





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Happy New Year! In 2019s last blog, we looked back at the history of Colony Survival. Here, in 2020s first blog, well discuss our plans for the future. They havent changed too much since this blog we posted a couple of months ago, but wed love to talk more about the underlying reasons, and we think we can properly visualize them in a single image now.
Imagine a graph that plots both complexity and time played for a game. In a lot of games, more complex features are introduced only after youve played the game for a while. Think of a shooter which starts with some simple missions with simple weapons and targets, and introduces a stealth mission or guided missiles later on.
A guided missile is obviously more complex than a basic pistol, but how complex it appears to players also depends on the interface. Does the game explain how to operate this new weapon? Or are you expected to press all kinds of hidden buttons and navigate complex menus? The complexity measured in the graph is a combination of the actual depth of the mechanics nd how difficult it is to figure out for players.
Now imagine plotting Colony Survival 0.1.0, the version we released on Steam in June 2017, on this graph. After one or two hours, you could have seen all the content. There was no science system. But the UI wasnt very advanced either. If you werent experienced in FPS and RTS games, you had a pretty hard time learning the ropes. So Id visualize 0.1.0 on the graph like this:
We got quite a lot of complaints about the lack of content, and we could see why. The next updates all focused on adding more items and features.
0.7.0 was a big overhaul of the game. It wasnt merely adding things on top of the pile, the early game was overhauled as well. New features like happiness, co-op and trading have given the game more functionality and depth, but theyve also added extra menus and buttons that arent always explained that well and can confuse new players. This is the result in the graph:
Obviously, our intention is not to make the game more difficult and confusing for new players. A couple of months ago, I watched someone who wasnt really experienced with first person games try the game, and it was heart-wrenching. It suddenly became very obvious how complex Colony Survival is for people who havent extensively played first person and strategy games. Our goal is to make CS accessible for persons like that as well. Were not going to dumb stuff down and were not going to hand-hold experienced players - no worries about that! Our three main strategies are:
[ 5970 ]
[ 1939 ]
[ 1814 ]