Name | Colony Survival | ||
Developer | Pipliz | ||
Publisher | Pipliz | ||
Tags | |||
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] |
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 |