerful reinforcement through the Hollowed Lancer - an elite mounted unit combining heavy armor with exceptional mobility.[/p][p][/p][p]All of this is still subject to change, and development continues. We’re working on new units, additional systems, and deeper gameplay layers - and we’ll share more in upcoming blogs once they’re ready. The Era of Dominion marks the current pinnacle of Keeper civilization, but this is far from the end.[/p][p][/p][p][/p][p]Depending on your path, you’ll be able to research additional upgrades that enhance strength, speed, or defense - tailoring your forces to your preferred style of command.[/p][p][/p][p]Wishlist Coloniser on Steam to follow the development of the Keepers and the other tribes as they rise to claim their place on Hastaris. 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
[/p]

Patch Notes (0.0.1.597.1.766)

[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]Resources replenish after some time - After a certain time , every type of resource will appear scattered around the map in random-ish zones , thus replenishing the total amount of resources on the map . The only resource that reappears in the same location are trees.[/p]
  • [p]Full Decal System implemented - destruction of buildings received improvements and destroyed buildings will leave “destruction spots”.[/p]
  • [p]Idle colonists will show a Zzz sign and will be detected in the upper part of the screen.[/p]
  • [p]Ground textures now have smoother transitions.[/p]
  • [p]Settings screen updated to match the new UI design.[/p]
  • [p]New 4x1 Gates and Diagonal Walls have been added to the game.[/p]
  • [p]All unit icons now have improved graphics.[/p]
  • [p]Added new Stronghold, Lorekeep, and Sanctuary models..[/p]
  • [p]Removed Metal Working technology in the Armory building as it had no usable functionality.[/p]
  • [p]32-player map renamed to “Summit of Spears”[/p]
[h2]Balancing[/h2]
  • [p]Homestead cost increased from 300 Wood, 100 Stone → 400 Wood, 200 Stone, 100 Valor.[/p]
  • [p]Starting Resources increased by +100 Wood and +100 Stone.[/p]
  • [p]Players now start with 100 Valor (This starting amount is not shown on leaderboard and will show 0 Valor there).[/p]
  • [p]Colonist Build Speed reduced: 25 → 20.[/p]
  • [p]Justiciar Build Speed reduced: 60 → 54.[/p]
  • [p]Justiciar Collection Speed reduced: 0.95 → 0.85.[/p]
[h3]Bug fixes[/h3]
  • [p]Fixed the issue that prevented some players from joining the servers, despite servers themselves having open space.[/p]
  • [p]Fixed the issue where after a server stop you could not repair damaged buildings that were placed on depleted resources.[/p]
  • [p]Fixed the issue where after you’d deplete an animal meat tile, your units would not follow build/attack/gather orders and would be stuck in a walking animation.[/p]
  • [p]Fixed the issue where upon their selection, Stone and Food resource visuals would not be centered inside the outline.[/p]
  • [p]Fixed the issue that allowed Bladeguard unit to be recruited without researching its unlocking technology[/p]
  • [p]Fixed the issue where after rejoining the server, idling indicators would appear for Colonists that were actively working.[/p]
  • [p]Fixed various typos in the game.[/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 II Buildings

[p]Salutations, Colonisers!
[/p][p]Last time, we talked about the Keepers’ advanced units. Today, we’re focusing on the buildings that spawn them, the benefits they offer, and how to make the most of them.[/p][p]
Once you reach the Era of Abundance, you’ll immediately be able to construct an Armory. While its primary purpose is to produce siege units, you’ll also use it to research global military upgrades.[/p][p][/p][p][/p][p]Within the Armory, you’ll also unlock the option to build Towers. Similar to Outposts in that they expand line of sight, Towers also attack nearby enemies. When it comes down to it, a Tower provides reliable ranged defense against advancing foes. In-game functionality is there, but we just need to update the 3d model of it.[/p][p]
[/p][p]At the Garrison, you can research Cavalry Tactics, which unlocks the Stableyard. From the Stableyard, you’ll train cavalry units for flanking, scouting, and rapid assaults. In the Era of Abundance, the only cavalry available are Swift Raiders, who can receive a few early upgrades. It’s a humble start, but every great army begins somewhere.[/p][p][/p][p][/p][p]At the Homestead, you can research Weapons Broker, which unlocks the Exchange. Caravans from Exchange stations allow you to trade resources freely with allies and trade posts. In longer matches, resources will inevitably dwindle, making secure trade routes essential for survival.[/p][p]
[/p][p]Finally, within the Stonepit, you’ll find the option to research Stone Walls. While wooden walls offer basic protection, they’re far from ideal. Stone Walls and Stone Gates provide heavy fortifications that are much more durable and harder to breach.[/p][p]
[/p][p]And that wraps up the second Era for the Keepers tribe. Some of these features may be changed or evolve as development continues, but if they do, we’ll keep you informed. For now, your next step is to transition into a new Era, where even more buildings and units await - but that’s a story for our next blog.[/p][p][/p][p]In case you missed the start of the first Era, here is a nifty video that describes all the important buildings and necessary steps for establishing your colony:[/p][previewyoutube][/previewyoutube][p]And if you are curious about our deep dives into the game’s industry and RTS genre, we also have a few videos about those topics:[/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]Be sure to give us a like, share and subscribe. We appreciate it![/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 Era III Keeper units. 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
[/p]

Patch Notes (0.0.1.454.1.576)

[p]Salutations, Colonisers! [/p][p]The new patch is ready for playtesters. Beyond server reset, we have some significant performance improvements and bug fixes. Please check it out:[/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]Updated Unity to the latest version to avoid exploits.[/p]
  • [p]Performance improvements.[/p]
  • [p]Added tutorial visuals on the game load.[/p]
  • [p]Added the first destruction effects to buildings.[/p]
  • [p]Increased tree scale by 20%.[/p]
  • [p]Reorganized spawn points for better balance.[/p]
  • [p]Improved ambient visual transitions between biomes.[/p]
  • [p]Merged new map updates for the central mountain area making it much more visually interesting.[/p]
  • [p]Improved building placement and walkable zones on the map.[/p]
  • [p]Military units will now retaliate if they are interrupted during their actions. Note: Colonists retaliation not working as intended, high priority bug for us to fix.[/p][p][/p]
[h3]Bug fixes[/h3]
  • [p]Fixed several issues related to server reconnections.[/p]
  • [p]Fixed the issue where buildings wouldn’t be detected if placed over active or inactive resources.[/p]
  • [p]Fixed the issue where building farms would sometimes incorrectly grant maximum population.[/p]
  • [p]Fixed the issue where building functionality would still work even after era regression and lock sign appearing above those buildings.[/p]
  • [p]Fixed the issue where Zzz signs would appear with colonists that were working. Note: Zzz signs will be reintroduced once working as intended.[/p]
  • [p]Fixed the issue where some technologies that were available would be greyed out when you rejoined the game.[/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]