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Colony Ship: A Post-Earth Role Playing Game News

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]

Update notes for Feb 8, 2023

CHANGES

- Sarah now offers biotech training.
- Critical damage multiplier reduced by 10% (base is 1.2x from 1.3x).
- Each CS skill level gives 0.01x critical damage multiplier.
- Max CS chance is Hit Chance -10.
- Fast: Accuracy -10 (from -15), graze +25 (from +30), CS -20 (from limit 10).
- Power: CS +15 (from +25), CS Dmg 1.35x (from new baseline of 1.3x).
- Carve: AP cost +2 (from +3), accuracy penalty -5 (from -10), CS +5 (from +15).
- Gladiator: Graze damage increased to 25% (from 15%).
- Precise Strike: Added Carve and Knockdown to the accuracy bonus.
- Tweaked accuracy and critical chances of several weapons.
- Energy revolver: Base version gains +6 accuracy. Upgraded has now +10 penetration.
- Jed Punisher feat gets +2 melee damage.
- Squad Leader: Added Accuracy and Evasion +4, Critical Chance +3 (from +6). Overclock doubles the values.
- Squad Leader can only be implanted on the main character.

FIXES

- Fixed wrong skill on the Great Mother's sniper.
- Fixed not being able to show Six Banger the energy revolver (not retroactive).
- Fixed not being able to train new party members.
- Fixed accuracy reduction from THC Penalty not being applied.

New location - the Heart (of the Ship)

You can now travel to the mutant town known as the Heart in search of a reactor-grade fuel cell and recruit a mutant companion (one of two mutually exclusive party members) to your cause . Your adventure continues and we take one step closer to the release.



Living and working in the radioactive umbra of the damaged reactor greatly increased mortality rates for the outcasts, but many generations of shortened lives, afflicted with mutations both minor and severe, have resulted in a people fully adapted to the toxic environment.

In the mutants’ earliest days labor was by necessity divided, the men tending to the engines while the women tended to the men as they inevitably sickened and died. Much was asked of these mothers and sisters, and from the beginning they adopted the faith to augment their strength.

Many mutants credit their people's survival on this belief, that another world awaits them after death, a counter to the hellish reality of the reactor. Due to the inescapable radiation poisoning of engine work, only the females lived long enough to take on the role of elder, and to run those aspects of life beyond the perimeter of the engines.

Thus did necessity evolve into tradition, and tradition into law. The females sustain the priesthood and all the sacred duties of religion, while the engine work and protection of the enclave have fallen to the males. Those who aren’t happy with such an arrangement leave the enclave, becoming true outcasts, welcome in neither the Habitat nor the Heart.

What's left to do:

- Hydroponics, Yellow and Red Zones (simulated Proxima environments).

- Mission Control lower levels (that you couldn't explore before). There are two ways in, one's the eye you stole from the Church's vault, the other involves baiting a giant worm known as Ol' Bub as in Beelzebub.

- The Ship's Bridge

- The Endgame

Hydroponics and Mission Control are easy to do as we'll be expanding the existing locations. The Bridge is small by definition, so the hard part is behind us now. Once these locations are done, the level design (a major chunk of work) will be finally done as well and we'll be able to fully focus on the endgame events.

Here's to light at the end of the 6-year long tunnel.

New Content & Second System Update

You can finally return to the Pit to continue the story and deal with new problems, while enjoying new system improvements, most notably:

- A death timer. Now when a party member goes down in combat, you have 3 turns to end the fight to save the fallen comrade. There are minor side effects that slowly add up, so don't take the dirt nap too often,

- Improved combat AI

- Extensive balance changes (feats, implants, attacks, weapons, gadgets, grenades, enemies)

- Improved looting mechanics

- New weapons, improved icons

- Improved visuals

To see the full changelog, click here

While we're very happy with the overall state (grazes work all throughout the game, critical chance and damage depend more on your builds, evasion works as we envisioned, reactions work better, item progression and feats are improved, etc), the numbers will still need some work and we'll continue monitoring your feedback.

Since it's already December, we'd like to use this opportunity to wish you a Happy New Year and thank you for your support.