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Last 2020 Update - 0.8.1 Has Been Released!



Update 0.8.1 is now live on Steam! It's main new feature is the Job Management Menu. It provides an overview of all current jobs, and allows players to remotely disable and enable them without physically removing the job. This is useful in general, but vital when you've lost a large amount of colonists and want to recover your colony. To help players deal with a shortage of colonists, there's the Set Balanced button, which intelligently distributes your colonists across all available jobs.

Apart from the new feature, there's a long list of bug fixes and small tweaks. The "garbage can" has moved from the hotbar to just below the stockpile, to prevent accidental trashing of items. Your health is now properly saved when health upgrades have been unlocked and you exit the game. Colonists don't 'refund' their 'job tool' to the stockpile anymore when they die. See the in-game changelog for more info.

Have fun with the update, and let us know when things work and don't work as you hoped! For pressing bug fixes, Discord and the comments under this blog are the best place.

Veel plezier :)

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Friday Blog 184 - Last Blog of 2020



This week has been fully focused on bug fixes and other small issues that players have noticed in 0.8.0. In the past, players have complained about Siege Mode activating when they left their colony to explore the world. This happened pretty randomly, and we weren't able to consistently reproduce the bug. This week, we received a savegame where the issue did happen reliably! We expect this will help us fix the problem.

Update 0.8.1 will contain these bug fixes, and the Job Management Menu. We hope to be able to release the update on Monday!

[h2]2020 - Specific and Without Covid[/h2]

Halfway last year, July 2019, we released 0.7.0, the biggest overhaul and content update the game had ever seen. It introduced many new features and menus that needed adjustment and improvement. We learned a lot from watching your experiences and hearing your feedback, so thanks a lot for that!

Many updates were released to help finetune and improve 0.7.0. At the end of 2019, 0.7.1 added Steam Workshop support. In February 2020, we released 0.7.2, which contained a big overhaul to the way shadows were calculated and torch lights were rendered. A couple of months later, in May, 0.7.3 added the statistics menu.

August saw the release of 0.7.4, which changed a large part of the UI. Lots of menus were “work-in-progress” and pretty ugly, and 0.7.4 tried to improve that significantly. It also added new functionality, like support for UI scaling, the ability to trash items in the stockpile, and the option to convert worlds from SP to MP and back.

0.7.5 was released in October, and it updated how colonists choose their goals and find their paths. The new compass item hopefully does the same for players. Last but not least, we released 0.8.0 at the end of November, which replaces the old Happiness feature with Colony Points! This update was just in time for the Jingle Jam, where the Yogscast played Colony Survival for a large audience. The bundle earned millions for charity and brought a lot of new players into the game.

This is just a short summary of the biggest changes made this year. For a full list of all changes, see the in-game changelog!

Despite all the problems in the ‘general’ world this year, it has been a good year for Colony Survival. We’ve fixed things we wanted to fix, we’ve added features we’re excited about, new players have joined the community, long time players have stuck around, and we’re looking forward to adding new content in 2021 (and we’re even making serious plans for the years after 2021!).

Your participation has been essential in that process. Your feedback, your purchase, your recommendations to friends, your participation in the community - all of it has been immensely valuable. We’re very grateful, so thanks a million for making all of this possible! We wish you a very merry Christmas, and an amazing 2021.



[h2]2020 - Vague and With Covid[/h2]

We live in the Netherlands. For our entire lives, this has been a stable and tranquil place. That changed in 2020. In January, we saw weird videos emerging from China. Patients on the streets? Apartments being welded shut? It was worrisome, but we expected the problem to stay contained in the region. In February, we got anxious when the virus started spreading west. First Iran, then Italy. Would it reach the Netherlands - and then, what?

In March, things quickly escalated from the first handful of patients, to overwhelmed hospitals and a lockdown. We had never experienced something like this, and we were very worried. But Spring quickly arrived, and the amount of cases dwindled again.

But as Summer ended and the temperatures dropped, the amount of cases rose again. Thousands of people have died, normal life reached a standstill and the hospitality industry has been closed for months now. We’ve failed to contain the virus, and now suffer the consequences. It’s a frustrating situation, and it leads to difficult personal choices.

It also leads to a lot of philosophizing related to the game. Colony Survival is a “society simulation” - players build their own little city or kingdom. They’ve got to make choices to keep their colony safe and productive. The current crisis gives valuable insights into the way societies try to manage that, and how some succeed and others fail. We haven’t found specific ways to implement these insights, but I’m sure they’ll influence future developments (indirectly, we’re not planning to add literal pandemics as a feature).

[h3]A Calm Game?[/h3]

We’ve also noticed how playing Colony Survival is in some ways the inverse experience of 2020. Unlike games like Rimworld and Dwarf Fortress, we don’t have “random” events disturbing your colony. Mistakes can cause a chaotic cascade of failures, but the core of the game is pretty stable and predictable. So while 2020 feels like a messy chaos that you don't have any control over, your colony in CS is a predictable place where you’ve got full power.

Some players have asked for more ‘chaos’ in Colony Survival - unexpected events that require quick and correct responses. That’s certainly a valid and sensible request, and a potential direction in which to develop. But we’re currently convinced that it’s best to “stay the course”: the ‘stability’ of your colony is an essential part of the ‘soul’ of the game, a core reason why many players enjoy it. Of course, this doesn't mean the game shouldn't be challenging. With the upcoming Job Management Menu, it's easier to recover from a loss of colonists - giving us more "room" to disrupt your colony in that way. We're also thinking about "voluntary chaos", like monster waves that have do be deliberately summoned by the player.

Do you recognize this feeling and agree with us? Or are we mistaken? Let us know!

[h3]Dune[/h3]

Last but not least, we’ve both been reading the Dune book series this year, and we’re enjoying them immensely. An impressive thing about the books, is the relatedness of everything. On one hand, the book is concerned with huge things, like the ecology of entire planets, genetic lines over hundreds of years, religious reorganizations and the way governments are structured. On the other hand, the book also focuses on little details, from forehead wrinkles and the way certain words are intoned to the effects of tiny plants and animals. The book manages to connect all of these to the central plot.

We would love to move in that direction. The way in which everything in Dune interacts with and affects each other, how the availability of resources shapes society and individual humans, and vice versa - it sounds like the perfect game. On the other hand, directly transferring these ideas to implementable features is hard. Once again, we don’t know yet how it will influence future developments, but we’re sure it’ll have an impact.

Thanks for reading that entire wall of text! :D Merry Christmas and a Happy New Year!

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Friday Blog 183 - New Production Mechanics?



Last week, we asked you what it was like to play 0.8.0. We got a massive number of responses and they're all very useful. Thanks a lot! Of course, feedback is always welcome, so feel free to respond with a description of your experience in the comments of this blog as well.

The Jingle Jam ended this week. It was a massive success. The event raised nearly three million dollars for charity! We're glad we were part of the bundle.

We've continued work on the job management menu. It now has sliders that allow you to easily and remotely disable specific job types! For example, if you've got 8 flax farmers and need only 4, you can quickly disable half of them. Here's what it looks like in our internal dev build:



We've also been thinking about the next updates. Last week, we talked about "monster waves", special assaults that can be manually triggered by the player. Lots of you responded enthusiastically, which was great to see! But.... we're considering to prioritize something else first.

Replacing the Happiness System with Colony Points made the game more intuitive and less complex, but for some, it has made the game too straightforward and simple. Lots of job blocks are simple cubes without any requirements, that can just be placed anywhere.

We're thinking of adding more complexity here. Since 0.7.0 some jobs require access to water, like the fisherman and the water gatherer . This has often motivated me to dig some kind of "sewer" / canal to my colony. Jobs like that are more interesting and satisfying than "default job blocks".

When we released Colony Survival, all jobs were very primitive and the game could have taken place in the Viking era, around 800AD. Later, we moved "forward in time", adding later inventions like the crossbow, the musket and the printing press. This changes the "game era" at the end to roughly 1500AD. We've mentioned it before, even a long time ago, but we're still interested in moving the "end date" of the game to a more recent era, somewhere in between 1800 and 1950.

This could coincide nicely with more complex game mechanics. Imagine blocks that need to be connected to an electricity grid, or to pipelines with water, steam or oil. Hopefully, we can turn these new machines into "multi-block job-blocks" - they should be more complex than simple 1x1x1 cubes.

To make these new machines useful, we want to make it so that items can have longer crafting times. Currently, every item has a maximum crafting time of 15 seconds. Otherwise, workers can get "stuck" at their jobs too long around sunset, causing them to be attacked by monsters. We hope we can solve this problem by allowing workers to "store their progress". Imagine a musket that takes 300 seconds to craft, but a worker can "drop" it any time with their crafting progress saved at for example 15% (or 37%, if they manage to get that far).

There's a serious chance that one of the next updates introduces the "longer crafting times" system, combined with a big overhaul of lots of jobs, items and recipes. Currently, the game contains lots of "workarounds" to make some items take more crafting time than others. For example, silk requires a lot of silkthreads. If we can just make silk itself take longer to craft, intermediate steps like silkthreads could be removed from the game.

When that's done, we can work on more complex production mechanics that allow players to build industrial machines to craft complex items more quickly. Of course, we're not merely going to lengthen the crafting times of current items - we want to add a lot of new ones! And when some items take longer to craft, it's also worthwhile to add a Colony-Points-upgrade for the production speed of different types of jobs.

The monster waves ideas has not been discarded, but perhaps it's more suitable for development after the new production mechanics. The industrial era allows us to add new weapons, and the longer crafting times are also useful for special ammo.

We'd love to know how you feel about this, so feel free to respond here on our Discord!

Bedankt voor het lezen :)

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Friday Blog 182 - How's It Going?



0.8.0 has been released two weeks ago. Many of you have tried it, and we've received a lot of enthusiastic replies. We're very grateful for them! We weren't completely certain that replacing the Happiness System with Colony Points was a good move, but it seems to have turned out well.

Despite that, we don't know exactly what your experience is like. We've tried it ourselves, and because we know exactly how the feature works, we rushed through the content pretty quickly. For us, it was relatively easy to gain large amounts of Colony Points. On the other hand: we've watched the Yogscast play it, and it took them quite long before they really started using the new system. Which makes a lot of sense: they didn't design the system! We've also received reports from people who say that it takes them a lot longer to set up their colony now, and that they find it hard to earn enough Colony Points.

So we'd love to receive more detailed reports. Is the game harder/slower than it was in 0.7.0? Is it difficult to figure out the new systems? And how does the difficulty feel at different "colonist levels": is it hard to get from 0 to 50 but easy to go from 100 to 150, or vice versa? Please let us know, here in the comments, or on Discord!

Job Management Menu


As explained last week, we're working on a Job Management Menu. This should make it possible to temporarily disable jobs, and to make sure new recruits take the right jobs. This is helpful in general, but crucial when your colony fails and lose a lot of colonists, resulting in lots of empty jobs.

Our internal dev-build now has a new prototype-menu that tests new features and offers new possibilities. It's possible to disable all jobs with one click. Another button automatically re-enables jobs and properly balances different jobs while taking into account how many colonists you have - to make sure you've got some wheat farmers and some bakers, instead of only bakers, for example.

We're planning to add sliders to this menu that allow players to manually reduce the amount of 'open job slots' per job type. Imagine you've got 8 flax farmers and a surplus of flax: you could decide to temporarily 'fire' 4 flax farmers, assigning them to different jobs, while the rest keeps working.



Last but not least, once again we're thinking "one update ahead". What will we do after 0.8.1 and the Job Management Menu? One interesting idea is "Special Monster Waves". Imagine a menu with a list of special wave attacks. A specific amount of strong, special monsters attacks your colony. Defeating such a wave unlocks special rewards. Perhaps the reward is 'Monster Points', or maybe it's required to defeat such waves before you can do specific upgrades.

The monsters could have special traits. Think of boss monsters with thousands of HP, or monsters with armor that require lots of damage or specific weapon types to break them. There could be new types of guards that do fire, poison or area of effect damage.

There are a lot of dilemmas to consider. Do the new monster types also appears in regular nights, outside of the "Special Monster Waves"? Do guards automatically choose the right ammo and the right strategy, or does the player have to manually decide how the special monsters are fought? If everything happens automatically, it might not be very interesting and engaging. On the other hand, if players have to do manual adjustments and assignments, and the special monsters appear every night, this might get tedious and repetitive very quickly.

We're unsure how to approach this, and your suggestions are welcome!

Bedankt voor het lezen :D

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Friday Blog 181 - One Week of 0.8.0



Last week, we released the new update! In general, it seems to have received a positive response. Old worlds required some adjustments but were compatible, there were no serious bugs and a large majority seems to feel like the Points System is an improvement compared to the old Happiness System.

Of course, there were minor problems. So we quickly released 0.8.0.1. Colonists got stuck when they couldn't find food on their grocery visit, while their hunger wasn't critical yet. This has been fixed. The "Upgrades" tab received the more fitting name "Colony Points". The Colony Points counter in the top-right of the screen is formatted #/#, to indicate current points / current points capacity. This made the "/" in the ammo counter confusing, so the dividing symbol between different ammo types is now a "-".

A couple of days later, we released 0.8.0.2 to fix some other minor issues. For example, the stockpile still had a "Calories" filter button, and this has been updated to "Meals". The "woodcoating" item was still around but was not used anymore, and it has been removed. Clicking on a grocery store didn't properly open the Colony Points tab - now it does.

Another important event this week was the start of the Jingle Jam! Colony Survival is part of the bundle, and the Yogscast has been playing the game for many hours last Wednesday. They seem to have enjoyed themselves, but there was one noticeable issue. Someone's colony failed a bit and lost a lot of colonists. Recovering was relatively hard, because there were a lot of empty jobs and it was hard to sent new recruits to the right ones.

The same issue has occured frequently for other players, and we're resolved to fix this. We're working on a "Job Priority Menu" that should give players more control over jobs, making it possible to temporarily 'disable' unimportant ones so that new colonists automatically take the important jobs. Developing this shouldn't take too much time, and the feature will be released in 0.8.1!

Bedankt voor het lezen :D

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