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Friday Blog 257 - Blueprint Builder, Top-down View and Eight Years of EA

Colony Survival is part of the Summer Sale and currently 30% off!

For years, players have been asking for a blueprint builder or “copy-paste builder”. A way to select an area of the world - a building, a palace, a tower - and to let your colonists build a copy of it in some other place of the world. One of the very first mods actually contained such functionality.

I totally understood the appeal, but I worried deeply about the implementation. Designing proper interfaces to intuitively handle complex RTS-functions from a first-person perspective is a hard task. How do you make sure to select exactly your structure, but nothing extra? And how do you place it in the world? How do you visualize to players that it’s rotated in the right direction? How do you align it to the ground, how do you determine the exact height? How do you deal with clipping through the terrain, how do you prevent the new structure from floating above the ground?

The first time we worried about such issues was nearly a decade ago. The game was in a much more barebones condition, and we lacked quality-of-life features like the green preview that we currently have. But even with those additions, a simple implementation of the copy-paste builder would quickly become very frustrating, glitching and janky, in my opinion.

There is an addition that I believe would help tremendously: a decent top-down view. The position itself, high up in the sky, should help with the selection and placement of large structures. But there’s something else.

While playing from a first-person perspective, the mouse moves the camera and it’s an essential way of moving through the world. But that also means you can’t separately move around a cursor. A cursor with which you could hover over elements in the world and interact with buttons and other UI elements on the screen. In traditional RTS’s, these are crucial ways of interacting with the world and managing your civilization.


We discussed it and agreed about this! So we’re currently working on building a top-down view for Colony Survival. It won’t be the new default way of playing the game. It’ll have to be entered by interacting with an in-world block while playing from the first-person perspective.

We believe this addition will unlock a whole lot of new potential for the game. In the top-down view, it’ll be a lot easier to communicate information towards the player, and interacting with the world will be a lot more intuitive. This makes it possible for us to add new more complex gameplay mechanics to the game without overwhelming players. We’re excited for those new possibilities!

Developing the new top-down view requires a lot of complicated coding without a lot of visual results. That’s why most screenshots in this blog showcase another thing we’re working on: more paint options! The paint mechanic allowed for items like doors and window frames to be painted, but objects like pillars were unpaintable. We’re fixing that!


[h2]Anniversary & Early Access[/h2]

This month, on the 16th of June, we celebrated the fact that the Steam release happened eight years ago, in 2017. This means that we’ve both been working on the game full-time for that period. We’re very grateful that your sustained support has been making that possible! A lot has changed in that period. The game has radically changed and grown, and our own personal lives also look completely different.

We’d love to discuss “Early Access” with you. It’s a conflicting label. We were born in an era where you still had to go to a shop to buy a physical disc. That meant that a game was fairly static: it was the data on the disc, it was a definitive release happening at a specific moment in time. Of course, developers often kept playing with the same formula, but that meant you had to buy a sequel one or two years later. Sequels that sometimes radically improved the formula, but that more often than not were simple reskins. The same gameplay mechanics, but with some new items and enemies.

With digital distribution, it’s possible to keep working on the same game after release. To enhance it, optimize it, add more features, more content. For years. Or decades. Some fairly successful games have pioneered this.


It’s what we are doing. It has been years since we broke savegame compatibility, but we can imagine that that happens again. Not with the next top-down view and blueprint builder update - much further in the future. But fully exploiting all the new possibilities of the top-down view might require a new style of world generation and a tech tree that is so fundamentally different that it is not compatible with old savegames.

That’s why we’re sticking with the Early Access label. Because we believe it’s wrong to break savegames in a game without that label. But there’s a decent percentage of players who think Early Access means unoptimized buggy jank. Some even believe that it’s Steam that does a quality check before you can leave Early Access - and that being in Early Access means you don’t pass that quality check. That’s not how it works.

So we feel like we’re stuck between two suboptimal situations. Keeping the Early Access label means a significant percentage of potential players will instantly think bad of the game. But if we remove the label, we feel obligated to keep savegames compatible into eternity - which means that fundamental changes to things like world generation and the tech tree become impossible.

Maybe we need a new label? Something like “Perpetual Development”? We’d love to know your opinion about this dilemma! And about the new top-down view and blueprint builders of course :)

Bedankt voor het lezen!

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Friday Blog 256 - 0.14.0 is Live Right Now! Off the Grid, on the Path


The newest update is live right now and contains a massive overhaul of NPC movement and pathfinding. In all previous versions, NPCs were rigidly constrained to the voxel grid. They could only move in straight lines to the blocks directly next to theirs.

0.14.0 changes that. NPCs are now able to move diagonally! This is true for both colonists and monsters.

Before 0.14.0, NPCs didn’t really care where they walked. Grass or an actual floor, dry land or water - they were equally quick on all terrains, and had zero preferences. This has changed too! All NPCs now strive to avoid water. Colonists prefer walking on proper paths and get a minor speed boost there, while they are slightly slower on blocks like grass and sand.


Monsters can’t open doors anymore - but have learned to destroy them. They have a bit of a dislike for doing that, making colonists behind doors safer in a lot of situations. But block the path towards the banner with a door, and they’ll have no problem smashing them to pieces!

Previously, colonists could walk through beds without a problem - that prevented a lot of pathfinding issues. Beds are not total blockers in 0.14.0, but they do slow down colonist movement quite dramatically. “Bed seas” are not an optimal solution anymore!

Apart from those major changes to pathfinding and movement, there are some smaller changes. The “old” quarterblocks can now be placed with the same system as the newer dynamic quarterblocks, allowing for example vertical placement on walls. Other “dynamic” blocks that adjust their shape based on context, like rails, torches and street lanterns, will now show a green placement preview, like static objects had been doing for a while.


There is a pretty long list of minor fixes and changes. Some destruction particles have been adjusted, some text issues have been improved, a ragdoll bug was patched. For the full list, see the in-game changelog!

If you encounter any issues, or would otherwise like to share your opinion, please let us know! We’re very active on Discord and will certainly monitor the Steam comments on this blog.

Veel plezier met update 0.14.0!

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Friday Blog 255 - The Explosive Update - 0.13.0 Is Live Right Now!


The new update is live on Steam! The biggest changes are “rubble” and bombs. When you or a colonist destroys a block, small chunks of rubble will appear and fall to the ground. Bombs take advantage of this new system by instantly removing large amounts of blocks and blasting the rubble away.

There’s also a complex fuse system that allows you to detonate the bombs remotely. The fuse system supports junctions, “elevators” to go up a level and special fuse blocks that introduce a delay to the system.

https://www.youtube.com/watch?v=S9mLnbCWU18

You don’t have to wait until you’ve unlocked and produced gunpowder to try the new system. Fairly early in the game, you can unlock them in the merchant, where they can be purchased for Colony Points. (Which is the currency you earn in-game, not some microtransaction nonsense)

The rubble system automatically limits the amount of rubble generated when large amounts of blocks disappear simultaneously. It's also affected by the "particle effects" setting, so it can be tweaked to your preference.

We added some smoke with the explosions, and that smoke is also visible when you or guards use the grenade launcher. The area-of-effect damage of the grenade launcher didn’t work when the player used it manually in the past, but that has been fixed with 0.13.0 as well!


The previous update added the transparent green outline that shows up before you place certain items. Some items, like fences, adapt their shape depending on the surroundings when placed. The old system couldn’t properly predict that.

The fuses can be stacked to create a “fuse elevator” that allows the fuse to go up a level. This is a bit of a unique system so we want to make absolutely clear how it works. But the green preview couldn’t properly show that transformation. There was a pretty technical problem here regarding the communication between the server and client, but Zun completely overhauled that.

This means that the green preview now exactly shows how the fuse will adapt to the surroundings when it’s placed, and this improvement has been applied to other items as well, like the fence.


A noticeable other change concerns “scribe-type-colonists” - they can now pick items from high shelves, to a maximum of five stacked shelves. 0.13.0 contains a bunch of other small tweaks, improvements and bug fixes - see the in-game changelog for the full list!

We hope the number 13 won’t bring us bad luck. Let us know how you feel about the changes, and please report any issues!


Veel plezier met de update :D

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Friday Blog 254 - Explosives and Sale!


We’re participating in the City Builder & Colony Sim Fest which means Colony Survival is currently 30% off! This is a great moment to purchase the game if you don’t own it yet.

As promised in the previous blog, we made a video showing the new systems! Here it is:

https://www.youtube.com/watch?v=S9mLnbCWU18

We didn’t merely work on the rubble-effect. We also added explosives! There are currently three types. (In the internal development build that will be released publicly quite soon)

Firstly, there are regular bombs, which destroy blocks all around them. Need a building gone rapidly? These are for you!

Secondly, there are shaped charges. They blast away a 3x3 area in front of them. They’re very useful if you need to make a tunnel.

Last but not least, there are shaped charges that target downwards diagonally. This leaves a stair-like shape standing. Very practical when you’re digging a mine!


To trigger these explosives, we’ve implemented a fuse system. They can be placed on the ground and they automatically connect to each other and to bombs. They can’t be placed vertically on walls though, so we had to think of an alternative way of going up a level.

That turned out to be the “fuse elevator”. It’s made by building another fuse right on top of an existing fuse. The fuse now turns into two square rings on two different levels, connecting nearby fuses on both levels together.

Another useful part of the fuse system is the fuse timer. It works like a regular fuse, but it contains a delay of four seconds. All combined, it’s a pretty complex and powerful system!

Development on these new items and features is mostly finished. Just some finishing touches are needed. We’re hoping to release the update within a couple of weeks!


Bedankt voor het lezen :D

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Friday Blog 253 - Destruction, the Deal and the Future


At the end of 2024, when testing the addition of the mill, I did another cheat-free playthrough of the game. I made a mistake in my planning and had to remove a fairly large wall that I had accidentally placed two blocks to the right of where it had to go. Destroying it was a bit of a tedious, repetitive task. I could’ve let my colonists do the work but I couldn’t be bothered setting up a construction area.

It made me vividly realize that currently, destroying blocks is pretty…. boring. A bar fills up, a block disappears, repeat. But in real life, smashing a brick wall is actually pretty exciting. Chunks fly off, rubble rolls and falls everywhere.

Why shouldn’t Colony Survival be like that? I instantly thought that I wanted to make the direction of destroying the block matter. Make it more interactive, less repetitive. Give players the choice to direct all the rubble into a specific direction.

So that’s the new big change we’re working on! We currently have an internal dev build where this works fairly well.


We used a “shatter algorithm” to break a 3D cube into many fractured parts. We took some of the smaller parts and use them when you are in the process of breaking a block. Where your cursor hits the block, little chunks fall off.

When the block itself disappears, large chunks spawn inside of the now empty space, and they fly away based on gravity and the direction of your mining efforts.

The fractured parts from the shatter algorithm work very well for stone blocks. But they make less sense for other blocks like leaves and wooden planks. So we’ve added more types of chunks, each fitting to a different groups of blocks.

Testing the new chunks is a joy. It’s really fun to make big piles of rubble and to watch them bounce down slopes and tunnels. One of the first things I instinctively tried was letting them drop into water. At first, all the chunks sunk down to the bottom as if the water wasn’t there. Which kinda makes sense for stone rubble… but not for leaves or wood! So now we’ve also assigned different weights to the rubble, making some float and others not.

For now, you’ll have to enjoy the rubble in the static screenshots in this blog. But they do look pretty amazing when you can actually see them moving, so we’re planning to share a video in the next blog!

Daily Deal & LQA


We were invited by Steam to participate in a Daily Deal! In the middle of January, we had a significant discount and were featured on Steam’s frontpage. It worked out really well, leading to a serious boost in new players. Some of them are probably reading this, so welcome!

We worked together with Allcorrect to get professional translations of the game in some major languages. They were implemented before the Daily Deal and we noticed a significant increase in players from the related countries.


But we hadn’t gone through the “LQA” process beforehand. LQA means Linguistic Quality Assurance. The professional translators who worked on our game only received a bunch of text files. They didn’t actually see their texts in the full context of the game. During the LQA process, a group of specialized testers actually played the game and tested the translations. It resulted in quite a lot of feedback that is now being implemented into the game.

If any of you are using the new professional translations, please let us know how you feel about them! Fully content? Do you have criticism? We’d love to hear it.

The Future


We have gotten some questions from new players whether we are continuing to update the game, and whether there will be significant additions to the gameplay. The answer to both questions is yes!

We’ve had some very deep and serious discussions about the future of Colony Survival at the start of this year. What would we still love to add before we leave Early Access? What is still missing, what fun can still be had in the framework of the current game?

We actually had some very inspiring ideas and we’re quite certain about developing in that direction. Yet simultaneously, we’re not 100% sure how to actually translate those into detailed gameplay and specific updates.

We’ve still got some smaller ideas related to the rubble/chunks/destruction effects, so we’re working on those now and that will be the main content of the next update. Simultaneously, we’re working out how to actually implement those bigger ideas we’ve got for the future of the game. When we’re more certain about that, we’ll certainly share those plans with you!


Bedankt voor het lezen :D

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