
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.
Most likely between $2.5M and $7.1M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.99 | 88% | approximately $4.2M |
| GOG | $15.99 | 88% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 932 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
1 of 10 This quickly devolves into a "search the screen for anything you can possibly click" game, which is NOT at all something I'm looking for, and CERTAINLY does NOT make for a 'good' RPG. ALSO: the game WON'T LET YOU SAVE ANY MORE if you've manually saved about 20 times on a single game. EVEN IF YOU DELETE OLD and AUTO saves?!?!?!?! Who the hell made this ♥♥♥♥? I like the atmosphere, I like the cyber-tech and meta-themes, but combat is brutal, options are limited, and unless you can quickly find a magical source of credits, skills, and equipment, this story is completely on rails, giving the player no meaningful options besides the single way and storyline they wish you to play. Do not recommend.
love the game but there are just so many ways to get stuck irreversibly its ridicilous. Hard stuck at act 3 after 20 hours and i have to restart the whole game to progress which i wont. Sad to leave the game like this i was enjoying it. You have to be open to play multiple playthroughs over again to progress or just strictly follow a guide to finish the game on hard difficulty. I dont like sticking hard to guides so it became unplayagble for me. Maybe introduce certain mechanics to respec some of the stuff.
Colony Ship: A Post-Earth Role Playing Game is a dense, unforgiving descent into a future where humanity’s last remnants cling to survival inside a colossal generation ship drifting between stars. Iron Tower Studio approaches this world with a stark, almost oppressive realism. There are no grand vistas, no hopeful utopias, and no guiding hand meant to steer you toward victory. Instead, the game thrusts you into the narrow corridors, rusted bulkheads, and suffocating political tensions of a society that has been trapped in metal for centuries. Its world feels authentically worn: every settlement, faction, and corridor is weighed down by decaying machinery, inherited grudges, failed rebellions, and the dreadful realization that most inhabitants will never live to see landfall on another world. This bleak backdrop becomes the stage for a story that prioritizes nuance over spectacle, forcing the player to navigate moral ambiguity and existential despair as part of everyday survival. The game’s character system is intricate and deeply old-school, inviting players to build not a power fantasy but a fragile, flawed human whose skills matter significantly more than their gear. Every point invested in attributes or proficiencies results in real consequences, shaping how conversations unfold, how exploration feels, and whether combat becomes survivable or nearly impossible. True to Iron Tower’s design philosophy, there is no universal build that performs well in all situations. A silver-tongued diplomat may talk their way out of conflicts but crumble instantly in combat, while a hardened fighter might win battles but struggle to unlock safer or more subtle solutions. Even outside combat, the ship’s harsh environment ensures that choices made during character creation reverberate throughout the entire playthrough, adding a weight and permanence rarely found in modern RPGs. Combat itself is tense, tactical, and unforgiving. The turn-based battles emphasize positioning, cover, and careful resource management far more than brute aggression. Mistakes are punished quickly, sometimes fatally, reinforcing the idea that every hostile encounter is dangerous rather than routine. Success in combat often hinges less on luck and more on preparation, thoughtful use of party synergies, and a deep understanding of the game’s systems. When things go well, the satisfaction is immense; when things go wrong, it feels like a natural result of the ship’s hostile environment rather than unfair design. Yet the game never confines the player to violence as the only path. Many situations encourage alternative solutions—diplomacy, stealth, manipulation, or alliance-building—though none are guaranteed to work smoothly, underscoring the unpredictability of dealing with desperate people in a closed, failing ecosystem. Exploration reinforces this feeling of danger and discovery. The ship is divided into regions that each carry their own identity, scars, and history. Walking through the Pit, the Habitat, the Factory, or the remnants of destroyed sections reveals a society fragmented into isolated pockets of survival, each with its own power players and agendas. The lack of a rotatable camera and minimalist presentation might initially seem like limitations, but they serve the atmosphere: every map layout feels deliberate, funneling you through tight corridors, chokepoints, and derelict areas that make the world feel claustrophobic and lived-in. As you traverse these environments, you encounter remnants of past conflicts, decaying technology, and ongoing factional struggles that speak to centuries of desperation. The setting itself gradually becomes a character—one that is unforgiving, indifferent, and filled with stories that weren’t meant to have happy endings. The narrative and faction dynamics form the heart of the experience. Colony Ship does not rely on cinematic flair or voice acting to convey its story; instead, it excels in evocative writing, morally complex characters, and difficult choices that rarely offer clean resolutions. Every faction is shaped by deeply held philosophies rooted in the circumstances of life aboard the ship. Whether dealing with zealots, rebels, technocrats, or opportunists, you are constantly reminded that every group has its own justification born from the same struggle to survive. The quests often present multiple viable approaches, but each solution feels like a trade-off—gaining someone’s trust might alienate another, and a peaceful resolution might foreclose future tactical opportunities. The complexity of the political landscape ensures that your decisions feel consequential, not because the game promises sweeping, cinematic results, but because every choice subtly shifts alliances, opportunities, and future paths. While the game’s design is ambitious and thoughtfully implemented, it does come with limitations that reflect its niche, hardcore focus. The static camera and utilitarian visuals can feel outdated, and those who expect modern presentation or accessibility features may find the experience harsh or unpolished. Stealth, while present, is inconsistent and not as fluid as other systems, sometimes leading to situations where a stealth-oriented approach feels underdeveloped compared to combat or dialogue. The lack of voice acting and reliance on text-driven storytelling may not appeal to players accustomed to fully voiced narratives. Yet these choices are less flaws than they are intentional design decisions: the game prioritizes depth, agency, and consequence over spectacle, leaning fully into the identity of a demanding CRPG built for players who value complexity over convenience. For those willing to embrace its unforgiving nature, Colony Ship becomes immensely rewarding. Its world feels cohesive, its challenges meaningful, and its narrative grounded in the human struggle for purpose in a place where purpose is difficult to find. Few RPGs capture the feeling of being trapped in a failing society as effectively as this one, and fewer still provide the freedom to carve out your own identity within it. Each playthrough offers new possibilities, new alliances, and new failures, creating a cycle of exploration and discovery that encourages experimentation and replayability. By the time you finish, the experience leaves a lingering impression—not of triumph, but of survival, compromise, and the understanding that in a harsh world, victories are often narrow and hard-earned. Colony Ship stands as a rare example of a role-playing game that refuses to coddle its players, rewarding those who meet its challenges with a rich, thoughtful, and engrossing journey through humanity’s bleak future. Rating: 8/10
+ Streamlining works really well -- you can fast travel almost anywhere + Specialization feels quite good + The player characters are interesting without being tryhard - The combat is a little too crunchy for its own good. Reactions are especially distracting because they are so powerful and so frequent that they can remove most of the movement and positioning from combat. - Initiative and initial positioning are also quite annoying, in that you need to specialize in initiative-related perks to ever have a chance at going first, and your party almost always starts far away from cover - These combat-related issues can make the game feel like a slog at times. I've often told myself "I'll play until the next combat" just because I need to have my head screwed on straight to get through the fights. - I think the colony ship setting would work better as science fantasy than as cyberpunk. It sounds cool in principle but most of the intro areas are just acres of shipping containers. Not exactly a vibe to stimulate the imagination. Generally really well put-together. I still have not finished, but I'm reasonably confident I will get to the end eventually. I want to see what remains.
Perhaps my favourite RPG. The length and pacing of the game is perfect, the knowledge growth for succesive runs is amazing. Like all the best games of this genre, you have to want to get into the game. I failed my first run pretty badly doing underdog lonewolf. Starting over and failing is not a bad thing when so much of the game is based on knowing what order to do things. By the time I write this review I have done all heroic traits (except for cult leader) on underdog lonewolf. At the end I could clear a run in 12-15 hours depending on the power of the build. The studio makes real RPGs as an artform, instead of merely making a product for consumption. The game is worth every penny, and I wish I had bought the game for full price, deserves all the praise. The studio uses every currency unit for developing their next game, which is already shaping up nicely. The thing I enjoy the most about the game is the progression through encounters. Many games suffer from copy paste encounters where the combat doesn't truly matter or meaningfully progress your character. Colony Ship masterfully makes every fight meaningful. So many times I had a run make or break on edging out a win with the right nades and gadgets, using all parts of my character to my advantage giving me the XP i needed to get to the crucial next level. Experience is the ultimate reward, given to you based on what skill you used to solve the encounter. In this way, the game drives you forward by rewarding the player for solving problems, giving the player the ability to solve new problems with the gained levels or gear. I think Colony Ship is the game that does this best. Only the last combat in a select few endings doesn't matter to you charactet, so all the fights are directly usefull to your progression. I always felt sad a the end of act 1 when there are no more encounters to squeeze that extra bit of XP out of. The story and setting also influenced me a great deal philosophically, really a dour tale for dour times. Sadly the game didn't sell well enough for a sequel, something I badly wanted after finding all the lore tidbits on separate runs. This doesn't change the fact that the story is self contained and has a satisfying ending in context of the world. Buy to support a great studio. Maybe you will even enjoy the game ?!?!? (Also don't be afraid of reading a build guide or adding me on steam for some quick advice. Use all you credits on utility, utility is the single greatest combat asset!)
点了设置汉化失效怎么办?不要慌!我已经在评论区找到方法了分享给大家! 解决方法为进入系统盘:\Users\用户名\AppData\Local\ColonyShipGame\Saved\Config\WindowsNoEditor 打开 GameUserSettings.ini,把里面“Culture=en”那行删掉,就又成中文了。
This is one of those games that, on paper, I should love. The story, the gameplay style, everything, are things that I should love. None of this is correct. The UI is frustrating. The journal (for quest tracking) is less than useless. Combat and dialogue skills are terribly unbalanced. The vibe of the game seems great when you start out, but then you quickly realize it's got no depth. I really wanted to like this one, but I just couldn't get into it. 4/10
Just finished the game, which took me, apparently, 47 hours. One of the best RPGs out there. In the same club as Fallout 1&2, Baldur's Gate 1&2, Planescapes Torment, Arcanum, Shadowrun Dragonfall, Wasteland 2, Disco Elysium. Age of Decadence was unique, but it was like a fever dream, very hard to play. Colony Ship has the good sides of Age of Decadence but is very very playable, very smooth, and with just the right amount of feeling of unreal, justified by the crazy setting. Both the combat system and the skill system are very addicting. The ending I got felt so good!!! Cannot wait for the next project of this great studio.
[h3] A game worthy of your time and your trust [/h3] I finished Colony Ship, and for the first time in a long while I felt the desire to write a long review for a game. I will start with the main point. [b]Colony Ship is an amazing game and gives the player everything promised by its trailer and description[/b]. What you have before you is a worthy successor to the first Fallout games and Arcanum. So, if you are looking for an exciting and deep RPG that allows you to role-play and make truly meaningful choices; if you want to explore a very unusual and interesting science-fiction world and do all of this in an environment that requires you to use your brain and understand the game’s mechanics, you will definitely enjoy Colony Ship. It is a rare project nowadays, made with great love and attention to allowing the game to be completed in different ways. For me Colony Ship is undoubtedly one of the best role-playing games of recent years. It is an excellent game universe. An excellent RPG that truly allows you to play a role rather than simply complete quests. A game that gives you the opportunity to live part of a life in a strange, alien, and unexplored world. A world that constantly makes you want to learn more about it. But for me personally, the most important thing about this game was something else. Colony Ship is not afraid to ask difficult questions. And it is not afraid to give honest and direct answers to them. Today, this is a surprisingly rare quality not only in games, but in modern culture as a whole. Until almost the very end, I remained tense. I deliberately played the game without reading reviews or walkthroughs, because I wanted to see the story as its authors had intended it. Until the very last moment, I had absolutely no idea how it would end. Moreover, having been taught by the bitter experience of modern games, I was mentally preparing myself for an ending I would find unpleasant. But the final exceeded all my expectations. Above and beyond. Dear Iron Tower Studio. [b] Thank you. [/b]
Not worth the price You can approach the game in two ways. If you play non-violently, it becomes an interactive book. The problem is that the plot is bland and uninteresting. If you played Fallout, STALKER or whatever other major postapo franchise, it has been already done there, and it has been done better. On the other hand, if you choose violence, you're facing hard and punishing combat. It's not "hard, but satisfying", "hard, but realistic", no, it's just hard. If you manage to outflank your enemy and shoot him in the ear with a shotgun, congrats, you took 10% of his HP if you were lucky. In the end it boils down to who has more total HP and firepower, and guess what - it's always the enemy.