STEAMDB NEXUS

Steam app 648410 · updated 12 Sep 2026, 20:46 UTC

Colony Ship: A Post-Earth Role Playing Game

Colony Ship is a turn-based, party-based role-playing game set aboard a generation ship launched to Proxima Centauri. The game features a detailed skill-based character system, multiple ways to handle quests, choices & consequences, and branching dialogue trees.

Colony Ship: A Post-Earth Role Playing Game Steam header artwork
Iron Tower StudioIron Tower Studio
59playing now
5924-hour peak
1,381all-time peak
45average, last 30 days

The last 30 days

−20.1Gain−30.51%% gain130Peak

719 hourly samples, with the daily peak drawn over them. Weekends are shaded.

0357010514013 Aug18 Aug23 Aug28 Aug02 Sep07 Sep12 SepThursday 13 August 202697 peakFriday 14 August 2026101 peakSaturday 15 August 2026128 peakSunday 16 August 2026130 peakMonday 17 August 202688 peakTuesday 18 August 202689 peakWednesday 19 August 202685 peakThursday 20 August 202663 peakFriday 21 August 202685 peakSaturday 22 August 202697 peakSunday 23 August 202692 peakMonday 24 August 202675 peakTuesday 25 August 202666 peakWednesday 26 August 202660 peakThursday 27 August 202651 peakFriday 28 August 202662 peakSaturday 29 August 202665 peakSunday 30 August 202671 peakMonday 31 August 202658 peakTuesday 01 September 202649 peakWednesday 02 September 202643 peakThursday 03 September 202644 peakFriday 04 September 202648 peakSaturday 05 September 202676 peakSunday 06 September 202665 peakMonday 07 September 202659 peakTuesday 08 September 202654 peakWednesday 09 September 202641 peakThursday 10 September 202639 peakFriday 11 September 202646 peakSaturday 12 September 202659 peak
Daily peakEvery hourly sample

All time

66 months, April 2021 to September 2026. The highest number of people in the game at once, each month, on a time axis -- a gap in the record stays a gap.

03737461k1kApr 2021Mar 2022Feb 2023Jan 2024Dec 2024Nov 2025April 2021337 monthly peakMay 202146 monthly peakJune 202148 monthly peakJuly 202159 monthly peakAugust 202126 monthly peakSeptember 202138 monthly peakOctober 202123 monthly peakNovember 202132 monthly peakDecember 202135 monthly peakJanuary 202235 monthly peakFebruary 202226 monthly peakMarch 202226 monthly peakApril 202220 monthly peakMay 202228 monthly peakJune 202257 monthly peakJuly 202233 monthly peakAugust 202251 monthly peakSeptember 202230 monthly peakOctober 202248 monthly peakNovember 202244 monthly peakDecember 202264 monthly peakJanuary 202342 monthly peakFebruary 202369 monthly peakMarch 202352 monthly peakApril 202358 monthly peakMay 202368 monthly peakJune 202345 monthly peakJuly 202383 monthly peakAugust 202343 monthly peakSeptember 202342 monthly peakOctober 202351 monthly peakNovember 20231,381 monthly peakDecember 2023285 monthly peakJanuary 2024179 monthly peakFebruary 2024176 monthly peakMarch 2024115 monthly peakApril 2024295 monthly peakMay 2024162 monthly peakJune 2024138 monthly peakJuly 2024177 monthly peakAugust 2024123 monthly peakSeptember 202470 monthly peakOctober 2024244 monthly peakNovember 2024204 monthly peakDecember 2024152 monthly peakJanuary 2025176 monthly peakFebruary 202579 monthly peakMarch 202597 monthly peakApril 2025285 monthly peakMay 2025114 monthly peakJune 2025157 monthly peakJuly 2025140 monthly peakAugust 2025125 monthly peakSeptember 2025131 monthly peakOctober 2025122 monthly peakNovember 2025108 monthly peakDecember 2025108 monthly peakJanuary 2026120 monthly peakFebruary 2026111 monthly peakMarch 2026110 monthly peakApril 202653 monthly peakMay 2026178 monthly peakJune 202685 monthly peakJuly 2026108 monthly peakAugust 2026214 monthly peakSeptember 202676 monthly peak
Monthly peak

The last four months

Show:

The highest number of people in the game at once, each month. Four, because four is as far back as the source keeps anything finer than one figure a month.

058116173231July 2026August 2026September 2026October 2026July 2026108 peak — daily detail belowAugust 2026214 peak — hourly detail belowSeptember 202676 peak — hourly detail below
Monthly peakHas finer data

July 2026

31 days, each one the highest figure that day. The source keeps no hourly detail this far back. Weekends are shaded.

029588711701 Jul06 Jul11 Jul16 Jul21 Jul26 Jul31 JulWednesday 01 July 202667 peakThursday 02 July 202684 peakFriday 03 July 202682 peakSaturday 04 July 202692 peakSunday 05 July 2026108 peakMonday 06 July 202686 peakTuesday 07 July 202672 peakWednesday 08 July 202672 peakThursday 09 July 202676 peakFriday 10 July 202664 peakSaturday 11 July 202681 peakSunday 12 July 202670 peakMonday 13 July 202655 peakTuesday 14 July 202653 peakWednesday 15 July 202655 peakThursday 16 July 202657 peakFriday 17 July 202657 peakSaturday 18 July 202665 peakSunday 19 July 202679 peakMonday 20 July 202656 peakTuesday 21 July 202659 peakWednesday 22 July 202656 peakThursday 23 July 202652 peakFriday 24 July 202654 peakSaturday 25 July 202663 peakSunday 26 July 202662 peakMonday 27 July 202656 peakTuesday 28 July 202645 peakWednesday 29 July 202644 peakThursday 30 July 202640 peakFriday 31 July 202641 peak

August 2026

31 days as the curve, each the highest figure that day. Behind it, 436 hourly samples from 13 Aug, which is as far back as the source keeps every hour. Weekends are shaded.

05811617323101 Aug06 Aug11 Aug16 Aug21 Aug26 Aug31 AugSaturday 01 August 202658 peakSunday 02 August 202660 peakMonday 03 August 202660 peakTuesday 04 August 2026119 peakWednesday 05 August 2026127 peakThursday 06 August 2026139 peakFriday 07 August 2026141 peakSaturday 08 August 2026174 peakSunday 09 August 2026214 peakMonday 10 August 2026164 peakTuesday 11 August 2026154 peakWednesday 12 August 2026109 peakThursday 13 August 2026106 peakFriday 14 August 2026101 peakSaturday 15 August 2026128 peakSunday 16 August 2026130 peakMonday 17 August 202688 peakTuesday 18 August 202689 peakWednesday 19 August 202685 peakThursday 20 August 202663 peakFriday 21 August 202685 peakSaturday 22 August 202697 peakSunday 23 August 202692 peakMonday 24 August 202675 peakTuesday 25 August 202666 peakWednesday 26 August 202660 peakThursday 27 August 202651 peakFriday 28 August 202662 peakSaturday 29 August 202665 peakSunday 30 August 202671 peakMonday 31 August 202658 peak

September 2026

12 days as the curve, each the highest figure that day. Behind it, 283 hourly samples. Each dip is a night. Weekends are shaded.

02141628201 Sep03 Sep05 Sep07 Sep09 Sep11 SepTuesday 01 September 202649 peakWednesday 02 September 202643 peakThursday 03 September 202644 peakFriday 04 September 202648 peakSaturday 05 September 202676 peakSunday 06 September 202665 peakMonday 07 September 202659 peakTuesday 08 September 202654 peakWednesday 09 September 202641 peakThursday 10 September 202639 peakFriday 11 September 202646 peakSaturday 12 September 202659 peak

October 2026

Colony Ship: A Post-Earth Role Playing Game was released on 9 Nov, 2023.

Not out yet.There is nothing to draw for this month.
Nothing here is interpolated or estimated; where a sample is missing the line is broken.

Game information

Updated 12 Sep 2026, 20:46 UTC
App ID
648410
Last updated
03 Sep 2026 build 25062111
Developer
Iron Tower Studio
Publisher
Iron Tower Studio
Release date
9 Nov, 2023
Platforms
Windows
Download size
7.00 GB
Install size
17.40 GB
Genres
RPG
Game modes
Single-player
Controller support
Unknown
Achievements
70

Features & support

Steam features

Steam AchievementsSteam CloudFamily Sharing

Controllers & input

Accessibility

Popular tags

Turn-BasedChoices MatterTactical RPGCRPGParty-Based RPGRPGTurn-Based TacticsIsometricCyberpunkTurn-Based StrategyDialogue HeavyLore-RichMultiple EndingsNonlinearStory RichSci-fiTurn-Based CombatDystopian SpaceTactical
About this gameFull description from Steam
It is the Year of Our Lord 2754… You will never feel the sun’s warmth under a blue sky, never hear the wind in the branches of a tree, and never swim in the ocean, all because you had the misfortune to be born on the Ship, chained to a fate you didn’t choose. You have never seen Earth and you’ll never see Proxima Centauri either. You’re doomed to live and die on the Ship in the name of the Mission, like your father before you, like his father before him. The Ship is old. She had already been twenty years in service when she was rechristened Starfarer - a pretty name for a retrofitted interplanetary freighter. No one is certain the Ship will actually reach its destination, and nobody much cares, since no one alive now will live to see it. Might as well get on with your life and try to make the best of it. Colony Ship is an isometric, party-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship,” a massive spacecraft on a centuries long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices will determine who your friends and enemies are. Your adventure starts in the Pit - a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks live free and die fast... You open your eyes to a grey hull-metal ceiling, one panel of which flickers yellow, indicating dayshift. You overslept, not that it matters. With a grunt you roll off your stained mattress and open the "window" to let some fresh air in. Like everything else around here, fresh is relative. The Ship does its best to recycle air and water, but cargo holds aren’t high on Her priority list. You breathe in metal and burning oil and look up. Four of the bridge's six projectors are still operational, shining dully down on the container towers of Cargo Hold 3, better known as the Pit, the Free City. Calling the Pit a city is a bit of a stretch, but so is calling this reddish-brown liquid water. You've read that water is supposed to be clear and cities are supposed to be big, but no ship-born has ever seen either. Maybe in another hundred years water will look and taste like oil and people will be talking about the good old days when it was the color of rust and tasted refreshingly bitter and tangy. That's the kind of optimism that keeps you going. The elevator crawls up a groove in the cargo hold's wall like a black steel bug that's worn a path traveling to the bridge and back. It’s time to get up there and earn a few credits, but first you need a drink. Once tasked with adapting Terran plants and grasses to the alien environment of Proxima Centauri, Hydroponics was abandoned during the Mutiny. Quickly overwhelmed by out-of-control mutant vegetation, it more closely resembles deep jungle than a research complex. In addition to the abnormal plants, oversized pest control species –bioengineered to safeguard the colony's farmlands– are also on hand to punish the careless. Plants were sacred to the Founding Fathers. They represented our connection to Mother Earth, our sustenance, and our future. Picture rippling fields of wheat, rye, and barley to the horizon, mighty oaks and cedars, children eating apples right from the tree. That was the vision for Proxima. But they didn't anticipate how many seedlings would fail in the Ship's simulated environments. And unless they found a way to make good those losses, it would be catastrophic. Alien fauna and poor soil were deemed the biggest threats, so they matched the most important plant species with customized, symbiont fungi. The latter were meant to act as pest killers. Unfortunately, the fungus did its job a little too well. We’re the pests now. Before the Mutiny, the rooftops of the Habitat supported a sprawling amusement park. There, the people of the Ship could experience at least a few of the novelties they would never enjoy on Earth or Proxima: walk barefoot on real green grass – courtesy of Hydroponics – or soft, red-tinted 'Proxima' sand; sit under tall, artificial trees; and watch the sunrise on gigantic screens suspended all around. This last was said to be indistinguishable from the real thing, not that anyone aboard had ever seen it. Nowadays, the three remaining rooftops are heavily fortified platforms, patrolled by armed guards. The sky-screens went dark long ago, a frivolous luxury in a decaying world. The grass underfoot and simulations of golden fields have likewise vanished, replaced by watchtowers and checkpoints. With enemies on all sides, cheap entertainment is a useless distraction from reality and its harsh demands. The Armory - Among the stars, the children of Earth wish most of all for peace. Nevertheless, the wise prepare for every eventuality – we should not survive long without the means to protect our territory and interests, with violence if every other method is exhausted. To that end, the Ship launched with a wide assortment of peacekeeping weapons and armaments, most of it looted and spent during the Mutiny and the hundred lesser skirmishes that followed. Mission Control - The century-old wreckage of the Ship Authority government complex that once controlled every aspect of life on the Ship. Now scavengers infest this ancient seat of power, a grim reminder that nothing lasts. The Shuttle Bay - Noah relied on doves to find a landing place, the Ship carried twelve survey shuttles for that same purpose. Even though the Shuttle Bay survived the Mutiny intact, it was looted in the interim, the life support systems and emergency supplies stripped, and the shuttle interiors used by generations of squatters. The Factory - An abandoned industrial complex that once worked 'round the clock to produce tools for the Ship and the future colony. Why squander your precious shekels on second-hand Earth machinery, when your captive workforce will have three hundred years to manufacture everything you need? And many others. Combat is difficult. You’ll be outnumbered and outgunned, so you’ll have to figure out how to even the odds or avoid fights you can't win. There are 3 main factors determining the difficulty of any combat encounter and your character's life expectancy: Accuracy, Evasion, Damage (both dealt and taken). To succeed in combat, you must learn to control these factors. Accuracy = 50 + bonuses from (stat + skill + feat + implant + helmet/goggles + weapon). You can easily neglect a couple of items from this list and still be a competent fighter, meaning you don't need to min/max your stats because it's only 1 item out of 6. The attacker's accuracy is further modified by the attack type (different attacks have different pros and cons), the weapon's gun's effective range, and inflicted penalties. Evasion = bonuses from (stat + skill + feat + implant + armor handling – armor penalty). The defender's evasion is further modifier by cover (the exact bonus depends on the angle), gadget bonus (i.e., using a Disruptor Field), and smoke/spore cloud (smoke grenades and certain critters). More detailed information can be found on the character and inventory screens (which show your accuracy and evasion), and in combat, where you can press ALT when targeting while targeting to learn what is affecting the accuracy of a particular attack. The damage depends on both the weapon and the target's defense. Incoming damage is reduced by damage resistance (feat + implants + armor) and energy shield (gadget and/or energy armor). Weapons with good penetration and/or aimed attacks can reduce enemy's damage resistance, dealing more damage. When you enter the stealth mode all tiles are automatically assigned detection values, determined by the distance from the guards, which way they're facing, their Perception, and thermal vision gear, if any. Green - safe (you remain undetected), yellow - risky (if you end your turn there, you'll be spotted), red - instant discovery. High sneaking ability (modified by skill, feats, gear) turns more tiles green and opens up more options, whereas a low level thief might see nothing but yellow and red tiles. Each step and action (lockpicking, climbing, using computers, killing guards in stealth mode, etc) generates noise. Not a whole lot of noise to instantly alert the guards the moment you do something, but enough to add up over time and raise the guards' suspicions. The higher the guards' Perception, the faster the alert bar is filled. An alerted guard turns towards the last noise generated, meaning a lot of safe tiles will turn red and if you're in the line of vision you'll be instantly discovered. If fighting isn't you thing, you can avoid ALL combat by relying on speech skills: Persuasion, Streetwise, and Impersonate. Not every solution is in your face, but it is there. We check stats, skills, reputation, deeds, and track your choices to deliver appropriate consequences. Ten party members (max party size is 4) and well over a hundred different characters, some less friendly than others. Lord's Mercy was her given name. Though he wasn't a priest, her father had called himself a Man of Scripture, and never tired of reminding his only child of God's wrath, His vengeance, His untiring thirst for retribution. If that’s what her name meant, Mercy did her best to live up to it. "Are you now?" Bartholomew looks at you with interest. "I assume you were on your way to the Habitat, but now you're stuck here... Your odds aren't looking good, my friend,” he gives you a salesman's smile. “Attacking the Black Hand's stronghold is suicide, with or without our help. If Stanton loses...” He makes a pause, letting you work it out on your own. “You may address me as Harbinger. I no longer have a name." The bitterness in her voice is unmistakable. She must not have been doing this Harbinger thing for long. One of the guards removes his helmet to reveal an oddly leathery face with deep-sunk eyes and a lipless mouth. He grins as he savors your discomfort. “I wonder if the Neanderthals were as shocked by your outlandish appearance,” the woman says. “I wonder if they foresaw their own doom.” A generation ship is a perfect ant-farm where different societies can coexist within a limited space, influencing and affecting each others' development while fighting for that limited space, which adds 'the end justifies the means' pressure. The Protectors' one truth is the Mission, and the sole way to ensure successful completion of the Mission is to follow the Old Ways. The ways of the fathers, forefathers, and Founding Fathers are together the beam upon which the Ship travels to our ultimate destination. The mutiny, which through their steadfast and timely intervention was thankfully aborted, was the ultimate betrayal of the Old Ways, of everyone who had come before, the nullification of every sacrifice and every life dedicated to the Mission. The Brotherhood was formed to liberate the people from the iron shackles of the Ship Authority. Though their first sally -which the fossils of the old world denigrate with the term "mutiny"- failed to completely achieve this aim, the Brotherhood was successful in establishing themselves as a power to be reckoned with. The Brotherhood's initially pure goal, to free the enslaved wherever they may be, has unfortunately been sullied by the practical concerns of democracy. To bring freedom to the Ship entire must involve war, and no war may be won without sacrifice, nor may battles be managed by committee. As inevitably happens in dark and challenging times, some citizens turn to God for reassurance, the promise of an end to pain and hunger. Or failing an end, at least a purpose. The Church of the Elect rejected both the Protectors of the Mission and the Brotherhood of Liberty as worldly fools distracted by politics and their own egos. Teaching their adherents that they were chosen by God, the Church frames the journey of the Ship as a centuries-long test of faith. When the Ship arrives at her destination, Judgment Day awaits every citizen. The righteous will be welcomed into the Promised Land of Proxima Centauri, while the unrepentant will be returned to the Hell from which we fled - Earth - to suffer for all eternity. Plus lesser factions and groups: People of the Covenant (the mutants), the House of Ecclesiastes, formerly known as ECLSS - the Environmental Control and Life Support System, the Pit's Freemen, Thy Brother's Keepers, the Grangers, Jackson's Riflemen, and more!
Content & age ratings2 regional ratings

Regional ratings

DEJUS14Atos criminosos · Violência · Linguagem imprópria
IGRS18Kekerasan · Rokok dan/atau rokok elektronik, minuman beralkohol, narkotika, psikotropika, dan/atau zat adiktif lainnya · Penggunaan bahasa
System requirementsMinimum and recommended hardware

Minimum

Minimum: Requires a 64-bit processor and operating system OS *: Windows 7/Windows 8/Windows 10 Processor: 2 GHz Processor or better Memory: 4 GB RAM Graphics: Nvidia Geforce GTS 450 / Radeon HD 4870 or better DirectX: Version 11 Storage: 17 GB available space

Recommended

Recommended: Requires a 64-bit processor and operating system OS: Windows 10/Windows 11 Processor: Intel Core i5-6600 or AMD Ryzen 5 1600 Memory: 8 GB RAM Graphics: Nvidia Geforce GTX 970 / AMD Radeon R9 390 or better DirectX: Version 11 Storage: 17 GB available space

macOS

Minimum: Recommended:

Linux

Minimum: Recommended:
Supported languages7 languages
LanguageFull audio
English
Italian
German
Czech
Russian
Simplified Chinese
Ukrainian

A blank audio cell means full audio was not marked in the returned language list.

Screenshots & trailersScreenshots and trailers

Trailers

AchievementsTotal count and selected achievements

70 achievements in total.

Show selected achievements (may contain spoilers)
The Sons of LibertyAchievement
The RegulatorsAchievement
Lord's MercyAchievement
Frontal Assault IAchievement
Ace ProsecutorAchievement
Hidden from the WorldHidden achievement
Reporting for DutyAchievement
Negotiator IAchievement
Negotiator IIAchievement
Negotiator IIIAchievement

View all Steam achievements

50 developer announcements, Nov 2021 to Aug 2026 · times in UTC

August

  1. There Be Monsters

    Welcome to Heralds' monster compendium. We now have 17 critters out of 30 planned, so today we’ll show you 5 creepy crawlies and share 3 uplifting tales of perseverance and hope. Hookworms…

    Vince

May

  1. Localization & New Screens

    Colony Ship: We’re happy to report that the community localization for Simplified Chinese, German, Russian, Italian, and Czech is now complete. We’re very grateful to the players who helped us bring the game to much wider audiences. For now…

    Vince

April

  1. Future Plans IV - Design Update

    It’s been 14 months since we've started working on the next project. The main difference between then and now is the clarity (and a growing pile of different assets). We started with a vague idea – a game inspired by Battle Brothers, the…

    Vince

December

  1. Future Plans III (and first screens)

    We’re 10 months into the new project. The game starts taking shape and now we can share early screenshots with you. At this stage, they are proof of concept at best, rough and unpolished, but we’ve always built our games in the open, with…

    Vince

October

  1. Vagrus - The Riven Realms “At the Heart of Ruin” Expansion is Live Now

    Vagrus: The Riven Realms is an award-winning, turn-based, open-world dark fantasy strategy-RPG set in a deeply immersive world shaped by over two decades of tabletop roleplaying. Developed by Lost Pilgrims, a team who built their own…

    Vince

August

  1. Future Plans, Part II

    Click here to read Part I.It's been 6 months since we started working on the next project. We'll have to reevaluate the situation by the end of the year, but right now the future looks a little bit brighter. Here's a short update:Setting…

    Vince

April

  1. April 27th Update

    - Optimized performance inside Hydro Green camp. - Improved PC walking animation. - Party members now walk when the PC is walking. - Improved several dialogue cameras. - Fixed typos.

    Patch notes
  2. Visual Improvements

    Before switching to the new project, we went over Colony Ship one last time to see what else we can improve and add: Improved visuals in the Pit, Hydroponics, and Mission Control Minor visual pass across the board Arena crowd during matches…

    Vince

February

  1. Future Plans

    As you probably know, our next project will not be a full-scale RPG (like Age of Decadence and Colony Ship). If it's the first time you're reading about it, here's why: Colony Ship sold well (for an obscure indie RPG), but not enough to pay…

    Vince

November

  1. Spare a nomination, guv'nor

    If you’ve enjoyed our game and the countless hours we've poured into making it better, we’d be honored if you’d consider nominating us for the Labor of Love category. This game has been a true passion project—seven years in development and…

    Vince
  2. Anniversary Update

    It’s been a year since release, so let’s roll out an anniversary update and celebrate: Improved visuals in the Habitat, Factory, Maintenance, Heart, and Shuttle Bay More exploration and interactions New and expanded dialogues New music…

    Vince

July

  1. July 3rd Update

    - Improved visuals in Habitat residential areas, added more interactions. - Faction slides images improvements. - Blue hair is clearly blue. - Increased resistances of enemies in the faction rooftop defense fight. - Tweaked Mathias and…

    Patch notes

June

  1. So You Want to Be a Hero

    Welcome to the 4th (and the biggest) 'ask and you shall receive' content update since release. Some of you wanted to go out with a bang, so we added a 'war hero' ending and a tough-as-nails (and completely optional) fight to go with it.…

    Vince

April

  1. April 24th Update

    - Improved walking civilians animation when turning around, and added more variety. - Fixed not being able to report to Carlos on CH3 that you killed Morgan. - Fixed potential issue with Warring Kingdom quest door not properly closing if…

    Patch notes
  2. General Improvements

    It’s been six months since Colony Ship was released and three years since we launched on Early Access. It wasn’t an easy journey and we’re grateful for the overwhelming support and encouragement we’ve received at every step of the way.…

    Vince

February

  1. Feb 26th Update

    - Fixed not being able to ask the mutant trader about the rifle after the first dialogue. - Fixed civilians walking in place when loading a save on the same map in the middle of combat. - Fixed Hargrave having two energy SMGs. - Fixed some…

    Patch notes
  2. A tactical RPG on its own EA journey - Cyber Knights: Flashpoint

    Colony Ship wouldn’t be here without all of you who supported us in Early Access. It’s a huge help to indie devs, and a unique opportunity to shape a game and see it evolve. Cyber Knights: Flashpoint is a squad tactics heist RPG by the…

    Vince
  3. First Companions Update

    The first update of 2024 is focused on the party members (we expanded the existing conversations where appropriate and added new ones). We'll continue adding more conversations throughout this year, but we don't want to overdo, so we'll go…

    Vince

December

  1. Quality of Life update

    The first major update is now live. It adds many ‘quality of life’ improvements requested by the players: Customizable difficulty (for players who thought that playing on Underdog was too hard and playing on Hero mode was too easy)…

    Vince

November

  1. Update Notes for Nov 22

    - Added more dialogue with party members when arriving to the final area of the game. - Added a journal entry for when you talk to Eli about the robot but didn't accept to destroy it. - Fixed being able to start combat in Brotherhood's…

    Patch notes
  2. Nominate Colony Ship for the Steam Awards

    The Steam Awards nominations are now underway and with so many people enjoying the setting and the story, we'd like to ask you to consider nominating Colony Ship for this prestigious award if you think it deserves more exposure. We've…

    Vince
  3. Thank you

    We’d like to thank everyone for the fantastic reception and support. It really is amazing to see so many people enjoying the game we worked on for so long. What’s next? Right now we’re working on QoL improvements requested by the players…

    Vince
  4. Update Notes for Nov 13

    - Fixed tilted characters bug (which prevented entering some areas). - Fixed frogs sometimes softlocking the game during rotation. - Fixed crash in Frog Psi attack, if it's still running while the game is shut down or reloaded. - Fixed…

    Patch notes
  5. Update Notes for Nov 10

    - Fixed collision issues in the pit when trying to reach the judge at high frame rates. - Fixed character "flying" at Jia event when doing it with a full party. - Mathias has +1 CON from the new Gifted feat. - Adjusted Gifted on NPCs. - Fix…

    Patch notes
  6. Update Notes for Nov 9 - Release Version

    IMPROVEMENTS - Game is now content complete. - Added achievements. - Added civilians moving around in populated areas. - Added weapon reload sounds. - Added footsteps sounds. - Added ambient sounds. - Added interaction sounds. - Improved…

    Patch notes
  7. Colony Ship is out now!

    We proudly present Colony Ship and invite you on a dystopian adventure of a (very short) lifetime. Seven years in the making, Colony Ship is our third game and a second full-scale RPG that emphasizes choices and different ways to play. We…

    Vince

October

  1. Countdown to Release

    Update: Everything is done and working fine. The game is well-tested and ready for release. * * * On Oct 24: This is to keep you appraised of the game’s pre-release state and what we’re working on, Content: The first iteration of the new…

    Vince
  2. Update Notes For Oct 11

    CHANGES Balance tweaks to reputation gain with factions. Interface tweaks. FIXES Fixed text issues. Fixed the wrong reputation on Storm. Fixed issues with some traders. Fixed inconsistency in XP reward with Shadow.

    Patch notes
  3. The Pit update (and a lot more!)

    The hardest update of the year is done and we can finally focus on the endgame events. We need about 3 weeks to wrap it up, the level design and most writing is already done, so we're confident enough to announce the release date - Nov 9.…

    Vince

July

  1. Factory Hotfix

    - Fixed the issue in which Detroit and Black Hand gate weren't working on old saves.

    Patch notes
  2. Mission Control

    Your adventure continues: now you can visit the lower levels of Mission Control, fight Ol' Beelzebub, fix and deploy Romeo, further upgrade your implants, enjoy quality of life and balance improvements, and learn more about the Ship: Like…

    Vince

May

  1. Roadmap to Release

    As we're getting closer (85% of the game is done and available on Early Access), let's go over what's left and the remaining update schedule. Mission Control (lower levels) - released With this update we hit two major milestones: all work…

    Vince
  2. Full Demo Available

    Now you can try the demo and see for yourself if the design is to your liking. The demo gives you the entire first chapter and three party members (you'd have to explore the starting town to recruit them; your party size is tied to your…

    Vince
  3. Update notes for May 1, 2023

    IMPROVEMENTS - Heavily improved the performance of the save/load screen, especially when lots of saves are present. - Added the option to delete all saves related to a character. - Disabled the possibility of tagging speech skills on party…

    Patch notes

April

  1. Hydroponics New Zones

    You can continue your adventure and explore Hydroponics Yellow and Red Zones: {STEAM_CLAN_IMAGE}/33441284/ce726c53d49040adcec9be4426bd8bdb0801729a.png Esteemed members of the Synod, Our division has been tasked with protecting the precious…

    Vince

March

  1. 25% Discount & Price Increase

    Now that the third chapter of the game is nearly completed, the price will be increased to $34.99 at the end of the month, when the next update goes live. Since Colony Ship is now on sale with 25% off, the effective discount (after the…

    Vince

February

  1. Update notes for Feb 8, 2023

    CHANGES - Sarah now offers biotech training. - Critical damage multiplier reduced by 10% (base is 1.2x from 1.3x). - Each CS skill level gives 0.01x critical damage multiplier. - Max CS chance is Hit Chance -10. - Fast: Accuracy -10 (from…

    Patch notes
  2. New location - the Heart (of the Ship)

    You can now travel to the mutant town known as the Heart in search of a reactor-grade fuel cell and recruit a mutant companion (one of two mutually exclusive party members) to your cause . Your adventure continues and we take one step…

    Vince

December

  1. New Content & Second System Update

    You can finally return to the Pit to continue the story and deal with new problems, while enjoying new system improvements, most notably: - A death timer. Now when a party member goes down in combat, you have 3 turns to end the fight to…

    Vince

August

  1. More ECLSS Tweaks and Fixes

    Balance tweaks - Pulse grenades against robots and turrets now deal 16 damage and disable shields. Knockdown is now 1 turn (they get up at their turn start). - Lowered ballistic and energy DR of robot a bit. - Robot now uses a different…

    Patch notes
  2. Minor ECLSS Update

    - Fixed loop on robot when not being able to find cloaked solo character. - Fixed a bug with stealth not finishing on killing the guards in the spy quest. - Tweaked the balance in the mausoleum sneak sequence.

    Patch notes
  3. New location - ECLSS

    The ECLSS (Environmental Control and Life Support System) is now available, bringing the number of locations to 8 out of 12. {STEAM_CLAN_IMAGE}/33441284/e27dcc19360d1fef02679b76d1d9de11607c41ff.png When the Mutiny broke out, the Chief…

    Vince

June

  1. 20% Discount & Price Increase

    Now that the second chapter of the game is completed, the price will be increased to $29.99 after the summer sale is over. It’s the first price increase out of 3 planned: Early Access launch (3 locations) - $24.99 ($19.99 on sale right now)…

    Vince
  2. New location: The Habitat

    After a three-month delay, the Habitat is finally ready to be released. It's an important milestone that adds one of the most important and biggest locations to the game and marks the end of chapter 2. As of right now, 60% of the content is…

    Vince

February

  1. Update notes for Feb 27, 2022

    Improvements - Added combat autosaves. - You can now use stims on allies. - Added new models for energy turrets. - Added breakdown of what you get from stealing. - AI moves closer to unreachable targets (instead of staying in place).…

    Patch notes

December

  1. Update notes for Dec 15, 2021

    Quests and Dialogues - Maryam's quest can now be completed before going to the Factory (new game needed). - Added a possibility to tell Jonas and Braxton that you are not a fighter after you accepted the full attack choice (or left to…

    Patch notes
  2. First System Update

    Welcome to the first system update. The game was released on Early Access in April and until now our focus was on new locations and content. After releasing the Shuttle Bay we took a 3-week 'break' and worked on nothing but the systems.…

    Vince

November

  1. Why don't you just sit back and relax?

    It wasn't easy to pick the best category as the game easily qualifies for them all, even VR, but it's an undeniable fact that most people play it to relax and unwind after a hard day of work. After all, what do your enemies have that you…

    Vince
  2. New location: Shuttle Bay

    This update adds another location - the Shuttle Bay. Now you can explore 6 locations out of 12, roughly 40% of the game. The next stop is the Habitat, the home of the three main factions and a major quest hub. It will require twice as much…

    Vince
  3. November Update

    Improvements: - Game files are now split into several packages, which results in faster download and patching times; - Added new turret animations; - Character creation screen design tweaks; - Localization system is established, several…

    Patch notes

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