
-------------IMPORTANT INFORMATION-------------
Here's how to join the beta
Expected time of official launch: in 1-2 weeks
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Zun is back! He left the hospital on Saturday and has been feeling a lot better. He's had an MRI scan today and a doctor will discuss the results with him soon. We're suspecting gallstones and hope it's nothing worse than that.
Thanks a lot for all your well wishes! There was an outpouring of support for Zun, in the comments on Steam, on Discord, in PMs. We deeply appreciate the kindness of the community!
We've released multiple new builds this week, containing all kinds of changes, improvements and fixes. Here's a partial list from the Discord:

Fullscreen
Now that we're getting very close to the release, we've been talking about our plans for after the release of 0.7.0. Here's what we currently think we're going to do.
At first, we'll probably be releasing multiple patches for small things like balancing issues, translations and bugs. These updates will be numbered 0.7.0.1, 0.7.0.2, etcetera.
Our next priorities are:
- A new menu to display graphs that make a lot clearer how your production is going. See how many items are consumed and crafted, how many monsters are slain and how much days have passed. This is very important because of all the new jobs, items and complexity in 0.7.0.
- Integrating these statistics in the tech tree, with requirements like "Fire 500 bronze arrows before you can unlock crossbow bolts", "Distribute 100 luxury meals before you can unlock Colony Starter Kits". It won't be a full replacement, it'll be a mixed system.
- Add Steam Workshop and Steam Cloud support, with an in-game mod manager and support for specific mods per savegame
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 :)
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Discord[ 2019-07-12 18:11:33 CET ] [ Original post ]