Name | Sol 0: Mars Colonization | ||
Developer | Chondrite Games | ||
Publisher | Chondrite Games | ||
Tags | |||
Release | 2016-01-15 | ||
Steam | 3,99€ 2,79£ 3,99$ / 0 % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  2  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  20,000 .. 50,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 44 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 44 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Sol 0: Mars Colonization [Linux] [593.67 M] |
Hi all, |
Hi all, |
Version 1.04 has now been moved from the testing branch to the main branch, and is available to everyone!
Geodesic Domes The idea for the dome had been floating around for a while. It seemed like a quintessential Mars colonization structure, and I finally decided to add it. The Geodesic Dome is very large, requires a lot of resources to build, and can only be constructed once independence has been declared. I'm pretty happy with the role this building plays in the game. Independence has always been a bit unfocused, with no real objective once the monument has been built. With the dome, the player now needs to maintain a strong production line, probably involving lots of methane, ore mines, and 3D printers. This is what the dome looks like: There are four quadrants, and each quardant can have something different. At the moment there are three options: a forest, which prevents the dome from losing oxygen as quickly if power is lost; a living area, which adds beds; and an engineering academy, which reduces the population required to support the colony. In a quadrant a tower can be constructed with up to three buildings. So you could have three living areas, or two and one engineering academy, etc. The dome takes up a lot of room and you'll probably need to plan ahead from the beginning to support it: Multiple domes can be built, but colony planning will be very important to make sure there is enough free space! Originally the dome was a bit smaller, since I wanted it to fit on every map. But it ultimately became a huge mega-structure, at the expense of possibly fitting on some of the more tight maps. I'm excited about the dome because I spent a fair amount of effort building a good base of code. I can easily add more options for structures in a few hours of work. Essentially, I just need to make and texture the 3D model, and it plugs right into the code. I'll likely expand the menu in future updates, a few ideas might be a farm, aquaponics lab, or manufacturing facility (to make heavy machinery). I'm open to other suggestions. The next update will likely add one or two dome-buildings, and continue the focus on AI and pathfinding improvement. Thanks for your support! Sol 0 Team |
Version 1.04 has now been moved from the testing branch to the main branch, and is available to everyone!
Geodesic Domes The idea for the dome had been floating around for a while. It seemed like a quintessential Mars colonization structure, and I finally decided to add it. The Geodesic Dome is very large, requires a lot of resources to build, and can only be constructed once independence has been declared. I'm pretty happy with the role this building plays in the game. Independence has always been a bit unfocused, with no real objective once the monument has been built. With the dome, the player now needs to maintain a strong production line, probably involving lots of methane, ore mines, and 3D printers. This is what the dome looks like: There are four quadrants, and each quardant can have something different. At the moment there are three options: a forest, which prevents the dome from losing oxygen as quickly if power is lost; a living area, which adds beds; and an engineering academy, which reduces the population required to support the colony. In a quadrant a tower can be constructed with up to three buildings. So you could have three living areas, or two and one engineering academy, etc. The dome takes up a lot of room and you'll probably need to plan ahead from the beginning to support it: Multiple domes can be built, but colony planning will be very important to make sure there is enough free space! Originally the dome was a bit smaller, since I wanted it to fit on every map. But it ultimately became a huge mega-structure, at the expense of possibly fitting on some of the more tight maps. I'm excited about the dome because I spent a fair amount of effort building a good base of code. I can easily add more options for structures in a few hours of work. Essentially, I just need to make and texture the 3D model, and it plugs right into the code. I'll likely expand the menu in future updates, a few ideas might be a farm, aquaponics lab, or manufacturing facility (to make heavy machinery). I'm open to other suggestions. The next update will likely add one or two dome-buildings, and continue the focus on AI and pathfinding improvement. Thanks for your support! Sol 0 Team |
Sol 0 version 1.04 is now available on the 'testing' branch. If no issues come up in the next few days, 1.04 will move to the main branch. If you would like to try out the new features before they hit the main branch, you can right click on the game in your Steam Library, select Properties, and select the 'betas' tab and select the testing beta branch.
Geodesic Domes The idea for the dome had been floating around for a while. It seemed like a quintessential Mars colonization structure, and I finally decided to add it. The Geodesic Dome is very large, requires a lot of resources to build, and can only be constructed once independence has been declared. I'm pretty happy with the role this building plays in the game. Independence has always been a bit unfocused, with no real objective once the monument has been built. With the dome, the player now needs to maintain a strong production line, probably involving lots of methane, ore mines, and 3D printers. This is what the dome looks like: There are four quadrants, and each quardant can have something different. At the moment there are three options: a forest, which prevents the dome from losing oxygen as quickly if power is lost; a living area, which adds beds; and an engineering academy, which reduces the population required to support the colony. In a quadrant a tower can be constructed with up to three buildings. So you could have three living areas, or two and one engineering academy, etc. The dome takes up a lot of room and you'll probably need to plan ahead from the beginning to support it: Multiple domes can be built, but colony planning will be very important to make sure there is enough free space! Originally the dome was a bit smaller, since I wanted it to fit on every map. But it ultimately became a huge mega-structure, at the expense of possibly fitting on some of the more tight maps. I'm excited about the dome because I spent a fair amount of effort building a good base of code. I can easily add more options for structures in a few hours of work. Essentially, I just need to make and texture the 3D model, and it plugs right into the code. I'll likely expand the menu in future updates, a few ideas might be a farm, aquaponics lab, or manufacturing facility (to make heavy machinery). I'm open to other suggestions. Language Workshop support If you have been using the localizer tool (see the forums) to make your own translations, you now have the ability to upload these to the Steam Workshop. If you start the Map Editor and press the 'upload' button you'll now see an option to upload a translation file made with the localizer tool. I've added a 'Language' tag to the Workshop, and you'll be able to subscribe to community-made translations and apply them from the settings menu on the Sol 0 home screen. I know one French translation has been heavily worked on, and I've had fun playing the game in French. I'm available to help support translations. Send an email if you're trying to make a translation but have a question on how the tool works or how to get your translation up on the workshop. ... I think this is going to be an update that will add some fresh gameplay, and I'm looking forward to the feedback. The next update will likely add one or two dome-buildings, and continue the focus on AI and pathfinding improvement. Thanks for your support! Sol 0 Team |
Sol 0 version 1.04 is now available on the 'testing' branch. If no issues come up in the next few days, 1.04 will move to the main branch. If you would like to try out the new features before they hit the main branch, you can right click on the game in your Steam Library, select Properties, and select the 'betas' tab and select the ‘testing’ beta branch.
Geodesic Domes The idea for the dome had been floating around for a while. It seemed like a quintessential Mars colonization structure, and I finally decided to add it. The Geodesic Dome is very large, requires a lot of resources to build, and can only be constructed once independence has been declared. I'm pretty happy with the role this building plays in the game. Independence has always been a bit unfocused, with no real objective once the monument has been built. With the dome, the player now needs to maintain a strong production line, probably involving lots of methane, ore mines, and 3D printers. This is what the dome looks like: There are four quadrants, and each quardant can have something different. At the moment there are three options: a forest, which prevents the dome from losing oxygen as quickly if power is lost; a living area, which adds beds; and an engineering academy, which reduces the population required to support the colony. In a quadrant a tower can be constructed with up to three buildings. So you could have three living areas, or two and one engineering academy, etc. The dome takes up a lot of room and you'll probably need to plan ahead from the beginning to support it: Multiple domes can be built, but colony planning will be very important to make sure there is enough free space! Originally the dome was a bit smaller, since I wanted it to fit on every map. But it ultimately became a huge mega-structure, at the expense of possibly fitting on some of the more tight maps. I'm excited about the dome because I spent a fair amount of effort building a good base of code. I can easily add more options for structures in a few hours of work. Essentially, I just need to make and texture the 3D model, and it plugs right into the code. I'll likely expand the menu in future updates, a few ideas might be a farm, aquaponics lab, or manufacturing facility (to make heavy machinery). I'm open to other suggestions. Language Workshop support If you have been using the localizer tool (see the forums) to make your own translations, you now have the ability to upload these to the Steam Workshop. If you start the Map Editor and press the 'upload' button you'll now see an option to upload a translation file made with the localizer tool. I've added a 'Language' tag to the Workshop, and you'll be able to subscribe to community-made translations and apply them from the settings menu on the Sol 0 home screen. I know one French translation has been heavily worked on, and I've had fun playing the game in French. I'm available to help support translations. Send an email if you're trying to make a translation but have a question on how the tool works or how to get your translation up on the workshop. ... I think this is going to be an update that will add some fresh gameplay, and I'm looking forward to the feedback. The next update will likely add one or two dome-buildings, and continue the focus on AI and pathfinding improvement. Thanks for your support! Sol 0 Team |
Hi all,
Check out the threads on the forums devoted to the Localizer to read more about the tool, or send me an email if you're interested in adding in trying it out and need some tips! - Sol 0 Team |
Hi all,
Check out the threads on the forums devoted to the Localizer to read more about the tool, or send me an email if you're interested in adding in trying it out and need some tips! - Sol 0 Team |
Apologies for the delay in getting this update ready. A few of the items took longer than expected to implement. Sol 0 v1.02 is available on the testing branch. If you want to try out 1.02, right click on the game in your Steam Library, select Properties, and select the 'betas' tab and select the testing beta branch. The game should start updating. Below is a description of what is new in 1.02:
A few notes on using this tool: Start the program and load the English file. Clicking on a text item will allow you to edit the text in the upper right box. A preview of the new text will display in the lower right box. The lower right preview box also shows a greyed out version of the original text, so you can try to keep the length the same (which is important!). A small red square next to each text item indicates whether the text has been modified, to make it easy to find text that still needs replacing. Once youve edited the file, give it a name other than English and press Save. If you then copy the language file, located in Localizer_Data/Languages to Sol 0_Data/Languages, youll be able to switch to that language file from the home screen in-game setting menu. The tool is forwards compatible for future versions. If I add text in a later version, you can copy over all your work onto the new language file using the Overwrite language file with: box in the lower left. Ill set up a forum for sharing language files this is sort of an experiment, and I dont know whether there will be lots of interest or very little interest. Getting the achievements and language support in took up most of 1.02. 1.03 will return to a pure bug-fixing update. Ive really enjoyed checking out all the screenshots and content on the workshop, very cool to see the colonies that are being created! -Sol 0 Team |
Apologies for the delay in getting this update ready. A few of the items took longer than expected to implement. Sol 0 v1.02 is available on the testing branch. If you want to try out 1.02, right click on the game in your Steam Library, select Properties, and select the 'betas' tab and select the ‘testing’ beta branch. The game should start updating. Below is a description of what is new in 1.02:
A few notes on using this tool: Start the program and load the ‘English’ file. Clicking on a text item will allow you to edit the text in the upper right box. A preview of the new text will display in the lower right box. The lower right preview box also shows a greyed out version of the original text, so you can try to keep the length the same (which is important!). A small red square next to each text item indicates whether the text has been modified, to make it easy to find text that still needs replacing. Once you’ve edited the file, give it a name other than ‘English’ and press Save. If you then copy the language file, located in ‘Localizer_Data/Languages’ to ‘Sol 0_Data/Languages’, you’ll be able to switch to that language file from the home screen in-game setting menu. The tool is forwards compatible for future versions. If I add text in a later version, you can copy over all your work onto the new language file using the ‘Overwrite language file with:’ box in the lower left. I’ll set up a forum for sharing language files… this is sort of an experiment, and I don’t know whether there will be lots of interest or very little interest. … Getting the achievements and language support in took up most of 1.02. 1.03 will return to a pure bug-fixing update. I’ve really enjoyed checking out all the screenshots and content on the workshop, very cool to see the colonies that are being created! -Sol 0 Team |
Ive set version 1.01 to live. This version has a number of fixes, primarily targeting the pathfinding. Note that this is different from AI, and the AI has not been addressed in this update (but will be starting in the next update).
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I’ve set version 1.01 to live. This version has a number of fixes, primarily targeting the pathfinding. Note that this is different from AI, and the AI has not been addressed in this update (but will be starting in the next update).
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Saving/Loading issues
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Saving/Loading issues
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Hi all, Ive just made live an update that I hope will address the game crash when exiting. This fix should work for the Windows, Mac, and Linux builds. Its a small update, and should download fast. Let me know if you are still getting crashes on exit, but I am fairly confident they are now resolved. |
Hi all, I’ve just made live an update that I hope will address the game crash when exiting. This fix should work for the Windows, Mac, and Linux builds. It’s a small update, and should download fast. Let me know if you are still getting crashes on exit, but I am fairly confident they are now resolved. |
We're continuing to investigate the few stability issues that have been reported. Specifically, most of the reports have been of the game crashing on exit, and some Linux users have experienced issues saving and loading levels. |
We're continuing to investigate the few stability issues that have been reported. Specifically, most of the reports have been of the game crashing on exit, and some Linux users have experienced issues saving and loading levels. |
Thanks very much for checking out Sol 0! The launch so far has gone fairly smoothly, and I have enjoyed contributing to the discussions happening on the community hub. Ive noticed some workshop content appearing as well just a note, you dont need to upload maps to the workshop if you intend to only play them on your local machine. Any map you save in the Map Editor is immediately playable in Sol 0, and will be found in the custom map list on the home screen. |
Thanks very much for checking out Sol 0! The launch so far has gone fairly smoothly, and I have enjoyed contributing to the discussions happening on the community hub. I’ve noticed some workshop content appearing as well – just a note, you don’t need to upload maps to the workshop if you intend to only play them on your local machine. Any map you save in the Map Editor is immediately playable in Sol 0, and will be found in the custom map list on the home screen. |
Sol 0 is releasing today! Thanks for checking out Sol 0: Mars Colonization. Chondrite Games is a one-person indie studio, and Sol 0 is our first title. I've started posting a bit in the discussion section of the community hub, and I'll make sure to post any news and general information there. |