Name | Colony Survival | ||
Developer | Pipliz | ||
Publisher | Pipliz | ||
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Release | 2017-06-16 | ||
Steam | 19,99€ 15,49£ 19,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  324  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  100,000 .. 200,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 1424 | ||
Average playtime (last 2 weeks) | 638 | ||
Median playtime (forever) | 2201 | ||
Median playtime (last 2 weeks) | 638 | ||
Public Linux depots | Linux 32-bit [97.57 M] Linux 64-bit [96.17 M] |
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Lagoon's world used in these screenshots and the video |
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We will send the promised Steam Gift Cards to the winners. Weve sent the winners friend requests on Steam. Steam requires people to be friends for two days before they can send Gift Cards. We were genuinely stunned by the worlds the contestants have built. We didnt expect so many people to build such huge and detailed worlds and submit them. We want to thank all participants, also the ones who didnt get in the Top 5! There were many worlds of comparable high quality, and it was difficult to select only five from them. All these worlds can be downloaded from the Workshop and explored by yourself! And when youre in Colony Survivals Steam Workshop anyway, it might be a great moment to look at all the other things that are available there. Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
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Pathros by PatateNouille
Good luck and have fun building! The winners will be announced in a Friday Blog after the contest has ended. If you have any questions left, put them in the comments or share them on Discord. Weve got a dedicated channel called #builderscontest where you can share your progress and discuss the contest with us and others. Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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This had the consequence that the vast majority of the playerbase never used the multiple-colonies-feature. Its just too confusing, too boring, and not rewarding enough. We think we fixed all of these issues with the new outposts feature.
Now, multiple colonies(/outposts) can finally be used practically. Do you spot a fertile, flat field on the other side of the river? Build an outpost there, put down some farms and your main colony instantly has a much-needed boost of food. The world around you has become much more useful, and there is so much more to build than in 0.8. Threat In all previous versions of CS, the amount of colonists determined the amount of monsters that assaults your fortress. This has been changed radically; its now one of the least important things. The amount of monsters is now linked to your Threat Level. Some scientific unlocks in the tech tree add large amounts of Threat. Certain blocks, like lockboxes that increase the storage of Colony Points, also add to your Threat Level. Colonists do add some Threat, but its relatively low compared to these others. We believe this makes the game much more fun to play. It has become less important to optimise the efficiency of every individual colonist, and more important to just grow. There is no more risk of a vicious cycle where guards and ammo-crafters are a main cause of the very monsters they are fighting. When you build an outpost, Threat Level is assigned to it proportional to the amount of colonists there. When youve got 90 colonists in your main colony and 10 in the outpost, the outpost ought to receive roughly 10% of the Threat Level. Its possible to change this distribution though. You can unlock Threat Banners, and placing them in your colony basically makes them act like fake colonists, increasing the share of Threat that is assigned to that colony (or outpost). This allows you to build dedicated superfortresses that lure monsters away from other colonies. A New World The previous world was designed to be globally interesting, to have very different locations somewhere. The new world is designed to be locally interesting, to have variety and unique features in the more practical distances that most players actually travel. Weve added rivers and enhanced mountains. Places which host unique resources should be easily identifiable. Swamps are filled with tiny streams and ponds. Heaths have patches of sand and purple vegetation Traps & the Sacred Failsafe Traps are static blocks that apply an effect to monsters either in front, on top or below them. Most traps do damage, but there are also traps that slow or completely freeze monster movement. Traps can only be reloaded during the day by a trapfixer, so you need to build them in a way that makes them accessible to colonists. Sometimes, things go wrong. You run out of copper ingots, your ammo storage is depleted and monsters walk right into your colony. How do you save yourself? With the Sacred Failsafe! At Sacred Altars, colonists can turn regular meals into Sacred Meals. When theyre consumed, you earn Sacred Points. Youre supposed to gradually build them up in many days, and to use them at the Sacred Failsafe when monsters breach your defences. The Failsafe will then do large amounts of damage to all monsters in the world, starting with the monsters its physically closest to. New Tech Tree Since we added the tech tree in 0.3.0, weve mostly been building on top of it. This is the first time weve completely overhauled it. The intention is to make players feel like they are really starting in the Stone Age, with stone tools and mudbricks. You need to expand and improve to unlock metals and all kinds of other technologies. Via the Bronze Age and the Iron Age, players journey to more modern times, with unlocks like printing presses, muskets and tabulating machines. This journey adds all kinds of new jobs, like tanners, alchemists, glassblowers, composters, lathe operators and scribes. At the end of the tech tree, there is Prestige Science. It doesnt have a true functional benefit, but it demands you scale up your production massively. Unlocking tiers of Prestige Science also adds a large amount of Threat, requiring you to upgrade your defences. Of course, you are rewarded with achievements for completing these tiers. Achievement progress is tracked publicly and we are keeping a close eye on it! Gliders & Elevators 0.7.0 added gliders. To fly the glider, you first had to make it go straight up in the air like a helicopter, and then you had to switch to flying forward. This was strange and not intuitive and required complicated controls. I didnt use them a lot, and a lot of players needed external help to understand them. They now work completely differently. You no longer place gliders, you place glider-launchers. Every time you click on the glider-launcher, you are launched forward from that position in a new glider. The glider is now truly a glider; it no longer has an engine. Youll need to place the glider-launcher on top of a tower or mountain to make the best use of it. After youve unlocked steel & gunpowder, you can research steel gliders. These are launched explosively, allowing them to gain a lot of altitude on their own. These arent the only form of player transport. Weve also added elevators and horizontal elevators, allowing you to build shafts and rails in straight lines and to automatically travel from A to B. The Merchant & Colony Points In 0.7.0, you had to distribute luxury items to your colonists to ensure their happiness. This system contained complicated math and weird equilibriums, and we changed it in 0.8.0. There, you earned Colony Points by distributing those luxury items. It was less focused on punishment, and more on earning rewards. But the distribution happened automatically, making it feel quite out of control. In 0.9.0, you earn Colony Points by deliberately selling items at the merchant. These Points can then be used in a myriad of ways. You can purchase items at the merchant as well. Resources from other biomes will be necessary before you can unlock Outposts, and in that period, their only source is the merchant. The Points are also deeply integrated into the tech tree, and youll often need a significant amount of them. Last but not least, weve still got the Point Upgrades from 0.8. Raising the colonist capacity limit and the banner safe zone range requires increasing amounts of Points. The merchant offers a lot of flexibility to players. You are free to choose in what way you will earn Colony Points, and how to spend them. Will you be very self-reliant and immediately build outposts everywhere? Or will you exchange your own luxury goods for resources like tin and zinc? Crafting Times & Tools In previous versions of CS, colonists couldnt save their crafting progress. They had to finish the item they were making, or the ore they were mining, or start over completely. This meant practically that we were limited to ~15 second crafting times. To make things more expensive in terms of labour time, we added lots of small parts like copper nails and iron rivets. To craft one advanced item, youd need a lot of these smaller parts. This made it a lot harder to keep track of production chains. Weve removed this limitation. Colonists can now work for 180 seconds on a 300-second recipe, go to bed, and finish the remaining 120 seconds of work in the morning. Weve used this to remove pointless ingredients and streamline the production chain. It makes sense for certain items, like crossbow and printing presses, to take more than 15 seconds of work. Long crafting times can be annoying at the start, so weve kept them fairly short there. But in the late game, when youre commanding many hundreds of colonists, it helps to keep recipes sensible and to keep a clear overview of your production. Its also an extra incentive to expand. Tools are a way to speed up these longer crafting times. Tool use is not universal though. Some colonists cant use tools, others cant craft without tools. Some jobs need special tools. The default tool type has tiers going from stone to steel. Each tier has a unique durability, cost and crafting speed. Some jobs can use all the tiers, some only use the first tiers, others only the final tiers. Colonists need to visit the tool shop to grab new tools. At this tool shop, you can set different limits determining how many tools colonists should leave in the stockpile. Harvesters & Sources Weve added a new type of job. A harvester jobblock recruits the colonist, and that colonist has to visit nearby sources for his work. Weve currently got a scribe visiting scrolls shelves, a researcher visiting bookcases, and a farmer visiting wisteria plants. Instead of rows of colonists working at rows of jobblocks, youll now have to build custom libraries! The sources automatically regenerate over time. A ratio of 1 harvester to 10 sources ensures a sustainable long term balance. And much, much more Weve added and changed too much to describe all of it here. There are now monoculars which actually make you zoom in when you equip them in the hotbar. When you do the same with astrolabes, they point you to nearby biomes. 0.9.0 has guards that do poison damage, and weapons with area-of-effect damage. Try the game to encounter all new content and other differences! Last but not least Over three months ago, we started the beta of 0.9.0. Roughly 300 players volunteered. We've received enormous amounts of feedback and used it to shape 0.9.0 as best as we could. We're grateful to everybody who participated. Thanks to Lady Kathleen who made the world which is the new main menu background. Thanks to Kenovis, who has worked hard to update mods for 0.9.0 - I really recommend the chisel mod! Thanks to Aanze, Toran, Krydax and Cramm and all the others who left their detailed feedback in #test-long-impressions. Thanks to Meowzers, who pushed 0.9.0 to its limits by building massive colonies with many thousands of colonists - he is single-handedly responsible for the 500-in-game-days achievement. Thanks to Vobbert for his years of testing, advising and moderating. Thanks to Boneidle, PatateNouille, Ardandal and Zeta-Primette for their longtime participation in the Discord. Thanks to Chicago for all the encouragement he gave us, and thanks to Bog for keeping our egos in check! Finally, thanks to the near 300 others that we sadly can't all name, but whose help has been very valuable. This is a big moment for Colony Survival. We hope the update provides you with many hours of entertainment. We're looking forward to hearing from you - on Discord, here in the comments and on the Steam Forum. We'd love to see the worlds you've made. Veel plezier in 0.9.0! Reddit // Twitter // YouTube // Website // Discord |
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I.) Things That Are Finished Outposts An improved version of the multiple-colonies idea from 0.7.0. New colonies were very much separated, requiring players to complete a separate tech tree and to start over nearly completely from scratch. If you wanted to bring items from colony A to colony B, you had to navigate a tedious trading UI. Outposts are the opposite. While they are physically in a different place, they are deeply connected with the main colony, automatically. They share scientific unlocks, and they automatically store items in, and take items from, the same stockpile as the main colony. Theyre not intended for distant exotic biomes - theyre intended to allow you to colonise and utilise the other side of the river. We believe the multiple-colonies idea from 0.7.0 to have failed somewhat. The systems were too convoluted to result in long-term engaging gameplay. Were hopeful that Outposts in 0.9.0 will fix that! From Points to the as of yet unnamed Currency Instead of giving items to colonists for Colony Points, spendable on upgrades in a specific UI, 0.9.0 has Currency, earned by selling items to a merchant. This currency can then be used to purchase items at that same merchant. This gives players more control, compared to the automatic distribution of meals and items that happens in 0.8, and it gives us a realistic way to give players access to outside items. In all previous versions of Colony Survival, the focus was on producing everything by yourself. In 0.9.0, you will be able to import vital goods and resources from the (distant, not visitable) outside world. This combines well with the Outposts. Vital resources can be restricted to locations like mountain tops and fens, and dont have to be directly accessible for your main colony. You will be able to purchase those resources, and later on you can build Outposts in these other locations to harvest those resources directly. Traps Static blocks that automatically attack monsters that walk in front, on top or below them. Weve already got multiple varieties, and want to add some more. These blocks have to be reloaded by a colonist working a job currently called the trap fixer. During the day, they wander around their job spot reloading nearby traps. Were strongly considering re-using this mechanic to allow people to build for example custom, functional libraries. Enhanced Crafting In all previous versions of Colony Survival, there were some tight restrictions on crafting. Producing any item couldnt cost more than 15 seconds, and the crafting time was determined per job, not per recipe. This means that in 0.8, all recipes at a single job necessarily share the same crafting time. A bullet and a gun cost equal time to make. Both restrictions are gone. So the bullet can cost 10 seconds to craft, while crafting a gun could cost 5 minutes. This allows us to make things a lot more realistic and sensible, it allows us to remove filler ingredients like copper parts & copper nails, and we can use it to encourage people to build bigger colonies and recruit more colonists. Threat from Science The amount of monsters that spawn per night, the threat level, was previously completely determined by the amount of colonists currently in your colony. This worked well to scale the threat with your progress, but it also disincentivized that very progress! It encouraged players to min-max, to make sure that every colonist was optimally efficient. It made the game very easy for experts who were good at that, and it made the game very difficult for newcomers who were running less efficient colonies. This has been changed completely. The threat level now mostly increases due to certain big steps in the tech tree. Instead of rewarding min-maxing, we want to reward players who expand, who build big colonies filled with colonists. Tool System Most workers now need tools to do their job. These tools eventually degrade, and workers will have to visit the tool shop to grab new ones. There are multiple different types of tools with varying effects on crafting speed and durability. The most primitive jobs cant use the most advanced tools, and some advanced tools dont function with primitive tools. Completely New and Restructured Jobs, Items and Tech Tree With all these changes to core gameplay mechanics the old items and recipes have become very outdated. We want to take advantage of all the new possibilities, and were doing that by completely restructuring the tech tree and adding lots of new jobs and items. Were now working with an Age Format. Currently, there is content from the Stone Age to the Iron Age. Elevators / People Movers Weve added infrastructure which players can use to move themselves to other locations quickly. Building the infrastructure is quite costly. Weve also enhanced gliders. Their previous incarnation was a bit weird and glitchy. It required players to do a vertical take-off, and then switch to gliding. The new glider is a lot more sensible: you build it on top of a roof, cliff or tower and when you enter it, its launched forward with some speed. Misc Many, many small things have been fixed and improved. The save format has been replaced with a SQLite database, which scales better, fixes some problems and helps prepare for cloud saving. Multithreading has been improved. Unity has been updated from the 2019 edition to the 2021 edition. NPC rendering has been redone, allowing for more animations and different NPC types more easily. Most jobs that worked in invisible squares now have actual meshes as job blocks. NPCs are way less likely to walk on top of their job blocks. The negative impact of torches on performance has been halved. Monsters now keep existing when reloading or restarting the game. II.) To-Do-List before Beta Release Late-game Content Currently, 0.8 content like the printing press and matchlock guns isnt in our dev build anymore. The 0.9 beta should cover at least all time periods that 0.8 did. The content that is currently in 0.9 ends rather abruptly, and that should become a nice transition to the later ages, from the invention of gunpowder to the mass adoption of the printing press. Were currently specifying all the necessary recipes, new jobs and scientific unlocks. Terrain Generator Changes The 0.9 content is planned with a new map in mind. Instead of enormous tiles with other resources hidden in very distant other tiles, the rare resources should be distributed much closer to the spawn. We want to use features like heaths and fens for that. Realistically, they occur relatively frequently and a bit randomly in temperate regions. They are easily recognizable, and they will hold unique resources like coal ore and sulphur. Changing the terrain generator makes older savegames unusable, so we want to finish that before releasing the beta. III.) To-Do-List before Public Release More Distinctive Monsters All monsters look quite alike, both in 0.8 and in the 0.9 dev build. We want to create new meshes for them so theyre easier to tell apart, and to more properly signify differences in strength and capabilities. Finalize the UI Quite some new features currently have rudimentary work-in-progress interfaces. These are obviously not release-ready and need to be improved. Incorporate Beta Feedback We dont know how youll feel about the beta and what youll encounter. Well probably need to balance some recipes and better clarify certain games in-game, based on your feedback. Perhaps we even need to alter, remove or add certain features. Well have to see! [hr][/hr] We hope this overview helps you understand our current position in the development cycle! Update 0.9 is a massive undertaking that pretty much deserves the title Colony Survival II, but we want to release it as a free update to everybody who has been supporting us during this Early Access journey. We cant wait to see your reactions and want to release the update as soon as possible, but we also want to make sure the update meets stringent quality standards. Were changing and removing some deeply ingrained systems and content, and we only want to release that publicly when we are 100% certain that 99% of the community considers the new content and systems at least 1.5 times as good as the old ones! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
The second problem needs some nuancing. Elevators are not meant for relatively small Bronze Age colonies that were started two hours ago. Its more of an end goal, for large and advanced colonies that are nearing the Renaissance Age. It has an iron frame because producing it is intended to consume large amounts of iron. With the elevator implemented, it was relatively easy to port this functionality to horizontal elevators. They are explicitly not trains: they can only travel in straight lines and they cant go up or down or navigate corners. But combined with elevators and gliders, they should simultaneously present a rewarding goal for large colonies, and a practical means of navigating between outposts. (For those who understandably havent read all blogs: weve implemented an Outpost Feature, allowing players to easily start nearby colonies that share the stockpile and science of the main colony. Its a bit similar to the multiple colonies from 0.7.0, but without all the tedious problems of having to start from scratch / having to set up complex UI trading rules / having to travel excruciating distances by foot) Weve also overhauled the glider. Instead of being a VTOL motorised plane with difficult controls, its now a way more intuitive device which actually glides. Players will now place a permanent Glider Launcher, which is able to launch a glider everytime the player approaches it. Of course, the best place to do so is on top of a large tower or hill - which youll be able to scale quickly with the help of an elevator. Heres a video of the full system in action: https://youtu.be/K3i80CEm-Z0 This might seem like a feature that is not connected to the core of 0.9.0, but it is. Colony Survival is all about growing and expanding your colony, but it needs to have a purpose. And it needs to be something more unique, more physical, than merely repetitive new items with even higher numbers. The game isnt fun if its an endless cycle of Monster with 100,000 HP appeared, unlock your 100,000 damage weapon now! Oh no, a monster with 1,000,000 HP appeared!. The later ages need to unlock new features that change the way you play and the way you build your colony. And these things need to sensibly require advanced technology and lots of colonists. Simultaneously, we also need better ways to navigate between Outposts, which are a crucial part of 0.9.0 and a significantly cheaper way to access precious resources. We think the Elevators and Glider Launchers fit these criteria perfectly. Im working on filling in the rest of the tech tree and re-integrating content like the muskets and the printing press. Were strongly looking forward to testing it and hopefully being able to open up the beta before Spring is over. Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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Fictional Red Bull X1 prototype: a racing car unconstrained by rules and regulations This cat-and-mouse game can be observed in a lot of places. Big companies can profit by disregarding the environment, the government implements rules to prevent this, companies find a loophole, etcetera. Here in the Netherlands, the government tried to reduce COVID infections by closing down pubs and restaurants. To circumvent these bans, people just started socializing with others at home. To prevent this, the government implemented a curfew: you werent allowed to walk the streets after 9PM. This problem was also solved quickly: many just started hosting sleepovers. Were noticing the same pattern in Colony Survival over and over again. We want to generate interesting challenges for players. A pressure to improve their defenses, or their food production, or their mining operation. Players want to overcome these challenges, but that means that we as developers have pretty much completely opposed incentives, compared to players. Players often want powerful melee guards that can stab to death monsters with spears - we dont want to add strong guards that dont consume ammo, because that would make so many other guards useless. Many players, myself included, build colonies with bed-seas. Rooms fully covered with beds, from wall to wall. Weve regularly been asked to introduce measures to prevent or at least disincentivize this. But how do we do that in a way thats intuitive for players, that doesnt result in an infinite cat-and-mouse game, and that is not too costly too program? We could demand that players leave one block of free space between beds, but that would result in similar bed warehouses, just with a slightly less optimal pattern. Theres no easy way to add constraints that would result in realistic, cosy, good-looking bedrooms. Another example. Its currently quite easy to guide the monsters to a certain entrance - often a big maze. Players mention they would like to see monsters that can break or scale your walls. We do see the appeal, but widely distributing such an ability would quickly lead to a new dominant strategy: just place guards along your entire wall, because you need to be able to defend from all angles. That seems more boring to me than fighting dumb monsters that can be guided along certain paths. Trapmaker and goldsmith, internal 0.9.0 dev build Last example: we want to offer better items to advanced colonies. Your reward for expansion and progress in the tech tree should be stronger weapons, better foods, and more valuable luxury items. But if theyre superior in all dimensions, players are pushed to replace the production chains of previous items, and it gets boring and annoying to continuously place and replace production chains. Thats why were striving to keep older items relevant later in the game, to make sure the optimal strategy isnt frustrating. But finding ways to offer continuous improvement without outdating earlier items is very hard! It feels a bit like were trying to stop water from flowing downhill. Every time we put a barrier in its path, it just finds the easiest way to flow around it. This is a persistent issue that returns again and again, both in Colony Survival and outside of it. Problems seem like they have an easy solution, but each solution has its own side-effects, often convincing us to choose to just tolerate the original problem. We hope this helps you understand that we do recognize quite a lot of problems and potential solutions, and why we chose not to implement certain apparently easy solutions. Things are complex, puzzle-designers and puzzle-solvers have quite conflicting goals, and wed like to prevent infinite cat-and-mouse games. We dont want to discourage offering suggestions! Theyve been very valuable in the past, and even if we cant directly implement them, they at least tell us where the bottlenecks are. Please keep doing so. And if the suggestions help deal with the dynamics above, they are extra useful. If you find these concepts interesting, you might want to read and Meditations on Moloch. If you're still interested after these walls of texts, jump into #serious on our Discord! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
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Early game traps could be placeable items that get triggered when monsters pass over them. These could be "damage-weapons" like bombs, but also things like caltrops or poison devices, to slow monsters down or to damage them over time. We're considering a dedicated "trapman"-job - a colonist who maintains and re-arms the traps. Later in the game, the trigger could be a separate item from the weapon, something like a pressure plate. You would be able to configure the pressure plate to only be sensitive towards certain enemies, and you'd have to connect it to a specific weapon. Traps enable a lot of new strategies. For example, at the very start of your monster funnel, you could have traps that poison and slow down the strongest monsters. At the end of your funnel, right before your banner, you could place a bunch of explosives. If your guards fail to kill any monsters, theyll be defeated by the bombs and you will be clearly notified that youll need to upgrade your defenses! It solves the player-control-over-prioritization problem in a relatively intuitive way, it prevents the guard menu from becoming too cluttered - it would be helpful in a myriad of ways! But is it the right solution? Should we keep exploring alternatives? Should we release 0.9.0 without traps and without trying to find an elegant solution for the problems mentioned above? Were probably going to make a definitive decision at the start of next week, so this is the right moment to give us some input. Let us know your opinion, its sincerely appreciated! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
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Theres something else that might be a bit repetitive to those whove read all previous blogs, but it was really noticeable to me this week. The biggest thing I personally was missing in Colony Survival was something I could really put my teeth into. I would hop from a relatively minor project to another relatively minor project - and then I had finished the tech tree. I wouldve built a big fort, I would have 350 colonists, I wouldve 50 builders & diggers available who could terraform the world into any shape I desired - but no grand purpose to put all of that to use. 0.7.0 was supposed to fix that with the New-Colonies-In-Other-Biomes idea. It works, but not in the satisfying way we hoped for. Your old colony makes a glider and a Colony Starter Kit, and thats it. Then you pretty much start over from scratch, with slightly different content. Its not a grand purpose for your original colony. While playing the 0.9.0 dev build, I've gotten convinced that well finally manage to implement that purpose successfully. Things feel more weighty. Items like leather and linen take a decent amount of time to craft, making them feel more valuable and incentivizing you to expand and put more workers in these jobs. I was at 50 colonists when I unlocked copper! Simultaneously, reaching 50 colonists is a lot less punishing, because colonists attract a lot less monsters in 0.9.0 (with monster attraction being partially shifted to tech unlocks) and them not requiring luxury items anymore. Youre also not forced to work through production chains that require a lot of random items any longer. Im really looking forward to building out the tech tree, right into the early modern period. It would be amazing to be able to properly reward players for building a city with 1000 colonists. Not just with an achievement, but with the gameplay actually requiring it and continuously rewarding you with new tech, new weapons and new jobs. That would truly be the grand purpose Ive been looking for for years now! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
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Bronze age trade wasn't one person organizing multiple colonies and trading between them. Maybe adding small NPC colonies that can trade rare resources in the early game before you can start expanding and getting those resources yourself? That does make sense. Most bronze-smelters, historically, would not have personally set up a tin outpost, they would have bought some from a trader. In 0.1.0, purchasing flax seeds with gold coins was a fundamental element of the game. It was a bit confusing because it worked like very other crafter, and it could benefit from a better interface. But having a good way to buy "outside goods" (and to sell to "outsiders"!) would be beneficial in many ways. It could be a way to give players access to more resources that aren't available in the first colony, at a cost. And it could incentivize players to produce certain goods on a large scale. We were already considering "MonsterForts", which would be custom built fortresses in other dimensions. With the other-dimension feature added, it would be relatively easy to add "friendly" fortresses as well. These could pretty much be NPC colonies! Perhaps you'd need to visit them to set up trade. NPC colonies have consistently been a very popular request, but we found it hard to imagine ways to add them, and to make them useful. We might be close to solving those problems! But eventually, players want to move beyond purchasing exotic resources, and they actually want to go out in the world and find these ores. How do players recognize them on the surface? Zun suggested that we might add caves and put the ores there. That could be a solution! Another idea is to generate deserted mining towns on the surface of significant ore deposits. It would work, but it would simultaneously imply that you live in some kind of post-apocalyptic scenario. That would be interesting, lore-wise. So, if bronze is rather difficult to produce in real life because tin is so scarce, what stops people from immediately moving to iron production? In-game, we could just require players to produce a lot of bronze to unlock iron, but we'd rather make it a bit more realistic. What exactly is difficult about iron production? Apparently, the temperature required to smelt iron is a lot higher, and reaching a temperature that is twice as high requires more than just a double amount of fuel. It requires different fuels and different furnaces. It's not just that. Iron ore is generally pretty unpure and needs to be refined before it's properly usable. If all these processes are done well, you get strong iron that doesn't rust quickly. But that's hard to do. Most early iron was probably brittle and rusted easily. It took a lot of experimenting to get it right. We're unsure about the best way to translate these realities into interesting gameplay. We've been thinking about having dynamic tools for jobs: for example, foresters could use different axes, with better axes being more durable and allowing for faster logging. Perhaps there'll be a similar thing for smelting, with 'dynamic' fuels, allowing players to choose different options for different results. But it's complicated and we haven't fully decided on one solution yet. If there are any experts on metallurgy, we'd love to have your help :D Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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These ores and the ability to (efficiently) grow certain crops should be spread out more organically. You shouldn't have to traverse large deserts or steppes for your first outpost. It should be a more natural expansion, fueled by the desire to gain "that resource just over there". This requires a new world with updated terrain generation. While we were making plans for the future, Zun has still been working on and releasing small patches for 0.8.1. The full details can be seen in #small-patch-changelogs on Discord, but here are the last three updates: Developing 0.9.0 will be a large project that's going to take a relatively long time. We do believe it's a good idea. The plans will make way better use of the large world. The game is able to support tens of thousands of colonists, but only rewards recruiting a couple of hundred. That's a lot of unused potential that 0.9.0 should take advantage of. We could've chosen a different direction, or focused on smaller updates, but we think this path ultimately will result in a better game, compared to the alternative paths. Zun has already started working on a savegame overhaul for 0.9.0, and we're expecting to start working on actual new features very soon! Op hoop van zegen! Reddit // Twitter // YouTube // Website // Discord |
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If you're determined to make "unprofitable" deliveries happen, you could manually raise the price of the desired item. A better way would be to improve your logistics though, for example by digging a canal and creating a trade route for ships. The Guilders aren't meant to create another level of complexity that has to be navigated by players. They are meant to take an intended level of complexity (realistic trade, with some possible deliveries being worthwhile and valuable but lots of other possible deliveries being a complete waste of colonist's scarce labor time) and to summarize that large set of data (production costs, delivery costs, ingredient value, end product value) and make it quickly and easily available for players, so they can more easily understand their colonies and make better choices. There are loads of other things I'd love to say about 0.9.0, but this is already relatively complex. We hope we've explained ourselves better now. We'd love to know whether this is clearer, and what you think of these ideas. Let us know in the comments or on Discord! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
In essence, these are all questions of efficiency. And thats kind of the point. With the introduction of realistic logistics, building an efficient, sensible layout for your colony becomes a lot more important. This should become a fun and engaging challenge, without being frustrating and tedious. While the automatic transport system in Kingdoms and Castles is very fun, it becomes more unwieldy in the later stages. It still works relatively well in that game, but the planned logistics in CS will involve larger distances and more complex production chains, without the benefits of a clear top-down view. I was deeply concerned that similar automatic systems would become irritating and opaque in CS. So I was trying to think of a system that would work well in our game. A clear, consistent system that would work for small and large colonies, on both small and long distances. One that would properly handle low-value and high-value items. Suddenly, I had an answer. Value! Money? Worth. Currency. Prices. Something in that direction. All the questions above are questions of value: is crafting time and transport time well spent? A Philippus goudgulden from Dordrecht, source Lets describe an example. Imagine weve got Guilders, coincidentally the pre-Euro Dutch currency with medieval origins. Lets say the average colonist works 300 seconds in a day and earns 30 Guilders with that labor. In this hypothetical example, a baker only needs wheat to bake bread. This costs the baker 20 seconds, which would translate to 2 Guilders of labor costs. The baker is situated next to stockpile Food Corner. Wheat is available from three stockpiles. Ten pieces of wheat are carried by one deliverer.
I've just written this example and have no ideas which stockpile is most cost-efficient, but some simple math should help us solve this problem.
It seems obvious that stockpile Seaside is the most optimal choice. But weve havent looked at the full picture yet. You, the player, could hand out contracts. Imagine youd pay 7.5 Guilder for one bread. With Seaside wheat (4.5 Guilder) plus the costs of the time of the baker (2 Guilder), the colony would have 6.5 Guilder costs for 7.5 Guilder worth of bread. One Guilder of profit for every bread! But with Next To The Walls wheat, the cost increases to 7.3 Guilder, removing nearly all profits. Last and least, with Very Fertile wheat, there isnt even a profit: 13 Guilder of costs for every bread. Next To The Walls wheat should only be used as a last resort, and it doesnt make any sense to haul Very Fertile wheat across the map. Perhaps making bread at all doesnt make a lot of sense: what if in a similar timespan, Luxury Meals can be made, worth 20 Guilder for only 5 Guilders of cost? 15 Guilders of profit makes 1 Guilder of profit look a lot less attractive. On the other hand, the results could be easily changed by some actions from the player. The contract for bread could be upped to 15 Guilders per bread, suddenly making even the Very Fertile wheat profitable. Raising the price of a contract would simultaneously raise the price of that product when it's used as an ingredient by colonists. This explains the differences in the price for wheat between the stockpiles from the example. The player could also improve the transport route from stockpile Very Fertile to stockpile Food Corner, with roads and bridges, a shipping route or rails. If this reduces the transport costs far enough, Very Fertile wheat would become the optimal choice. The idea isnt to force players to do all of these calculations. The costs should relate to sensible, in-game things. Everybody understands that placing smelters who need ores close to miners of these ores, reduces the delivery costs of these ores. It makes sense that delivering heavy items is more expensive than delivering small, light items. The colonists themselves should take the value of the products they are crafting, and the costs of ingredients and delivery, into account when making their choices. This will automatically focus them on doing efficient things, and will stop them from dragging resources across the map without serious benefits. The Guilder-value of your actions should be clearly communicated to players, without making managing a spreadsheet the core of your activities. We hope we can accomplish this, and love to have your opinion and input! To test our ideas, Zun has been building a simple 2D simulation. Last week, I asked whether you wanted to see some footage of the simulation, and there was definitely some interest. I made two short GIFs to showcase its features: A steady network in action Setting up a network Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
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As always, the update might contain hidden bugs. If new problems appear, please let us know and we'll try to fix them as soon as possible! Have fun with 0.7.5 :) Survey Results Previous blog explaining some biases present in survey data Last week, we asked you to participate in a survey. More than 500 of you did so! Thanks a lot, the results are very useful, and we'll discuss the most prominent ones here. First of all - how are you doing? A vast majority of you are doing well, which is great to hear! We hope that those of you who didn't feel well feel a lot better this week. Next up: what things have you done surrounding Colony Survival? A large majority has played more than 50 hours, which is pretty amazing! Despite that, a smaller proportion has reached the glider and the colonization of distant areas. Only a small minority has left a Steam Review or a comment here or on the other channels. Which makes sense - I've completed plenty of surveys on places where I've never left a comment myself. Thanks, silent majority :) (Lots of thanks to the reviewers and commenters as well, of course!) Next question: what's a fair price for Colony Survival? $20 is seen as reasonable by the majority but is skewed a bit to "cheap" - $25 is seen as reasonable as well but is skewed towards "expensive". $22.50 seems to be "precisely reasonable". After over three years of updates and inflation, we're seriously considering to slightly increase the price of the game. If we're reading these results correctly, a majority of you would consider that to be pretty reasonable. "High price, frequent discount" is a common strategy for lots of games, but it doesn't seem to have a lot of support among consumers. That doesn't mean you hate all discounts though, there seems to be quite a lot of support for a discount now and then. Our last discount was back in the middle of 2018. Since then, we've added a lot of new features and done a lot of polishing, and with the next couple of updates, the game should be even more fun and intuitive for new and old players alike. We might try to get a boost of new players by holding a bit more frequent discounts in the future. To get a sense of the biggest problem in CS, the area where improvement is the most beneficial, we divided up potentil development in five areas. To explain what these areas roughly are, we wrote a metaphor about a racing game. Here's that metaphor: The results to that question were very clear and interesting! It seems very clear that the "hook" question is the area that deserves the most attention. The next update should contain a major change in that area. In last week's blog, we talked about a plan to fundamentally overhaul the happiness system. That plan has gotten a lot more serious and will probably be implemented! It's not set in stone yet, so this is a great moment to voice your considerations :) Veel plezier in 0.7.5! Reddit // Twitter // YouTube // Website // Discord |
With the release of 0.7.5 being very close, we've started pondering about our next plans again. We'd love to have your input, so we've organized another Survey, and we'd really appreciate it if you'd participate :) We're thinking about fundamentally restructuring two core systems: science/the tech tree, and the happiness system. We're unsure about the precise solution and are debating many solutions. The current happiness system gives a fixed reward for giving the (varying!) amount of colonists a certain amount of each happiness item. E.g., 20 happiness for providing each colonist with a candle per day. As you recruit more colonists, unhappiness due to overpopulation rises, while the amount of candles consumed per day grows. The reward, 20 happiness, doesn't change though. This requires players to continuously seek for new, better happiness items and to discard old ones. In practice, this is a complex system that's not very intuitive or realistic. The continuously shifting balances and cost/reward-ratios aren't very clear. We could work very hard to make the Happiness-interface clearer, but another option is to make the mechanic itself more sensible and easier to understand. A potential option is removing unhappiness, and giving players a fixed reward for each distributed happiness item. E.g., one candle distributed to a colonist = +1 "HAP". As you boost your production and recruit more colonists, the amount of HAPs received grows rapidly. HAPs could be integrated into many parts of the gameplay: recruiting colonists could cost HAPs, just like unlocking new tech or crafting a Colony Starter Kit. Perhaps there's even a mechanic that allows you to kill large amounts of monsters in an emergency which would cost large amount of HAPs. I believe this would be more intuitive and more rewarding than the current system, but we'd love to have your opinion! Bedankt voor het lezen en het meedoen aan het onderzoek :) Reddit // Twitter // YouTube // Website // Discord |
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The update contains a long list of other changes. Some are minor optimizations, some are small tweaks too tiny to mention, some are fixes for problems that only occur in specific set-ups which wont be visible to the majority of players. Hopefully, 0.7.4 wont introduce any new problems - but it probably does. It has been tested, but small problems might always slip through the cracks. If you notice something out of the ordinary, please let us know! Were ready to release a hotfix 0.7.4.1 if its necessary. Heel veel plezier met 0.7.4! (It rhymes) Reddit // Twitter // YouTube // Website // Discord |
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We havent found the perfect system to accomplish that yet, but suggestions for suggestions-systems are welcome! ;) Theres one very frequent suggestion wed like to discuss in this blog, and its NPC colonies. Weve thought about it a lot, and its a very complex topic. Id like to start with linking back to Friday Blog 74 - Edge Cases. At the end, I quoted Von Clausewitz, and that neatly summarizes the blog in two lines: Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War.. Years ago, NPC colonies seemed very intuitive to me as well. Weve got AI farmers, AI guards, AI miners and AI crafters. How hard could it be to spawn some buildings randomly in the world, and populate them with these AI colonists? You could even develop multiple stages of each colony, and make new buildings and colonists appear when things go well - and the opposite as well. But having them merely as scenery that you cant interact with is pretty boring. It should be connected to the main gameplay: you should be able to overwhelm their defenses with an army of your own, to break through their walls and plunder their stockpiles. But implementing that is going to be very hard. It makes me fantasize about real life medieval sieges with trebuchets and armies scaling the walls, but its not going to look like that. Players have the ability to very quickly build walls and dig tunnels. And without gravity, structural integrity concerns and supply line considerations to limit their effectiveness, efficient assaults are going to look nothing like real life, because the world of Colony Survival is too far removed from real life. So apart from adding the core features of NPC colonies existing, were also going to have to do a lot of work to add new features to make interacting with them fun and engaging. True warfare would be very difficult, but weve also thought of having NPC colonies with just some more abstract trading/diplomacy features. But that would turn the actual colony itself primarily into a fancy (and expensive in terms of development time) backdrop for a trading/diplomacy interface. And if theres one thing weve decided on, due to experiences with 0.7.0, and World of Warcraft, and VR, is that we dont want to invest heavily into UI features anymore. Yes, UI is necessary, and the UI that we have should be streamlined and intuitive and as beautiful as we can manage. Were working on that right now. But the best gameplay has you acting in the real (in-game) world, creating similarly real consequences. Construct a building with your own hands, go to the physical place where you want a worker to be, place a job block, and watch a colonist actually move to that location in your own 3D world. Such actions are the core of what makes Colony Survival fun to play. We want to add features that augment and improve that, not add mostly separate stuff that in practice consists out of 90% clicking through UI menus. So although we can imagine awesome sieges against NPC colonies (we love Total War games, especially the older ones!), implementing that properly is nearly impossible and very, very difficult. Itll take years and wed still have a sizable chance of not succeeding as well as wed like. Instead of taking that risk for a non-core feature, wed rather improve the current gameplay to its maximum potential, in smaller steps. We hope that makes sense! Wed love to have your opinion. Is there any other common suggestion that you would like to hear our detailed opinion about? Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
Its a subtle improvement, but it should make the game both more intuitive and feel more professional :) The major changes of 0.7.4 are finished now. Were stitching it up again. Zuns testing the game on Mac & Linux, and the updated eye adaptation seems to be wonky on Linux right now. Hes also got to check mods, and the way the game handles outdated ones. Were expecting this to take roughly two weeks, and hopefully the update will be released then! Politics on Discord Since shortly after the release of the game, weve hosted a Discord server, and we feel like it has been tremendously helpful. It has led to a lot of insightful discussions about the game and weve received hundreds of bug reports there. Some people have stuck around for years, even when they werent playing Colony Survival very actively anymore, and weve got to know them a bit more personally. Thats why weve also got off-topic channels, to discuss topics that arent directly related to the game (although anything could potentially lead to new features!). 2020 has been an intense year, with a deadly virus, deadly police brutality and deadly riots. This has led to some heated debates, which have caused more frequent discussions about our moderation policies. How best to deal with this? Weve discussed multiple solutions. A.) Ban Politics Its a relatively common suggestion. Politics can be quite inflammatory, and apparently, many other Discord servers forbid the discussion of it. But to us, this seems quite impractical. Take for example COVID-19 and climate change. These are subjects that have been politicized. Sharing any facts related to these topics could be construed as being in favor of or opposed to certain policies. This means wed have to ban any discussion of these topics. And the full list of topics that would have to be banned would be endless, because nearly any topic is tangentially related to politics. B.) Ban a list of Controversial Subjects So it seems its not practical to ban all political subjects. But not all political subjects are highly controversial! So we could ban only the controversial ones. But making that list of controversial subjects would be extremely subjective. Were Dutch, and whats controversial here isnt controversial in the USA, and vice versa. Every nation, every group, every individual has a list of subjects they consider to be controversial. Even relatively simple things like facemasks have become controversial! So The List of Banned Controversial Subjects would be very controversial and subjective itself, and will dissatisfy a lot of people. C.) Ban Partisanship Over the years, weve seen and moderated a lot of discussions. Weve seen debates about tricky, complicated subjects go very well. Weve seen debates about very benign topics go completely wrong and turn hostile. Of course, stay respectful of the people youre debating with is the foremost rule that prevents discussions from turning sour. But weve noticed something else that strongly correlates with debates going wrong. If we had to explain that thing in one word it would be partisanship. Especially in the US, many topics are tied to political parties, and each party is connected to a long range of judgements. Youd like to see more affordable healthcare? You must be a Democrat, and thus youre an evil commie who will lead the country to totalitarianism and collapse. Youre critical of unlimited immigration? You must be a Republican, and thus youre a fascist nazi who wants to physically abuse all minorities. Perhaps the other person actually does support that party, and perhaps giving that party power will indeed lead to bad outcomes. But weve now seen both sides vilify the other side plenty of times while skipping over actual, practical topics. That vilification itself, that refusal to talk about the details of complicated topics, seems to be the main problem leading towards bad outcomes. Words often dont mean what they mean at face value. We say things not merely to communicate the spoken facts, but to signal allegiance to X or opposition to Y. We say things, not because they are true, but to make friends - and enemies! And thats how we tend to interpret things as well. When somebody is critical, were quick to assume they dislike us. So this partisanship and tribalism comes to us humans very naturally. But that doesnt mean weve got to give in to these feelings, or avoid triggering them in all circumstances. We think the best approach to moderating our off-topic channels is to encourage some maturity, not to ban specific subjects. When youre discussing sensitive topics and run in some opposition, dont talk or read in the way mentioned in the paragraph above. Stick to the facts. When somebody advocates violence or extremely disturbed things, ping us, moderators and admins. But for other topics: dont read too much into it. Dont assume whats not stated. Dont widen the discussion to how you think their side is always wrong and immoral. Debate the specifics of the issue itself. When the guidelines above are followed by both sides, debates tend to stay relatively objective and respectful, and both active participants and passive readers learn something. But when these principles are ignored, things tend to escalate quickly towards a completely unproductive, unfun, hostile situation. In the last few weeks, weve tried to nip partisanship in the bud, whenever it occurs, from all sides of the political spectrum. This has displeased people both on the left nd on the right, so we feel like were acting pretty reasonably. We hope we can foster a culture of rationally and respectfully debating the facts on the ground", instead of hosting an ideological WW1-battlefield. This is a very complex topic, and political depolarization isnt something we as a culture seem to have figured out yet, so all of your feedback is welcome! Here are three useful articles that weve based our policies on: Reporting the Results of the Reality Die and the Tragedy of the Green Rationalists You need more Buckets Feel free to skip towards Part 2: Simulacrum Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
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B.) Meta-levels but this time its different Theres still something like the meta-level that has to be increased, but instead of just using regular Data-Science-Bags-thingies, youll have to use resources/currencies that are only earned by specific tasks like slaughtering monsters and distributing happiness items. Players can voluntarily increase and decrease the size of monster attacks. If they want to improve at a decent pace, theyll have to choose to fight relatively large monster attacks. Pros
Cons
C.) A more indirect way like pollution Factorio has a complex system where the monster threat is connected to pollution. As you increase the size of the factory and keep it running for hours and hours, the pollution slowly spreads across the map, triggering more and more alien colonies to send attackers in your direction. We could connect the challenges in CS to something else in such an indirect way as well. Pros
Cons
We havent found a perfect system yet, so were still pondering and discussing the subject. Wed love to have your opinion about the systems mentioned above, and if youve got a better idea, please share it! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
As talked about before, we want to change this dramatically. Its a major overhaul so were still thinking and debating about the details. One thing we keep mentioning again and again in our discussions is exponential. Youve probably noticed that your expansion accelerates as you keep playing the game. Going from 0 to 50 colonists takes longer than going from 300 to 350 colonists. This is one source of exponential progress. But we also want to introduce industrial tech that speeds up your production, and we want to add the Repeating Scientist who can boost the efficiency of certain jobs over and over again. This means that youll be able to dramatically expand your production. That leads to a pretty difficult problem. We need to find a useful, consistent goal for these enormous capabilities. Something that is relevant both before and after the industrial revolution. Here are a couple of the things were thinking about: Textiles Textiles were a key industry during the industrial revolution. They were obviously important before that period though, and still highly useful today. Currently, making a piece of cloth in Colony Survival goes very quickly, and it has only limited usefulness. We want to make the initial cost of a piece of cloth a lot higher (but with the ability to improve your production) while requiring more of it in your production chains. Steel precision parts Humans have used metals in general and iron in specific for a very long time. Steel is an alloy of iron and carbon that in real life is hard to produce on a large scale - it also took until the industrial revolution until that was possible, although it was invented a lot earlier. We want to make the process of developing steel in Colony Survival more difficult and expensive as well. Large amounts of it will be necessary to develop industrial machines. Another part of the metalworking problem is making precision parts. Think of the complex machinery in clocks and guns. This is something else that we can make more expensive in the beginning, but with the possibility to scale it up dramatically with tools like the lathe. Data The production and sharing of data is something that has been growing on an exponential scale for a very long time now. Just look at this graph of the production of printed books a couple of centuries ago: Source But thats not a trend that is over, were still in the middle of rapid exponential progress. Heres a graph of the current growth in digital data: Source We hope were able to combine these trends into a satisfying long term gameplay loop in Colony Survival. Instead of jumping from one disjointed part of the tech tree to another with completely different requirements, and completing all useful science with only 120 colonists, we want to make it so that theres a satisfying path of continuously expanding production - producing lots of textiles for lots of colonists who use many hundreds of complex, expensive machines that assist in the production of more of these machines and in the production of lots of data, which can be used to improve the colony as a whole. We hope this sounds as good to you as it does to us! At the moment, these are still plans, not things we're currently working on. We're still busy improving the interface. Here are two work-in-progress screenshots of changed menus: Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
Let us know how you feel about these plans and the screenshot with the updated UI! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
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Every problem mentioned above is something were striving to improve. The gameplay should keep being rewarding after youve unlocked matchlock guns. Weve talked about industrial content before and were still convinced that that could be a lot of fun. But we dont want industrial content to just be retextured old jobs with some new copy-pasted items, like an industrial meal that offers even more happiness and calories. It also shouldnt feel like youre constantly forced to switch to a new random collection of messy items. Currently, the cook is a bit like that, with a huge list of required items (honey, cabbages, chicken meat, olive oil, etc, etc). So we need to make things concise and a bit predictable without the game becoming repetitive. Thats why we think the Industrial Update should rest on two main pillars. Repeating Science Thats the first pillar. Currently, the tech tree contains both fundamental unlocks like the wheat farmer, and repeating progress like the health upgrades, the banner range, and the increasing size of the digger zone. We think its wise to split these up. The scientist with his science bags and specific ingredients will focus completely on the fundamental unlocks. But there should be a new job, for now called the Repeating Scientist. He should have a list of researches that can be improved incrementally. This could include the things mentioned above divided up in more steps, but also new ones like +1 Permanent Happiness, or -1 Monster per Night, -1% Reload Time / +1 % Damage for Guard Type X/Y/Z, +1% Productivity for Miners/Farmers/Crafters. Instead of requiring new resources every new level, the Repeating Scientist should use something more consistent. For now, well call it Data. Every level requires data, but the quantity should grow exponentially. So the first +1 Permanent Happiness could cost 100 Data, but the second one 200, the third one 400, then 800, then 1600, then 3200, and so on. So players will have to grow their colony and scale up their Data Production to keep up with the demands of the Repeating Scientist. Luckily, this is also something we have done and are doing IRL. From clay tablets, to wax tablets, to handwritten books, to the printing press, to punch cards, to vacuum tubes, to modern computers: our capacity to store and transmit data has grown enormously. Allowing people to repeat this process in-game and to continuously choose their own rewards for it sounds like a good idea. Data production could require lots of colonists. Just look at the images of human computers. And even the data centers of the 1960s are still crewed by a lot of workers - and then we arent even talking about all the invisible infrastructure in manufacturing these machines and providing them with electricity. New Features: Transporting Fluids and Electricity Manufacturing and using these modern machines shouldnt be a reskin of older jobs. It should introduce new challenges - and wed prefer challenges in building to challenges in navigating the UI to balance lots of items. Were thinking about pipes that can transmit fluids from storage tanks to machines and vice versa (sorry, no awesome freeform fluid dynamics planned, thisll be more like the pipes in Factorio), and these could be fluids like water (hopefully with a modifiable temperature), oil and perhaps even things like acids for special processes. Imagine a large, multi-block machine that requires you to connect pipes with oil and water to generate electricity, and then building a cable from that machine to your data center to operate lots of primitive, clunky computers that are being operated to produce data for your Repeating Scientist. We think that could be a very interesting challenge that is both fun for the player nd provides a good reason to recruit many hundreds of extra colonists (which is a challenge itself that can be made a bit easier with the Repeating Scientist). Pipes and trains in mods by Pandaros Your Opinion? Now of course, the Industrial Update shouldnt solely be this. We want to integrate it nicely with the rest of the game - there should also be guards with industrial weapons and you should be able to produce and distribute industrial happiness items. Eventually, there should also be industrial monsters and industrial transport. And the transition from the current content to industrial content should be smooth instead of sudden. Assuming we succeed in doing that - do you think this would be a good course for future development? Do you agree with our observations at the start of the blog? Or has working on this game for 7 years made us blind to the experience and demands of regular players? Let us know, here or on Discord! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
A category like stockpile contains a long, long list of items. To help you find exactly what you want, weve added a search bar to the statistics menu. But instead of merely using it to find items with a name that matches your search term, we wanted to give players some extra tools to find exactly what they want. Thats why its now possible to enter commands into the search bar. You can use ># and <# to only select items with an item count above or below a certain threshold. For example, just typing >10 into the search bar will filter all items that number 9 or less out of the list. The command cat: can be used to display items from a certain category. Typing cat:food will result in a list of all items related to food production. All of these commands can be combined. So cat:food >10 <100 is a valid command that will result in a list of all food-related items with an item count between 10 and 100. For the categories food and luxury there is an alternative command, is:. While cat:food returns all food-related items, is:food returns only edible items. Heres a list of all categories: seed - decorative - leaves - essential - grass - planks - job - bees - bricks - carpet - cobblestone - iron - lantern - stairs - colonykits - flower - ingredient - edible - luxury - weapon - combat - ammo - bronze - fuel - tropics - raw - copper - cotton - new world - transport - gold - linen - far east - sciencebag - silver - steel These commands can be used in both search bars: the one in the stockpile, and the one in the statistics menu. To notify new users about their existence, weve added a couple of buttons to the stockpile where important categories can be selected by clicking a button. Clicking the food button will automatically enter cat:food into the search bar. Weve also thought about mods. Mod items function identically to vanilla items, so they should automatically appear in the statistics menu. Its also possible for modders to add completely new categories of statistics! Last and probably least, theres a list of minor changes to the game. A visible one is a change to the job squares of guards; the job squares of night guards are slightly darker now. For a complete overview of all changes, check the in-game changelog! The statistics menu is a large, complex feature and wed love to know how its working for you. Is it intuitive? Are there bugs? Are you missing certain functionalities? Let us know! Were on standby, and well be reading all comments; here on Steam, on Discord, on Reddit and Twitter. If something needs fixing, well try to accomplish it as soon as possible. Veel plezier in 0.7.3! :D Reddit // Twitter // YouTube // Website // Discord |
All these improvements to the UI should make the content that's currently in-game a lot more accessible. We feel like 0.7.0 was a bit of an unstable house of cards, and 0.7.6 should be a stable platform before we can once again start adding new jobs, features and items! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
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Currently, VR is getting more and more popular every year - see the graph of player counts in VR-games below. With VR headsets getting better and more affordable in the future, and with more and more great quality VR games becoming available, we expect this trend to keep going and accelerating for a pretty long time. The huge peak at the end is the release of Half-Life Alyx Ive already tried to get my Valve Index to work with Unity, the engine were using for Colony Survival. This was really easy to accomplish. If its possible to add decent VR support to CS within 2-3 months of development time, we think its worth it and will do it in the future. Theres a fair chance our next project will be a VR compatible game! Now, please dont interpret this as theyre going to focus on a niche market thats not relevant to me. CS is currently 7 years old, and we dont think well shift our focus to a new project before at a minimum 2023. That means that our next project might have a release date of 2028-2030. Thats probably a very different time from now. If a large majority of our playerbase owns a VR headset by then, and VR+hand tracking offers so many advantages and new possibilities, it seems very sensible to develop for VR. At the very least, its an exciting technology that deserves consideration and experimentation! Whats your opinion of VR? Do you already own a VR headset, and if you dont, do you think youll buy one eventually? What would you think of CS VR or our next project being in VR? Let us know in the comments or on Discord! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
Once these things are done, we will release 0.7.3! Image above is currently in-game, image below is an imperfect mock-up in Photoshop. The sentence that is lost in the second image should be visible in a tooltip. While Zun is working on the statistics, Im creating detailed mock-ups for a big revamp of the interface. We were always pretty utilitarian guys. If it works, it works, and it doesnt matter too much how it looks. But lately, Ive noticed how my preferences are changing. Ive been playing more other games, and Im drawn to games with smooth, intuitive UIs and a bit repulsed by complex, unwieldy ones. Just take a look at this trailer: https://www.youtube.com/watch?v=CcF9V-0l2P0 Im not really into wine or winemaking but just look at how smooth and beautiful the graphics and the UI are! A couple of weeks ago I mainly thought our UI needed some shading, a couple of textures and fancier, consistent buttons and sliders, but Hundred Days proves me wrong completely. Theyve got a very minimalistic UI with flat colors, but it looks very professional and intuitive. An important difference between our UI and theirs seems to be categorization? Our brains only have limited processing power, so when we look at a new menu, we cant instantly read and comprehend all the text and icons. When all the options and info are all just thrown into your face without clear categorization, you have got to do the processing to determine what is what. Which options are important, what should you read and what can be safely ignored for now? Its not clear, so youve got to think. A better UI removes a lot of the required processing. It visually distinguishes between more and less important options and texts. A different kind of description is a different size/color/etcetera, making it instantly clear that youre looking at different things. While thats certainly an aesthetic upgrade, it isnt merely aesthetic. It fundamentally improves the ease and joy of playing the game. So were taking a long and hard look at the UI and in the update after statistics, itll be changed pretty radically! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
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Statistics Work on statistics has continued, and weve made good progress. A new algorithm is used to generate the lines, which makes them much more smooth and less pixelated. Theres an option to show only deltas - which means youll see relative changes to the stockpile instead of only the total number of items in the stockpile. Theres also a new system where you can highlight specific items by hovering over time. Last but not least, Zun did some massive refactoring to prepare the graph for other kinds of data different than # in stockpile - data like happiness. Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
So theres still plenty of work to do, but that should result in a very useful Statistics Menu! Mock-up, not functional yet [Colony Survival news ends here] Virtual Reality The fundamentals of hardware for gaming havent changed in at least twenty years. Youre going to need a keyboard & mouse or a controller and a stationary rectangular screen, and thats it. There have been all kinds of attempts to innovate like Wii-style motion controllers, Kinect and 3D screens, but these trends have stayed small or even died down again. There have been attempts to introduce VR headsets for a long time now, but they never seemed to gain a lot of traction. They had all kinds of problems: they were expensive, the resolution was low, in-game movement was difficult and resulted in motion sickness, there was too much lag. And there was a problematic vicious cycle: because barely anybody owned VR headsets, there was a shortage of decent VR games, and because of that shortage of games, nobody bought VR headsets. But we might be reaching the knee of the curve, and VR might become a lot more popular in the coming years. 2019 saw the release of popular VR-only games like Boneworks and Beat Saber, and in ten days Half-Life: Alyx will release. Last Monday, the Valve Index, Valves new VR headset, became available for purchase in Europe [again, apparently, after earlier stock was depleted a couple of months ago]. I instantly tried to order one, but the product is so popular that I was put on a waiting list. The shipping time seems to regularly change between 2-4 weeks and 8-10 weeks, so theres no telling when I will finally be able to use it, but Im really looking forward to it. The implications of VR are more than just strapping a screen to your face. Nearly all (traditional, non-VR) first person games work by letting you rotate the camera with your mouse, and allowing you to interact with the thing in the center of your screen. And that interaction is nearly always constrained to pressing a handful of mouse buttons and keys like LMB and F. Now, dont read this as criticism of Arma - I love it tremendously and will purchase the $100 Deluxe Edition of Arma IV as soon as its available for pre-order. But Arma is a great example of what happens when you want a complex world with many options with traditional hardware. When you want to open a door, youve got to look at it, press a button, and select the right option from a list. Its not very natural, intuitive or smooth. (Hardcore Arma fans will correct me that there are shortcuts, and thats probably true, but the core of the problem remains) The Valve Index comes with two motion controllers that track their locations in 3D space, and they know with which fingers youre touching them. This means that you gain a lot of the freedom of motion youve got in real life. You dont have to look at the thing you want to interact with: you can look to the left while firing at a zombie to the right. And instead of reducing interactions to mere button presses, you can do things like a physical grabbing motion in real life which will be correctly repeated in-game. This opens up a lot of new gaming possibilities. Dont expect instant VR-support for Colony Survival. This is a long-term thing. We started working on this current project in 2013 - so our first VR-product might be a 2027 thing. Covid-19 Two weeks ago, we wrote quite extensively about the new Coronavirus. We worried about it a lot that week, and we felt like we were an outlier in a world that wasnt really concerned. Well, today everyone seems to be very worried, so writing about our own worries here doesnt really add much. Some statistics for posteritys sake:
The amount of infections and the consequences for events, the economy and daily life are rapidly growing. Luckily, governments and other organizations are taking measures, and countries like South Korea show that these can be highly effective. We wish all of you good luck and good health. Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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Bedankt voor het lezen :) Reddit // Twitter // YouTube // Website // Discord |
New Hobby So our hobby, gaming, has become our work. Time to find a new hobby! ;) And of course my new hobby is very relevant to my job as well: I suddenly found myself interested in building and painting miniatures. You probably know about these plastic building sets for tanks and planes that youve got to assemble and paint yourself. For a long time, I didnt really see the appeal of it. And then, YouTube started recommending videos of experienced model builders. https://youtu.be/9qJ6Q-mSaeQ I was stunned by the results builders could achieve. The plane in the video above doesnt look like a cheap plastic model, it looks like a true plane with metal parts which has been used thoroughly. And then my eye fell on the next step of the process: building realistic dioramas for the models. https://youtu.be/4P5GSDNpExQ I didnt know stuff like this was possible. Apparently, theyve developed all kinds of special paints that can simulate mud, leaked fuels, rust and all the other things that affect objects IRL. Combine these with a realistic model and skill, and you get very impressive results. Ive ordered a couple of models and different paints plus some tools, and plan to be spending my weekend building and painting :) As I said before, I am responsible for the textures/models in CS, but Im not a trained (or talented :P) artist. The things I spent most of my time focusing on was learning the technical details of software like Photoshop and Blender. My experience with photography was very useful - I knew a bit about composition, color and Photoshop. But capturing existing landscapes and objects is very different from creating one from scratch, and thats my job now. Model builders face the same problem, and learning about their approach has already taught me a lot about why objects IRL look how they do. I expect and hope that practicing with building and painting models IRL will teach me useful stuff that I can use when making digital objects. If you have got some experience with model building, feel free to give me advice on Discord :D Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
We dont want to do all of this in one update, we dont want to make you wait that long again. So expect 0.7.3, 0.7.4, 0.7.5 and maybe more 0.7.X updates with interface updates. All these changes should have a big impact in regards to reducing complexity for new players! End complexity in the graph is slightly lower for 0.7.X than it is for 0.7.0. The sole reason for that should be more intuitive interfaces, were not removing features or mechanics! When the current content is in optimal form, wed like to start adding new content again. The theme will probably be the industrial era. It should add to the depth of the game with new mechanics like electricity, pipes and multiple-block/multiple-colonist jobs. Heres what 0.8.0 should look like on the graph: We think this is the best strategy for the future of Colony Survival. It should make the game accessible for a bigger group of gamers, while simultaneously giving veterans more tools to play with and expanding how long the game can be played for. But of course, were imperfect and we might be making a big mistake. So let us know your opinion about these plans! This Week It was a bit of a weird week, stretched over two decades. We did take some time off, but Zun still managed some very productive days. He's still working on the lighting. For now, only light sources like torches, lanterns and furnaces have changed. I can't wait to see what happens when the sun and moon get floodfill lighting! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
Last Week Zun has kept working on the floodfill lighting described in last weeks blog. The system doesnt work for sunlight/moonlight yet, but it does for torches and lanterns! Weve got some Work-in-Progress pictures we can share. Ambient lighting is turned off here, making for example the outside look a lot more dark than it's supposed to be. Heres the first example: Fullscreen The overall look hasnt changed dramatically. Some surfaces are significantly brighter in the floodfill example, and we think thats an improvement - we complained about the harsh shadows in the last blog. To get this to work, things like normal mapping also had to be reconfigured. If you open the image fullscreen and look at the details, you can spot some noticeable differences. In general, things feel smoother and better to us, but wed love to have your opinion! Fullscreen Changes are way more dramatic here. Theres way more light leaving the house. It makes sense for light to get out of the windows and door, but the light bleeding through the roof is a bit strange. In general, we like the change, but were still tweaking things, and once the sun and moon use floodfill as well it should look very different again! This system should give us more control over light and everything that interacts with it - making things like better water shaders and transparency easier to do. Sadly, its going to take until the next decade before any of this is realized. Luckily, the next decade is in a couple of days :D Thanks for reading these blogs, we hope you had a Merry Christmas and we wish you an amazing 2020! Reddit // Twitter // YouTube // Website // Discord |
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I did run into some persistent shadow issues that we haven't been able to figure out this week. They're most obvious in the last GIF. If anybody knows a solution, I'd love to know! Finally, the Half-Life Alyx trailer released this week! Here is the video: https://www.youtube.com/watch?v=O2W0N3uKXmo It looks like a revolutionairy and impressive experience. The way you can use your hands to grab and manipulate objects and to shoot looks very intuitive. There's one problem that makes us hesitant in regards to VR. In VR, you can do some limited moving around by physically walking through your room. But my room is a bit smaller than for example Los Santos in GTAV, or the pretty much infinite world of Colony Survival. Which would require you to still use buttons/joysticks to move around, but that might be jarring in VR. Nearly all of the gameplay scenes in the trailer are stationairy, or at least confined to an area of a couple of square meters. There is no walking through long streets, no climbing stairs, no running through corridors. And in most games, such activities are essential. That might be a coincedence, but it might also indicate that movement is still problematic. So that makes us feel uncertain about the future of VR. Perhaps the issue is fixed, and VR becomes as essential to gaming as the mouse, or as color is for movies. Perhaps VR will create entirely new genres of games, causing regular gaming and VR gaming to coexist for a long time, like flight simulator games that require flightsticks. Or last and least, VR is mostly a gimmick that will decline in the future, like 3D movies or the Kinect. We'll see! We'd love to have your opinion. Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
After some fruitful hours, I even got the projectile enemies to work! But trying to add a fancy explosion effect ruined the entire project. I tried to redo it in standard Unity instead of the High Definition Render Pipeline, but it looked and worked a lot worse.
There's another exciting thing we learned this week, that should hopefully boost our development output in the future. A company called Quixel has created Megascans, a library of detailed textures that can be easily used in both games and renderers. They've also got related software that helps customize, mix and apply these textures. Here's a video with details: https://youtu.be/BfbNlk-QCfs In the past, using this library was pretty expensive, and we were afraid that it might not be as useful in our specific case as we hoped. This week, they released the news that they were acquired by Epic Games. The tools for customizing and applying textures will become free for everybody, and the Megascans library will be free for use with the Unreal Engine. I'm planning to experiment with that in the near future, and if the tools are as useful as they look we might be able to use them to improve the textures in Colony Survival! Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord |
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The examples above are highly related to last week's blog. Games should be challenging, but creating the right challenge is very hard. Every individual is different, with different amounts of game experience, different preferences and different time constraints. What's challenging for one person might be too boring for someone else. Zun and I feel like we're stuck in the middle. We've played lots of games in the past twenty years, so many popular AAA titles aren't that interesting for us. "We've done it all before", and a generic third person action game with some looting and crafting doesn't show us anything we haven't seen before. Many of these games are aimed at more casual audiences, with a tutorial streteched over hours of intro. We've got a hard time getting through that. Luckily, there are indie games with ambitious goals. While they may contain more depth and more unique gameplay mechanics, they quite often suffer from bugs / performance issues / bad UI design / lack of a decent tutorial, making it very hard to get into them. That's one of the reasons that pushed us in the direction of game development - we had a hard time finding the games we wanted to play. Now, we don't want to imply that all games are bad or that Colony Survival is perfect. Metal Gear Solid, Rainbow Six Siege, Factorio, Kerbal Space Program and 7 Billon Humans are all great games. But I believe there's plenty of room for more games with unique gameplay mechanics, great depth nd an intuitive UI / tutorial / intro that makes getting into the game smooth! Which games do you love and recommend? Let us know in the comments or on Discord, and don't forget to participate in the survey! Bedankt voor het lezen :) Reddit // Twitter // YouTube // Website // Discord |
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[Zun is in week 1 of his 3,5 week holiday in Japan - making this blog an intercontinental collaboration!] |
If anyone else is on the same road, please join our Discord and tag me! Reddit // Twitter // YouTube // Website // Discord |
Group 2 is probably the majority of those who've tried 0.7.0. We don't have exact numbers for playtime, but we do know that less than 1 in 10 of those who've unlocked the easiest 0.7.0-achievements actually reach the endgame-achievements. This makes group 3 a relatively small minority, but that doesn't make them less important: they are the ones who have invested the most time and energy in the game, and who are probably most excited for future updates. The plans in the previous blog focused on making the game easier to understand for new players, and adding industrial content that is unlocked after the current endgame. Both are not that relevant for group 2 (although plenty of people from all groups have asked for things like statistics and a better UI!). So we've updated our outline for the future: industrial content will be pushed from 0.8.0 to 0.9.0, and it's replaced by better guards and monsters! We've been thinking about them for a while, but totally forgot to mention them in last week's blog. This list is far from final, but these ideas seem fun and worthwhile:
This would mean that the next updates can be summarized like this:
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0.7.3 - Decent Tutorial With the new features and added complexity of 0.7.0, we've been receiving more complaints about the game being hard to get into. To counter this, we'd like to add a "Mission System". Imagine missions like:
When you click on a mission, you'd get a pop-up that explains how to accomplish this task. The mission system won't be in the way of experienced players, they can chose to ignore them completely. But we believe they'd be very useful for new players. 0.7.4 - Top Down View We described the benefits of this perspective in last week's blog. Instead of using the mouse to move the camera and physically navigate your character, players can use it to hover over UI elements to get tooltips, and to easily expand and close certain menus. But it has more benefits than merely making the game clearer and easier to play. We've been thinking of a couple of features for a long while now, and think they're very hard to accomplish smoothly in a first person perspective. These features are:
Properly alligning the safe zone of your "extension-banner" with your first banner will be extremely difficult from a first person view. You'll either have a gap where monsters spawn, or you'll have overlapping areas that waste some of the safe zone from the second banner. Both are not ideal. But this task will be easy to accomplish from a top-down view. The same holds true for blueprint builders and multi-block jobs. Of course, the first person view still stays an important part of the game! The top-down perspective is an optional tool, we're not suddenly dropping the first person gameplay. Mod content by Pandaros and Xweert 0.8.0 - Industrial Revolution Here we'd like to add a transition to a new time period with new resources, jobs and items. Imagine extracting resources like oil and rubber from the tropical biome and using them to make new happiness items like primitive radios and televisions. Instead of making this new era work exactly like the old one, with simple 1x1x1 blocks requiring merely a colonist and some ingredients to craft anything, we'd like to add some new gameplay mechanics here. Imagine more complex job-blocks like:
At the end of the industrial era (and thus pretty much the end of the game) there could be unlocks like a jetpack that makes creating tall buildings a lot easier, or teleporters that at the cost of high amounts of electricity allow you to instantly travel to a distant colony. We'd love to know what you think about these ideas! Leave a comment here or share your feedback on Discord. Heath in the Netherlands, pic by Pipliz In other news 0.7.0 generated a lot of new attention for Colony Survival. We're very happy about that! Lots of new people joined our Discord, and this also lead to some spam attacks. To deal with this, Zun set up ZunBot, a mechanized version of Zun's moderating talents. Instead of running ZunBot on our own PCs, we decided to rent a cloud server and run him there. We're now also using that cloud server for automatic back-ups and other things. This week, Zun spent quite some time optimizing the process of building and backing up new updates for Colony Survival. Things should go faster now, while being more secure. And that's not the only optimization he worked one. Some parts of the game, like terrain generation, depend on pretty complex code and require quite a lot of computational power. This code was standard C#. Zun rewrote it in the programming language Rust and compiled it to a native DLL. This should significantly increase performance. The biggest problem is making it work on Mac and Linux as well so Zun's working on that. Two weeks ago, I announced that I was going to take a holiday in German forests or Austrian Alps. Sadly, the weather forecasts changed from "sunny and comfortable" to "uncomfortably hot and/or thunderstorms", so I decided not to travel abroad. But relaxation is possible in the Netherlands too - see the picture above. Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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Follow one or both rules and you'll probably be fine. But if you're building complex structures with difficult entrances and exits, and you're placing a limited amount of beds for specific groups of colonists, you'll run into problems. We could of course change it so that colonists don't merely look for the closest bed in a straight line, but let them compare beds while keeping in mind the distance they are forced to travel. But this would dramatically increase the required computing power. Imagine hundreds or thousands of colonists, each calculating paths to multiple beds every night. It would be way less optimized, for something that is only a problem in a relatively small minority of worlds. Still, it's a problem that we can work on. There is probably a middle ground between the current way of selecting beds and fully realistic, detailed pathfinding every night. We've also thought about other solutions, like special beds for certain jobs. Green beds for farmers, black beds for miners, grey beds for guards. If that's something that appeals to you, please let us know! In general, we had a pretty relaxed week. We listened to feedback and watched pretty much all new Colony Survival videos on YouTube. We've discussed plans for future updates, but we haven't actually worked on the game a lot. For more than a year, we lived with the idea that we'd release 0.7.0 in a couple of months. The release really did feel like a burden was lifted of our shoulders. We're recuperating for a bit and are looking forward to the next updates! Bedankt voor het lezen :) Reddit // Twitter // YouTube // Website // Discord |
With all of the new items and jobs, the economy is a lot more complex now. We're going to add better visualization and management tools in the future, but for now, one of the changes we've made is coloring the sliders. When you browse through all of the recipes of a crafting block, the color of the slider indicates whether the item is sufficiently produced (green) or severely lacking (red). Starting servers is also a lot easier! No need to browse the game folders, you can now host servers with just the in-game interface by using the "Host Co-op" button in the main menu. We've finally got a decent splash screen! Instead of immediately entering the main menu, launching the game will first present two screens with our logo and some important information. Savegame Improvement The savegames were large and would sometimes get corrupted. Zun has redone them entirely and they're both dramatically smaller nd way more resistant against corruption! They're also prepared for a planned update in the near future which adds saving on the Steam Cloud and Steam Workshop support. Mod content by Pandaros & Xweert Mod Support While working on 0.7.0, we kept in close contact with modders and listened to their requests. As a result, mod support is a lot more extensive in the new update! Modders have had access to 0.7.0 as long as we've been working on it, and there are already awesome mods ready at this very moment. Unity Update Colony Survival was made in Unity. For the sake of stability, we didn't update from a version of Unity that was released in 2017. Update 0.7.0 utilizes a stable Unity version from 2019 that contains many upgrades. One of the most notable improvements is (hopefully) a fix to the "getthreadcontext error" which happened often to people who had FaceIt/Avast installed. That was the most common game-breaking problem! Renders and models We've added some new tools to our toolbelt. When we released Colony Survival in 2017, nearly all icons were handdrawn. Mostly by me. And I'm not an experienced artist! For the new update, most of the new icons were rendered in 3D. We believe it's a huge improvement, and have decided to redo some old icons as renders. Among the victims are the icons for the command tool and the banner tool. We've also streamlined a way to add new 3D models to the game. Instead of using standard squares as job blocks, most of the new jobs use more complicated models, and we also redid some old ones in 3D. Let us know your opinion - should we replace more of the older job blocks? Conclusion It took longer than expected. We had hoped to release in 2018, and ended up fearing to miss Summer 2019. Mother Nature herself tried to delay the update by scorching the Netherlands with temperatures that are completely unprecedented in our national history. It was over 40C (104F) yesterday. At 10PM, it was still a windless 30C (86F) outside, which is also the current temperature inside. Most places don't have AC in the Netherlands! But we pulled through! Even during these last days of development for 0.7.0, Zun added some awesome new features. The auto-recruitment toggle was asked for by the Yogscast in a recent video. Just this morning, Zun improved the bed choices of colonists, probably fixing a common complaint. We believe 0.7.0 to be an improvement in all aspects, but we love to have your opinion! Veel plezier met 0.7.0! Reddit // Twitter // YouTube // Website // Discord |
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The things above will probably be the main new features in 0.7.1 & 0.7.2. In the next "priority-tier" we find industrial content and new guards/monsters. Perhaps new guards and monsters will come in 0.7.3 and industrial content in 0.8.0. Maybe it will all be bundled into 0.8.0, although we don't want to keep you waiting as long as you did for 0.7.0 again. We could also release industrial content first and add new monsters and guards in 0.8.1. As described in the previous blog, we're very enthusiastic about the pipes, tanks, pumps and rails that Pandaros adds in his mod. We'd love to add similar mechanics to standard, unmodded Colony Survival. Image having to supply jobs with cold or boiling water, or oil, or electricity, and having to build an infrastructure with water pumps, oil tanks, generators and batteries. The endgame in 0.7.0 is not a proper endgame, because it's not intended to be. Colonizing other biomes and combining resources from exotic regions should be a stepping stone towards industrial content, with materials like oil, rubber, cobalt and lithium being gathered from far-flung regions. In turn, these ingredients should be required for new weapons, advanced happiness items like radios, and new transport like some kind of retro-jetpack and teleporters. That should be the endgame of Colony Survival. We'd love to have your opinion about these ideas! Bedankt voor het lezen en alle beterschapswensen :) Reddit // Twitter // YouTube // Website // Discord |
For that new trailer, we're going to need awesome colonies! We're looking for beautiful, detailed, semi-realistic towns that display all the new features in 0.7.0. Towns with walls, gates, squares, greenery, houses and buildings like temples or churches, gardens and small alleys. Towns that look awesome from a distance, but also when filmed from up close. This weekend, we'll open a new Discord channel called "#trailer-worlds-only". If you want your world to be featured in the trailer, please build a town according to the standards above, post one or multiple screenshots of it in the #trailer-worlds-only and upload the savegame-folder there! Modders have had access to the beta branch for a long time. 0.7.0 contains a lot of extra mod support, and modders have made good use of it! Pandaros and Xweert have added fancy new systems that currently have no equivalent in the base game. They've added a system where mana is stored in tanks and carried from one place to another with pipes. One of the uses of mana is powering a hovering platform. The platform can be entered by players like the glider, automatically transporting them from one station to the next! We're very excited by mods like this one. Adding Steam Workshop support is one of the highest priorities after releasing 0.7.0. We've been thinking about adding industrial content in future updates, and we're strongly considering to add similar pipe/rail systems. Here's a video of the mod features: https://www.youtube.com/watch?v=ujKS0MVYJMU Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
Many of these changes aren't very exciting, but very important for a polished end product. A change that I do believe is very exciting, is an improvement to the happiness interface! It was pretty confusing and unintuitive. We've reworked it, and one of the most important changes is the colors of the sliders. They now vary from red to green, based on the distribution. If there is enough of the item in the stockpile for all of the colonists, the slider will be green. But if there's a shortage, the slider will gradually turn red. We feel like this is a huge improvement. Instead of requiring players to hover over individual sliders and wait for a detailed tooltip to appear, shortages are now clear at a glance. After adding this, we suddenly had an idea. Why not use the same system at every job block to make clear whether an item is produced enough or not? So we copied the system, adjusted it a bit and applied it to all crafting jobs. It looks like this: We think this makes it a lot easier to sort out problems in your production chain! It's very satisfying to adjust things and see red sliders turn green. An other important change this week is new content in the tropics. You've got to bring items from the New World there to unlock crops like cacao and vanilla. You can use them to craft happiness items like chocolate and cookies! Banana farmers also use a proper mesh now. In other news, the Yogscast has started a new YouTube series where they play Colony Survival! Last week, we wrote about their livestream, but now they've decided to also run a YT series. It has received a lot of attention. The first video has gained over 300,000 views in less than a week, and they've already released four videos. https://www.youtube.com/watch?v=dKJBFPpGKF8&list=PL3XZNMGhpynPANjExSrWHmOVVSMg9WjPx We've immediately noticed results. One of the consequences is a large spike in beta testers. There are now 1419 of them! Their feedback is very important for the release of update 0.7.0. The Yogscast has also had an impact on the forester. They noticed he planted the same trees in all biomes. That has now been improved: he plants local trees now. For example, in the Far East he will grow cherry blossom trees! Last but not least: we've decided not to participate in the Summer Sale. One of the reasons why is that we don't want to "push" people into 0.6.3, we'd rather wait until 0.7.0 is released. We're also thinking of adjusting the price. A rule that Zun, Vobbert and I often keep in mind when deciding to purchase a game is "One Dollar per Hour". A game is worth $60 when we expect to play it for 60 hours, or $10 when we're done with it after 10 hours. When we released Colony Survival two years ago, it was very barebones and only very creative people spent 20 hours in-game. Completing the "tech tree" happened a lot quicker. Nowadays, we're noticing lots and lots of players with 50+, 100+, 250+ and even 500+ hours in-game. We believe we're at a very reasonable price point at the moment, and are considering to raise the price after 0.7.0 has been released. Currently, buying the game gives access to all content. There is no DLC, there are no in-game microtransactions and we will not release Colony Survival II in 2020. Personally, we're in favor of that strategy and we know we appreciate other developers who take that approach. But we'd like to know how you think about this. Do you prefer a higher price but no DLC and other costs, or a lower price but content locked behind new purchases? Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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We needed the science system to add diversity and complexity to the game nearly two years ago, but all of the new items, features and jobs in 0.7.0 make running a colony complex enough without the necessity to produce hundreds of science bags. We feel the new "counter-system" has many benefits over the old science system: The new system also has drawbacks: We believe the new "counter-system" to be a significant improvement, that will both make the game more intuitive for new players, and provide longer lasting rewards and entertainment for large colonies. It also makes the core gameplay of 0.7.0 feel different from earlier versions. But before implementing such a drastic change, we'd love to have your feedback! Here's a form where you can leave your opinion about the proposed changes. And while we're busy, we'd love to ask you some other questions about the future of Colony Survival! Bedankt voor het lezen :) Reddit // Twitter // YouTube // Website // Discord |
Each mission can be clicked on for a more detailed description of how to accomplish the task exactly. It would introduce each of the mechanics to new players, without hindering experienced players in any way. I doubt we've got enough time to polish 0.7.0 nd add this new feature, but I think it would be a great addition in 0.7.1 or 0.7.2. Fixing the Stage-3-issue is a lot more complex and time-consuming. We're thinking of industrial content, more diverse weapons and monsters, and special monster waves that can be triggered for a unique reward. If you've got ideas how we can encourage people to recruit thousands of colonists, and both reward them nd keep the game challenging, please let us know! We'd love to hear your ideas. Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
This is the most dramatic overhaul Colony Survival has ever had. 0.6.3 was highly polished and balanced - 0.7.0 is not like that. You should be able to have many hours of fun with the beta, but you will run into errors, missing content, highly unbalanced recipes and unfinished elements. But if you understand that and are still looking forward to testing 0.7.0 and sharing your experiences with us, we'd love to have you on board! We're planning to keep the Open Beta live until the definitive release of 0.7.0. Make yourself invaluable by sharing good and detailed feedback, and you'll be invited to future internal testing as well. Join the open beta by going to #introductions in our Discord and typing something like the following sentence with the appropriate info: "@Developer @Admin I'm from [continent], I'm [rough description of age] and have played CS for [amount of hours played according to Steam Library] and I'd like to help!" So it would look something like: "@Developer @Admin I'm from Australia, I'm in my 20s and have played CS for 32 hours and I'd like to help!" "@Developer @Admin I'm from Europe, I'm 19 and have played CS for 12 hours and I'd like to help!" We'll check #introductions often and grant the Open Beta Tester role to anyone who posts the sentence there correctly. With the OB Tester role, you've got access to the Perpetual Testing Initiative category on Discord. Read #test-announcements to read how to get access to the 0.7.0-branch. You need to own the game on Steam to unlock it! We're all based in Europe, so there might be a gap in verifications somewhere between midnight and 9AM CET. We hope you'll try all the new features and report back about your experience. Screenshots and videos are welcome. You're allowed to share videos outside of the Discord, but we'd appreciate it if you make clear that it's a highly unfinished beta. Good luck testing and bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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Building your first colony will be pretty similar to the current state of things in 0.6.3. The basic mechanics of progressing from slings to bows and matchlock guns are still there. There is one important new feature though: happiness. Keep your colonists happy, or recruitment costs will skyrocket and the speed of scientific research will decrease dramatically. To keep your colonists happy, you'll have to produce and distribute "happiness items" like candles, jewelry and luxury meals. This is mostly done and thoroughly tested, we just need to dot the i's and cross the t's. Science needs better names and descriptions, some items need tooltips, minor stuff like that. After you've unlocked matchlock guns, you'll be able to research airships. These can be used to explore the world. The new world generation has long been finished, and as you've just read, the basics of airships are there. Now we need to improve the flight mechanics, and add ways to unlock the airship with research and produce them in-game. Once you've arrived in a distant biome, you can start a second (or third, or fourth, etc) colony and use it to produce unique items like silk, porcelain, sugar or coffee. Most of this works. You can start multiple colonies, and the Far East, the Tropics and the New World all have their own unique content. We've also got functional traders. There are still a couple of things left to do. Some items still need icons and a decent place in the tech tree. And currently, there are no scientific or cost barriers to starting new colonies. We'd like to add "multiple colonies" as a scientific unlock after airships. We also like to add some kind of "Colony Starter Packages" which contain a decent amount of food, ammo, common crafting ingredients and building materials to kickstart new colonies. Obviously, these Colony Starter Packages have to be produced by the "mother colony". As discussed last week, we believe the game needs a good reason to build very large colonies with lots of colonists. We'll add some simple expensive scientific research for end-game colonies in 0.7.0, and perhaps even a feature like jetpacks. Later on, we'd like to add a better end-game with more industrial content. We still believe we are on track for a June/July release! Bedankt voor het lezen :) Reddit // Twitter // YouTube // Website // Discord |
I'm having a lot of fun when multiple of these reasons intersect. You get in a nice flow where you're expanding for one reason, causing more monsters to come / unhappiness to increase, leading you to grow some more, and more, and more. But reason 1 is an assumption, not a guarantee. Reason 2 ends where the big items in the tech tree are unlocked, probably the matchlock gun. Reason 3 & 4 are vicious cycles - if you're not growing, the amount of monsters and the amount of (un)happiness is pretty much stable. Currently, exploration and secondary colonies in exotic biomes are only necessary for happiness items - and if you're not growing, you don't need them. The moment where we're expecting players to explore the world and start secondary colonies is roughly at the end of the 0.6.3 tech tree, but because the tech tree has mostly come to an end, there is no reason to grow anymore. If you're interested in growing and exploring for their own sake, the current state of the game is pretty satisfying. But we expect a decent amount of players to miss a "pull forwards". The most obvious solution is new science in the tech tree. Perhaps we can reuse the transport mechanic from the airship to create a jetpack, and make this an expensive end-game unlock which has upgrades to increase its power and duration. A second solution is a new feature that requires players to recruit a lot of colonists during the end-game. We'll be working on both before and after the release of 0.7.0. Things are going well and we feel like we're still on track for a release in June/July :) Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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Tropics:
Columbian Exchange: bring New World items to the Tropics to unlock new crops in the Tropics:
Here are the first screenshots of new content in the New World! From left to right: potatoes, cotton, tomatoes Cotton Potatoes Tomatoes Deadline 0.7.0 is the largest update we've ever made for Colony Survival. It has taken quite a lot of time. In this period, we've released no other updates. This period has lasted for roughly nine months now. It took us longer than expected. We're grateful to see so many fans sticking around and supporting us! Many of you have asked us when 0.7.0 will finally be released. Our answer often was "when it's done". That's still the plan, but the timeline has become a bit more pressing now. Zun has booked a holiday lasting roughly a month, for the first time in a very long time. The holiday starts halfway September. We want at least two months of time between the release of 0.7.0 and the start of Zun's holiday: 0.7.0 probably needs a decent amount of hotfixes and balancing patches. And we certainly do not like to postpone 0.7.0 until after Zun's holiday. So, there's a pretty clear deadline now: we would love to release 0.7.0 publicly at the end of June / start of July. The closer we get to the public release, the easier it'll become to join the beta. We'll probably open the dev branch to the full public ~2 weeks before release. We can't wait to see how everybody will react to the new features and content! Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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0.7.0 content we're working on:
0.7.0 content we've still got to get started on:
We'll release the update once the entire list above is finished and it has been thoroughly tested. We've tried predicting when it's done, but it's very hard. Some things take longer than expected, others shorter. We fully understand where Valve Time comes from now! We've already got some post-0.7.0 plans. Here are ideas we're thinking and talking about regularly: Industrial Content For the end-game, we'd like to transition from late-medieval to early-modern tech. Things like steam engines, oil, mass production and electricity. Perhaps we'll even add nuclear reactors and jetpacks :) Realistic stockpile For a long time, we've been thinking about making the stockpile realistic. Currently, crates work like portals into some magic inventory that can be accessed by any other crates. We would love to make transporting items from mines to furnaces, from furnaces to anvils, etc., a feature. This could open op gameplay like setting up rails and letting colonists fill little trains/minecarts that go from station to station transporting goods. More varied monsters and guards On one hand, we'd love to have different types of guards. Guards that can slow monsters down, poison them, do area-of-effect damage, etcetera. On the other hand, we'd like to expand the range of monsters as well. Monsters that can attack from a distance, boss monsters with lots of health, monster with (magic) armor that require specific counters, and many others. We're not sure in what order and how exactly we'll tackle these things, but we're looking forward to the future! Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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We hope all of you, both named and unnamed, have enjoyed Christmas, and we wish you all a very happy new year! Gelukkig Nieuwjaar :) Reddit // Twitter // YouTube // Website // Discord |
Please post your insights about these subjects in the comments, so we can have a community generated blog (: Regarding development progress, setting up multiplayer is a lot easier now. There's a new button in the main menu: "Host co-op". It's not just a shortcut to the server, it's an entirely new full menu with a separate loading screen for co-op savegames. We've also added a bunch of test content to the game to finetune the happiness system. New jobs, new recipes, new items. Everything lacks decent art, it's very primitive, but it does allow us to get a feel for how happiness will work in practice. Fullscreen Zun also spent a couple of hours automating Gephi to create a graph that shows the interdependence of all jobs and items: Items linked to the workbench Sorry for the short blog, the deletion was a total failure. Spent three hours on it. Apply to be a tester and participate in the Equilinox Contest here. This was 2018's last "normal" Friday Blog. We hope to have finished a decent amount of art for the new content by Christmas, allowing us to select the first testers. The third day of Christmas, December 27, is Zun's birthday :D And I'm planning a Colony Survival Rewind 2018 for next Friday. Hope to see you then, without accidental deletions! Merry Christmas! Reddit // Twitter // YouTube // Website // Discord |
The form consists out of four pages. Page 1 is general terms of service things. Page 2 requests some personal info, like age, location and type of hardware used. The third page will probably take the most time to answer. It asks you to describe some good and some bad games, and what you like and dislike about them. The final page gives you some room to describe yourself and share info of your own choosing. We're going to be watching the results, and we'll probably select the first batch of testers somewhere around Christmas. Don't despair if you have not been chosen! We need to know how people respond to 0.7.0 without any experience with the update, so we'll regularly need new testers to see how they react when they encounter the new features for the first time. Testing is going to happen on Discord. "Tester" will be a new role with access to exclusive channels. That's why joining the Discord is a prerequisite to becoming a tester. You'll need to enter your Discord username in the form, and it's very important that you do this correctly. It's our only way to contact you. Discord automatically generates a four digit identification code that makes sure we contact the right person. On the desktop software, it's always visible in the bottom left. In the app, you'll need to press the three horizontal bars in the top left to open the menu where the code is visible in the bottom left as well. Please enter your full Discord name and the four digit code! If you've read everything above, and you're willing to dive into a half finished, buggy alpha, here's the link to the Application Form! :) Equilinox Contest A couple of weeks ago, Equilinox was released on Steam. It's a beautiful indie game made by a very communicative developer, which is scoring an overwhelmingly positive review score (we're jealous!). The game has been in development since 2015 and he's been documenting the entire process in weekly devlog videos on his YouTube Channel. Equilinox features hundreds of different plants and animals. They've all got their own unique preferences. It starts out simple, with some sheep and grass. To unlock new species, you need to accomplish a diverse range of tasks. Use selective breeding to evolve larger species or new colors. Provide nuts to your squirrels, let fox hunt chickens or harvest honey. Eventually, you'll be running large and complex ecosystems! We're organizing a contest that allows you to win 1 of 10 free copies of Equilinox. Equilinox is all about providing your plants and animals with a suitable habitat. Up to this point, that has been pretty unimportant in Colony Survival. Working all day and spending their nights in a dark cave with 1000 beds crammed together is not a problem for your colonists. That won't hold true in the Equilinox Contest! To win the game, you'll actually have to display some tender loving care for your colonists. Design a world you'd actually like to live in, make a beautiful screenshot, and post it in the #submissions-only Discord channel. The ten best screenshots win a free Steam Key for Equilinox! You need to get the "verified" role in Discord before you can submit images. Post a simple message in #introductions or #general and as long as it's not in the middle of the European night, you'll be verified pretty quickly. Rules:
An "opposite" contest is also going to be organized. ThinMatrix, the Equilinox developer, is organizing a contest to win Colony Survival keys! He'll upload a new devlog with the required information this Saturday on his Youtube Channel. Colony Survival Progress Last but not least, we've continued work on 0.7.0. One important new feature is "local servers". We got quite a lot of complaints about the server tool, because it required people to dig in their program files and launch external software. We've now developed a server that can be launched from the main menu! The biggest drawback is that it'll end when people quit the game, but that's not a problem if you just want to play co-op with a friend for a couple of hours. Work on the happiness feature has continued as well. We're redesigning the entire early game to accommodate the new features. Some new jobs and items that have a high chance of being added in 0.7.0:
So, lots of things to do in this Friday Blog. Apply to the Perpetual Testing Initiative, check out Equilinox and participate in the contest, and let us know what you think about the proposed new content! Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
A screenshot from this week's game-experiment When I first started learning programming and Unity, I had set my expectations very low. I would've been happy if I was able to make a half-decent interface by the end of 2018, and a very primitive game after more than a year of experience. But the basics are pretty intuitive, and Unity is a lot more user friendly than I thought on my first try. It's very exciting and I've been pretty addicted this week. Here are three short clips from my evolving prototype: Prototype 1, when the AI navigation works Prototype 2, with more weapons, a more walls and a hilarious spawn bug Prototype 3, moving camera, more graphics effects At the moment I'm still afraid that applying my current programming/Unity skills to Colony Survival will do more harm than good, but in a couple of months I might have enough experience to work on for example the interface. I'm looking forward to it! I've gotten quite a few questions about which resources I used to learn these things. Everybody learns in a different way; there are books that were tremendously useful for Zun that I couldn't stand, and vice versa. You've got to find the things that work for you specifically, but this is what worked for me:
These resources + lots of Google + lots of asking other people (thanks Zun!) will get you pretty far :) Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
I'm sure most of you had preferred to see progress on actual features instead of technical behind-the-scenes stuff, but it's pretty important to do this now. It needs to be tested thoroughly, so it should be finished before we start the beta. And because it breaks compatibility with older servers, we want to include in 0.7.0. Updates that break older saves and servers ought to be rare. Mods Luckily, modders are coming up with brilliant content. The update that we're currently working on, 0.7.0, has significantly improved mod support. Modders are already using these new tools to develop great additions. Pandaros, who started the Settlers Mod, has made good progress on two interesting features. The first new feature is a 'blueprint builder'. It allows you to choose a blueprint of a specific building and let your colonists build it. Because of a small error, my colonists built their first cathedral sideways, but it's still great to look at! Click here and here to see the cathedral while it's being built. The second new feature developed by Pandaros is the Colony Management Menu. Lots of players have asked for a menu where they could see how many colonists worked a certain job, and the ability to recruit colonists to or fire them from specific jobs. 0.7.0 gives modders the ability to develop their own menus, and Pandaros developed exactly what was demanded before we got to it ourselves. Fullscreen For those who fear that we're going to rely on modders to add content and finish the game: that's not going to happen. We're still committed to making the base game as good as we can, and that does include blueprint builders and better menus to manage your colony. A couple of weeks ago, I wrote that I initially expected programming to be like magic, but that that turned out to be wrong. Well, I was wrong about being wrong. When you write code, followed by objects moving in 3D according to that code, it does feel like magic. And quaternion does sound like a magic spell! I made my first little game this week and I'm very excited about it. You can watch some gameplay here. Transport We've currently got automagical crates. Put something in a crate and it will magically appear in the stockpile which can be accessed by any other crate. This means you don't have to worry about transport while building your colony. It doesn't matter how you create your production chain, as long as all jobs have crates nearby. You could mine ores underground, smelt them in furnaces in a high tower moments later, retrieve the metals seconds later in an underground blacksmith and instantly send the new arrows towards your guards. This does help to keep the game fun and understandable. But it also dumbs down mechanics that could potentially be very interesting. If you actually have to transport items from one place to another, the layout of your colony suddenly has a lot of impact on your production. It could also make features like small trains that bring items for one place to another relevant. Imagine a train bringing ores from an underground mine to a factory, and transporting metals from the first factory to a different one. I believe this could potentially be a great feature. At first we were planning to do make the crates more realistic, but we ended these plans when we got feedback that the game was too complicated. We've tried to streamline the early gameplay, and these complaints have pretty much stopped. Now we're pondering about it again. A big update after 0.7.0 could potentially focus on it. So we'd love to have your opinion! What do you prefer? Easy, automagical crates, or more realistic transport demands that allow features like trains for cargo transport to be relevant? Bedankt voor het lezen :) Reddit // Twitter // YouTube // Website // Discord |
Potatoes could be cheap, provide little happiness but lots of calories, while spices provide little calories but lots of happiness and VAT. There is one big slider that applies to all food items; the "rations slider". Here you'll set how much food a colonist will consume in a day. You can "weigh" each food item to determine what part of their diet will consist out of that food type. For example, if bread weighs "10" and berries "5", 66% of their daily calories will consist out of bread and 33% out of berries. For non-food items, food value is replaced with "how long the item will provide happiness". There are some things we consume every day. Electricity, internet, water. Other items need to be replaced on a slightly longer timescale: toilet paper, gasoline, toothpaste. And other items will last years: clocks, winter coats, cars. It wouldn't make sense to deliver daily packages with new smartphones (or clocks, for a more historical alternative) to every colonist. But a yearly package with 1 smartphone and 365x3000 calories wouldn't be appropriate either. So the "happiness-time" value will scale the daily requirements to appropriate levels. Imagine you've got 800 colonists and a clock will last 200 days; this means you've got to produce 4 clocks per day. That seems like a reasonable and realistic result. A lot of work has happened behind the scenes to make these processes reality. Adjusting items, creating new systems, saving the new values, teaching the server how to deal with this. Sadly, nothing that can be easily shared in an awesome screenshot or video. I can't wait until that's the case! Lighting, in real life and games When I was younger, I intuitively thought that my eyes worked as an active system, something like radar. It probably sent something out to scan objects at a distance and report back its findings. When I started messing around with photo cameras I started researching the subject for the first time. Apparently, the word "photography" was created from the Greek words "photos" (light) and "graphe" (drawing). Photography is drawing with light. To me, photography was creating images with interesting subjects and good composition - I barely knew about the importance of light. But when operating a camera manually, the fundamental importance of light becomes very apparent. Your camera is basically "catching" light and you have to determine how much you're going to let in for what amount of time. When there's little light available, you've got to change the sensitivity of the sensor. The image above should be obvious. Sun shines light on flag, light bounces off flag into eye. Eye sees flag. That's how our eyes and photo cameras alike perceive the world. But lots of objects aren't directly illuminated by the sun or a lamp. How does that work? The sun emits lights in all directions. And when light hits an object, it might be partly absorbed, but it will probably also be partly reflected. Many objects, like textiles, paper and skin, reflect light in all directions. So light is "bouncing" all around us, giving our eyes lots of input to create an image of the world around us. To simulate this, you would have to calculate every ray of light emitted by every light source and track it through multiple bounces. It's called and it's used to generate photorealistic images and videos. You can probably imagine that this is pretty hard to do for a computer. Even using limited ray tracing in a simple scene in Blender takes ~30 seconds. That's not a problem if you're just trying to render one image, but it's impossible to use it to generate 60 frames per second. That's why CGI trailers often look so different from real gameplay. The solution that Colony Survival and many other games use is a distinction between direct and ambient lighting. It's the primary thing we notice when looking around in real life. Some things are directly lit by the sun or a lamp and are pretty bright, while all the other things are relatively dark. So that's how it works in-game. All blocks are automatically lit by virtue of existing, whether a light source is nearby or not. If a block is 'hit' by the sun or a lamp, it becomes significantly brighter. The results resemble real life the most when you're standing outside and the sun directly lights most of what you see. But it's less appealing in other situations. The world is too bright when you're underground without light sources. There's a lack of contrast indoors. Cloudy days are also hard to simulate accurately with this system. Plenty of modern games try to overcome this by 'baking' the lighting. Lighting is rendered with ray tracing once and saved in a texture. Now people can explore a 3D world in real time with nearly perfect lighting. Here's an example of such a world: https://youtu.be/Y6PQ19BEE24 Still frames from this video are nearly indistinguishable from real life. But baking has some pretty big disadvantages. The baking results are accurate as long as both the light source and the environment don't change. Both are stable in the video, but they're highly unstable in Colony Survival. The sun is permanently moving and players can change every block in the world. So baking is unsuited for Colony Survival. But there are other systems we can use to add semi-realistic lighting to Colony Survival. We talked about light hitting an object and it bouncing away in all directions. This happens because most surfaces are pretty rough on a microscopic level. But that isn't true for all objects. Plenty of objects have relatively smooth surfaces, even on a microscopic level. Plastic, metal, finished wood and wet objects are often quite smooth. This means the light isn't equally reflected in all directions. Most of it reflects in the same direction. This means the object will look darker from most angles (because less light hits your eye / the sensor), but it'll look a lot brighter from some special angles. Because we're truly talking about roughness on a microscopic level, it doesn't make sense to simulate this with actual "physical" bumps and indentations. Most games have certain textures that can be used to instruct the software how an item should reflect light. Colony Survival has "specular maps" (they determine how much light the object reflects) and "smoothness maps" (they determine how smooth or rough the object is on a microscopic level). Here's an example in Blender: Fullscreen You can view and modify Colony Survival's textures by going to "steamapps\common\Colony Survival\gamedata\textures\materials\blocks". There you'll see four folders: albedo, emmissiveMaskAlpha, heigthSmoothnessSpecularity and normal. We'll focus on the most important textures. Albedo This is the basic look of the block, without reflections. It can be made or adjusted in software like Paint, Gimp and Photoshop. It's pretty straightforward. Heigth / Smoothness / Specularity This one is more complicated. It consists out of three separate greyscale maps. Instead of choosing the height/roughness/smoothness value with a slider that goes from 0 to 100, it's chosen in a greyscale map that goes from black to white. Blocks in Colony Survival are simple objects with six flat sides. But when you look closely, they seem to have 3D details. This is done with the height map. We can use it to slightly adjust the height of the block without a big impact on performance. For example, the nails are slightly higher and the center of the crate is lower. RGB images consist out of three channels: Red, Green and Blue. We put a different greyscale map in each channel to create one colored image: the "Heigth / Smoothness / Specularity" map. Software like Gimp or Photoshop can be used to inspect and adjust different color channels. Normal The specularity and smoothness maps are meant to simulate lighting effects on a microscopic level, but normal maps are used to simulate bumps and ridges on a bigger scale. Normal maps are made by special software that "reads" height maps and outputs blue-purple images like the one above. The game's lighting system uses normal maps so that the lighting acts as if the bumps and ridges described in the normal map are actually there. It's a great way of making objects look detailed while they are actually pretty simple. --- This might seem pretty complex on a first glance, but opening these textures, messing around with them, and checking the results in Colony Survival will quickly teach you everything you need to know. And if you need more help, join the Discord :) More and more people are starting to experiment with the textures and we're seeing awesome results. For those interested in my Unity/programming experiments, here's my latest project. Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
These are the kinds of edge cases we're thinking of and trying to solve with good design choices. Individually, they're not very significant problems, but all these cases combined can easily fill a workweek. Very much work-in-progress I'd like to end with some relevant quotes from On War, a book from 1832 written by general Von Clausewitz. I am not trying to imply that organizing a Formula 1 race or developing a game is as difficult as war, but he does describe perfectly how things that are theoretically easy are often difficult in practice. "As long as we have no personal knowledge of War, we cannot conceive where those difficulties lie of which so much is said, and what that genius and those extraordinary mental powers required in a General have really to do. All appears so simple, all the requisite branches of knowledge appear so plain, all the combinations so unimportant, that in comparison with them the easiest problem in higher mathematics impresses us with a certain scientific dignity. But if we have seen War, all becomes intelligible; and still, after all, it is extremely difficult to describe what it is which brings about this change, to specify this invisible and completely efficient factor. Everything is very simple in War, but the simplest thing is difficult. These difficulties accumulate and produce a friction which no man can imagine exactly who has not seen War. Activity in War is movement in a resistant medium. Just as a man immersed in water is unable to perform with ease and regularity the most natural and simplest movement, that of walking, so in War, with ordinary powers, one cannot keep even the line of mediocrity. This is the reason that the correct theorist is like a swimming master, who teaches on dry land movements which are required in the water, which must appear grotesque and ludicrous to those who forget about the water. This is also why theorists, who have never plunged in themselves, or who cannot deduce any generalities from their experience, are unpractical and even absurd, because they only teach what every one knowshow to walk. It is therefore this friction, or what is so termed here, which makes that which appears easy in War difficult in reality. As we proceed, we shall often meet with this subject again, and it will hereafter become plain that besides experience and a strong will, there are still many other rare qualities of the mind required to make a man a consummate General." Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
Early modern period: 1500-1760 I was excited to go straight to industrial tech like steam engines, but we were warned on Discord by players like Aljetab that the change would be too abrupt. So we've been thinking about intermediate tech. A realistic solution that could work in-game are engineers who can craft printing presses and clocks. The first mechanical clocks were installed in churches in the 12th and 13th century. They were big and often lacked faces or hands. They're not small clocks that could be purchased by colonists as happiness items. In the 15th century, watchmakers invented spring-driven clocks that are more like modern table clocks. They became very popular in the 16th century. Printing presses were adapted from wine presses in the 15th century. Like clocks, they became very popular in the following century, printing hundreds of millions of books. Both technologies seem a perfect bridge between current Colony Survival and more industrial Colony Survival. Their complexity and technology is comparable to muskets, which are already in-game. But when looking at printing presses and spring-driven clocks, the core of the Industrial Revolution is clearly visible. At the end of this period, a lathe was invented. The importance of this is brilliantly explained in this video: https://www.youtube.com/watch?v=djB9oK6pkbA First Industrial Revolution: 1760-1860 The First Industrial Revolution took the complex mechanical machines described above and added power to them in the form of steam engines, and used these steam powered machines to produce important items like textiles. For the first time in history, labor productivity went up dramatically. This will become highly necessary in Colony Survival, because of the exponential nature of the happiness system. Every single new colonist adds unhappiness to every other colonist, meaning that the now grown population needs more happiness items per capita. Rough graph to demonstrate the principle described above To be able to sustain the exponentially growing need for happiness items, you'll need to use new machines. Luckily, these were invented IRL as well. Where the blacksmiths that are currently in-game require a significant amount of time to produce a single metal part, I'm envisioning new advanced machines that can quickly craft a multitude of a single part. This should give your economy the boost it needs. Second Industrial Revolution: 1860-1914 The First Industrial Revolution barely required any exotic resources. Iron and coal are enough. But we'd like to integrate far-away biomes in late-game tech. Luckily, the Second Industrial Revolution provides plenty of opportunity to do just that. In this period, electrification got started, just like the use of rubber, petroleum and advanced chemistry. It's the age of light bulbs, bicycles, telephones and early cars. End-game tech: 1914-1945 We'd like to have something special for diehards who build huge colonies, explore the entire world and research all the tech. I'm still a fan of early nuclear technology. On one hand, it is absolutely futuristic, but on the other hand, it's already outdated and a bit "retro". We don't want to add "clean", modern tech, white and shiny with touchscreens and fancy displays. We like older tech that squeaks and creaks, with plenty of switches and nixie tubes. It should be advanced for Colony Survival, but historic for players. These plans are still rough and can be changed based on your feedback, so let us know what you (dis)like! Programming Progress Last week, I showed an example of the kind of interfaces I was making while learning how to combine C# and Unity. I made some good progress this week and made a practical interface that's a lot prettier. Warning: not a true countdown! The basics of interfaces seem easy and clear to me now. I've tried messing around with controlling 2D objects and physics, and it's pretty daunting. But I still remember how daunting simple interfaces looked to me only a short while ago, so I hope I'll pass this obstacle in the same way! Thanks for reading the blog, and don't forget to share your opinion! Reddit // Twitter // YouTube // Website // Discord |
We can't wait to see how modders will use this new functionality! While working on these systems Zun has taken care to prepare them for Steam Workshop compatibility, meaning that it should be easier to add workshop support in the near future. As both gamers and game developers, we have some pretty strong opinions about games and the way they ought to be priced and sold. We're noticing some pretty disappointing trends and we'd like to share our opinions about them. Mods We believe a great game is a sandbox which players can have lots of creative experiments in. Which doesn't mean every game has to be an open world game; I'd say the description above holds true for a more linear game like Portal. Such a game is fun to explore within the constraints set by the developers, but it often holds a lot of potential for other kinds of fun. That's why cheats are awesome. We feel they were a lot more prevalent in the past. Who remembers 'rosebud', 'Photon Man' and JUMPJET? Another way to greatly extend the amount of fun you can have with a game is mods. I've played lots of Third Age Total War. A brilliant game like Rising Storm was developed in cooperation with the modding community. Both Counter-Strike and Day of Defeat started out as mods for Half-Life. It seems like big modern games are way more hostile towards mods than they were in the past. We feel the decline of both mods and cheats share a major cause: microtransactions. You can't sell XP boosters and swords with +5 damage if players can easily cheat or mod them into your game for free! Microtransactions They're fine in free-to-play games. I don't mind microtransactions for cosmetic items in multiplayer games. But pay-to-win multiplayer in a paid game is terrible, and microtransactions for important content you already bought are frustrating as well. As soon as a game introduces those microtransactions, the "grind" cannot be trusted anymore. Many games contain some kind of grind, for XP, money or some other currency that can be spend on perks and upgrades. Grinds can be lots of fun if they're done well and there's a decent balance between time spent grinding and the rewards you're getting. But when microtransactions can be used to shorten the grind, the developers have a huge incentive to make the grind frustrating and annoyingly long. That instantly makes those games a lot less appealing to me. DLC Good DLC is DLC that could have been sold on a disc. Episodes from Liberty City was great GTA IV DLC, Operation Arrowhead was great Arma II DLC. Both were released a significant amount of time after the full game and contain a good amount of new content. It feels like a decent expansion that you wouldn't mind traveling to a physical shop for. But when a full-priced game has just been released and it already has multiple DLC packages available, it feels like they're trying to nickel-and-dime you to death. If it's a cosmetic outfit that was available as a pre-order bonus, okay, but if it contains significant amounts of content it just feels like a scam. A yearly release cycle with season passes We haven't played Red Dead Redemption 2 yet, but it has received a lot of praise and our moderator Vobbert is very enthusiastic. The game has been in development for eight years and it shows, the attention to detail is fantastic. The opposite is releasing a reskinned, formulaic sequel every single year. $60 + $50 season pass + microtransactions. It feels like a cynical attempt to milk your cash cows. In the end, I don't even believe it really benefits the developers; for every person that is willing to buy the season pass, there might be two who are turned off from the entire game because of the exploitative business practices. Rainbow Six Siege is a great example of modern, non-exploitative game development. The game is now nearly three years old but still actively supported with events and new content. The community isn't expected to repurchase the game every 12 months. New maps are released for free, new operators can be purchased with in-game money but they can also be bought with euros and dollars. There are no pay-to-win elements. Review score On every game's storepage on Steam, there are two big colored sentences that show how positive or negative the game has been reviewed by those who purchased it. Every sentence, every image on the storepage can be adjusted by developers, except for this. It gives the community the opportunity to confirm that what's said on the storepage is pretty true and accurate, or that there are big problems beneath the surface. I notice that I rely pretty heavily on user reviews when making purchase decisions, especially on Steam. It's a very useful system for customers, but it can be painful for developers. You'd rather not have "Mostly Negative" in big red letters next to your title. In recent times, I've seen big franchises that I had expected to receive negative reviews choose not to release on Steam. Of course there are valid reasons to choose for other platforms, but expecting negative reviews and wanting to hide them is not one of them. Although it is understandable that developers want to hide negative reviews, it is beneficial for customers that they are prominently visible. We hope that reviews stay visible, and we hope that ours stay positive. Knocking on wood now :) What it means for Colony Survival We expect to keep developing the game into 2020. Those who've purchased the game now will receive all new content for free, but the price of the game might increase to $25 after a big update. We won't add a microtransaction store with XP boosters and science bags available for real life money. We'll keep supporting modders. We're focusing on creating the best game we can make, instead of extracting as much money as possible from gamers. We hope this will be the most successful strategy in the end. It has been working pretty well up to this point :) Programming Progress In the past few months, I've been learning some basic C#. In recent weeks, I've been trying to apply these skills in Unity. The first steps were pretty hard, but it was a lot of fun when I finally got the hang of it. I'm sticking with simple interfaces for now, instead of more game-like programs, but I'm happy with the progress I'm making. If anyone needs help on how to start programming, join the Discord and @Pipliz me! What's your opinion on good game development? How should games be priced and sold? Have you got any advice or criticism on how we approach things? Let us know here or on Discord! Reddit // Twitter // YouTube // Website // Discord |
Some people missed the rambling in last week's blog. We held a minor, relatively hidden poll on Discord but the results were obvious. So the democratically chosen subject this week is "How do we decide which features we'll work on?". The one "X" under the first option was placed by me to show all potential options Choosing features is a tough but very, very important task. We think a lot about Colony Survival, we play and analyze other games, we discuss potential features for hours on end, and of course we listen to suggestions made by our players. We've also watched many, many hours of Colony Survival-gameplay on YouTube. It's very insightful to see how others people approach the game. When comparing potential features, we ask certain questions about them. We'll only proceed with the feature if all answers are positive. My mind visualizes it in a way I encountered earlier, when reading about the Japanese concept of "Ikigai". Ikigai is your reason for being. Instead of seeing your job, your hobby and 'charity' as distinctly different parts of your life, Ikigai combines all of these concepts: it's something useful that you're good at and that you love, and something you can earn money with. If you've found that, you've found your reason for being. Kind of stealing this image, it's floating all over the internet, sources are at the bottom I think "a good feature" can be visualized in a similar way. There are four main questions that must have positive answers for the feature to be considered worthwhile. They concern these aspects:
This results in an image like this: Every possible feature can be assigned a location somewhere in this chart. The closer is it to the center, the higher the chance it'll be added to the game! FUTURE This might be the least obvious part of the graph. An example. 0.3.0 added the science system to the game. It was pretty simple and boring at the time, but it was majorly expanded on and very useful in 0.4.0. The science system is a very important framework for other features, and thus it scored very high with this question. Other features score pretty low here. Many players would love to see a more beautiful tech tree with a clearer structure. That's a very sensible demand, but it'll make tweaking and updating the tech tree a lot harder. As long as we're still regularly adding new science, the tech tree itself won't change a lot. Not in a way that makes updating it harder, at least :) PERFORMANCE Colony Survival works on relatively old and simple hardware, and we'd like to keep it that way. Up to this point, it looks like 0.7.0 will actually increase instead of decrease performance, because of certain optimizations. A common request is transparency. We've experimented with this for a bit in the past, and it resulted in a significant performance hit. We try to avoid those as much as possible. DEVELOPMENT TIME This can be very hard to predict. Some changes are very easy. New "job blocks", new crafting recipes and new guards with different damage/range/reload speed stats can be added in a couple of minutes/hours. More complex features will take longer. And there's the basic software development problem that's it very hard to predict how long exactly you'll need. You'll often run into unexpected problems. And apart from technical problems, you'll often cause problems in the gameplay even if it technically works. For example, it took us a while to realize that "high happiness costs for big colonies" and "players can start multiple colonies" will result in the optimal gameplay strategy "start lots of tiny colonies instead of developing a big one", which is boring and repetitive. So we had to find the VAT/XP idea to incentivize players to grow their colony despite the happiness costs. GAMEPLAY Perhaps it's better summarized as "how many hours of fun will this add". A better tutorial might not really be 'gameplay', but there's a significant percentage of players who quit within an hour, who might've played the game for a lot more hours if the tutorial was better. Hello jacksepticeye. Better graphics/animations might also result in more hours played, but I doubt someone who has experienced all the content and quit the game after 60 hours will come back for dozens of hours because the colonists walk slightly more realistic. Animation/modeling is not one of our strengths, so you quickly end up with a bad ratio of development time vs. results. The requirements above might sound terribly restrictive, but they have to be. Suggesting a feature is very easy, implementing it is often very hard. There are many things we'd love to add, but we can only do so much in one month or one year. We have to carefully pick the features we do work on. There's one extra important thing to consider for 0.7.0: breaking older worlds. It's something we generally try to avoid, so it's a negative quality if a feature requires that. But the new world and the new features in 0.7.0 will inevitably break older worlds. (You can always revert to older branches to replay older worlds!) That means that 0.7.0 is a great opportunity for all these features that break savegames to finally be added! That's one of the reasons why it takes so long. Last but not least, here's the promised full changelog of the three new dev branch builds that were released this week, to give you an indication of the scope of the changes: Sunday - reworked network code a bit to better handle timeouts/disconnects (without throwing errors like before :upside_down: ) - prevent starting a colony near another colony (both should have unique access to 200 blocks radius) - moved out some banner settings to settings/server.json (loaded chunks radius, max zombie spawn radius) - autoremove colonies without a banner (will require some UI to allow moving a banner later) - probably fixed zombies spawning in safe areas (hard to check with the exlusive access area) - fixed a bug where removing a specific rotation of the end of a bed did not remove the other half of the bed - changes sapling trees to grow 1 higher (so the forester can walk through his field if there's any elevation changes) - fixed steam server 'score board' for the active players list - removed use of beds/crates outside of the colony radius code things: - merged the chunks' data & AI readwritelocks into one - removed some unused code from IChunkData - changed OnPlayerMoved callback to also take the old position as an argument - changed banner/close-player chunk load requests to use some bitarray lookup table thing instead of a queue (so requests are not duplicated, allows loading in a way that makes the terraingenerator much happier) - changed ServerManager.TryChangeBlock, World.TryGetTypeAt and World.TrySetTypeAt: -- now take an optional old expected type to get rid of race conditions from seperate read and write actions -- returns an enum with multiple options instead of a bool -- updated/expanded the flags enum that controls the behaviour of these methods -- the "cause/requestedby" argument is now a union struct containing either a player or a colony (instead of only player causes) - changed OnTryChangeBlock callback to have the same union struct as above - added OnUpdateAdjacent callback to blockentitycallbacks - changed block entity's on block change callbacks to use that player/colony union struct - removed the old ItemTypesServer.OnAdd etc system, replacing it with the block entities callbacks code known issue: - blocks that require a solid block below them currently do not disappear if that solid block is removed (i.e, remove dirt below quarter blocks / plants) Tuesday - fixed an error when trying to update the steam server score of a player with no colonies - reworked the chat command class interface a bit (includes a list - fixed the "needsbase" check - blocks removed due to removal of the solid block below them (plants, quarter blocks etc) are now removed again, and will be refunded to the player or stockpile if possible - added a few new commands: -- /colony addowner {player} [colony] -- /colony removeowner {player} [colony] -- /teleportother {player} banner -- /teleportother {player} here -- /teleportother {player} {x} {y} {z} - extracted some code from chat commands into the command manager, so all {player} options now allow either the steamID64 or the name - multiple owner colonies seem to be working as intended based on initial testing - fixed the cursor visibility bug (unity undocumented API change, it still says Note that in CursorLockMode.Locked mode, the cursor is invisible regardless of the value of this property. ) Wednesday - fixed dedicated server wrapper - allow using the older style +server.world blabla etc arguments to launch the colonyserver (so it works on pingperfect) - fixed initial inventory for players (untested, woops) - fixed initial stockpile for colonies - added icons & names to the grass types, and they should drop themselves now instead of their parent - added icons & names to the leaves types - updated leavestemperate icon - fixed server world loading menu order - fixed singleplayer world loading menu order Bedankt voor het lezen! 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To finetune these regions, Zun created a system which allows server hosts to print a map. Here is the map of the world in the video: Fullscreen When printing the map above, you automatically print three other maps with data for height, rainfall and temperature. They can be seen here: https://imgur.com/a/z8NBDaq Nearly all the settings for the new world generation can be easily changed in a couple of .JSON files. The world in the video is 12,000 by 12,000 blocks, but that size can be changed quickly. You can generate a smaller world if you don't like traveling, or you can generate a much larger world if you and your friends need more space. The amount of trees, the height of mountains, the size of the seas, the color of the grass: all of it can be changed, and we can't wait to see what you'll come up with once 0.7.0 has been released! Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
I was hoping to show a video of the latest version of the world generation today, but we've decided to postpone it to next week. The changes above will make it look even better! For the non-programmers: Did you have the same expectations of programming as I did? Does my explanation make any sense? For the programmers: Does what I wrote actually hold true in your experience? Bedankt voor het lezen :) Reddit // Twitter // YouTube // Website // Discord |
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We've made a very rough timeline for the 0.7.0 release. It'll most certainly change! September: New world generator, see list above. October: Features like trading, multiple players in one colony, happiness Closed beta starts here, we'll release a form where you can apply to become a tester November: New crops, jobs and items + airships or boats December: Finishing things up, patching issues found by testers, polishing, achievements Hopefully, you'll be able to start testing at the end of October and to play the full release during the Christmas Holiday! But as always, development is unpredictable and Valve Time applies. New renders and fatal crashes I've hated the icons for wheat and wheat seeds for a long time. We've worked on new icons this week, and I'm pretty happy with them. NACH0 made a mod that adds the new icons to 0.6.3, and I feel it makes the game look a lot more professional: Fullscreen The rendered icons make the hand-drawn icons for the command and banner tool stand out like a sore thumb. Time to upgrade them as well! Something that also needed upgrading, was Zun's PC. While testing the new world renderer, his graphics card died resulting in a pretty dramatic image. The next morning, Zun's dead graphics card was replaced with a brand new GTX 1080, and we were able to continue working without problems! While we're talking about new hardware, my new vertical mouse arrived. Thanks for the concern about my wrist pain, I received lots of advice! It's already feeling quite a lot better. The new mouse is a Logitech MX Vertical, and it looks like this: In a lot of ways it feels better than holding a normal mouse, and I got used to it pretty quickly. But the mouse is pretty big, which can also become uncomfortable. We're pretty sure we can post an extensive video featuring the new world generation next week, and we're looking forward to it! Bedankt voor het lezen :) Reddit // Twitter // YouTube // Website // Discord P.S. This blog isn't sponsored by Nvidia, Logitech or LG, but it probably should have been ;) |
Zun is working on a new system to easily create a large variety of trees, and distribute them among appropriate biomes. Today, he showed me the first version of the new world generation with basic trees. It's starting to look more like what it's supposed to be, and we hope to show you some images and perhaps a video of our progress next week! Wrist pain During the last two weeks, I've been struggling with some wrist pain. Sometimes it was barely noticeable, sometimes it prevented me from using my computer mouse. I've been watching my posture and started using a gel pad, but the pain did not go away. I was worried that the pain might be the start of carpal tunnel syndrome, so I visited the doctor yesterday. He quickly concluded that my wrist joint was perfectly healthy, I should just focus on improving my posture even more. He told me that the act of holding a standard computer mouse is pretty unnatural. Our wrists don't like moving our hands to the sides all day long. One way to improve this is by using an ergonomical, vertical mouse. Holding a vertical mouse is a bit like how you hold your hand during a handshake. It's a lot more natural. We've bought one, and we hope to be able to tell you what it's like using one next week! What do you think of VAT, airships and the new icons? Has using a computer ever caused pain to your hand, wrist and/or forearm, and have you found a solution? Let us know! Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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Here's the problem visualized in a graph: The green line in the graph represents the 3 out of every 7 colonists that are required for food and defense. As your colony grows, you'll need to add a happiness item like tea to counter the unhappiness generated by new colonists. Let's say, as a hypothetical number, that 1 out of every 7 colonists needs to produce tea now. Not a problem, you've still got 3 per 7 colonists left to do other tasks. But keep adding required happiness jobs, like colonists who produce coffee and chocolate, and you'll reach a hard limit. If 7 out of 7 colonists are required to work to merely sustain the colony, there's no room for growth and creativity. And it's of course impossible to require 8 out of every 7 colonists to do essential work, but that's where last week's proposal inevitably leads. The graph above compares the total amount of "required colonists" to sustain your colony, and as you can see, it quickly surpasses the total amount of colonists in your colony. Which means the game becomes impossible. Instead of requiring 1 out of every 7 colonists to produce, we could make it so that 1 colonists can produce enough tea for 20 or even 50 colonists. But this would mean that happiness is a barely relevant mechanic at the start of the game, and it wouldn't fundamentally solve the problem. It would just occur later in the game. We're thinking of a 3-tier solution. Tier 0 These are the standard jobs, without upgrades. They produce too little to keep up with the many demands of a large colony. Tier 1 Tier 1 will be productivity improvements. They'll be done by the scientist. In the past, we were opposed to productivity improvements, because larger colonies had an excess of colonists anyway. In 0.7.0, they'll be fundamental to your Colony's Survival. You'll have to improve the productivity of certain jobs to prevent the red line from crossing the black line in the graph above. For example, the output of flax farmers could be increased from 100% to 200% (or more!) in multiple steps, so you'll need less colonists to produce clothing. The same improvements can be applied to others who gather and process resources. Tier 2 While Tier 1 is focused on optimizing existing jobs, Tier 2 adds new jobs. We don't want these jobs to completely replace older jobs, but they'll dramatically optimize a part of the production line. Let's use clothing as an example again. Currently, the tailor turns both flax into linen, and multiple pieces of linen into clothing. We could add a new job where a colonist uses a machine to quickly turn a significant amount of flax into a significant amount of linen. Your tailors will still be required to turn linen into clothing, but they can now completely focus on this complex task, while simpler tasks have been outsourced to colonists with machines. 1893 weaving machine, source We'll try to apply the same principle to more jobs. The Tier 2 jobs might require electricity, to differentiate them from other jobs and to reward players for setting up an electricity network. Tier 3 Ultimately, with the solutions above, we will still hit a limit where the colony can't produce enough happiness to fuel growth. And we know there's a lot of people who just want to recruit as many colonist as possible, even when they've run out of content. That's why we'll certainly add some kind of "infinite research", that for example improves the happiness produced by happiness items by 2% every time the research is completed. It'll cost a lot, to keep large colonies occupied :) So, this is how we want to keep the game challenging for colonies with ~250+ colonists. You'll have to explore the world and utilize new inventions to balance happiness and productivity. We'd love to know what you think about it! How to mail We've been thinking for a while now that we should set up some sort of mail system. We'd like people to be able to subscribe to five kinds of updates:
I can imagine there are a lot of people who don't read every Friday Blog, but who would want to be notified when there's an update. The system above would be very useful for them. There are a lot of services online where you can set up a system to mail large amounts of people. Nearly all of them seem to be meant for people who want to spam as many people as possible with fancy newsletters, and they become very expensive once you've got a lot of subscribers. There are cheaper alternatives, but they require you to set up your own cloud server, which seems a bit like overkill. We're now thinking that an RSS system might be ideal, but our ears are open to other solutions :) Our biome suddenly turned tropical We live in the north of the Netherlands. That's less than 200 km/125 miles south of Scandinavia. When it's 25°C / 77°F here, it's considered to be pretty hot. It's seldom much warmer than that, so we don't have air conditioning. The prediction for today is 36°C / 97°F. That's very close to the highest temperature ever recorded in the Netherlands. For some reason, it's hotter here than anywhere else in Europe. It's chilly in Spain, Italy and Greece, compared to the Netherlands. It has been pretty hot here for weeks now, and they're predicting it'll stay like this for another couple of weeks. We're not sure why the weather gods are displeased with this country! Despite this, we've continued to work to the best of our ability. We've made good progress on the "behind the scenes" systems that are required to make multiple colonies function. The Progress Meter from previous blogs is pretty outdated, now that we've decided to change our plans for 0.7.0. We'll make a new Progress Meter for next week's Friday Blog! Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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If you'd like to enter the Colony Survival contest, join the Rise of Industry Discord! Here is the link: https://discord.gg/riseofindustry Good luck with both contests! Reddit // Twitter // YouTube // Website // Discord |
Of course, this will require new features to let players start multiple colonies, trade and travel between them, and to manage them from a distance. Built in the temporary 0.6.3 testserver 3.) New monsters and guards We'd like to add new monsters. These are the ones we're pretty sure about:
We might also add slightly more "magical" monsters. These monsters might have "magical armor", or they could perhaps buff/heal/revive other monsters. These monsters of course require new guards. We'd like to add:
If we add "magical" monsters, we'll certainly add guards to counter them as well! 4.) New technology When you've built a global empire with colonies all over the world, you should be able to combine resources from different biomes to invent and use somewhat more modern technology. You should be able to generate small amounts of electricity with machines running on coal. This electricity can be used to power new jobs like better furnaces, to activate lanterns or as a weapon. These simple generators should give players a taste of what is to come. If they want to use significant amounts of electricity, they'll require more advanced machines that can turn 'importanium' into electricity. This will require a complex process where importanium is refined and enriched before it can be used. This process will require resources from multiple colonies, like rubber and cobalt. 5.) The endgame: an infinitely upgradeable jetpack You've explored the entire world. You've found and processed all resources. Your colonies are defended by every available type of guard. You've got advanced jobs powered by importanium. You've unlocked all the science. What could your next goal be? We'd like to add a new kind of scientist that can only be unlocked at the end of all the other content. This scientist will require high amounts of electricity and other resources to do his job. He has access to unique science which can be repeated many times. This science could for example make other jobs more efficient, in many small steps. A fun option could be a jetpack. By default, the capacity of its battery is very low and it can only sustain a short flight. The "end game scientist" can be used to upgrade the battery in many small steps, and perhaps other stats like speed and height as well. This will give your 'empire' a reason to keep producing large amounts of electricity and resources. What's your opinion of the changes proposed above? Please share it in a comment or on our Discord! Built by Suryezon and DrSwam This week We purchased Unity 5 multiple years ago and have been using it for a long time now. Since then Unity started a monthly subscription version which got a lot of updates and features we didn’t get. This week we decided to switch to this newer version, hoping that this will help us squash a few of the hard to fix bugs. The last couple of days we tried different versions of Unity to see which would benefit the game the most. 2018 being the newest, but a bit unstable. We decided to go with 2017.4 for now, and hope it will fix a couple of weird errors in Colony Survival. For example, it doesn't work when people have got FaceIt installed. These problems might have been fixed in Unity, and might thus be solved in Colony Survival 0.7.0. Another problem that keeps occurring is corrupted savegames, especially when a server is stopped in an unexpected way like by a Windows Update. We'll probably require you to start a new world in 0.7.0 (older worlds can always be accessed by rolling back to an older build!), so this is a great moment to fix that problem by switching to a different format for our savefiles.We've been exploring possible alternatives during the last couple of days. A couple of months ago, we said we felt like we were stitching up Colony Survival after a surgery. Now we feel the exact opposite. We're preparing Colony Survival for the biggest surgery it has ever had. It'll take many months, but we're excited for the outcome, and we'd love to have your feedback on our plans! Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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Tomorrow, it's June 16th, meaning Colony Survival has been available on Steam for one full year! It has been an amazing year. In 12 months, we went from a handful to more than 100,000 players. We want to thank all of you for making this possible! In this blog, I want to give a summary of the progress we've made in the last year. |
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This means your colony might be overrun and slaughtered by monsters when we release the update! If you want to prepare your colony, keep the next things in mind. If monsters need to travel very far to get to your banner, especially if they survive this path for a long time, invest in more guards and more ammo production! If you've built walls and towers outside of the safe zone, make sure you're prepared for monsters that will spawn on top of them. Keep the path from those towers and walls into your safe zone guarded. There are multiple other things we want to add to 0.6.2 before we release it.
We hope to finish and release 0.6.2 in two weeks. Afterwards, we want to start working on "new real content" again, as seen in the table below. Just add "+1" to 0.6.2, 0.6.3 and 0.6.4 ;) In last week's blog, we asked you whether you wanted underground monster spawning, below the safe zone. Opinions were very divided. Some people loved it and totally didn't mind colony-breaking updates; it's an Early Access game for a reason. Others were more concerned about the consequences. We've decided not to add monsters below your safe zone in 0.6.2, but they might still come in 0.7.0 :) We also expressed concern about a sudden increase in negative reviews. We welcomed a lot of new players during the sale, but they also brought along lots of negative reviews. For a few days, our ratio of positive/negative reviews was roughly 50/50! We hoped this would improve later, because negative reviews are often written by people who've become bored or frustrated by the game after a couple of hours (sometimes even minutes), while positive reviews are often written by people who've spent dozens of hours in-game. We were very happy to see this prediction proven true! Our recent review graph, last Friday versus this Friday Apart from the positive reviews, we also received lots of kind comments praising Colony Survival and telling us not to worry too much about the negative reviews. We appreciate those comments a lot, so thank you very much! We're very grateful that so many people enjoy Colony Survival. Bedankt voor het lezen en tot volgende week! Reddit // Twitter // YouTube // Website // Discord |
In 0.6.1.2, you can now place the same 4 wooden walls a lot quicker:
Another small improvement is applying the "0-item" improvement to the item selection menu for construction areas. 0.6.1.2 also contains many small fixes to the server browser and significantly improves the mod support. Last and least is 0.6.1.3, which improves texture pack support. Now that most servers have updated to 0.6.1, we can finally showcase all features of the new server browser. A check mark in the first column means a server is passworded. Passworded servers are a new feature and as you can see, it's used a lot. A check mark in the second column means a server uses mods. To the right of the server browser, you can see which mods exactly are used by the selected server. You don't need to download them before you join, they'll be downloaded automatically! As you can see, the biggest servers all use mods. You can also see which players are present in the selected server, how many colonists they have and for how long they have been playing. The total colonist count is also calculated. Pretty handy, right? Plans for 0.6.2 We want to improve the monsters in 0.6.2 on a pretty technical level. Here are the three changes we want to implement:
We believe we won't need a whole lot time to develop the changes above, and we want to do it now before we start working on complex new content for 0.6.3/0.6.4. Sale Last Tuesday, we managed to get on the frontpage of Steam with a 25% discount. Frontpage attention has worked very well for us in the past, so we're glad we got this opportunity! It reaches a whole group of users that otherwise would not have known about the game. And more sales means we can keep releasing free updates for a longer time. There's a big chance we would've stopped updating the game and left Early Access already if the game wasn't this successful :) But there's also a slight negative affect. During the sale, our recent review score dropped from 90% positive to 80% positive. We received 9 negative reviews in a couple of days. We always try to listen to feedback, but interpreting negative reviews has become somewhat harder since 0.4.0. Before 0.4.0, 80%+ of negative reviews complained about the same problem: a lack of content. Since 0.4.0, criticism has become more diverse. For example, some people think the game is too easy, others think it's too hard. Despite that, we do our best to distill potential improvements from all reviews. We think there's another phenomenon at work behind the 'avalanche' of negative reviews. Negative reviews are often written by people who grew bored or frustrated with the game after a couple of hours (or sometimes, minutes). But the writers of positive reviews have often spent 40, 80 or even 120 hours in-game. It's nearly impossible to do that within a couple of days - so we cannot expect these reviews to appear during or directly after a sale. We hope this theory will be proven correct by new reviews during the coming weeks :) Bedankt voor het lezen en tot volgende week! Reddit // Twitter // YouTube // Website // Discord |
Today's Deal: Save 25% on Colony Survival!* |
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If you've got a good idea for what the food crate should look like, please put your description or a link to decent inspiration in the comments or on Discord! Another simple improvement we found on the Steam Forum is "0 items". In bigger colonies, many items often get produced, added to the stockpile, and immediately taken by other colonists. It causes the stockpile to look pretty chaotic, because icons keep popping in and out of existence. Intelex suggested that items that get added to the stockpile should never disappear, they should just display "0". We believe this is a great idea and we'll probably add it in the near future! Bedankt voor het lezen en oranje boven! Reddit // Twitter // YouTube // Website // Discord |
We'd love to hear your feedback and see screenshots of what you've let your colonists create - and what mountains you've crushed ;) We've tested the Mac port on a Mac Mini now. If you've tested it on a different Mac, please let us know! We've made a simple video that demonstrates how the new construction jobs work: https://youtu.be/2xCoeuGH3lI Saturday, I accidentally broke my desk chair. While shopping for a new one, we also decided to buy a Mac Mini. Porting the game was a lot easier than expected. There were some small issues with the lighting, but within less than a day of work all those problems were solved. The game should work on Mac now! We also decided to add a final new feature to 0.6.0: the special digger. I think its most useful purpose is removing trees. You can command him to remove only one specific block, for example logs. It's very useful when you want to remove all the trees from the side of a hill. 0.6.0 is a huge update that combines months of changes. You can find the full changelog in-game. We've tested the update as well as we could. The password to the dev branch has been released publicly on Discord last Wednesday. Despite all the effort, we're sure some bugs have not been found yet. Please report them when you find them! New features are often tweaked in later updates, so if you encounter any subtle annoyances, please describe those problems too :) We hope you'll have a lot of fun and we'd love to know about your experience! Reddit // Twitter // YouTube // Website // Discord |
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Next week, we'll start working on builders! Tower Defense We've worked on this game for years without realizing that the combat in Colony Survival is pretty much a Tower Defense game. We made some jokes about it a couple of months ago, but we fully realized it only a couple of days ago. And if Colony Survival is a Tower Defense game, it better be a great Tower Defense game ːsteamhappyː On one hand, we want to add more guards, inspired by common mechanics in Tower Defense games. We're thinking about for example guards with poison missiles, freeze missiles and guards with area-of-effect attacks. On the other hand, we want to do the same with the monsters. Swarm monsters and boss monsters. Monsters that spawn more monsters when killed. Monsters with physical and magical armor that can be more effectively countered by certain guards. Monsters with regenerating health, which can be stopped with a poison missile. Perhaps even monsters that fire missiles themselves. We've always wanted to add exploration and multiple colonies to Colony Survival, but we found it hard to think of a valid purpose for the extra colonies. We weren't fully satisfied with the burghers idea. But we believe adding some common Tower Defense mechanics will also give players a better reason to explore. For example, the ingredients necessary for freeze missiles will have to be gathered in the Arctic, while poison plants can only be grown in the tropics. We're very excited about the idea, and we'd love to have your feedback! Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
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When these things are added, we'll release the update. We hope to be able to do this in 2-4 weeks. What do you think of the video? Is this roughly what you expected, or do you think it should work different? Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
Testing the new selection tool for diggers Updated monster spawning Currently, recruiting extra colonists raises the limit of how many monsters can be spawned concurrently. Until halfway during the night, killing one monster just means another one will respawn instantly. This means that the optimal strategy still involves funneling monsters into a maze, letting them travel for a long while and only then killing them. We don't think this is fair, intuitive or logical. We want to change the amount of monsters that spawns every night to a fixed amount (that increases when the amount of colonists increases, obviously). We don't want to upset the current balance too much - we're pretty happy with it and we don't want to break lots of colonies with an update. This does require lots and lots of testing, to make sure the new numbers work for both 5, 50, 100, 200, 500 and 1000 colonists. We've received multiple reports of people recruiting large amounts of colonists and being overwhelmed by the amount of monsters that attack them during the subsequent night. We do agree that increasing monster threat might not be obvious to players. We've thought of an idea to improve it and we're very happy with it: an updating "monster threat level" that's visible just like the amount of beds and colonists. Imagine a colony with 10 colonists currently faces monster threat level 10, and a colony with 50 colonists faces monster threat level 50. We could limit the amount of levels the monster threat level is allowed to increase in a day. We'd also like to set the initial difficulty slightly slower, but have it increase as long as you keep the same amount of colonists. So.. Day 1, 10 colonists: Monster threat level 8 (slightly lower than the current 10) Day 2: Level 9 Day 3: Level 10 Day 4: Level 11 Day 5: Level 12 (Slightly higher than the current difficulty) We believe this new system would encourage expansion more and punish players less for recruiting new colonists, while still keeping the game challenging. An added benefit to visualizing the monster threat level is that we could add ways to decrease the monster threat level. An example would be burghers that require end-game materials (like the "importanium") to perform some kind of half-magical/half-technological "ritual" to "repel" monsters! What do you think of the current difficulty level? At what amount of colonists do you feel the game becomes noticeably easier or more difficulty? Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord |
Our current conclusion is that adding balanced melee guards that look decent while doing their job will require lots of effort that just isn't worth it. For obvious reasons, we're not going to add glitchy unbalanced melee guards ;) Another suggestion/complaint we hear regularly is 'idle wheat farmers'. Many wheat farmers spend one day planting seeds and harvesting wheat, and another day just waiting for the wheat to grow. We're regularly asked to 'fix this', by for example letting wheat farmers work other jobs if they're not planting/harvesting. We totally understand why people want this, but we run into multiple problems if we would try to fix this: The best fix would be to make growing wheat require some attention by the colonist. He could remove and prevent weeds, water the plants, etcetera. But that update would be nearly 100% visual in nature without any significant change in gameplay, so it doesn't have a high priority for us. We read, consider and appreciate all suggestions, but we wanted to let you know why we're currently not working on some of those common suggestions :) Miscellaneous info
Bedankt voor het lezen! |
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https://youtu.be/n-YF948Wrns The appearance of many of the new blocks can be easily changed. In the gamedata folder is a file called types.json. It contains a description of every block in the game, for example: "bricksblack" : { "color" : "#434343", Changing the color value will change the look of the block next time you launch the game. A website like this can be used to easily find the RGB code of your favorite color! If you accidentally break things, use Steam to verify the integrity of the game cache to instantly solve all problems. We've tested 0.5.0 as much as we could, but we've changed a lot of things and might not have encountered all consequences yet. If you notice any new problems, please respond to this blog or in the #bug-reports channel in Discord! We want to wish all of you a Merry Christmas! |
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Nearly half of those surveyed played MP privately with friends, and significantly less people played MP publicly with strangers. That's good, because we mostly intended MP for private servers. We certainly do appreciate the hosts of public servers like Colony Empire though! We definitely want to improve public MP before the definitive release. More people joined the Discord than posted in the Steam Forum. That's probably good as well, because we're more active on Discord than on the Steam Forum :) Replying to the Friday Blog was one of the things that people did least, according to the survey. That's interesting, because the survey was mostly promoted in the Friday Blog! Last but not least, we learned that a similar amount of people hasn't written a Steam Review for Colony Survival yet. On the other hand, a majority of people has written a Steam Review at least once! It seems like this question motivated a significant amount of people to write a Steam Review, which we sincerely appreciate. The final question. A majority of those surveyed believes $25 is a fair price. But a significant minority thinks this price is too high. We understand those concerns as well. We want to add more content the coming months and will probably raise the price somewhere in Q1. What we're currently doing Not a lot, apart from monitoring the sale, Steam Forums & Discord. We've worked during the weekend to make sure we could release 0.4.3 before the sale started. We're currently getting lots of new players, and we believe the most recent update makes the early game a lot more accessible. We've mostly taken yesterday and today off. Next week, we want to start working on some smaller issues. The dedicated server from SteamCMD doesn't work properly on Linux yet, so that should obviously be fixed. We also want to add passwords to servers, and we're investigating a pathfinding bug. When we've fixed those and other small issues, we're going to start on the next big update: colonists that can dig and build! Bedankt voor het lezen! The game is currently 25% off. If you don't own the game yet, or want to convince a friend to buy it, this is the perfect moment! |
More details will follow in this week's Friday Blog. Bedankt voor het lezen! |
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The next weeks The added complexity makes the current job blocks pretty annoying. While you drastically need arrows, you're watching your colonists create all kinds of stuff you don't need. Our highest priority at the moment is to allow players to set the importance of crafting recipes. This way, colonists will only craft luxuries when the essentials are finished. We're also listening to all of your feedback and figuring out what problems you're encountering in 0.4.0. We'll probably release multiple patches to fix unbalanced recipes, adjust the difficulty and improve things that people tend to find annoying. We're considering to create an 'easy mode' where crafting recipes are simpler again, more like 0.3.0. This should help people get used to the game and explore the new content, and it should please people who find 0.4.0 too complicated. The next months and 0.5.0 At first, we were planning to work on giving crates real inventories, meaning you'll have to actually transport items from mines to furnaces and from fields to ovens. We've decided to focus on something else for two reasons:
We'll probably release colonists that can dig and build in 0.5.0. It's something we've been looking forward to for a long time, and we think it really fits a voxel RTS! Another benefit is that we can release the update in multiple parts. It could be released in four parts:
We've attempted this before shortly after releasing the game but couldn't finish the feature. We've got a better idea of how we want this new feature to work and we can't wait until it's finished! When 0.5.0 is released, we think we can justify raising the price to $24,95. That's effectively a 20% discount for players who purchased the game before 0.5.0 :) https://www.youtube.com/watch?v=wCtP_ajFwvA Bedankt voor het lezen! |
We've just made all the new content publicly available! Update your game to access it right now!
For a full list, see the in-game changelog! We are 100% sure that bugs have slipped into this update. Please notify us when you encounter them! We've tested the balance of the new items, weapons and monsters as much as we can but we like to hear your input. It's very easy to adjust things like crafting recipes, weapon damage, monster HP, reload speed, etcetera. When you've played the update, please share your thoughts about things that seem too hard or too easy! You're all welcome on Discord! Have fun and Happy Halloween! |
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Bow guards
Crossbow guards
Matchlock gun guards
When your colony gets bigger, stronger monsters will start appearing more often. You will not be forced to use matchlock guns, but they're the most effective weapon to take down the strongest monsters. And the sound of the matchlock guns is very satisfying ;) Here's our to-do list from three weeks ago, updated with the current progress: - Add more icons, textures and functionality to the new items 100% completed! - Balance the recipes and crafting times of the new items 100% completed! - Add the technologies to unlock the new items 100% completed! - Add a guard recruiting interface so you can recruit the 8 different guards 100% completed! - Add the new monsters Monsters have got adjustable HP now. They don't die of sunlight anymore. No new textures, animations or speeds yet - Add the technologies that allow you to expand the safe zone around the banner Haven't started yet, but this is probably relatively easy - Add a way to visualize the safe zone This is the more difficult part - Add gradually increasing colonist recruitment costs Ideas are ready, not added to the game yet - Add new achievements Easy We've still got one and a half week left, and the new items, guards and monsters will certainly be released on Halloween! We're working as hard as we can to complete the entire to-do list :) One unexpected addition to the 0.4.0 update is a totally pointless feature that nobody asked for: rotatable miners! Previously, guards were placed with quivers. In 0.4.0, they'll be placed with the command tool, just like miners. To keep the code consistent, both guards and miners are rotatable now. Our Discord was verified in the last week, so we've now got a fancy invite link: discord.gg/colonysurvival It has been overhauled with new categories and channels, and we'd love to see you there! Bedankt voor het lezen! |
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We will not suddenly raise the price, we’ll warn everybody well ahead! Update Progress In the last couple of weeks, a lot of code has been refactored to make future development easier, to extend mod support and to improve performance. This week, we’ve actually started adding a lot of the new items and blocks of 0.4.0. A lot of them still lack icons, textures and functionality but we’re working to add that as well! We’ve totally rearranged underground blocks to improve mining and finding ores. We thought that adding more ores to the bottom layer of the world would make it way too cluttered, especially for new players. So in 0.4.0, it’s possible to remove the darker stone blocks and ores themselves, and mine deeper to discover new ores. The first layer of ores will contain copper and tin. Iron, clay and the other ores can be found in deeper layers. The new ore system, visible because of glitches The location of the ores is determined counting down from the surface, instead of counting up from the bedrock. This means that it’s viable to start a colony on top of a mountain and mine for resources there. It also means you can find all the ores on the same level by mining a straight corridor into the side of a mountain! Update 0.4.0 more than doubles the amount of ‘smelting blocks’. It adds kilns, bloomeries and finery forges. So we’ve updated the code behind them. The amount of fuel consumed is pretty vague now and it will be a lot clearer in 0.4.0. Fuel will become part of the recipe of an item, so every time you’re baking bread or smelting iron ingots, a fuel-item will be consumed. You’ll be able to split planks into firewood, so you don’t have to be afraid that all of your wood will be consumed :) Firewood can be crafted slowly by the artisan (the colonist who crafts items at the workbench), but it can be made quicker by recruiting a woodcutter. This is especially useful for bigger colonies that consume lots of firewood. Our current to-do list before we can release 0.4.0 looks like this: - Add more icons, textures and functionality to the new items - Balance the recipes and crafting times of the new items - Add a guard recruiting interface so you can recruit the 8 different guards - Add the new monsters - Add the technologies that allow you to expand the safe zone around the banner - Add a way to visualize the safe zone - Add the technologies to unlock the new items - Add gradually increasing colonist recruitment costs - Add new achievements We hope to release the update in October and we’ll keep you up to date on the progress! Mod News A lot of the progress in the mod support in the past few weeks has happened in close cooperation with Pandaros. He made some awesome mods and even wrote a Beginners Guide to Modding! You can find his work here. We try to support modders as much as possible in our Official Discord. Everybody is welcome there! Bedankt voor het lezen! |
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Features that are often demanded and that we definitely want to add in future updates:
Now you know what we’re working on, what we’re going to work on, and why we’re doing it this way. Perhaps it has inspired you to think of new suggestions – we’d love to hear them! Thanks for reading this – we think it’s the longest blog post until now! |
The crossbows and muskets will be released combined with stronger, faster monsters. You’ll need those more advanced weapons to kill them in one shot! The scientist will be required to develop ways of producing and using the new metals and weapons. We believe that the new metals and weapons will add some much needed content and complexity to Colony Survival. We’d love to hear your feedback and suggestions! Colony Empire + mods, again |
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At the moment, stairs and doors are not a high priority. They require a significant amount of development time to add properly, but don’t add hours of gameplay. The priorities above do add hours of gameplay, so we’re focusing on these first. Both screenshots are from the Meta-Eco server. It will go public again when 0.3.0 is pushed to the main branch next week! New content in 0.3.0:
Last but not least, there are three things we’d like to promote here. Many mods have already been published on the Steam Forum, including helpful guides on how to use them. You can find them here! New items in Xweert's unreleased mod We’re closely working together with the people behind the 24/7 Colony Empire server. It’s a tightly moderated community server with a large team of admins, architects and modders, all working together to ensure everyone has a great time playing Colony Survival. Visit their website Colony Empire and join their Discord to get involved! Finally, you’re all welcome in our own official Discord server! Thanks for reading this and we’d love to meet you on Discord! |
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Last week’s blog was written by our programmer because I unexpectedly had to spent half a week on the other side of Europe, in Lisbon. Now I’m back, slightly more tanned, to keep you up to date on Colony Survival’s progress! |
Part of this week one of us is unexpectedly away (family reasons) - the PR guy behind pipliznl. So here comes a programmer blog post! |
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We’ve had an amazing launch last Friday. Majors thanks to everybody who purchased the game! It was amazing to join random servers and see people enjoy the game, to read all the reviews and to watch all the videos you’ve put online. |
We have finally chosen our release date! June 16th, 10AM in Europe and 1AM on the West Coast, Colony Survival will publicly enter Early Access! |
Read the topic in our Steam Forum to apply! |