What changed
1 fix5 additions4 changes0 removals
- Store
- Maps
- Gameplay
- UI and audio
- Fixes
changedWe've released this update a couple of hours before a discount, so if you're here very quickly and you still need to purchase the game, it's in your best interest to wait a moment :) We're planning to give a similar discount somewhere in January. Afterwards, we're probably going to raise the price of the game.
addedThis is the largest update we’ve ever released. It totally overhauls the game. The tech tree has been rebuilt from scratch, and the terrain generation has been drastically enhanced and changed. This means that you will have to start a new savegame. Pre-0.9.0 worlds are incompatible with 0.9.0. This does not mean your pre-0.9.0 worlds are lost though. Right-click Colony Survival in the Steam Library, click properties and go to the “betas” tab. Here, you will be able to select older versions of the game, suited to the older world you’d like to revisit.
added0.9.0 contains a gigantic amount of new content. New features, new jobs, new weapons, new monsters, new building blocks and new science. Grenade launchers, steel gliders that are launched into the sky with explosives, glassblowers, threat banners, elevators, tools, traps. We’ve adopted new design philosophies which change some of the fundamentals of how the game is played. All old achievements have been removed and replaced with 50 new ones - and these ones shouldn’t be unlockable with cheats! We’d like to explain the biggest changes one by one.
addedBefore we go into details, I'd like to give one piece of advice to people who are going to jump right into the update: Colony Survival is not an idle game . When certain things feel slow, that's an incentive to expand and recruit more colonists, not an incentive to wait. We've done our best to ensure that all jobs are valuable 'to the end' - we hope you won't ever regret scaling up and setting up a big new production chain.
changedOutpostsSecond colonies had some unique benefits, but they were only available if you travelled a massive distance to “other biomes”, like the Tropics and the Far East.
changedOutpostsIf players wanted to share items between their colonies, they had to use a complicated and slow trading interface
Colony Survival changes
changedWe've released this update a couple of hours before a discount, so if you're here very quickly and you still need to purchase the game, it's in your best interest to wait a moment :) We're planning to give a similar discount somewhere in January. Afterwards, we're probably going to raise the price of the game.
addedThis is the largest update we’ve ever released. It totally overhauls the game. The tech tree has been rebuilt from scratch, and the terrain generation has been drastically enhanced and changed. This means that you will have to start a new savegame. Pre-0.9.0 worlds are incompatible with 0.9.0. This does not mean your pre-0.9.0 worlds are lost though. Right-click Colony Survival in the Steam Library, click properties and go to the “betas” tab. Here, you will be able to select older versions of the game, suited to the older world you’d like to revisit.
added0.9.0 contains a gigantic amount of new content. New features, new jobs, new weapons, new monsters, new building blocks and new science. Grenade launchers, steel gliders that are launched into the sky with explosives, glassblowers, threat banners, elevators, tools, traps. We’ve adopted new design philosophies which change some of the fundamentals of how the game is played. All old achievements have been removed and replaced with 50 new ones - and these ones shouldn’t be unlockable with cheats! We’d like to explain the biggest changes one by one.
addedBefore we go into details, I'd like to give one piece of advice to people who are going to jump right into the update: Colony Survival is not an idle game . When certain things feel slow, that's an incentive to expand and recruit more colonists, not an incentive to wait. We've done our best to ensure that all jobs are valuable 'to the end' - we hope you won't ever regret scaling up and setting up a big new production chain.
changedSecond colonies had some unique benefits, but they were only available if you travelled a massive distance to “other biomes”, like the Tropics and the Far East.
We just uploaded 0.9.0 to the main Colony Survival branch! It should be available to download and play right now. If it isn’t, you might want to verify the integrity of game files.
We've released this update a couple of hours before a discount, so if you're here very quickly and you still need to purchase the game, it's in your best interest to wait a moment :) We're planning to give a similar discount somewhere in January. Afterwards, we're probably going to raise the price of the game.
This is the largest update we’ve ever released. It totally overhauls the game. The tech tree has been rebuilt from scratch, and the terrain generation has been drastically enhanced and changed. This means that you will have to start a new savegame. Pre-0.9.0 worlds are incompatible with 0.9.0. This does not mean your pre-0.9.0 worlds are lost though. Right-click Colony Survival in the Steam Library, click properties and go to the “betas” tab. Here, you will be able to select older versions of the game, suited to the older world you’d like to revisit.
0.9.0 contains a gigantic amount of new content. New features, new jobs, new weapons, new monsters, new building blocks and new science. Grenade launchers, steel gliders that are launched into the sky with explosives, glassblowers, threat banners, elevators, tools, traps. We’ve adopted new design philosophies which change some of the fundamentals of how the game is played. All old achievements have been removed and replaced with 50 new ones - and these ones shouldn’t be unlockable with cheats! We’d like to explain the biggest changes one by one.
Before we go into details, I'd like to give one piece of advice to people who are going to jump right into the update: Colony Survival is not an idle game. When certain things feel slow, that's an incentive to expand and recruit more colonists, not an incentive to wait. We've done our best to ensure that all jobs are valuable 'to the end' - we hope you won't ever regret scaling up and setting up a big new production chain.
Outposts
Back in 2018-2019, we worked on 0.7.0 for over a year. The core of the update was “multiple colonies”: one player could start multiple colonies in the same world. It was probably the most badly implemented feature in the entire game.
Second colonies had some unique benefits, but they were only available if you travelled a massive distance to “other biomes”, like the Tropics and the Far East.
The only ways to get there were by foot, which was very tedious, or by glider, which required players to launch themselves in some kind of strange and confusing VTOL way
If players wanted to share items between their colonies, they had to use a complicated and slow trading interface
The only unique benefits of second colonies were new luxury items, which you didn’t really need and didn’t give access to special or interesting new content
This had the consequence that the vast majority of the playerbase never used the multiple-colonies-feature. It’s just too confusing, too boring, and not rewarding enough.
We think we fixed all of these issues with the new “outposts” feature.
The unique biomes now have semi-randomized locations in the “main” world. You don’t need to leave a big ‘spawn-biome’ to find them - they are much closer and all around you.
Gliders have been changed a lot to make them more convenient and fun to use.
Outposts automatically