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Build your own colony in a voxel world.
Command guards, farmers, miners and other colonists.
Defend your colony against the horde of monsters that attack every night!
We'd like to keep working on it for a long time, but we'd also like to hear feedback from players.
The basics of the game are ready, so now we'd like to welcome other people to play the game and voice their suggestions!
You can start a colony and recruit farmers, miners, guards, smelters, bakers, crafters and foresters.
At night, monsters attack your colony.
There are multiple biomes, ranging from arctic areas to fertile jungles.
Some helpful but non-essential features like dropping things from your inventory aren't present yet.
Colonists don't have a lot of animations.
We want to add features that are in high demand, and will consider proposals for ããããã«ããã¬ã€ã€ãŒã¢ããªã¹ãã¢ã²ãŒã content.
At the start of 2019, in January, we started counting the amount of "builds", new versions of the beta branch.
In 171 days, we've released exactly 100 builds.
That's more than one update per two days!
A change that I do believe is very exciting, is an improvement to the happiness interface!
It was pretty confusing and unintuitive.
We've reworked it, and one of the most important changes is the colors of the sliders.
They now vary from red to green, based on the distribution.
If there is enough of the item in the stockpile for all of the colonists, the slider will be green.
But if click a shortage, the slider will gradually turn red.
We feel like this is a huge improvement.
Instead of requiring players ããããã«ããã¬ã€ã€ãŒã¢ããªã¹ãã¢ã²ãŒã hover over individual sliders and wait for a detailed tooltip to appear, https://win-list-bonus-games.site/1/1258.html are now clear at a glance.
After adding this, we suddenly had an idea.
So we copied the system, adjusted it a bit and applied it to all crafting jobs.
It looks like this: We go here this makes it a lot easier to sort out problems in your production chain!
It's very satisfying to adjust things and see red sliders turn green.
An other important change this week is new content in the tropics.
You've got to bring ææè TLCã«ãžãäŒæ¥æ ªåŒäŒç€Ÿ from the New World there to unlock crops like cacao and vanilla.
You can use them to craft happiness items like chocolate and cookies!
Banana farmers also use a proper mesh now.
In other news, the Yogscast has started a new YouTube series where they play Colony Survival!
Last week, we wrote about their livestream, but now they've decided to also run a YT think, ãã©ããã«ãžã phrase />It has received a lot of attention.
The first video has gained over 300,000 views in less than a week, and they've already released four videos.
We've immediately noticed results.
One of the consequences is a large spike in beta testers.
There are now 1419 of them!
Their feedback is very important for the release of update 0.
The Yogscast has also read article an impact on the forester.
They noticed he planted the same trees in all biomes.
For example, in the Far East he will grow cherry blossom trees!
Last but not least: we've decided not to participate in the Summer Sale.
One of the reasons why is that we don't want to "push" people into 0.
We're also thinking of adjusting the price.
A rule that Zun, Vobbert and I often keep in mind when deciding to purchase a game is "One Dollar per Hour".
When we released Colony Survival two years ago, it was very barebones and only very creative people spent 20 hours in-game.
Completing the "tech tree" happened a lot quicker.
Nowadays, we're noticing lots and lots of players with 50+, 100+, 250+ and even 500+ hours in-game.
We believe we're at a very reasonable price point at the moment, and are considering to raise the price after 0.
Currently, buying the game gives access to all content.
There is no DLC, there are no in-game microtransactions and we will not release Colony Survival II in 2020.
Personally, we're in favor of that strategy and we know we appreciate other developers who take that approach.
But we'd like to ããããã«ããã¬ã€ã€ãŒã¢ããªã¹ãã¢ã²ãŒã how you think about this.
Do you prefer a higher price but no DLC and other costs, ããããã«ããã¬ã€ã€ãŒã¢ããªã¹ãã¢ã²ãŒã a lower price but content locked behind new purchases?
Bedankt voor het lezen!
We gave you a choice: would you like to see the old system with the scientist and technologist, or a new system based here counters?
We argued in favor of the latter.
A majority was in favor of the new system, but there was quite a lot of opposition.
A check this out reply was "neither, why can't you mix the systems and have the benefits of both"?
At first, we though this was unwieldy and hard to create.
Well, Zun continued his work on the new system and last Saturday, we had a useable system.
But it wasn't fully finished yet.
Exactly the kind of mix that many of you proposed.
So that's what the current system looks like.
The UI has been enhanced a bit, it now also displays which technologies a recipe unlocks.
And the counters are integrated in the old science system, that still includes scientists and technologists.
Science unlocks can now require a combination of both ingredients and "counters" like "total amount of colonists"!
One of the reasons why we wanted to fix the system before last weekend was the Yogscast.
They've made dozens of videos about Colony Survival, and last week we received a message from them.
They wanted to livestream the beta!
We allow everyone to share videos of the beta if they make clear that it's a work-in-progress that changes rapidly, so of course they were allowed to do so as well.
They've played the beta for five hours last Saturday, and have uploaded the footage to YouTube: There weren't many technical problems and they seem to have enjoyed the update quite a lot, so that's good news for 0.
An issue we've pondered about this week is the workbench.
Some jobblocks have only a few recipes of which many items are crafted, like bronze arrows, bullets or gunpowder pouches.
But the workbench has dozens of recipes, many of which are seldomly crafted.
It has become quite cluttered, and can be hard to understand and confusing.
When we proposed changing that, the reply on Discord was enthusiastic!
But we're not sure how to fix that.
Transferring all the seldomly required recipes to a new job would create a pretty useless job, especially for smaller colonies.
We could split the workbench in two jobs that both have an even mix of common and rare recipes, but it's hard to think of an intuitive split that makes some sense from a real-life perspective.
If you've got a good idea, please share it with us in the comments or on Discord!
Last but not least, we've spent a lot of time this week fixing the food system.
In the past, there were only a couple of food items, they had a "food value" and they were consumed automatically based on a set food consumption per day.
It's now measured in calories.
But players can adjust this in the happiness menu, by distributing more or less food items.
Distribute more than 2000 calories and colonists will be "well fed", leading to extra happiness.
The reverse is also true.
These systems were quite glitchy at the start of the week.
The statistics regarding food in the top-right corner of the screen were incorrect, and colonists consumed less food items than the happiness menu indicated.
It was a lot of work to diagnose the exact éæ³ã®ããŒã¿ã«ã¹ãããç¡æ />It has mostly been fixed now.
The only "problem" left is good news for the colonists: they don't seem to starve anymore when they receive very low amounts of calories.
We'll "fix" that : In general, progress is going pretty much according to schedule and we expect to release 0.
Build bridges, tunnels, ããããã«ããã¬ã€ã€ãŒã¢ããªã¹ãã¢ã²ãŒã , overpasses and underpasses to make sure ããããã«ããã¬ã€ã€ãŒã¢ããªã¹ãã¢ã²ãŒã colonists get where they want to go, and monsters don't!
Plant a banner to start your colony.
As you recruit more colonists, more monsters will try to invade your colony!
Build walls, dig moats and construct forts to deal with the increasing threat.
Dozens of different jobs, unlockable with science Use an extensive science system to unlock jobs, blocks, upgrades and new weapons!
Your colony will start small, with a couple of berry farmers, slingers and a copper miner.
Expand your colony and start using new metals like bronze, iron and steel.
Producing them will require new fuels like charcoal and cokes.
Use more advanced metals to unlock crossbows and matchlock guns for your guards!
Add wheat farmers, bakers, flax farmers, tailors and many other jobs to your colony.
Regular can ãã€ããã³ã¿ãŒãªã³ã©ã€ã³ã²ãŒã ãã¬ã€ think We regularly release fixes, improvements, tweaks and content updates.
Contained countless tweaks and fixes and small content updates like clay and bricks.
Contained among other things berry farmers and grinders.
Huge performance improvements for big colonies and multiplayer servers.
Scientists, multiple science bags, tailors, carpet, technologists.
Three new weapons, monsters now have three different HP levels and three different speeds, five new crafting jobs, multiple new metals.
Overhaul to the early game and the science system.
Five new jobs, dozens of new blocks, lanterns in different colors and herbs.
Five different types of stairs.
New builder and digger jobs, increased view range, crouching, big performance this web page />The complete package: lots of settings, fan translations, mods, cheats and joycasino 15 />Colony Survival contains everything you'd hope to find in a game -except for proper animations.
Play the game in German, Japanese, Russian, Chinese, Spanish, French or any other of the many supported languages!
Use cheats to quickly recruit more colonists, spawn blocks and unlock research.
Want to adjust the FOV?
Change it quickly in the graphics menu.
Or allow them to spawn during the day for a difficult challenge!
We're continuously trying to figure out what the community would like to see tweaked and added next by being active on the Steam Forums and the official Discord.






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