Colony Survival

Colony Survival

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Still in Early Access?!?
I bought this game 6 years ago, around 2018, looked through my library after forgetting about it and discovering it's still in EA?

Jesus christ on a bike.
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Showing 1-7 of 7 comments
David_Wizard Aug 3, 2024 @ 3:42am 
I think the Colony Survival Team doesn't have a real roadmap.

You do whatever comes to mind.

And we've just reached a point where the game is really stagnating

It could be an extremely good game if only a few changes were made.

For example.

Example:

The colony security area should cost a few colony points each day.
A 100 x 100 security area could cost 1000 or 2000 colony points per day


It would ensure that the player has to produce luxury goods in order to sell them.
So colony points become much more important.
(real cities also live from trade)


and further
The security area could also be made larger so that large cities can be built.


But only small changes are made by the team.
I think the game is finished.
Parallel Black Aug 21, 2024 @ 3:20pm 
Originally posted by David_Wizard:
I think the Colony Survival Team doesn't have a real roadmap.
There are so many things they could change that would improve the core gameplay and balance that they've turned down over time for one reason or another. It's been a bit of a frustrating experience to watch them completely redo the research tree and points systems over and over with each major update, instead of just doing something different with how zombies spawn and move, or rethinking the concept of job blocks, etc, etc.
Pipliznl  [developer] Aug 30, 2024 @ 6:23am 
Originally posted by David_Wizard:
The colony security area should cost a few colony points each day.
A 100 x 100 security area could cost 1000 or 2000 colony points per day


It would ensure that the player has to produce luxury goods in order to sell them.
So colony points become much more important.
(real cities also live from trade)


and further
The security area could also be made larger so that large cities can be built..

Would the game really be more fun if you had to pay high, repetitive, daily costs to grow your colony?

Have you completed the Prestige Sciences at the end of the tech tree?

Outpost banners can be built right at the edge of your colony, allowing you to build very large cities :)
Pipliznl  [developer] Aug 30, 2024 @ 6:23am 
Originally posted by Parallel Black:
instead of just doing something different with how zombies spawn and move, or rethinking the concept of job blocks, etc, etc.

We're definitely rethinking monsters and job blocks :D
David_Wizard Sep 6, 2024 @ 11:51pm 
Originally posted by Pipliznl:

Would the game really be more fun if you had to pay high, repetitive, daily costs to grow your colony?

Have you completed the Prestige Sciences at the end of the tech tree?

Outpost banners can be built right at the edge of your colony, allowing you to build very large cities :)


Repetitive costs = economic system like in a real world

"Outpost banners can be built right at the edge of your colony"

I know.
But it is very inconvenient when placing beds.
You have to select the main colony manually... everything is complicated.


I think you don't know what to do next.

I look at steamdb.info and you have 117 active players every day... that's very low.

Build an economic system.
Larger cities.

Rimworld has economic system = 19,656 players

Every major game has an economic system.

And introducing it into Colony Survival is certainly not difficult.

For each colonist a certain amount of different goods that are needed daily.


They're currently just doing things to others that don't really make sense... nice light... snow... great but pointless for the game.
Last edited by David_Wizard; Sep 6, 2024 @ 11:53pm
Parallel Black Sep 7, 2024 @ 1:38am 
Originally posted by Pipliznl:
Originally posted by David_Wizard:
The colony security area should cost a few colony points each day.
A 100 x 100 security area could cost 1000 or 2000 colony points per day

Would the game really be more fun if you had to pay high, repetitive, daily costs to grow your colony?

This is exactly the type of response that frustrates me when it comes to how you look at suggestions; David says "a few", only for you to frame it as "high".

Firstly, that number of colony points is easily attainable at that stage of the game, and secondly, you are the one in control of the cost number, so why would the repeating cost need to be excessive or restrictive to begin with? You've taken the suggestion and turned it into a problem instead of exploring how it could work and what it could provide.

Having a passive market mechanic that introduces incoming and outgoing money would be interesting to me and could easily serve as a goal for players; it would more closely tie colony points to the concept of money, something more tangible than a simple score, that drives players to reach higher numbers for the sake of wealth, in turn fuelling motivation to grow and optimise the colony.
Last edited by Parallel Black; Sep 7, 2024 @ 2:42pm
Takiton Sep 7, 2024 @ 11:19am 
Originally posted by Pipliznl:
Originally posted by Parallel Black:
instead of just doing something different with how zombies spawn and move, or rethinking the concept of job blocks, etc, etc.

We're definitely rethinking monsters and job blocks :D

Monsters bro... monsters.. Something more than just HP.
Today its a simple colony grind with new ways to look nice.
Monsters would fundamentally improve the aspect that makes this block game unique.
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