Colony 37
Playing now
4−2 vs. yesterday
2.1%of peak
All-time peak
190May 2026
Playing now
4−2 vs. yesterday
All-time peak
190May 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Major update | Colony 37 - v0.6 Hi everyone! First of all, huge apologies for the wait. I've spread myself pretty thin and made a big mistake of trying to do everything (and then figuring out how to put it all together), so I had to disable a couple of major things that are already done (just to have a bit more time to make them complete), but even with all of the stuff disabled, it is still a pretty big update from a technic… | — | |
| Game update | Colony 37 - v0.54 - Added Invert Mouse X - Added Invert Mouse Y - Added hotkey rebinding . - Added an option to hide a helmet in the settings. - Minor tweak for widescreen . It still requires a lot of work, but at least now everything is on the screen. - Added " Use legacy input " option. It will use the old movement system (prior to this patch). Should be helpful for everything that uses a stick with dead zones… | — | |
| Community | Colony 37 - Sneak Peek May Hi everyone! Wanted to post this sneak peek slightly later to gather up more juicy content to show, but due to the influx of new players (Seriously, guys, huge thank you , and thanks to Splattercatgaming for playing the Colony 37), have to write a couple of words right now. Sorry for not posting sooner—I had to make a couple of video lessons for my main work as a teacher (thank god they are don… | — | |
| Game update | Colony 37 v.0531 - small hotfix - Added peaceful mode in the settings menu (disables hostile creatures). - Conversations are instant if "Conversation speed" is set to 100%. - Updated block's description. Now displays "Single use" if the instrument is destroyed after placing a block. - Spoken dialogue lines are now greyed out. - Slightly updated elevator preview model to make it a bit more clear on how to use it. | — | |
| In-game event | Colony 37 v0.53 Hi everyone! This is yet another small update, yet it contains some improvements that should help new players as well as bring some outdated features slightly up to date (just slightly). Just as usual, QOL improvements and bug fixes. Quest Tracking improvements - Reworked "Track Quest" behavior. The top-left panel is completely removed, and instead the player can see on-screen information with… | — | |
| In-game event | Colony 37 v0.52 Hi everyone! This is a small update in terms of content , but it is still necessary to have its own post. Mainly, this update brings quite a lot of bug fixes and balance changes , although it is also introducing some additions to push the project forward. I'm trying to take a closer look at your suggestions and add them in small amounts with each patch (the next one will have more additions of… | 22124321 | |
| Game update | Colony 37 v0.502 - small hotfix - Fixed an issue that caused helmets to be unequipable. - Fixed an issue that caused the player save file not to load properly if the maximum value of vitals was lower than 0. | — | |
| Game update | Colony 37 v0.501 - small hotfix - Experience required per level changed from 30 to 65. - "Attack Speed" perk maximum number of levels changed from 10 to 12 (total bonus remains the same). - Fixed an issue that caused player levels not to load properly. - Fixed an issue that caused levels not to properly update if a player received more experience the level required. | — | |
| Major update | Colony 37 v0.5 Hi everyone! I couldn't wait any longer, considering the fact that this update overhauls and reworks way too many things, and adding more would simply stop the whole process in its tracks. Some of the elements are missing from this update (also there is a lot of balancing to do), and I'll add them in the next couple of days. So, let's talk about the update. Version 0.5 brings quite a lot to the… | 22094382 | |
| Community | Colony 37 - Sneak Peek Part 2 Hi everyone! In the previous sneak peek I said that the next patch will be released in a couple of weeks, and... it was a bit of a miscalculation on my part. While working on the project, I realized that the upcoming update should include pretty big changes and drastically push the development of Colony 37 forward, so... I kind of went into this rabbit hole and started to do quite a lot of chan… | — | |
| Community | Colony 37 - Sneak Peak & Upcoming Plans Hi everyone! First of all huge sorry for not writing anything for a month. I tried to develop this project at my own pace, and I really have to work more on "Sneak Peaks" and "Progress Report" type of things. But there is something I would like to show. I'm working hard on the 0.5 version of the game and decided to share some sort of preview of the upcoming features and changes. Tasks Panel Pre… | — | |
| In-game event | Colony 37 v0.4 Hi everyone! This update brings a rework to player consumables and the way players use them. Based on the feedback and after watching a couple of gameplay videos, I've noticed that while consumables give players a chance to bypass complicated in-game moments, they were very cumbersome to use. Players had to constantly rebuy consumables, and the majority of people (myself included) kind of forgo… | 20574069 | |
| In-game event | Colony 37 v0.35 Hi everyone! Sorry for the delay between updates, but I had to finish and double check everything, since this update, while not really big in terms of visual additions, contains a full rework of the damage system that is currently in the game. Previously the only thing that was able to take damage was the blocks themselves. That was not ideal, considering the fact that there are a couple more "… | — | |
| Game update | Colony 37 v0.32 Quick Fix - Completely removed "Unlock on depth" mechanic. Everything is available from the start (If you have the money that is) until I find a decent replacement mechanic. - Fixed the sound of the elevator. - Added floor light. Can be placed to provide decent source of light in an area. - Small additional fixes. | 20181792 | |
| In-game event | Colony 37 v.0.3 Hi everyone! Valen here! So I think I wrapped up most of the things I wanted to add to the 0.3 version. Everything is still "work in progress" and... I bet with a lot of bugs, but at least now things should look slightly more "like they are supposed to". Main focus of this update was to bring the cave generation up to standart of "I would like to run around in these caves" (Yeah, amazing standa… | — | |
| Community | Colony 37 - Sneak Peak & Upcoming Plans Hi everyone! Next patch will be slightly delayed (by a day or two) , working on something interesting to implement in to the daily miner's routine. It's a bit of a sneak peak. Clutter and Foliage Currently game has somewhat of an acceptable code to generate underground ores and it was used literally for every object that is not well... basic dirt. While it serves a good purpose as a "controllab… | — | |
| Game update | Colony 37 0.27 - Small fixes and additions This is a small change log aimed to fix couple of issues and add small quality of life improvements. - Reworked shop and loadout filter. More filter options are available. This should hopefully cleanup the UI and make it easier to find the desired item. - Added 4 extra inventory slots for a Light Source, Radiation Counter, Energy Counter, Helmet. My first idea was to make "A classic simplified… | — | |
| Game update | Quick hotfix 0.26 - Fixed a serious issue that caused player movement to be completely blocked after interacting with a main locker (sorry guys for that, should've found this bug sooner). - Fixed an issue that caused resources to fly around the player. - Each backpack gives a bit more slots across the board (Starting from tier-2). - "Ergon" energy increase per block decreased from 2.5 to 1.5 . - "Charged" perk e… | 20100270 | |
| Game update | Small fixes & balance changes - Player maximum health increased from 25 to 30 . - Player radiation absorption increased from 0.2 to 0.25 . - Fixed a rare issue where shovels would sometimes not deal damage. - Game is now saved every time player exits to main menu (Collected ores are not saved to avoid unneeded behaviour). I'm currently looking towards adding custom key bindings, hopefully this should address the issue with… | 20097058 | |
| News | Colony 37 - Early Access is now LIVE Hi everyone! I'm here to inform that Early Access for the Colony 37 is now live and available on Steam! I tried to keep pricing of the game as low as possible, so the game costs 2.99$ with a 10% discount at release (Lower values would've been a bit too cheap). Additionally, I would like to do a quick Q&A to answer some of the important questions. Is the game finished? No, far from it in all hon… | — | |
| Community | Game Progress / Early Access release reschedule Hi everyone! Valen here. I'm making this announcement to tell what are the current plans and goals for the project, what Colony 37 can offer at the early access release, and the most important one, the date when Early Access version will be released. Release Reschedule Due to the new stuff that I'm currently working on unfortunately I'll have to delay the release of the game for at least two we… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.