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Colony Survival News

City Builder Sale: A 25% Discount Until November 10!



From November 3 to November 10, Steam organizes a City Builder Sale! We fit this category pretty precisely, so we decided to participate. Colony Survival will be 25% off during the entire week. If you don't own the game yet - this is the moment to get it! If you do own the game already - thanks a lot :D And this is a great moment to invite your friends.

We're launching a significant overhaul of the game within (hopefully!) a month. This will be update 0.8.0, and it should be backwards compatible with older worlds.

Veel plezier!

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Friday Blog 176 - Proto-Happiness in the Dev Build



Last week, we shared detailed plans for the new happiness system. It contained a bunch of mockups and spreadsheets, but it was all hypothetical and not in-game. Today, we can show you the first "true" images of the emerging new feature, made in the internal dev build.



It's very primitive, but it's the new upgrade menu. And it actually works! Distributed meals and happiness items result in "Colony Points", and these points can be spent on the upgrades in the list. Each upgrade has a whole range of "levels" which you'll have to unlock step by step. The four upgrades in the list actually do what they're supposed to do, and we're planning to add other upgrades.

The game already keeps in mind the upgrade from 0.7.5-colonies to 0.8.0-colonies. It will automatically unlock the colonist limit to the level required to satisfy your 0.7.5-colonists, and the banner range will adjust to the previously unlocked science as well.



Spending your colony points works, albeit in a very primitive menu. Earning your colony points is also functional, but the menu is literally empty. All the previous content has been removed, and nothing new has been built yet. We're looking forward to rebuilding it!



Last but not least, there has been another overhaul as well. Instead of different food items, each with different amounts of calories, which have to be adjusted by the player to reach 2000+ calories, we're now moving to a system of "meals". Colonists require a set amount of meals per day. Individual food items are not edible anymore, they can only be combined to make "meals". Recruiting new colonists now also costs "meals" instead of calories. This change is reflected in the recruitment part of the menu.

We're making steady progress, and hope this overhaul will make the game simultaneously more accessible and deeper. If everything goes well, will be able to release the update before it's December!

Bedankt voor het lezen!

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Friday Blog 175 - How the New Happiness System Will Work



PSA: The game will be on sale before the end of the year.

This week, we've continued our work on overhauling the tech tree and implementing the new happiness system. Everything you see here is deeply work-in-progress: rough mock-ups and vague estimates. It won't look like this in-game, but it should make the underlying ideas and systems clearer.

Let's start with a mock-up of the new happiness menu. It'll be a lot simpler than the current UI. Fiddling with sliders isn't required anymore. Meals will be "one-size-fits-all", without a calories slider and other sliders to adjust it indirectly. For every happiness item, there'll be a maximum that can be distributed per day. Giving every colonist a candle per day makes sense, but they don't need a new fur coat every 24 hours. All happiness items in the stockpile will automatically be distributed until the maximum is reached. Instead of providing a set reward for every category (20 happiness for providing all colonists with candles, regardless of the amount of colonists you've got), every distributed item will increase the amount of "happiness points" (shorthand HAPs, not the definitive name) you earn. This means that recruiting more colonists will increase the amount of HAPs that can be earned. The penalty for overpopulation will be removed.



We made a rough estimate of how many HAPs players will earn throughout the growth of their colony. Here are our numbers:



What "Amount of Colonists" means seems pretty clear. "Average HAPs" is an estimate of how many HAPs are earned per colonist. As you advance throughout the tech tree, you'll unlock more and better happiness items, increasing the amount of HAPs earned per colonist.

The third category, "Hap Eff%", is an estimate of the effect of the HAP Multiplier Upgrade. You'll be able to complete many tiers of that upgrade, continuously improving the HAPs-value of your happiness items and meals. "Hap Eff% 1.1" stands for 110% effectiveness, meaning an item with a default value of 10 will provide 11 HAPs.

Combining these three categories results in a total HAPs generated per day. This escalates rapidly from ~75 at the start of your colony and eventually reaches many tens of thousands per day!

The current system punishes players with unhappy colonies by making it a lot more expensive to recruit new colonists, and by slowing down the science speed. We want to change that to a reward-based system. HAPs will be required for plenty of upgrades and improvements. These shouldn't be a a handful of sky-high thresholds that require massive amounts of HAPs after which the feature is useless. There should be a continual, increasing challenge. We've made some estimates for that as well:

Fullscreen

As you can see, these requirements escalate very quickly as well. This discourages "idling" - letting the colony run in the background without attention until you've amassed enough HAPs to quickly unlock a bunch of upgrades. It also rewards growth by highlighting your increased capabilities. Unlocking all of these upgrades should take players quite a long time and encourage them to keep growing.

Disclaimer: the fact that the max colonist limit in this example is 500, does not mean we're planning to add a hard limit to the amount of colonists you can have

Adding many dozens of similar upgrades to the tech tree will make it very cluttered. We'll probably add a new UI for these repeating upgrades and keep them separate from the rest of the science. Unlocking them will not require a scientist who performs actually work. We've made a very, very rough mock-up for that UI as well:



We know the details are far from perfect, but we're pretty convinced about the fundamentals of the new systems! But we're still open to all feedback: while the system is in construction, we can still keep your concerns into account. So let us know if you want to see something changed or clarified!

Bedankt voor het lezen!

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Friday Blog 174 - Hotfixes & Tech Tree Overhaul



Last week, we released 0.7.5! It generally went pretty well, but it also caused a handful of issues. We've released a bunch of hotfixes to solve these problems. The latest version of Colony Survival is now 0.7.5.8.

Sometimes, NPCs would get stuck. The compass and the glider had issues. Health wasn't saved properly in certain cases. The Field of View slider has a new max of 130, and the default is now 70 instead of 60. All of the issues above and some other minor ones are now fixed.

Tech Tree Overhaul
Disclaimer: none of this has been released yet, it all concerns internal dev builds

This week, we've started working on the biggest tech tree overhaul since 0.7.0 was released in the Summer of 2019. Earlier this year, we've concluded that we weren't 100% happy with the way you had to progress through the tech tree. Some parts felt disjointed, some parts had weird requirements, and it ended too soon. We're currently restructuring it to make a lot more sense and to be more enjoyable. Here's a mock-up of the first work-in-progress changes:

Fullscreen

Too many sciences weren't useful on their own. For example, technologists were unlocked without any recipes, and barley farmers don't have a purpose without chicken farmers. We've merged many of them to make science unlocks more relevant and satisfying, instead of administrative busywork.

On the other hand, the perpetual stew was meant to be way more primitive than the luxury meal, but they were both contained in a single unlock. Instead of a satisfying ladder where each step yielded something new, it was a long slog to climb a hill with all the reward at the end. This has been changed, and there should be a marked difference now.

Some of the unlocks require "HAPs". This is our work-in-progress name for "Happiness Points". Instead of having to balance your daily happiness production with the unhappiness caused by 'overpopulation', with a confusing system where the cost of your happiness items rises when your colony grows while the reward is stagnant, "HAPs" will be earned by every single happiness item you distribute to your colonists. These HAPs can be used for all kinds of vital and useful things: unlocking new science, recruiting new colonists, and killing monsters in difficult nights.

Some key steps of the tech tree will require rising amounts of HAPs, and there'll be a bunch of "repeating science" with the same exponentially growing requirement. We hope this will result in a satisfying gameplay loop where you can upgrade and expand your colony for a long time, with each improvement yielding the ability to produce more HAPs and to continue climbing the "HAPS-ladder".

We're deliberately separating this change from a more general overhaul, with the hope that we'll be able to release this update before the end of the year. Hopefully, by Christmas or even earlier, Colony Survival will simultaneously be more accessible for newcomers and more rewarding for veterans!

Bedankt voor het lezen!

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Friday Blog 173 - 0.7.5 is Live Right Now!



0.7.5 is available on Steam right now! The update contains a bunch of much requested features and improvements:
  • Major pathfinding improvements. Previously, colonists looking for a destination (a job, a bed, a crate, etc.) chose the closest object in a straight line - completely ignoring terrain, walls, floors and stairs. In small and easy-to-navigate colonies, this didn't matter much. But for complex colonies, with large underground sections and big buildings with many rooms and floors, this could lead to some really bad decisions that resulted in unnecessarily long paths for colonists. Often, this caused cascading problems, with beds intended for one group of colonists being claimed by the "wrong" colonists, resulting in problems for both groups. The colonists are making their decisions a lot more intelligently now!
  • A compass. The compass will display the location of colony banners, making it a lot easier to explore, travel and find back your colonies, and the colonies you share with friends in multiplayer.
  • "Limit groups" for crafting jobs. Previously, changing the production limits of a job at a job block changed the limits for all job blocks of that type. Change the amount of bronze arrows produced at one anvil, and the crafting limits of all other anvils will change as well. That's still the default functionality, but you're now able to create custom "limit groups" and you're free to change which limit group is used by every single job block. For example, you can now have one anvil set to produce bronze arrows, while another only crafts crossbow bolts.
  • Pausing. The game now pauses when you press escape. The new system that allows us to adjust the "simulation speed" of all the game's systems to 0, also allows us to change the simulation speed to other numbers - both slow-motion and fast-forwarding. You can experiment with this by enabling developer buttons in the settings menu and then using the numpad-buttons. Alternatively, with developer buttons and cheats enabled, use "/debug setsimspeed #", with # being less than 1 for slow-motion and more than 1 for fast-forwarding.

As always, the update might contain hidden bugs. If new problems appear, please let us know and we'll try to fix them as soon as possible! Have fun with 0.7.5 :)

Survey Results


Previous blog explaining some biases present in survey data

Last week, we asked you to participate in a survey. More than 500 of you did so! Thanks a lot, the results are very useful, and we'll discuss the most prominent ones here. First of all - how are you doing?



A vast majority of you are doing well, which is great to hear! We hope that those of you who didn't feel well feel a lot better this week.

Next up: what things have you done surrounding Colony Survival?



A large majority has played more than 50 hours, which is pretty amazing! Despite that, a smaller proportion has reached the glider and the colonization of distant areas. Only a small minority has left a Steam Review or a comment here or on the other channels. Which makes sense - I've completed plenty of surveys on places where I've never left a comment myself. Thanks, silent majority :) (Lots of thanks to the reviewers and commenters as well, of course!)

Next question: what's a fair price for Colony Survival?



$20 is seen as reasonable by the majority but is skewed a bit to "cheap" - $25 is seen as reasonable as well but is skewed towards "expensive". $22.50 seems to be "precisely reasonable". After over three years of updates and inflation, we're seriously considering to slightly increase the price of the game. If we're reading these results correctly, a majority of you would consider that to be pretty reasonable.



"High price, frequent discount" is a common strategy for lots of games, but it doesn't seem to have a lot of support among consumers. That doesn't mean you hate all discounts though, there seems to be quite a lot of support for a discount now and then. Our last discount was back in the middle of 2018. Since then, we've added a lot of new features and done a lot of polishing, and with the next couple of updates, the game should be even more fun and intuitive for new and old players alike. We might try to get a boost of new players by holding a bit more frequent discounts in the future.

To get a sense of the biggest problem in CS, the area where improvement is the most beneficial, we divided up potentil development in five areas. To explain what these areas roughly are, we wrote a metaphor about a racing game. Here's that metaphor:



The results to that question were very clear and interesting!



It seems very clear that the "hook" question is the area that deserves the most attention. The next update should contain a major change in that area. In last week's blog, we talked about a plan to fundamentally overhaul the happiness system. That plan has gotten a lot more serious and will probably be implemented! It's not set in stone yet, so this is a great moment to voice your considerations :)

Veel plezier in 0.7.5!

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