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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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We're in the Jingle Jam!



Colony Survival is part of the Jingle Jam 2020 Bundle! The Jingle Jam is organized by the Yogscast, who have played lots of Colony Survival since the very beginning. The proceeds will be donated to charity, with some examples being The Mental Health Foundation, The Open Bionics Foundations and War Child UK.

Tomorrow, Colony Survival should be part of multiple streams! We're looking forward to seeing them play 0.8.0. Watch their main channel here, and check their schedule below:



Have fun!

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Friday Blog 180 - Update 0.8.0 Is Live! From "Happiness" to "Colony Points"



The new update is now live on Steam! If Steam doesn't update automatically, use "verify integrity of game cache" to force it download the update.

Update 0.8.0 contains fundamental new systems that will change the way you play. The Happiness System has been replaced by Colony Points. They are earned by distributing Meals and Luxury Items. Instead of having to fiddle around with sliders, this happens automatically now. The confusing "calories" sliders is also gone now. Snacks like cake and chocolate have lost their food value, and the colonists require one proper meal per day.

The old system strongly disincentivized population growth. Happiness Items provided a set amount of Happiness if every colonist received a certain amount of items, regardless of the amount of colonists in the colony. This meant that bigger colonies needed to produce more items to gain the same amount of Happiness. Simultaneously, recruiting more colonists caused Unhappiness due to overpopulation. This made earning Happiness very difficult and counter-intuitive.

Colony Points should do the opposite: they should reward growth. Recruiting more colonists makes it easier to produce and distribute lots of Meals & Happiness Items, resulting in many more Colony Points. These Points can be spent on a range of upgrades. These upgrades have many levels, with rapidly escalating costs. Colony Points are also required for certain unlocks in the tech tree.

These core changes also cause a range of smaller changes. The tech tree has been overhauled. Some unlocks have been merged, others have new requirements. Certain minor items, like the separate coating item required for coating planks, and "fishmeal", have been removed. Other items have been rebalanced. The F1-Quickstart-Menu has been updated, and some achievements related to food, happiness and the tech tree have been changed or removed as well. For full details, check the in-game changelog.

Now that the game has new core systems, it has become easier to add new content. We're planning to add new sources of Colony Points, and new ways to spend them. And of course, we'll be listening to your feedback! Tell us what works and what doesn't, and we'll use that to improve the game in future updates.

Heel veel plezier in 0.8.0 :D

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