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Colony Ship: A Post-Earth Role Playing Game News

Update Notes for Nov 9 - Release Version

IMPROVEMENTS

- Game is now content complete.
- Added achievements.
- Added civilians moving around in populated areas.
- Added weapon reload sounds.
- Added footsteps sounds.
- Added ambient sounds.
- Added interaction sounds.
- Improved camera during dialogue.
- You can select a jumpsuit color in character creation.
- Improved "warning" sequence on the monks path.
- New music for Armory, Mission Control and Hydroponics areas.
- Added help screen.

CHANGES

- Interface tweaks.
- Tweaked premade characters.
- Added a non-combat solution for Jia's quest.
- Gifted is +3 to stats, +4 to skill points (from +2/+3).
- Added shop on Eli when delivering the machine to the monks.
- Tweaks to stores and loot.
- Updated Arena shop on CH3.
- Made bodies a bit harder to be found by enemies during stealth.
- Improved pathfinding around characters.
- Adjusted noise and sneak penalties.
- Tweaks to some early game checks (might require a new game to work correctly).
- Tweaked hydro red elder creeper encounter, added a tech option.
- Stealth tile danger now renders over objects around the mouse cursor.
- Energy rifles can now fire snap at point blank.
- Tweaked early game dialogues, especially some of the main character questions.
- Improved journal descriptions.

FIXES

- Fixed outlines and characters being visible through the "fog of war".
- Fixed issues with building interior objects outlines and interactivity (Camp Reid in particular).
- Fixed issue with forcefield door in Hargrave's quest.
- Fixed being able to use map in Menzel's quest, breaking the flow.
- Fixed being able to use map in Hargrave's ambush by leaving the conversation.
- Fixed issue with not getting the fuel cell and Mathias when he's not in your party.
- Fixed combat activating on Brotherhood warehouse stealth.
- Fixed issue with map screen button position.
- Fixed issues with characters blocking navigation.
- Fixed issue with sneak on armory frogs.
- Fixed issue with being stuck in apostolic heights apartment.
- Fixed "stiff body" issue with off-screen deaths.
- Fixed Hit & Kill Master trader interaction.
- Fixed loop when trying to leave ELCSS via elevator on the Hydro Alliance quest.
- Fixed issue with wall hole in gang building in pit outskirts.
- Fixed several issues when not doing certain events and going to the location later.
- Fixed incorrect interrupt tiles against melee enemies.
- Fixed issue in Jonas/Church events in the epilogue chapter.
- Fixed missing door sounds.
- Fixed minor misc errors.

Colony Ship is out now!

We proudly present Colony Ship and invite you on a dystopian adventure of a (very short) lifetime.

Seven years in the making, Colony Ship is our third game and a second full-scale RPG that emphasizes choices and different ways to play. We hope you will enjoy the game (if in doubt, try the demo first) and we look forward to your feedback.

We’d like to thank the Early Access players who supported us and helped us make a much better game. We wouldn't have made it that far without you.

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Countdown to Release

Update: Everything is done and working fine. The game is well-tested and ready for release.

* * *

On Oct 24:

This is to keep you appraised of the game’s pre-release state and what we’re working on,

[h3]Content: [/h3]
The first iteration of the new content (the endgame events) was done on Oct 20th, ahead of schedule. It gave us time to play through it a few (dozen) times and see ways to improve it (the ways that aren't immediately obvious when you're designing the events on paper). The second iteration will be done today.

[h3]Ending slides:[/h3]
Almost done, waiting for the last slide. 7 endings in total.

[h3]Achievements:[/h3]
We're setting them up right now, still waiting for two more icons (art). 70 achievements in total.

[h3]Plans for the next two weeks:[/h3]
  • Journal - the entries are too minimalistic, so now (that everything else is done) is the time to expand them
  • Expanding dialogues (where appropriate, plus improving early dialogues)
  • Civilian (ambient) animations
  • Improving character customization
  • Two more soundtracks plus Improving soundwork
  • Visual improvements
  • Optimization
It may sound like a lot, but keep in mind that these are different 'departments'.

[h3]Post-release Plans:[/h3]

We'll support (read 'improve') the game for 6 months after release, before transitioning to the tentative sequel or out of business (if the game doesn't sell enough to pay for said sequel). So if it's our last game, we'd like to make it as memorable as possible for people who like our design. If we stay in business, all the more reasons to do the same.

Update Notes For Oct 11

CHANGES

  • Balance tweaks to reputation gain with factions.
  • Interface tweaks.


FIXES

  • Fixed text issues.
  • Fixed the wrong reputation on Storm.
  • Fixed issues with some traders.
  • Fixed inconsistency in XP reward with Shadow.

The Pit update (and a lot more!)

The hardest update of the year is done and we can finally focus on the endgame events. We need about 3 weeks to wrap it up, the level design and most writing is already done, so we're confident enough to announce the release date - Nov 9.

The game was in development since Jan 2017, so it's been almost 7 years, which is quite a journey. We would have never made it this far without players willing to support us and help us make a better game. Thank you.

On to the update: while the main focus is the Pit (chapter 4), it adds several player-requested quest solutions (like sneaking past Hargrave in Mission Control), more sneaking opportunities and minor events, special deals for Master Trader (feat), changes to Armor Handling, changes to Cloaking Field (gadget) and the stealth system in general.

We didn't list recent updates on the store page as we kept them on the testing branch until the system changes were completed. So for the players on the default branch, this update also includes

- New Chapter 2 content.
- Party members' Bonding System.
- The Grangers' Alliance
- The Delivery (keeping it vague to avoid spoilers)
- The Habitat's questlines' conclusion

Thank you for playing, see you in a month.