Aven Colony

Aven Colony

Introducing Hovercars, Space Elevators, Serpent isle, and more! Content Drop 1 has arrived!

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Sarblade 🐬 Sep 8, 2017 @ 5:42am 
Oh and also add a smaller cart as a identity who moves between structures delivering resources (for real). It doesn't change much - except slower delivery based on the positions - but would help in making the colony more realistic and alive.
Sarblade 🐬 Sep 7, 2017 @ 3:41am 
Nice! We're slowly getting there. What about giving more relevance to the disposition of the structures? Extra Cargo has to be built where products are made or else they will have to travel trough the map for that, the same about shops and so on. If the game lacks the basis to make it works then you could just add debuff/buff or tweak what you already have (the fact tha they live near their job, etc..).
Right now, even at the highest difficulty, there are no issues in building stuff separately, except hospitals/droid stations. It lacks planning and strategy. "Do i need extra storage? 'kay, i'll build this one near the others until it gets full"

The droids station also become pretty frustrating later, with that small radius. Maybe you can make the build or do manual works outside the radius BUT automatically repair only inside it?

Anyway, good job, keep up the good work!
Paul T  [developer] Sep 5, 2017 @ 2:30pm 
AislinSP: Stay tuned! More stuff is on the way.

Gary: the hovercar system should be super useful and should be able to transport workers all around your colony. It really dramatically changes lots of aspects of gameplay. If you can find a repro case where that doesn't happen, we'd love to see it! The README button off the main menu has instructions for sending us your Saved folder which has all your saved games in it.
Spitty Sep 4, 2017 @ 11:30am 
Love all of the new content!
Retroburn Sep 4, 2017 @ 10:01am 
Awesome support!
AislinSP Sep 3, 2017 @ 1:06pm 
Loving the new content!

One balance issue I am finding is that there aren't enough jobs to go around as the colony grows. It would be useful to add more employment providing structures. Perhaps each kind of atrium could employ one person. Realistically - they'd need upkeep, yes?

Still hoping you can improve the usability of batteries. Can you please make the "use battery power" box stay checked until the user unchecks it, rather than having it end at sun-up?
Gary of Nivea Sep 3, 2017 @ 9:25am 
I find the hovercar system weird and too simple. It should be massive and more useful! When I build one at a mine that can't aquire workers, it rarely transports them to it, and when I build an "island" with its own power source etc, peope can not travel to the habitats there using hovercars? I have to connect it to the colony, wait untill I have enough colonists, and remove the connection... why? Why can't they just travel using the hovercars? They wanna walk instead?
Paul T  [developer] Sep 3, 2017 @ 5:51am 
Ash: see the last paragraph. They're on the way to console but no specific ETA at this time.
Ash Sep 3, 2017 @ 2:50am 
Hello devs, I would like to know if this -and other- updates are coming concurrent to consoles or they're dropping later? I'm trying to decide whether to get it on Steam or PS4.

I am poor and usually wait for massive sale discounts before buying a game, but as a fellow dev and fan of this genre your dedication brought tears to my eyes and worth paying full launch price. I would just like to know what are the differences between PC and console content and speed of updates-wise before choosing, can't find much info about this while googling, a clarifying post would be really good! Thank you.
Paul T  [developer] Sep 1, 2017 @ 2:33pm