Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Colony Ship: A Post-Earth Role Playing GameEventsFuture Plans
Community

Future Plans

Colony Ship: A Post-Earth Role Playing Game · published 24 Feb 2025, 18:01 UTC

All eventsPlayers around this dateRead on Steam

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 (contracts only)

  • 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)

Setting intro:From atop the ziggurat's shrine, the High Priest watched the sandstorm rage about his city. The winds battered the walls for hours, but the blood-fed wards held firm, and the stones stood unscathed.In the desert only the strongest survived. The sands had swallowed many towns over the centuries, leaving nothing but shifting dunes and bleached bones, but Zanghabar and its people had endured and even blossomed. And yet, the High Priest was troubled. The tiding that came from afar were grim, and the dreams even worse. Something was stirring in the impenetrable heart of the desert, a darkness to which the city’s very existence was an affront that could be tolerated no longer.Zanghabar's rivals sensed it too, circling and pecking like vultures at a dying beast. Harudal’s warbands openly raided their trading outposts, and Sankarum’s ships plundered their shores with impunity. In the past they wouldn’t have dared to venture that far, for the deep waters were even more treacherous than the desert, but their sea whisperers must have found a way to calm the waves. Or made some pact with the children of the sea, a possibility that was bleaker still.Nothing good ever came from dealings with the Ythlir, the misbegotten spawn of another age. They dwelled where no man could: beneath the ocean's waves, deep within the mountains, and even – the High Priest flinched at the thought – in the heart of the desert, where nothing could live. Nothing except for the accursed Ythlir and their dark gods… * * *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. PS. Thank you so much for the overwhelming support and encouragement. Many people ask about supporter editions and donations; while we appreciate your generosity, the best way to support us is to leave a review, no matter how brief. Reviews boost visibility and influence sales, and we'll need all the help we can get there, since the revenue generated by all 3 games is the 4th game's budget. Thank you in advance.

More from Colony Ship: A Post-Earth Role Playing Game

Other announcements

All events
Community3 Aug 2026There Be MonstersWelcome 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 A common cave worm that preys on oversized insects, from centipedes to unwary bipeds. Its hook-like beak is strong enough to punch through chitin and armor alike to reach the nourishing flesh beneath. A lone…Community10 May 2026Localization & New ScreensColony 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 the new build is sitting on the Public Test branch, you can switch the builds by right-clicking on the game in your library and selecting Properties, then G…Community10 Apr 2026Future Plans IV - Design UpdateIt’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 way AoD was inspired by Fallout, meaning not a clone – then started defining the systems and game flow, and the original concept started (and will continue) ch…