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Name

 Colony Survival 

 

Developer

 Pipliz 

 

Publisher

 Pipliz 

 

Tags

 Indie 

 Strategy 

 

Adventure 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2017-06-16 

 

Steam

 19,99€ 15,49£ 19,99$ / 0 % 

 

News

 252 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 324 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/366090 

 

SteamSpy

Peak CCU Yesterday

  

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] 




LINUX STREAMERS (0)




Friday Blog 212 - Towards 2022



Its the last day and the last blog of 2021! We want to start out by thanking all of you for your support and your patience. Weve released zero public updates to Colony Survival this year, and despite that, theres still plenty of activity in the comments, on the Discord and in the surveys. Thats very motivating! Thanks to everyone who purchased Colony Survival: were very grateful that we can be dedicated to its development full-time. And thanks to the modders, the server hosts, the translators and all others who are helping us improve CS!

Despite the lack of updates to CS in 2021, a lot has changed behind the scenes. Our current dev build has new core mechanics, major changes to the gameplay, and lots of new jobs and items. It has been a productive year. We wouldve loved to release a steady stream of small updates instead of one mega-big-update, but sadly, we cannot. If 0.8.0 is a decent, finished, regular car, the current 0.9.0 dev build is a streamlined sports car with a race engine, three tires, no brakes, no radio and no air-conditioning. We believe the end result will exceed 0.8.0 in all dimensions, the current work-in-progress has some impressive new features, but its also such a massive overhaul that its currently just significantly less complete than 0.8.0.

We couldnt have planned it otherwise. Everything is so interrelated: the jobs & and the tech tree, the jobs & the world generation, the tech tree & monsters & traps, all the new changes & the interface When you change one thing, all the related things have to be adapted as well. We dont treat Colony Survival as a sandbox game with wildly disconnected features: it ought to be one coherent experience where you follow the tech tree from the Stone Age to the Industrial Revolution.

[h2]Animal Husbandry[/h2]

This feature was proposed way back in 2017, but we never actually implemented it. Due to the longer crafting times, 0.9.0 was getting quite heavily dependent on regular jobblocks, which means a lot of colonists standing next to randomly placed cubes. We were looking for a way to add some more non-jobblock production to balance things out. Instead of just putting more emphasis on regular miners/farmers/fishers, we were looking for something completely new.

After a while, we came back to the animal husbandry idea. Youd have colonists actually caring for cows and/or sheep and/or goats. Were unsure about the precise implementation, and its highly related to the dilemma above: should we delay 0.9.0 even further and add animal husbandry to it as well? Should we release 0.9.0 with an animal-husbandry-sized gap and add it in 0.9.1? Should we release 0.9.0 without that gap and then try to squeeze it in in a later update anyway? Wed love to have your opinion on that! Let us know in the comments or on Discord.



[h2]The Covid Situation[/h2]

Everybody is probably tired of thinking about this, but this seems like the right place to mention it for a bit. The past two years have been weird. We've had multiple periods of shops/events/gatherings/schools being limited, hospitals nearing capacity etc. There were some times where we had to digest quite some new information to properly grasp the situation, which took some time and effort. Earlier on this all slowed down development a bit, but over time it's mostly back on pace as the situation has become more known, vaccines & treatments have become available, and generally we got more used to it. Hopefully 2022 will be calmer (knocking on wood!).

[h2]2022[/h2]

Though we expect 2022 to be calmer in terms of COVID, we expect it to be a lot more exciting in terms of Colony Survival! Were really looking forward to releasing 0.9.0. Its going to be the biggest update CS has ever seen. It should both improve core mechanics and extend the gameplay with a lot of new content. The Yogscast often worked on the goal of recruiting 1000 colonists, but this was a stretch goal way beyond regular gameplay. We hope to make reaching 1000 colonists a sensible and expected part of completing the tech tree!

Thanks for being a part of the CS community, and we want to wish all of you a very Happy New Year :D

Reddit // Twitter // YouTube // Website // Discord

Gelukkig Nieuwjaar!


[ 2021-12-31 12:06:30 CET ] [ Original post ]