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Colony Ship: A Post-Earth Role Playing Game News

Roadmap to Release

As we're getting closer (85% of the game is done and available on Early Access), let's go over what's left and the remaining update schedule.

  1. Mission Control (lower levels) - released

    With this update we hit two major milestones:

    • all work on non-human characters is finally done and our programmer can fully focus on other tasks
    • all locations and level design are also done, which takes about 60% of work for every update. From this point on we'll focus on pure content (scripting quests and setting up fights), which will speed things up considerably.
  2. The Grangers' Alliance, Attack on the Armory, Delivery - released on the beta branch

  3. The Habitat's Questlines - released on the beta branch

  4. The Pit's Alliance - End of Sep.

  5. The Bridge and the Endgame - End of Oct.

    The level design (including unique props) is done ahead of schedule, the extensive text (interacting with the central computer) is done too, so we'll be able to focus on the endgame events. The Armory's level 3 (also done) is part of the endgame events.

Overall, we're looking at 5-6 increasingly less stressful months of work left. The hardest part of work is behind us now and we want to thank all those who supported us during the last two years. We wouldn't have made it this far without you.

Full Demo Available

Now you can try the demo and see for yourself if the design is to your liking.

The demo gives you the entire first chapter and three party members (you'd have to explore the starting town to recruit them; your party size is tied to your main character's Charisma).

Should you choose to buy the game and continue your adventure, you'll be able to keep playing without starting a new game as the demo saves are compatible with the full game.

Some tips for new adventurers:

- Buy and use gadgets like the Distortion Field or the Energy Shield for every fight. You can find them at Cole's Gadgets store in the Pit and activate before a fight.

- Don't neglect the combat feats. If you're playing a fighter, pick the feat related to your primary weapon: Pistolero, Rifleman, etc. To understand how your to-hit chance is calculated, press ALT while hovering over a target to see the full breakdown.

- Use stimulants and grenades: smoke grenades will make you harder to hit (very useful for melee fighters), poison grenades will weaken your enemies, especially those without gas masks, flashbangs will disorient them, etc.

- Heavier armor isn't necessarily better, especially if your character has low Armor skill and no Armor handling feat.

- Don't use the same attack over and over. Aimed: Legs attack can reduce your enemies' Evasion, making them easier to hit, while Aimed: Weak Point will reduce the enemies' Damage Resistance (DR).

- The textbox in the right corner provides a lot of info: your damage, enemies' DR, and even your rolls. It also shows which attacks the enemies are using. The enemies use the same system (stats, skills, feats, inventory) and play by the same rule. Paying attention to what they do will help you figure out the rules faster.

If you have any questions about the mechanics, we'll be happy to answer.

Update notes for May 1, 2023

IMPROVEMENTS

- Heavily improved the performance of the save/load screen, especially when lots of saves are present.
- Added the option to delete all saves related to a character.
- Disabled the possibility of tagging speech skills on party members.

CHANGES

- Tweaked the price of broken and damaged implants.
- Tweaked Zeta's heart and armor implant.

FIXES

- Fixed the save/load screen resetting when a save was deleted.
- Fixed missing or wrong LP gains.
- Fixed 5th Daughter lack of gadget.
- Fixed wrong computers reward in electronics check in Red Zone.
- Fixed wrong reference with Nico's dialogue and Nazar.
- Tweaked code on Shotgunner so it increases only shotgun accuracy.
- Fixed issue with party members remaining invisible if you loaded a savegame in which they were inside the building and the PC outside.

Hydroponics New Zones

You can continue your adventure and explore Hydroponics Yellow and Red Zones:
Esteemed members of the Synod,

Our division has been tasked with protecting the precious crops and plants, the everlasting gift of Mother Earth to Proxima, our promised land.

We know that the dangers will be many: pests, fungi, pathogens, even the soil itself, but with the right tools the pests can be driven off, the fungi controlled, the soil enriched.

Our Forefathers have given us these tools: keystone species that define entire ecosystems and hold them together, and like any tools they must be shaped and even reforged, if needed, to fit the task at hand.

These species will be our first line of defence in the battle that's yet to come. They will safeguard our fields and tirelessly protect them from any local threat that burrows, crawls, or flies in the most humane and environmentally-conscious way possible.

Our floaters can disrupt brain waves, gently turning away anyone approaching a designated perimeter. Should it fail they can rapidly generate an electric charge of up to 1,200 volts - more than enough to make the trespasser leave and never return.

The frogs can easily hunt down any intruders ... but you've already seen what they're capable of. Suffice it to say, our little friends have shown a remarkable capacity for learning, and their genetic variety makes the possibilities truly endless.

Our most interesting project is a sand striker, uniquely suitable for any desert environment. It's an ambush predator that can detect vibrations and anticipate its prey's movements.

What's fascinating is that its nutrient-rich waste is a perfect fertilizer that can enrich the soil and feed the plants. In this way, it turns threats into gifts that will help grow the land.

This update brings us closer to the release, so let's take a look at what's left:

- Mission Control lower levels and the Armory, level 3
- Bridge
- Endgame events

It will probably take us 3 months to do the next two updates, so by the end of July we should be done with level design and creatures, and we'll be able to fully focus on the endgame events.

Thank you for playing.

25% Discount & Price Increase

Now that the third chapter of the game is nearly completed, the price will be increased to $34.99 at the end of the month, when the next update goes live.

Since Colony Ship is now on sale with 25% off, the effective discount (after the price increase) is $12.49 or its regional equivalent ($22.49 vs $34.99 two weeks later). Now, here’s the million twenty-two-dollar question:

[h2]Should You Buy Colony Ship?[/h2]

If you played our first game (The Age of Decadence) and liked it, you can buy Colony Ship with confidence:

  • well-crafted setting that's more than an excuse to kill some things
  • story that doesn't revolve around saving the world
  • robust character system with 6 stats, 18 skills, feats, implants, and reputation
  • tactical turn-based combat with different attacks and futuristic gadgets
  • branching dialogues full of skill checks and choices
  • multiple ways to handle quests and objectives
  • meaningful choices backed by consequences


If you want to give it a try, then board the Ship and we'll take you on a dystopian adventure of a (very short) lifetime. If you want to see some gameplay first:

[previewyoutube][/previewyoutube]