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- Colony Survival
Friday Blog 216 - Elevators!
Zun had a brilliant idea this week. We need some kind of transport between colonies and their outposts. It’s a lot shorter than the distance between main colonies and the distant biomes in 0.7.0 / 0.8.0, but some altern…
Announcement3 changesGameplayCompatibility - Colony Survival
Friday Blog 215 - The Cat Who Has Given Her Name To Half This Company Died
The new mudbricks-block, and new textures for the old planks-block Two weeks ago, we wrote about Zun’s extensive beta-testing. It resulted in a long list of issues, some bigger, some smaller, and we’ve been working hard…
Patch notes6 changesCompatibilityGameplay - Colony Survival
Friday Blog 214 - Deep Testing
Some new meshes Zun has been extensively testing the internal 0.9.0 dev build. He too is very happy with the new features and overhauled tech tree! At its core, 0.9.0 is much improved compared to the public 0.8 version.…
Announcement7 changesGameplayUI/audio - Colony Survival
Friday Blog 213 - Functioning Outposts!
This week, I’ve been test-playing the latest internal dev-build. Zun has just completed his newest feature: outposts! Back in November, we came up with that idea and the reaction from players was overwhelmingly positive…
Announcement4 changesFixUI/audio - Colony Survival
Friday Blog 211 - The Return of the Quiver
While testing my colony in the 0.9.0 dev build, I noticed that I had a hard time producing bronze and iron. To construct the kilns and bloomeries needed to expand iron production, some bronze is needed. Instead of the b…
Store7 changesWorkshop - Colony Survival
Friday Blog 208 - A Network of Outposts
As promised last week, the dev build now has a functional Iron Age! Playtesting it has legitimately been a lot of fun. Currently, the Iron Age is also the first time players are able to unlock and use traps. We’re serio…
Patch notes4 changesGameplayServer - Colony Survival
Friday Blog 205 - Roadmap For 0.9.0
After last week's blog, we received some PMs with some feedback. It was becoming quite confusing to follow what plans we're actually working on and what exactly is going to be in 0.9.0 and what not. Those same PMs were…
Store7 changesWorkshopGameplay - Colony Survival
Friday Blog 204 - A Grand Purpose
The overhaul of the tech tree is going well. The internal dev build is continuously getting new jobs and content. The past weeks saw the addition of new things like leather, animal carcasses, parchment scrolls, cooked m…
Event7 changesWorkshopStore - Colony Survival
Friday Blog 202: When a Plan Comes Together
In the past weeks, we've built the first prototype with actual 0.9.0 content. In the past, we did alter some systems, but we kept 0.8.0 content. The new prototype has lost pretty much all 0.8.0 jobs, items and science.…
Store7 changesGameplayWorkshop - Colony Survival
Friday Blog 200 - Consensus
Mask of Agamemnon, Greece, 1600BC. All images in this blog are sourced from Wikipedia. It is Blog 200 :D Since the previous blog at the start of June, we've passed June 16th, marking the "4th birthday" of Colony Surviva…
Event6 changes1 numericStore - Colony Survival
Friday Blog 198 - An Overhauled Overhaul!
Built by JoeMan In December, we released 0.8.0, which tried to improve some fundamental systems and fix some flaws. In January and February, we were making huge plans for 0.9.0. We wanted to take our time, add a lot of…
Announcement6 changesGameplayBalance - Colony Survival
Friday Blog 195 - How Shall We Overhaul Crafting?
Last week, we wrote about the addition of longer crafting times to the dev build. This allows us to refactor crafting times. The total cost of daily necessities like food and ammo can’t change significantly (one day of…
Announcement6 changesGameplayWorkshop - Colony Survival
Friday Blog 194 - Savegames & Crafting Times
Zun has mostly finished his work on the savegames. Previously, they were .JSON files. In some cases, they were prone to getting corrupted. They also required autosaves to save the data of all players who have been conne…
Store5 changes1 numericServer - Colony Survival
Friday Blog 193 - Dotting the I's and Crossing the T's on the Logistics Plan
As explained in the last couple of blogs, adding realistic logistics between your main colony and its outposts will be a massive overhaul. There's a large amount of interdependency and edge cases. We're now 99% certain…
Store7 changesFixGameplay - Colony Survival
Friday Blog 189 - Time for Guilders?
We’re still working on the details of implementing ‘realistic logistics’. As explained in last week’s blog, I’ve been testing Kingdoms and Castles. When bigger population sizes and larger distances came into play, it be…
Event3 changesMapsStore - Colony Survival
Friday Blog 181 - One Week of 0.8.0
Last week, we released the new update! In general, it seems to have received a positive response. Old worlds required some adjustments but were compatible, there were no serious bugs and a large majority seems to feel l…
Store5 changesFixGameplay

