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Friday Blog 204 - A Grand Purpose



The overhaul of the tech tree is going well. The internal dev build is continuously getting new jobs and content. The past weeks saw the addition of new things like leather, animal carcasses, parchment scrolls, cooked meat and bronze tools. Testing these things is a lot of fun! It generally works as intended and requires only minor amounts of refinement.

But this week, we did discover that the early game does require a significant amount of reworking. We scaled down the monster threat at the beginning, and slowed down quite a lot of jobs. This works really well when you’ve reached 30+ colonists, but the start can be pretty annoying. This has multiple causes:
  • Science progress relies on things like wheat and flax - requiring you to wait on your newly unlocked jobs for 48 or 24 hours
  • Expansion of your colony requires items like beds, stone tools and crates, which all take longer to craft than they did in 0.8.0
  • Your crafters still use stone tools, which seriously slows down your crafting
  • You’re not attacked by any, or by barely any, monsters, making the nights pretty pointless
  • There’s a serious lack of building materials, so you can’t start working on walls, towers and buildings
We’re working to fix this. Some essential items can be crafted quicker now. We’re working on new building blocks that can be produced on a large scale at the start of the game. Some other content and unlocks are being moved to the early game as well. The monster system is getting an overhaul, and there’ll be a significant amount of them at the start.

There’s something else that might be a bit repetitive to those who’ve read all previous blogs, but it was really noticeable to me this week. The biggest thing I personally was missing in Colony Survival was something I could really put my teeth into. I would hop from a relatively minor project to another relatively minor project - and then I had finished the tech tree. I would’ve built a big fort, I would have 350 colonists, I would’ve 50 builders & diggers available who could terraform the world into any shape I desired - but no grand purpose to put all of that to use.



0.7.0 was supposed to fix that with the New-Colonies-In-Other-Biomes idea. It works, but not in the satisfying way we hoped for. Your old colony makes a glider and a Colony Starter Kit, and that’s it. Then you pretty much start over from scratch, with slightly different content. It’s not a grand purpose for your original colony.

While playing the 0.9.0 dev build, I've gotten convinced that we’ll finally manage to implement that purpose successfully. Things feel more “weighty”. Items like leather and linen take a decent amount of time to craft, making them feel more valuable and incentivizing you to expand and put more workers in these jobs. I was at 50 colonists when I unlocked copper! Simultaneously, reaching 50 colonists is a lot less punishing, because colonists attract a lot less monsters in 0.9.0 (with ‘monster attraction’ being partially shifted to tech unlocks) and them not requiring luxury items anymore. You’re also not forced to work through production chains that require a lot of random items any longer.

I’m really looking forward to building out the tech tree, right into the early modern period. It would be amazing to be able to properly reward players for building a city with 1000 colonists. Not just with an achievement, but with the gameplay actually requiring it and continuously rewarding you with new tech, new weapons and new jobs. That would truly be the grand purpose I’ve been looking for for years now!

Bedankt voor het lezen :D

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Friday Blog 203 - Monster Threat Level



This week, we’ve added more items, jobs and science to our internal dev build. Apart from that, we’ve also added the fundamentals of a pretty radical overhaul to gameplay: in 0.9.0, the monster threat will be mostly connected to your scientific/technological progress!

In all previous versions, the monster threat was solely connected to the amount of colonists you had recruited. Of course, this is a strong incentive to minimize the amount of colonists. In 0.9.0, we deliberately want to encourage rapid and sustained colony growth. To achieve this, increases in monster threat level will be mostly connected to scientific unlocks. There will be a number of key milestones like ushering in the bronze age or the iron age. In the science menu, these milestones display how much “monster threat” they add. In the top-right corner of the UI, the currently accumulated monster threat level is shown.

We’ve been testing this system this week, and are happy with the results! It encourages a different style of gameplay. Instead of doing small improvements to your defenses every couple of nights, you’re now really preparing for a big event. Another benefit is that it allows us to “determine the pace” better. In previous versions, inefficient players were punished pretty harshly. They needed more colonists, which attracted more monsters, which required more defenses and guards and ammo. Vice versa, very efficient players could reach the endgame with a pretty small number of colonists.

In 0.9.0, we can easily finetune the threat. If we want to add an end game milestone that attracts extreme numbers of monsters, requiring extensive defensive preparations, we can do so. Things like that weren’t possible before, and we’re looking forward to using these new abilities to their fullest amount.

[h3]The Previous Blog[/h3]

In last week’s blog, we wrote that we were starting from the ground up and totally reworking the tech tree, items and jobs. That resulted in some very concerned comments - you’ve already been working on this game for 4+ years and now you’re going to start over?!

As soon as I read these comments, I realized that I hadn’t properly explained the situation. It’s not very intuitive. Technically, Colony Survival is a complex mixture of homemade systems and predefined standards. It’s not always obvious how much effort it costs to change something. It’s like replacing the same spelling error you’ve made 150 times in a 300 page text. That takes forever when you’re dealing with handwritten notes, but it happens with the press of a button in the case of a digital text.

In some aspects, Colony Survival is a lot easier to change, adjust and improve than people think. In other aspects, changes are a lot harder to pull off. Our systems have been designed in a way that allows us (and modders!) to easily change things like crafting recipes (per job) and the tech tree. The main difficulty there is not weeks or months of difficult programming, but having a good idea for improved gameplay.

Those are the kind of things that are getting reworked from the ground up now. It should result in an entirely new and improved gameplay experience, but the “development cost” is relatively minimal. Most technical systems are working fine and we’re leaving them intact. A lot of old items and jobs are coming back in 0.9.0 as well - often with a twist. Problems like cooked fish not being a meal anymore will be fixed. We understand the concerns, but nobody has to worry that we’re pointlessly redoing all the systems in the game :)

Bedankt voor het lezen!

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Friday Blog 202: When a Plan Comes Together



In the past weeks, we've built the first prototype with actual 0.9.0 content. In the past, we did alter some systems, but we kept 0.8.0 content. The new prototype has lost pretty much all 0.8.0 jobs, items and science. We're starting from the ground up! The tech tree is getting completely reworked, and so are the jobs and items. Of course, a decent chunk of 0.8.0 items are coming back, but often in different places, with different recipes.

For four years, we've been building on the foundation of 0.1.0. Now, we're completely restructuring the game while taking into account all the lessons we've learned since the first release. We've listened to your comments, we've played and tested and experimented, we've thought and debated, and now we're implementing those new ideas.

Playing the prototype has been a genuinely exciting experience. In our opinion, things work a lot better than they did. The most noticeable change at the moment is the longer crafting time. Combined with the new tech tree, it really changes the way the game feels.

In the past, crafting an item often took only a handful of seconds. Beds, weapons, new jobblocks: most were done in 3-7 seconds. Fifteen seconds at the maximum. Crafting times were the same for all items at one job. Core items like planks could be made instantly by the player. This was a fundamental restraint, and we tried to work around it by requiring a bunch of random ingredients for many items. Beeswax, olive oil, copper nails, iron rivets. A lot of time was spent figuring out which random item was missing and setting up the production chain required for it.

This has been dramatically streamlined. Recipes are clearer and more straightforward, but require significantly more crafting time. Instead of random items being the bottleneck, you’re now facing “labor constraints” way more often. You want more crafters, more miners, etcetera. Players themselves can craft barely any items. You’ve got to expand your colony faster now, and we’ve made that a bit more fast-paced to counter the more punishing crafting times.



Of course, there’s an alternative to boost your production! Tools have also been implemented. You start out without tools, and gradually work your way up, from stone tools through copper tools to bronze tools. Each comes with a significant boost in production speed, but unlocking them is gradually more challenging.

We’ve discussed plans for more public betas as well. We’re hoping to be able to open up 0.9.0 to those who’ve tested previous updates in roughly one to three months. New testers will be able to sign up one to two months later!

Bedankt voor het lezen :D

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Friday Blog 201: Implementation Progress

Cloudville / Wolkenhausen by JoeMan

This month, we've been working on implementing the plans described in the previous Friday Blogs. We've now got an internal dev-build with a system for consumable tools, used by jobs.

Colony Survival 0.9.0 is going to be bigger and deeper than ever before. It will change how you were used to playing the game. There will be new systems that will hopefully be interesting and engaging for many dozens of hours of playtime. But how are we going to introduce all these changes and new mechanics, in a way that is both clear and exciting, for new players and long time fans alike?

We tried to accomplish this by refactoring the tech tree and by changing which items are fundamental and how they are produced. But while trying to do that, we noticed that we couldn’t accomplish it in a way that felt successful. With “successful” meaning that it will smoothly lead players towards the midgame and further. We’ve often seen examples of players getting stuck in the early game, and we want to prevent that as much as possible. Without dumbing the game down, of course :)

So we’ve made a decision. 0.9.0 will include The Mission System. That means there will be a set of Missions that encourage you to, and reward you for, accomplishing certain goals. These goals will vary from setting up a self-sustaining colony, advancing to the bronze/iron age, reaching a 1000 colonists and other important stepping stones / milestones.

Experienced players can ignore the Missions if they want to. They shouldn’t interfere with your plans, you won’t be forced to repeat the same boring, artificial procedures every time. But they’ll give new players some direction, and instructions on how to accomplish the most important steps. We really believe this will make the game a lot more accessible and fun.



While discussing the details of the Mission System, we ran into a new problem. Should Missions auto-complete when requirements are met? Or should players have to press “Complete” themselves, like Science currently requires? Whatever we choose, it’s important to notify players when requirements are met. Currently, we’ve got a system that feeds one-line warning messages to the chatbox, but that’s not very sophisticated.

For loads of purposes, it would be useful to have a better Message System. Better, more detailed messages that are more easily seen and retrieved. Messages about Missions and Sciences that are ready to complete. Messages about harmed and killed colonists, messages about food and ammo running out, perhaps even Daily Reports. With bigger and more complex colonies, getting proper feedback of its functioning is crucial.

So, we’ve decided to implement a seriously improved Message System into 0.9.0 as well. Zun has been making good progress there! Lots of it doesn’t have a nice UI yet, but we’ll show more in future Friday Blogs.

Bedankt voor het lezen :D

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Friday Blog 200 - Consensus

Mask of Agamemnon, Greece, 1600BC. All images in this blog are sourced from Wikipedia.

It is Blog 200 :D Since the previous blog at the start of June, we've passed June 16th, marking the "4th birthday" of Colony Survival's release on Steam. Coincidentally, we’ve also achieved a high amount of consensus on the details of 0.9.0 and are ready to work them out into an actual overhaul, into new crafting recipes, new jobs, new items, new guards, new monsters and a new tech tree.

Let’s start by returning to a core problem of ours: how do we create satisfying gameplay for Colony Survival? We all want to build a colony that “does something”, that improves, that overcomes obstacles, that solves a problem. At its core, our mechanics support that very well. Start with 10 colonists with primitive items, jobs and tools, expand to 100 colonists with advanced items, jobs and tools, and your colony is much more capable of doing whatever it does.

That cycle can repeat again to 250 colonists, and 500 colonists, etcetera. But what challenge stays interesting that entire time? A problem that is solved by going from 10 to 100 colonists does not motivate you to expand to 250 colonists.

We tried to solve that by creating “persistent challenges”. The amount of monsters attracted by your colony grows as you expand your colony. The requirements to keep your colonists happy got higher and higher as you recruited more colonists

But instead of motivating people to keep growing, these challenges actually punished people for growing, and they heavily incentivized efficiency and min-maxing. That’s why 0.8.0 replaced Happiness with Colony Points. Instead of pushing people to keep up with the daily demands of solving “persistent challenges”, we’d like to reward people for building something, for growing their colony and becoming more and more capable and effective.

For the last months, we’ve been pondering and debating how we can realistically implement this shift in philosophy into the game in a practical manner, in a way that makes the game more fun for beginners and more engaging for long-term players, in a way that refreshes the game for people who have gotten tired of it, without alienating those who have gotten used to the way the game works. Satisfying all these demands is hard, but we think we have found a solution.

We will extend the timeline of the game, deep into human prehistory. We’ll start in the Stone Age, and gradually evolve towards the Industrial Revolution. During the last month, we’ve investigated this historical development, looking for crucial technologies and interesting jobs and items.

The “luxury items” for the Happiness feature were mostly meant to be “daily items” like food and candles. They were crafted quickly, but relied on a combination of many different items. The new “luxury items'' will mostly be meant for export. They don’t have to be consumed daily, and with the support for extended crafting times per recipe in 0.9.0, their production can take longer. They will rely significantly less on a complex mix of ingredients. We’ve searched through history for interesting “luxury items” according to these new guidelines, and we were surprised to find many interesting artifacts that demonstrated the existence of complex technologies and high artistic ability deep into prehistoric times.

Trundholm sun chariot, Denmark, 1400BC

So, the products themselves should be more satisfying to craft. The reason to craft them too: instead of ‘having’ to satisfy the happiness demands of your colonists, you’re earning Colony Currency, which can be used in many different ways between which you, the player, can choose. And the tech tree itself will be significantly longer, and require a significantly more developed colony to complete.

We’ve also talked about the monster threat. We’re committed to adding more types of weapons and monsters. We’d like to see stronger monsters, monsters that can fight back with ranged attacks, monsters that, on death, explode into poison clouds that make monsters stronger while they harms colonists. And we’d like to see guards that can do area-of-effect damage, guards with highly powerful but short range equipment, “sniper guards”, guards with projectiles that do damage over time.

But we have decided on a change that is perhaps more impactful. We’re now pretty much certain that we want to mostly decouple the amount of monsters that assaults your colony from the amount of colonists in that colony, and recouple it to your progress in the tech tree. That should be another strong incentive in favor of rapidly growing your colony, instead of an incentive that hinders growth and favors carefully min-maxing your way forward. Of course, careful gameplay should stay important and success there ought to be rewarded! There will be new vital choices that players will have to make, and where carefulness is fundamental.

Strettweg Cult Wagon, Austria, 600BC

We’ve received some disappointed replies asking about our plans for realistic logistics. We’re sad to say they’ve been postponed/cancelled. We were very serious about them at the start of 2021, but when working out these plans we ran into trouble. It required lots of new features and adjustments, which would cost a lot of development time, and the benefits started to pale, compared to the costs. We believe the new plans are easier to implement, but with improvements to the gameplay through the entire game, instead of only during the endgame.

We hope to start implementing new items and jobs in the next couple of weeks, and hope we’ll be able to show progress there in the next blog!

Bedankt voor het lezen :D

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