This page contains links to the official sources of the game Colony Survival. So that you do not have problems with getting the game, we have prepared a detailed instruction. How to get the game on Steam Before installing the game through the digital distribution system Steam, please check whether your computer meets the of the game. If the game is supported on OS, follow the instruction. Press the 'Get it on Steam' button and go to the Colony Survival game page on the Steam site. The Colony Survival game does not support all versions of Windows OS.
The game is guaranteed to run on the following versions: Windows Vista SP1 & newer, 64-bit, OS X 10.11+, Ubuntu 12.04+, SteamOS+; 64-bit. To check the version of Windows on your PC, press the Windows + R button on your keyboard, type winverand click ' OK.'
A window will appear with a detailed description of the installed version of the OS. Also for the correct operation of the game your computer must meet specific hardware requirements. You can read more about them on the page. Make sure that you have an account on Steam.
Colony Survival – Alpha Sign Up (Steam) Colony Survival is a promising new voxel based RTS, in which you build towns, cities or castles and populate them with guards, farmers, foresters, bakers, smelters and artisans who will help expand and protect your colony, while fending off monster attacks at night. The charming voxel based visuals.
After the authorization, you can buy the game or add it to your library for free. Later, enable the Steam application, find the game in the library and install it. As soon as the launching is finished, your game is ready for playing.
No content has been released publicly, this concerns changes to the internal dev branch For the first time, we've added unique non-central-biome content! We've started adding content to the Far East biome. The Far East has received a unique crop: rice. It can be combined with chicken and cabbage to create a full meal. There are three new production chains for happiness items. Firstly, there's tea.
Grow tea leaves, process and dry them and your cook will be able to make tea. The workers are still default-pink, that should be different next week Secondly, you can make porcelain.
There's a unique ore in the Far East: kaolinite. When it's mined, a stonemason can use it to make raw porcelain. This should be fired twice in a kiln to make glazed porcelain.
The last new production chain concerns silk. You need to grow special bushes that cater to silkworms. Harvest their cocoons and process them in a special spinning wheel to make silk threads.
A tailor can use the threads to make silk, which are required to make for example silk pillows. Pathfinding While I've been working on new models and icons for the new content, Zun was working on the pathfinding.
It worked decently in 99% of the situations, but pathfinding errors were still some of the most common problems. He rewrote quite a bit of it, and it should cause a lot less errors with better performance now!
Instead of clustering in the banner, unemployed colonists wander around for a bit now: And the new pathfinding system also has another feature; right-click a colonist to see where he's going. Realistic Stockpile Last week, we talked about our plans for the future. Lots of people were enthusiastic about our idea for realistic stockpiles, allowing us to make transport of items in for example minecarts a feature. But there was also a decent amount of criticism. People like the current system because it was easy to use and dislike having to search through crates for specific items. Firstly, it's not our intention to ever make transport a significant problem in the early game. The game shouldn't be too challenging at first.
Just like in real life, transportation of objects should be a significant challenge when you're running a civilization with big factories and large cities, not when you start a small commune with a handful of farmers. Secondly, if we ever come around to adding the realistic stockpile, we'll try add a way to partly or totally revert the feature. A simple way could be to add a setting to dramatically increase the carrying capacity of crates/colonists/couriers.
Another way could be allow people to re-enable 'magic' crates. Whatever we'll do, we're not planning to overly complicate the early game! Bedankt voor het lezen! Reddit // Twitter // YouTube // Website colonysurvival.nl // Discord discord.gg. This week, I moved to a new apartment.
It took a bit more time than expected, but I'm mostly set up now. Zun has continued to fully focus on working on the game, but because of my absence, he focused more on 'background technical issues' than significant new features. Because there aren't a lot of exciting game-related things to write about the current week, it seems appropriate to talk about the past and the future.
Most Friday Blogs assume you've read a decent amount of other blogs, and we notice that they can be confusing to new players/readers. Let's start with a decent summary of the past so we know where we're standing. Prior to Spring 2017, developing Colony Survival was just a hobby. We had barely any players, received no attention and earned no income from the game. But that changed rapidly. After some YouTube videos, we quickly got a massive amount of attention. We decided to release the game ASAP, and the launch was very successful.
Colony Survival become our full-time career. Colony Survival 0.1.0 was a glorified tech-demo that was tested by a handful of people. There were lots of improvements to be made.
We focused on releasing as many small updates and patches as we possibly could. Quick, simple fixes that didn't break existing structures and had a big pay-off had the priority. Fixes that took more time or required people to start a new world were postponed. After more than a year of doing this, we started working on 0.7.0 in the Summer/Autumn of 2018.
Starting a new world is absolutely required in 0.7.0. That's why we want to combine 0.7.0 with many 'background fixes' that also break older worlds; we don't want to break savegames regularly. Initially, we wanted to release the update 'feature by feature', instead of combined as one massive update. But most new features depend on each other: multiple colonies are useless without trading, happiness items are useless without the happiness mechanic, etcetera.
We don't want to break people's worlds and force an update on them that feels half-finished. 0.7.0 features that are finished, but unreleased:. Every player can start multiple colonies. Players can invite other players to share ownership of a colony. An entirely new world with new biomes, new trees and other improvements.
The happiness mechanic: recruiting colonists generates unhappiness, provide them with special items to boost happiness. It's Friday in Japan and Australia, that's Friday enough for a Friday Blog Last week, we explained that we had to make a difficult choice. Streamlined, accessible inequality versus complex and potentially repetitive equality. The blog resulted in a lot of discussion, and we had some tough discussions about the fundamentals of the future of Colony Survival.
The game is getting more complex every day, and it becomes harder and harder to get a clear overview of both the details and the overarching gameplay. We pondered a lot and gained valuable insights. 1.) Exponential growth Many months ago we published the graph above. We expected each happiness item to have a similar cost and impact, e.g., tea adds 25 happiness, coffee adds 25 happiness, etc. But now that we're actually adding those items, something else seems obvious. In the early game, your colony is simple, you don't have many things unlocked, and happiness items are necessarily relatively simple. As you progress, happiness items become more advanced with complex production chains.
It makes sense for these items to produce more happiness than the items from the early game. So instead of producing a bunch of relatively similar happiness items, you're actually progressing through some kind of tech tree, making more and more advanced and 'powerful' items as time goes on. 2.) A solution to repetition We don't want to make 0.7.0 any more complex by having the same item have different happiness values in different biomes (for example, ice cream being more valuable in the tropics than in the arctic). But combined with point #1, this would necessarily mean repeating the same 'happiness tech tree' in every biome again and again. That was one of my biggest fears regarding 'equality' between colonies. A relatively easy fix would be restricting happiness items to certain biomes.
An example could be winter coats made with cotton from the New World biome. These coats could be restricted to the Arctic biome, but with a +200 happiness effect.
It adds an interesting challenge to colonizing the Arctic, it makes colonization more 'equal', without requiring players to go through the same 'happiness tech tree' five times. 3.) Overcoming challenges What's fun, both in life and in games, is overcoming challenges. It mustn't be easy to overcome, or it wouldn't be a challenge.
But if it is not overcome, it isn't fun either. The current public version of the game, 0.6.3, is relatively challenging at the start, but once you've got 300500 colonists, the challenge is pretty much gone for most people. That's why we added the happiness mechanic, to create a dynamic challenge that scales with the growth of your colony, similar to the monster threat. Reintroducing challenge is a good thing, but the happiness mechanic isn't something that players really overcome.
At times, it's pretty self-contradictory. I noticed I was recruiting colonists to produce new happiness items, in turn increasing the demand for happiness items. Currently, the only thing that is really 'permanently overcome', is the tech tree, and it's main function is. Unlocking weapons to fight monsters, and unlocking new happiness items. You're recruiting lots of colonists, just to solve a problem that only exists because you've got lots of colonists. We were already planning to add science that has nothing to do with either monsters or happiness.
Perhaps something like jetpacks, airships or teleporters. The importance of it is becoming more obvious. But we don't want to postpone 0.7.0 any longer than necessary, so this content will probably arrive in 0.7.1/0.7.2/0.7.3. We've also seriously discussed some kind of wave-based mode. Imagine preparing your colony for a giant wave of monsters, coming at the moment of your choosing. Defeating the wave yields unique rewards, either items, something like XP or unlocking new science.
![Colony Survival Steam Colony Survival Steam](/uploads/1/2/4/0/124080938/486591276.jpg)
Each wave is bigger and more powerful than the previous one, encouraging players to build up their colony as strong as possible. This could be a great incentive to grow your colony, despite the increased cost of happiness items and more monster attacks.
What's your opinion? If you've survived the wall of text above, we'd love to have your opinion! Are the insights above things you agree with? Do they make you enthusiastic or upset? Let us know in the comments, or on Discord!
(Or Reddit, or Twitter, we read everything) Reddit // Twitter // YouTube // Website colonysurvival.nl // Discord discord.gg. Early Access Review I really recommend this game for its survival, its unique graphic style, its interesting crafting style. But the only thing that I have a problem with is the lack of multiplayer experience, I wish the devs would add a multiplayer menu for the game and which you can have other players help you build up your colony. But besides that the game is on a great path, because of the community is great, the devs are really good about talking with the community, the game has really good updates and bug fixes, so in the end I highly recommend this game.