Colony Survival
Pipliz Developer
Pipliz Publisher
2017-06-16 Release
🎹🖱️Keyboard + Mouse
Very Positive
(7516 reviews)
The Game includes VR Support
Public Linux Depots:- Linux 32-bit [97.57 M]
- Linux 64-bit [96.17 M]
Friday Blog 86 - Finding Four Alternatives
[Disclaimer: we're talking about changes to the 0.7.0 dev branch here, which is not yet publicly available]
Last week's announcement that we removed seeds & saplings generated quite a bit of controversy. Some complained, rightfully so, that this removed the ability to plant crops and flowers as decoration. That is a feature we do not intend to remove. We'll add seeds & saplings to the merchant. They won't limit expansion anymore, they won't be needed by colonists or any core gameplay mechanics, they won't clutter the stockpile of players who've just started out, but experienced players who want to decorate their colony will still be able to use them!
The biggest change in the dev branch last week is the addition of biome dependent science. The location of the colony now determines which science is available. For example, we can now make it so that only colonies in the far east can unlock tea farmers, while sugarcane can only be unlocked in the tropics.
We've thought a lot about how to structure the tech tree in other colonies, this week. We realized we do not simply want to make it like the standard colony with some extra crops. It would be good if each colony had a relatively unique development. For example, colonists in arctic areas could require more food and happiness items. Potatoes would replace wheat as the main crop in the new world. Bamboo could be part of many recipes in the far east.
Basically, we've got to reinvent Colony Survival four times: unique foods, happiness items, recipes and tech trees in the north, east, south and west. This is not a task to approach lightly. We've been extensively pondering and discussing how to structure this exactly. We hope to be able to show you the first unique colony in an exotic biome next week!

Last week, we were at build 21. Now we're at build 27. Here's a comprehensive list of all the changes that we've made on the dev branch this week:


Bedankt voor het lezen!
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[ 2019-02-08 20:59:32 CET ] [ Original post ] Build your own village, castle or city and populate it with colonists! Let guards, farmers, miners, foresters, bakers, smelters and artisans work for you. After the sun has set, most colonists will go to bed, but the enemy awakens. A horde of monsters will assault your colony and try to slaughter you and your villagers. Defend your colony with walls, moats and guards!
- Multiplayer support: play with friends and strangers!
- Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
- Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
- Support for textures and language packs created by players
- Dynamic lighting and eye adaptation
- Voice your suggestions and be part of the development of Colony Survival!
MINIMAL SETUP- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 5000. 1280x720 display
- Storage: 300 MB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
RECOMMENDED SETUP- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel i5-2300 (2.8 GHz quad core) or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 750 or equivalent. 1920x1080 display. supporting openGL 4.2+Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
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