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Steam News25 February 20264mo ago

Colony 37 v0.5

Hi everyone! I couldn't wait any longer, considering the fact that this update overhauls and reworks way too many things, and adding more would simply stop the whole process in its tracks.

In this update10

Full notes

Full Colony 37 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix16 additions8 changes2 removals
  • Balance
  • Gameplay
  • Maps
  • UI and audio
  • Fixes
  • Performance
addedI couldn't wait any longer, considering the fact that this update overhauls and reworks way too many things, and adding more would simply stop the whole process in its tracks. Some of the elements are missing from this update (also there is a lot of balancing to do), and I'll add them in the next couple of days. So, let's talk about the update. Version 0.5 brings quite a lot to the table: a perk system, a balance rework, simplification of a couple of elements, and a whole lot more. Additionally, I completely reworked the way laboratories are handled, as well as simplified creature AI to make it much easier to use for development purposes. So this update is even more important for development purposes rather than just for playing. Let's talk about each addition/rework one by one.
addedPerk SystemColony 37 now has a perk system that allows you to gain experience by destroying blocks (or creatures) and use this experience to level up your perks. I'm pretty sure this system would require quite a lot of balancing and more unique perks, but I strongly believe that it opens up a lot of possibilities (both current and future ones) for creating your own character build. Perk Station is unlocked by completing quests.
addedNew BiomesAdded 6 new biomes. Technically in this version you're capable of digging straight to the planet's core. I had to raise the lowest point of the map simply because I wanted to add more unique biomes rather than spam the same dirt and stone for miles and miles. So the lowest point of the game is currently at 600-700 meters. I'll still work on them and add even more content to each of them.
addedBalance ReworkHonestly, this has to be the scariest thing to do. It's almost impossible to get it right for the first time, so please let me know what you think. Pretty much every instrument's damage and their costs were changed. Blocks became moderately harder to destroy, although a new perk system should accompany the player with newfound struggles (I hope).
changedScenery ReworkI'll be honest, the previous outside location was kind of a meh at best. So I completely rebuilt the scenery from the ground up. It should be less optimized than a previous version, but I'll fix it in further patches.
addedTask Panel / Updated QuestsColony 37 now has a task panel to track the player's current tasks. All of the existing quests were reworked to use this system. So now you're able to see where the laboratory is situated, if you have the quest for it, of course. Quests that are given to a player by an NPC have to be turned in by talking to an NPC (otherwise I think it'll be weird).

Colony 37 changes

addedI couldn't wait any longer, considering the fact that this update overhauls and reworks way too many things, and adding more would simply stop the whole process in its tracks. Some of the elements are missing from this update (also there is a lot of balancing to do), and I'll add them in the next couple of days. So, let's talk about the update. Version 0.5 brings quite a lot to the table: a perk system, a balance rework, simplification of a couple of elements, and a whole lot more. Additionally, I completely reworked the way laboratories are handled, as well as simplified creature AI to make it much easier to use for development purposes. So this update is even more important for development purposes rather than just for playing. Let's talk about each addition/rework one by one.
addedColony 37 now has a perk system that allows you to gain experience by destroying blocks (or creatures) and use this experience to level up your perks. I'm pretty sure this system would require quite a lot of balancing and more unique perks, but I strongly believe that it opens up a lot of possibilities (both current and future ones) for creating your own character build. Perk Station is unlocked by completing quests.
addedAdded 6 new biomes. Technically in this version you're capable of digging straight to the planet's core. I had to raise the lowest point of the map simply because I wanted to add more unique biomes rather than spam the same dirt and stone for miles and miles. So the lowest point of the game is currently at 600-700 meters. I'll still work on them and add even more content to each of them.
addedHonestly, this has to be the scariest thing to do. It's almost impossible to get it right for the first time, so please let me know what you think. Pretty much every instrument's damage and their costs were changed. Blocks became moderately harder to destroy, although a new perk system should accompany the player with newfound struggles (I hope).
changedI'll be honest, the previous outside location was kind of a meh at best. So I completely rebuilt the scenery from the ground up. It should be less optimized than a previous version, but I'll fix it in further patches.

Hi everyone!

I couldn't wait any longer, considering the fact that this update overhauls and reworks way too many things, and adding more would simply stop the whole process in its tracks. Some of the elements are missing from this update (also there is a lot of balancing to do), and I'll add them in the next couple of days. So, let's talk about the update. Version 0.5 brings quite a lot to the table: a perk system, a balance rework, simplification of a couple of elements, and a whole lot more. Additionally, I completely reworked the way laboratories are handled, as well as simplified creature AI to make it much easier to use for development purposes. So this update is even more important for development purposes rather than just for playing. Let's talk about each addition/rework one by one.

Perk System

Colony 37 now has a perk system that allows you to gain experience by destroying blocks (or creatures) and use this experience to level up your perks. I'm pretty sure this system would require quite a lot of balancing and more unique perks, but I strongly believe that it opens up a lot of possibilities (both current and future ones) for creating your own character build. Perk Station is unlocked by completing quests.

New Biomes

Added 6 new biomes. Technically in this version you're capable of digging straight to the planet's core. I had to raise the lowest point of the map simply because I wanted to add more unique biomes rather than spam the same dirt and stone for miles and miles. So the lowest point of the game is currently at 600-700 meters. I'll still work on them and add even more content to each of them.

Balance Rework

Honestly, this has to be the scariest thing to do. It's almost impossible to get it right for the first time, so please let me know what you think. Pretty much every instrument's damage and their costs were changed. Blocks became moderately harder to destroy, although a new perk system should accompany the player with newfound struggles (I hope).

Scenery Rework

I'll be honest, the previous outside location was kind of a meh at best. So I completely rebuilt the scenery from the ground up. It should be less optimized than a previous version, but I'll fix it in further patches.

Task Panel / Updated Quests

Colony 37 now has a task panel to track the player's current tasks. All of the existing quests were reworked to use this system. So now you're able to see where the laboratory is situated, if you have the quest for it, of course. Quests that are given to a player by an NPC have to be turned in by talking to an NPC (otherwise I think it'll be weird).

First quests are reworked. So it's strongly advised to start a new game (old save file might mess up the dialogues).

Steam post imageSteam post image

Laboratories Rework

Laboratories are no longer generated. This gives me more space to create truly unique places. It is still a huge work in progress and requires a bit more work to do. But at least all of the code is in there. Now I just need to make them stand out. Half of the laboratories are currently disabled, but I'll activate them when they are done.

Simplification

The Geiger Counter and Energy Counter are now part of the basic UI. All of the previous versions were repurposed as "AntiRad" and "Energy" chips that boost your radiation removal and maximum energy.

Health and oxygen bars are now reworked. New versions are displaying values using the red arrow and will start pinging with the "Warning" message once they go below 25%.

All of the radioactive barrels are now removed from the surface, and the radiation is moderately lower near the surface. I had to make this change because it was extremely unfair for a new player to step outside and then immediately die without knowing what killed them.

Main Menu rework

The main menu is now reworked to a more beautiful one with its own main song.

Other changes

  • Player corpse behavior reworked and fixed.

  • Creature AI is now simplified (this should finally allow me to add creatures into caves).

  • 20+ new trinkets added.

  • Reworked the "World Map" to display the player's progress as well as resources/biomes you can encounter.

  • Almost all of the existing biomes are now a bit brighter.

  • Flashlights and light sources no longer consume energy. (Now they only provide buffs).

Honestly, it is extremely hard for me to mention all of the changes (by the time of writing these update notes, I'm almost 21 hours without sleep), but expect a lot of other things to be slightly changed.

Future Plans

I'll do my best to release the 0.6 update with all of the missing features from 0.5 as soon as possible. So far I'll need to do these things:

  • Finish up the laboratories (at least a rough but unique visualization of them).

  • Add custom behaviors for each pickaxe in every instrument tier (I have some ideas in mind to make each weapon a bit more unique).

  • Steam Integration (Achievements, high score system between friends).

  • Add POI editor (hopefully with Steam workshop support).

  • Update Steam's shop page (it is extremely old and outdated, honestly). I would even call it ugly :)

  • Add more items to each biome chest (I'm aiming to have at least 15 unique items per biome).

  • Add features requested by players (I listed all of them down; some of them might be tricky to accomplish, but I think I'll manage).

  • Add customizable hotkeys.

  • Finish the Discord channel.

  • Finally, add some creatures that will spawn in the caves (hopefully rats).

Tomorrow (26.02.2026) will be 5 months since Colony 37 was released into early access. Even today I remember that stream from Tomato Gaming with huge amounts of bugs, items flying with the speed of light, and panels that are not closing at all, causing a player to get soft locked. And honestly, I just want to say a huge Thank You guys. Your support means a lot to me, and I can surely say that without you guys it would've been borderline impossible to push this game forward.

I strongly believe together we can create a pretty decent mining/exploration game.

So, thank you, whoever is reading this, and stay tuned for future updates! (Also, please let me know if you want something to be tweaked or balanced; as usual, I'll try to read every single comment/message).

Source

Steam News / 25 February 2026

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