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Colony Ship: A Post-Earth Role Playing Game News

Update notes for Apr 8. 2021

Changes:

- Tweaked initiative and loot of some enemies
- Added rope to stores

Fixes:

- Fixed climbing switching characters
- Fixed Holy Grail quest loop.
- Fixed scavs machine LP loop
- Fixed issues with backing away from the frogs in the Armory
- Fixed being unable to get the cores if you told Isaiah you'd pay but then came back and killed him
- Fixed the gate being closed in Jonas Gate quest if you started combat right away
- Fixed being unable to try to steal from traders after taking first.
- Fixed guard behind the locked door in Mercy fight
- Fixed fast traveling from the arena after winning a fight
- Fixed the respawning body in the Armory that the frogs dragged away
- Fixed 'making a run for it' in the Armory
- Fixed being unable to move if you have unspent movement AP
- Fixed meshes in breather slot being too dark in the inventory
- Fixed exception crash when trying to load an outdated save by clicking "Continue" in the main menu.
- Fixed music not switching after loading quickly right after the combat start
- Fixed resetting frog inventories
- Fixed Esc not closing journal screen

Update notes for Apr 7, 2021

Gameplay

- Added an option to use party members' Electronics skill in the conversation with Zeke
- You no longer need to get the entire party past the frogs when sneaking, a single character can do it
- Critical Thinker now requires PER 6 (instead of CS 3)
- Artful Dodger now requires DEX 6 (instead of Evasion 3)
- Added text elevator to level 3 in the Armory

Changes

- Tweaked icons
- Tweaked checks and LP gain.
- Fixed missing skills for enemies, first combat balance pass
- Tweaked enemies' stats and items
- Tweaked loot in the Armory
- Minor dialogue tweaks
- Item and trade lists tweaks

Fixes

- Fixed the speech success in Samuel's quest
- Fixed the wrong description of Captain feat
- Fixed loop in Jed's quest if you failed the speech path and got into combat
- Fixed loop in Samuel's quest that allowed to start sneaking again
- Fixed computers training loop (Maryam)
- The gunners you get from Manny leave after combat.
- Fixed dead Jed "surviving" the fight against Black Will
- Fixed perception check loop in the Armory
- Fixed issue with ropes and climbing in Hydroponics
- Fixed passability in the foliage in Hydroponics
- Fixed some quests not giving XP
- Fixed not gaining Computer LP in the Armory
- Fixed some lighting in the Armory
- Fixed some collisions in Hydroponics
- Fixed being unable to show some tokens
- Removed Braxton on Jonas Gate end
- Fixed zero rolls (incorrect subranges in int random decks)
- Fixed frogs not saving their mesh on game load
- Fixed AI not using grenades
- Implemented and fixed character and inventory screens tooltips
- Fixed exploits when using drag'n'drop when trading
- Fixed door sounds not being affected by options

Colony Ship stream is now LIVE!

Watch developers play the game for your amusement and ask questions should you have any.

Check this FAQ first:

https://steamcommunity.com/app/648410/discussions/0/3077621988062610529/

First Chapter's overview:

https://store.steampowered.com/news/app/648410/view/3019074494734257463

Colony Ship stream is now LIVE!

Watch developers play the game for your amusement and ask questions should you have any.

Check this FAQ first:

https://steamcommunity.com/app/648410/discussions/0/3077621988062610529/

First Chapter's overview:

https://store.steampowered.com/news/app/648410/view/3019074494734257463

First Chapter's Overview

We've been working on Colony Ship for 5 long years, modifying the engine, building tools and systems (character, combat, stealth, dialogue, inventory, AI, pathfinding, etc), creating thousands of assets, and - finally - the first chapter of the game:



Turn-based combat with action points and different attack types with different pros and cons. Gather a party of adventurers or explore the Ship alone.



Turn-based stealth: action points, noise and alert meters, and takedowns.



Dialogues with various checks: stats, skills, reputation, items, deeds, etc.

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You start the game in the Pit, a container town sitting in one of the Ship's cargo holds. From there you can travel to two nearby 'locations': the Armory and Hydroponics. These and other locations will change and evolve throughout the game.



The Pit. The Free City. Ever since you were a kid, this has been your home: a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks have lived free and died fast, with those who survive earning their keep by either "diving" into the wreckage of Mission Control and bringing back valuable relics of the past, or figuring out a way to make money off the fools who do the diving.



Your destination lies ahead – a triply reinforced door flanked by twin auto-cannons drawing on a seemingly inexhaustible power supply. No one made it past during the Mutiny, and no one's made it past since. Like the proverbial flaming sword outside of Eden, it sits as a guardian, a symbol of ancient strength, and a promise of marvels beyond.



The Hydroponic Division was originally conceived to adapt Terran plants to the anticipated environment of Proxima Centauri. Extensive gene-editing was employed to develop resistance to alien fungi and pests, and accelerated adaptation hacked into the plants' genetic code.
 
Like many other critical systems, Hydroponics was abandoned during the Mutiny. The carefully cultivated flora and fauna was left on its own in harsh environs designed to propagate rapid and brutal evolutionary cycles. When men returned to reclaim Hydroponics, they discovered an environment as wild and hostile as any Earth jungle.

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Party members with personal quests, development arcs (reflected in changing portraits), agendas, and beliefs. The first chapter gives you 3 party members out of 10:



... and introduces a party member who might join you later:



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Overall, the first chapter represents a design template (how things work) in every aspect, except for the main quest which will branch into different directions in chapter 2. Before we apply this design template to the new locations, we'd like to show it to our core audience and see what you think. So if you don't mind supporting games still in development, welcome aboard.