Future Plans III (and first screens)
We’re 10 months into the new project. The game starts taking shape and now we can share early screenshots with you. At this stage, they are proof of concept at best, rough and unpolished, but we’ve always built our games in the open, with our community, and we welcome your thoughts.
This community represents our biggest audience and your buy-in is critical to the game's success and our survival. Heralds might not be Colony Ship 2, but our worldbuilding, complex combat, and multi-path design remain at the heart of this project.


Heralds will have a lot of creatures, big and small, ranging from humanoid non-men (the old races different for each region; no, no elves and dwarves) to massive mammoth-like beasts and anything in between, like the summoned tentacles above. While the focus is on combat, you won't fight the elder gods (on account of you being an insignificant insect) but there will be plenty of interactions involving said gods and the good ol' fashioned scheming and double-crossing, resulting in six distinctive endings.
If you're keeping track, our original assessment was 50/50 (odds of turning this idea into a playable game in 5 years). Now it's 70/30 in our favor. I like these odds better, but we all know how many promising projects never made it to release. There’s still a long road ahead of us and it’s better to assess the risks realistically and communicate honestly.
Colony Ship remains our main budget generator (in 2025 CS' revenue share is 90.4%, AoD 8.3%, DR 1.4%; similar picture in 2024). While future sales are hard to predict and harder to rely on, we should be able to get to the alpha stage, at least. And if Colony Ship sells better than expected in the next 2 years, then we'll be able to do more - more unique assets, extra questlines, upgradable spells, proper dungeons, etc.
Many people ask about supporter editions and donations; while we appreciate your generosity, the best way to support us is to leave a review, no matter how brief. Reviews boost visibility and influence sales, and we'll need all the help we can get there,
Thank you in advance. If you have any questions, we'll be happy to answer.
This community represents our biggest audience and your buy-in is critical to the game's success and our survival. Heralds might not be Colony Ship 2, but our worldbuilding, complex combat, and multi-path design remain at the heart of this project.


Heralds will have a lot of creatures, big and small, ranging from humanoid non-men (the old races different for each region; no, no elves and dwarves) to massive mammoth-like beasts and anything in between, like the summoned tentacles above. While the focus is on combat, you won't fight the elder gods (on account of you being an insignificant insect) but there will be plenty of interactions involving said gods and the good ol' fashioned scheming and double-crossing, resulting in six distinctive endings.
If you're keeping track, our original assessment was 50/50 (odds of turning this idea into a playable game in 5 years). Now it's 70/30 in our favor. I like these odds better, but we all know how many promising projects never made it to release. There’s still a long road ahead of us and it’s better to assess the risks realistically and communicate honestly.
Colony Ship remains our main budget generator (in 2025 CS' revenue share is 90.4%, AoD 8.3%, DR 1.4%; similar picture in 2024). While future sales are hard to predict and harder to rely on, we should be able to get to the alpha stage, at least. And if Colony Ship sells better than expected in the next 2 years, then we'll be able to do more - more unique assets, extra questlines, upgradable spells, proper dungeons, etc.
Many people ask about supporter editions and donations; while we appreciate your generosity, the best way to support us is to leave a review, no matter how brief. Reviews boost visibility and influence sales, and we'll need all the help we can get there,
Thank you in advance. If you have any questions, we'll be happy to answer.