- 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.
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
Animated Hydroponics' bioreactor (quite a difference)
Improved camera in certain dialogue interactions
More civilian animations
More interactions and dialogue options
A stealth option to escape the detention centre
A colorblind mode for the stealth mode (sorry it took so long)
Party members' gear comparison when trading
New NPC portraits, including monks and mutants
New combat tracks
Balance improvements and fixes
Further optimization
New details and lighting, before:
After:
To new players, we hope you'll enjoy the game. To 'old' players, as always, thank you for your faith and support over the years.
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 for a more ambitious and complex sequel. The plan was not to do another story on the same ship, but to continue the story after planetfall. Such a game - such a new world with everything that entails - would have required a bigger team and a much bigger budget. We simply don't have the resources to undertake that now, but hopefully we can come back to it later.
So we're in a situation where we can 'go the distance' and handle a 4-5 year long project, provided we keep the costs low and focus on combat, i.e. a complex tactical RPG. We know that some people will be disappointed, but it's either that or shutting down for good. So let's roll the dice one last time and see what happens.
Keep in mind that we're starting to work on it just now, so many things can and will change over the next few years (and many things will go wrong). The purpose of this post isn't to drum up some excitement but to let you know what we're working on now and what the goals are:
Lovecraftian bronze age populated by humans, non-men races, and eldritch horrors
Semi-sandbox, roam anywhere but be aware that some dark corners of this land will be more dangerous than others
Three mutually exclusive main questlines with plenty of choices (including switching sides)
Procedurally-generated quests to keep you entertained
Colony Ship style feats (and skill points) on level up plus feats earned in various events.
10-12 character levels plus mastery levels that don't grant any feats.
AoD style combat (action points, different attacks, focus on melee) but with a hex grid.
Spellcasting (think fighters dabbling in magic rather than DnD wizards unleashing pyrotechnic hell)
Crafting and alchemy, AoD style; magic weapons and armor
Party size 6, recruit as many as you need if your comrades (or should I say battle brothers?) fall in battle
Colony Ship's death timer with feats detailing the worsening effects of your near-death experiences
Runes carved into the flesh of your comrades (think Colony Ship's implants)
So, that's the plan. Will we get there? I'd say 50/50, if we're being honest. Unlike the sequel to Colony Ship, this project is actually doable but doable and easy are two different things. Colony Ship will remain the budget generator for this project, so hopefully it will continue selling and see us through.
Now you're up-to-date!
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 a year of post-release updates and improvements. Everything we did was driven by our love for the subgenre and our amazing community.
Thank you for your support.
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 tracks and portraits
New inventory filters
Balance improvements and fixes
To new players, we hope you'll enjoy the game. To 'old' players, thank you for your faith and support over the years. You helped us realize our dream and we’ll always be grateful to you.
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 Garret equipment and level on the final fight. - Added video to the death timer tutorial. - Polished several dialogue interactions in the habitat. - Fixed wrong weapon skills on faction rooftop defense fight enemies. - Fixed hydro red door missing when loading a save from the main menu. - Fixed characters entering the reactor without the hazmat suit when they had it equipped. - Fixed issue with grey crate in the armory not being visible in the first visit. - Penetration Mod vs Creatures now applies to all party members.
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. Tell your faction leader that you don't want a desk job and he'll hook you up.
Other players asked for more exploration in Hydroponics Red (the Red Zone). Now they can enjoy new areas, interactions, and fights.
We also added 3 new implant upgrades, a new music track for the mutant town, reworked the pulse grenade based on your feedback, improved several locations (the visuals), added new dialogues, and enabled custom portraits.
Now you can finally play the game as Sailor Cyber Moon, so there's no excuse not to play anymore.
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 player is right next to it. - Fixed potential issue with Morgan quest door not properly closing if player is right next to it. - Minor text fixes.
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.
We’ll continue improving the game throughout 2024 and making your experience aboard Starfarer more enjoyable and memorable. This update (the seventh since release) adds:
Improved Heart location (new quests and events)
Improved ‘rooftop’ and ‘train station’ levels
New and expanded dialogues
New weapons and portraits
More interactive events
New world map
Minor fixes and improvements
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 lockpick checks in hydroponics giving less LP than intended. - Fixed minor issues with dialogues.