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 37›Events›Colony 37 v0.4
In-game event

Colony 37 v0.4

Colony 37 · published 10 months ago · build 20574069

All eventsPlayers around this dateRead on Steam

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 forgot to do that or just didn't bother at all. So I've reworked the way consumables are handled.

Right now, instead of buying charges for a consumable, you're unlocking it and all of the charges are restored automatically over time. This hopefully will make the game slightly easier in places, while keeping it somewhat (I'm afraid to use this word) balanced.

Changelog:

- Reworked consumables.

Pretty much all of the previous consumables were removed (disabled), and 24 new consumables were added. The majority of them are variations of the past consumables, but they should be a bit more balanced with a new "charge" system.

- Added maximum falling velocity.

- Slightly increased fall distance before taking damage.

Both of those changes should make falling damage a bit more manageable. And, if you have enough health, you're able to survive even the longest fall.

- Hitting a ceiling with your head now removes all upward velocity.

- Block placement distance is increased by approximately 90%.

- Added tooltip appear/disappear animation.

- Tooltip now properly scales in width instead of the inner text.

- Unloaded blocks now have collision.

This change is experimental. It was intentional to keep unloaded blocks without collision for optimization purposes, but that idea had a lot of... flaws. The player's death camera was flying straight through the ground, projectiles did pretty much the same thing, and so on and so on.

Items:

- New item: Rusty Sprinting Module. Hold [SHIFT] to increase the wearer's movement speed. Consumes energy.

I'll be adding more movement-related items down the line.

- New item: Rusty Wrench. Has a 10% chance to dismantle "player-created" blocks, retrieving the block's instrument.

- New item: Wrench. Has a 25% chance to dismantle "player-created" blocks, retrieving the block's instrument.

I'll improve the dismantle mechanic even more, but right now, technically, you're able to pick up all of the placeables from the ground if you're lucky, that is.

- New item: Glowstick. Throwable light source that persists for 60 seconds.

- New item: Flare Gun. Gun that shoots light sources that persists for 60 seconds.

- New item: Builder's Schematic. Increases block placement radius by 2.

- "Resource Teleporter MK-3" auto sell chance decreased from 14% to 10%.

- "Resource Teleporter MK-2" auto sell chance decreased from 8% to 6%.

Auto sell chance was extremely good at what it did. With two of these items, you were completely set in terms of cash flow, and it felt really busted, so I had to tweak the values back slightly to keep it in line with other choices.

- Small Dynamite. Energy to use increased from 10 to 25. Damage increased from 15 to 20. Damage is decreased by how far the target is situated from the explosion (up to 25% of the original damage).

- Big Dynamite. Energy to use increased from 50 to 75. Damage increased from 30 to 40. Damage is decreased by how far the target is situated from the explosion (up to 25% of the original damage).

Ah yes, the dynamite. If I were to say it needed a nerf, I would be greatly understating it. I've added a "damage over distance" system that should hopefully make dynamite just as good at destroying low-HP blocks, but at the same time, have its effectiveness reduced against harder blocks.

Bug Fixes:

- Fixed an issue where "No localization" message was appearing for some of the resources.

- Fixed an issue where sometimes bullets were flying the wrong way.

- Fixed an issue where "Throwing rock" was playing a hit sound effect upon throwing it.

- Slightly fixed an issue where unloaded blocks had holes (will improve this behavior even more).

- Minor additions and changes.

More from Colony 37

Other announcements

All events
Colony 37Game update18 Aug 2026Colony 37 - v0.662 Hotfix- Fixed "Improved Portable Extractor" cost from 20 to 3500. - Fixed "Improved Portable Extractor" being available at the shop (it can be acquired by dismantling certain robots). - Fixed "Improved Portable Extractor" description. - Fixed "Experience Farmer" being available at the shop (It can be acquired by dismantling certain robots). - Fixed their corresponding dismantle drops (You will no lon…In-game event17 Aug 2026Colony 37 - v0.65Hi everyone! This is a relatively small update, although it contains A LOT of important bug fixes and improvements . Apart from that, it contains some neat additions, such as a new laboratory, reworked character models, and a couple of new quests and locations. Without further ado, let's talk about a couple of important changes. Just as a quick request. Please don't forget to leave a review if…Colony 37Game update8 Jul 2026Colony 37 - v0.601 hotfix- Fixed the "Reset Perk Points" feature not working properly with multiple perks (if your character got corrupted before the hot fix, just remove saves from the "Saves" folder near your .exe file, and it'll automatically load in save files prior to the latest patch). - Fixed jetpacks not working outside of laboratories (should now work as intended). - Fixed missing texture for the "Rusty Shovel…