
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.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.57/day in the week to Sep 14 → 2.5/day in the week after.
About

It is the Year of Our Lord 2754…
You will never feel the sun’s warmth under a blue sky, never hear the wind in the branches of a tree, and never swim in the ocean, all because you had the misfortune to be born on the Ship, chained to a fate you didn’t choose. You have never seen Earth and you’ll never see Proxima Centauri either. You’re doomed to live and die on the Ship in the name of the Mission, like your father before you, like his father before him.
The Ship is old. She had already been twenty years in service when she was rechristened Starfarer - a pretty name for a retrofitted interplanetary freighter. No one is certain the Ship will actually reach its destination, and nobody much cares, since no one alive now will live to see it. Might as well get on with your life and try to make the best of it.

Colony Ship is an isometric, party-based RPG inspired by Heinlein’s Orphans of the Sky. Your character's world is a “generation ship,” a massive spacecraft on a centuries long voyage to colonize a distant planet. The Ship's original government has been disbanded following a violent mutiny and you must negotiate a treacherous path among your fellow passengers and the contentious factions striving to dominate the Ship. Your choices will determine who your friends and enemies are.

Your adventure starts in the Pit - a sprawling heap of vacant cargo containers slowly getting filled up with those who couldn't afford to stay in the Habitat or needed to get away from its bosses and factions. Out here, folks live free and die fast...

You open your eyes to a grey hull-metal ceiling, one panel of which flickers yellow, indicating dayshift. You overslept, not that it matters. With a grunt you roll off your stained mattress and open the "window" to let some fresh air in. Like everything else around here, fresh is relative. The Ship does its best to recycle air and water, but cargo holds aren’t high on Her priority list. You breathe in metal and burning oil and look up. Four of the bridge's six projectors are still operational, shining dully down on the container towers of Cargo Hold 3, better known as the Pit, the Free City.
Calling the Pit a city is a bit of a stretch, but so is calling this reddish-brown liquid water. You've read that water is supposed to be clear and cities are supposed to be big, but no ship-born has ever seen either. Maybe in another hundred years water will look and taste like oil and people will be talking about the good old days when it was the color of rust and tasted refreshingly bitter and tangy. That's the kind of optimism that keeps you going.
The elevator crawls up a groove in the cargo hold's wall like a black steel bug that's worn a path traveling to the bridge and back. It’s time to get up there and earn a few credits, but first you need a drink.
Once tasked with adapting Terran plants and grasses to the alien environment of Proxima Centauri, Hydroponics was abandoned during the Mutiny. Quickly overwhelmed by out-of-control mutant vegetation, it more closely resembles deep jungle than a research complex. In addition to the abnormal plants, oversized pest control species –bioengineered to safeguard the colony's farmlands– are also on hand to punish the careless.

Plants were sacred to the Founding Fathers. They represented our connection to Mother Earth, our sustenance, and our future. Picture rippling fields of wheat, rye, and barley to the horizon, mighty oaks and cedars, children eating apples right from the tree. That was the vision for Proxima.
But they didn't anticipate how many seedlings would fail in the Ship's simulated environments. And unless they found a way to make good those losses, it would be catastrophic. Alien fauna and poor soil were deemed the biggest threats, so they matched the most important plant species with customized, symbiont fungi. The latter were meant to act as pest killers. Unfortunately, the fungus did its job a little too well. We’re the pests now.
Before the Mutiny, the rooftops of the Habitat supported a sprawling amusement park. There, the people of the Ship could experience at least a few of the novelties they would never enjoy on Earth or Proxima: walk barefoot on real green grass – courtesy of Hydroponics – or soft, red-tinted 'Proxima' sand; sit under tall, artificial trees; and watch the sunrise on gigantic screens suspended all around. This last was said to be indistinguishable from the real thing, not that anyone aboard had ever seen it.
Nowadays, the three remaining rooftops are heavily fortified platforms, patrolled by armed guards. The sky-screens went dark long ago, a frivolous luxury in a decaying world. The grass underfoot and simulations of golden fields have likewise vanished, replaced by watchtowers and checkpoints. With enemies on all sides, cheap entertainment is a useless distraction from reality and its harsh demands.

The Armory - Among the stars, the children of Earth wish most of all for peace. Nevertheless, the wise prepare for every eventuality – we should not survive long without the means to protect our territory and interests, with violence if every other method is exhausted. To that end, the Ship launched with a wide assortment of peacekeeping weapons and armaments, most of it looted and spent during the Mutiny and the hundred lesser skirmishes that followed.
Mission Control - The century-old wreckage of the Ship Authority government complex that once controlled every aspect of life on the Ship. Now scavengers infest this ancient seat of power, a grim reminder that nothing lasts.
The Shuttle Bay - Noah relied on doves to find a landing place, the Ship carried twelve survey shuttles for that same purpose. Even though the Shuttle Bay survived the Mutiny intact, it was looted in the interim, the life support systems and emergency supplies stripped, and the shuttle interiors used by generations of squatters.
The Factory - An abandoned industrial complex that once worked 'round the clock to produce tools for the Ship and the future colony. Why squander your precious shekels on second-hand Earth machinery, when your captive workforce will have three hundred years to manufacture everything you need?
And many others.


Combat is difficult. You’ll be outnumbered and outgunned, so you’ll have to figure out how to even the odds or avoid fights you can't win. There are 3 main factors determining the difficulty of any combat encounter and your character's life expectancy: Accuracy, Evasion, Damage (both dealt and taken). To succeed in combat, you must learn to control these factors.
Accuracy = 50 + bonuses from (stat + skill + feat + implant + helmet/goggles + weapon). You can easily neglect a couple of items from this list and still be a competent fighter, meaning you don't need to min/max your stats because it's only 1 item out of 6. The attacker's accuracy is further modified by the attack type (different attacks have different pros and cons), the weapon's gun's effective range, and inflicted penalties.
Evasion = bonuses from (stat + skill + feat + implant + armor handling – armor penalty). The defender's evasion is further modifier by cover (the exact bonus depends on the angle), gadget bonus (i.e., using a Disruptor Field), and smoke/spore cloud (smoke grenades and certain critters). More detailed information can be found on the character and inventory screens (which show your accuracy and evasion), and in combat, where you can press ALT when targeting while targeting to learn what is affecting the accuracy of a particular attack.
The damage depends on both the weapon and the target's defense. Incoming damage is reduced by damage resistance (feat + implants + armor) and energy shield (gadget and/or energy armor). Weapons with good penetration and/or aimed attacks can reduce enemy's damage resistance, dealing more damage.


When you enter the stealth mode all tiles are automatically assigned detection values, determined by the distance from the guards, which way they're facing, their Perception, and thermal vision gear, if any. Green - safe (you remain undetected), yellow - risky (if you end your turn there, you'll be spotted), red - instant discovery. High sneaking ability (modified by skill, feats, gear) turns more tiles green and opens up more options, whereas a low level thief might see nothing but yellow and red tiles.
Each step and action (lockpicking, climbing, using computers, killing guards in stealth mode, etc) generates noise. Not a whole lot of noise to instantly alert the guards the moment you do something, but enough to add up over time and raise the guards' suspicions. The higher the guards' Perception, the faster the alert bar is filled. An alerted guard turns towards the last noise generated, meaning a lot of safe tiles will turn red and if you're in the line of vision you'll be instantly discovered.


If fighting isn't you thing, you can avoid ALL combat by relying on speech skills: Persuasion, Streetwise, and Impersonate. Not every solution is in your face, but it is there. We check stats, skills, reputation, deeds, and track your choices to deliver appropriate consequences.

Ten party members (max party size is 4) and well over a hundred different characters, some less friendly than others.



Lord's Mercy was her given name. Though he wasn't a priest, her father had called himself a Man of Scripture, and never tired of reminding his only child of God's wrath, His vengeance, His untiring thirst for retribution. If that’s what her name meant, Mercy did her best to live up to it.

"Are you now?" Bartholomew looks at you with interest. "I assume you were on your way to the Habitat, but now you're stuck here... Your odds aren't looking good, my friend,” he gives you a salesman's smile. “Attacking the Black Hand's stronghold is suicide, with or without our help. If Stanton loses...” He makes a pause, letting you work it out on your own.

“You may address me as Harbinger. I no longer have a name." The bitterness in her voice is unmistakable. She must not have been doing this Harbinger thing for long. One of the guards removes his helmet to reveal an oddly leathery face with deep-sunk eyes and a lipless mouth. He grins as he savors your discomfort.
“I wonder if the Neanderthals were as shocked by your outlandish appearance,” the woman says. “I wonder if they foresaw their own doom.”


A generation ship is a perfect ant-farm where different societies can coexist within a limited space, influencing and affecting each others' development while fighting for that limited space, which adds 'the end justifies the means' pressure.

The Protectors' one truth is the Mission, and the sole way to ensure successful completion of the Mission is to follow the Old Ways. The ways of the fathers, forefathers, and Founding Fathers are together the beam upon which the Ship travels to our ultimate destination. The mutiny, which through their steadfast and timely intervention was thankfully aborted, was the ultimate betrayal of the Old Ways, of everyone who had come before, the nullification of every sacrifice and every life dedicated to the Mission.

The Brotherhood was formed to liberate the people from the iron shackles of the Ship Authority. Though their first sally -which the fossils of the old world denigrate with the term "mutiny"- failed to completely achieve this aim, the Brotherhood was successful in establishing themselves as a power to be reckoned with. The Brotherhood's initially pure goal, to free the enslaved wherever they may be, has unfortunately been sullied by the practical concerns of democracy. To bring freedom to the Ship entire must involve war, and no war may be won without sacrifice, nor may battles be managed by committee.

As inevitably happens in dark and challenging times, some citizens turn to God for reassurance, the promise of an end to pain and hunger. Or failing an end, at least a purpose. The Church of the Elect rejected both the Protectors of the Mission and the Brotherhood of Liberty as worldly fools distracted by politics and their own egos. Teaching their adherents that they were chosen by God, the Church frames the journey of the Ship as a centuries-long test of faith. When the Ship arrives at her destination, Judgment Day awaits every citizen. The righteous will be welcomed into the Promised Land of Proxima Centauri, while the unrepentant will be returned to the Hell from which we fled - Earth - to suffer for all eternity.
Plus lesser factions and groups: People of the Covenant (the mutants), the House of Ecclesiastes, formerly known as ECLSS - the Environmental Control and Life Support System, the Pit's Freemen, Thy Brother's Keepers, the Grangers, Jackson's Riflemen, and more!
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $15.99−60% | 4.1Kreviews | 88% | — | $1.2M |
| $15.99−60% | 248ratings | 88% | #164 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 890 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is fantastic. A turn-based sci-fi RPG set on a generation ship experiencing social upheaval? Sign me up! The story and characters are great, the writing impactful and concise, and the game is beautiful visually. I stayed away for awhile (way too long it turns out) because I'd read the combat was punishingly difficult. The combat was great! I found it challenging but rewarding, complex but not insurmountable by any means. There were a few reloads but nothing crazy. I look forward to replaying it with a different build and faction/story choices.
Скучная, пустая, урезанная РПГшка. Вы где видели, чтобы в игре нельзя было пройти самый первый сюжетный квест, не зачищая почти полностью все побочные задания 1-ой главы игры? Т.е. без всякой сюжетной затравки вас берут и отправляют зачищать побочные задания в локации. От них (почти от всех), кстати, отказываться нельзя. Вы обязаны помогать каждой рядовой кукле, с которой начали диалог. Ведь иначе вы просто не сможете пройти по сюжету. Мотивации что-либо делать у героя вообще нет. Просто рядовой бездомный с помойки, который вдруг решил "А убью ка я сегодня сотню человек". И все диалоги этого "героя" сводятся к "Я брать задание" и "Заплати мне". Уже на этом этапе играть неинтересно, сюжета мне не дали, мотивации не дали, чего-то интересного или хотя бы живого не показали. Но в добавок к этому игра ещё и душит игрока. Система прокачки: 1. Меткость оружия ближнего боя зависит от Восприятия, ни от Силы, ни от Ловкости. Вроде бы холодное оружие в игре есть, но билд через него будет слабее того же билда через Дробовики. 2. Харизма - не просто имбовейший стат игры, но и портящий тебе игру при низком значении. Что даёт харизма: Больше членов отряда, Возможность скипать бои, Возможность выучить ощутимые бонусы на всю группу и Улучшает настроение напарников, которое увеличивает скорость прокачки их навыков. А теперь, представим, что вы захотели играть за персонажа без харизмы. Да, вам придётся участвовать во всех сражениях, да, у вас будет меньше членов отряда. Но самое главное, у ваших напарников будет изначально плохое настроение, а это даст ощутимый штраф к прокачке навыков. Да, из-за вашей необщительности, ваш напарник плохо учится стрелять, носить броню, уклоняться и так далее. Что за бред?! 3. Боевая репутация. Вот вы уже играете через низкую Харизму. Вам приходится часто сражаться. Ваша репутация любителя сражений растёт. И что? Из-за этого вы получаете ещё больше штрафа к настроению напарников. Что?! А значит ваши напарники ещё медленней прокачивают навыки стрельбы, ношения брони, уклонения и так далее. Чем вы чаще сражаетесь, тем хуже напарники качаются. Бред же. Более того, этот штраф работает и на напарников, которые прямым текстом одобряют решение вопросов силой! "Как же круто, сейчас снесём несколько голов! Но качаться я буду хуже, потому что у тебя репутация любителя сносить головы!" А?! 4. Напарники сразу же раскачены хуже встречаемых противников, уже прямо с 1-ой главы. Вот нам дают Джеда. И что? Меткость, уклонение, инициатива у него хуже наших противников. Только броню он носит чуть лучше противников, только толку, если 1-ый же выстрел по ногам опускает уклонение до нуля?! И того выходит, либо у тебя прокачанная Харизма, и у тебя будет нормальный отряд. Либо ты играешь без Харизмы, и у тебя бесполезный набор в отряде, который не хочет ничему учиться. И это особенно проявится в душной боевой системе. Боевая система: 0, Всего 2 уровня сложности: "Простой" и "Какой игра должна быть". Разница между этим уровнями сложности в 2-3 раза (в зависимости от параметра). 1. Локации мизерные, враги могут спокойно фокусить твоего самого слабого персонажа отряда из любой точки. Тот же танк для отряда совершенно бесполезен, его просто не атакуют. 2. Вас контратакуют при беге. 3. И при этом каждый раз вы начинаете бой в центре арены, окружённые врагами. Вы на открытой местности, а враги уже рядом с укрытиями. Т.е. у вас без Харизмы персонажи и так слабее противников, плюс им в первых ход надо бежать в укрытия, ловя дополнительный урон от контратак, 4. У врагов часто высокое сопротивление против любых типов гранат. Ну т.е. как бы гранаты есть, та же светошумовая, но работают они часто на 50-90% хуже заявленных чисел. 5. Практически нулевое геймплейное разнообразие. Выстрел, быстрый выстрел, выстрел в часть тела, выстрел с умением. 6. По сути в игре и нет деление на классы. Каждый персонаж - это универсальный солдат, который должен быть сразу же хорош во всём. Толку от специализации нет. Слабого хоть в чём-то просто зафокусят командным огнём противники на мизерной арене, где он не сможет спрятаться. 7. Потерявшего сознание персонажа не спасти. Через 3 хода бой просто завершится. Хотя таймер в 3 хода - это обман, ведь это произойдёт за 2 хода, если у противника инициатива выше выбранной им цели (один ход просто скипнется из-за очереди хода). И что по итогу: Маленькие арены; Малое число умений; Высокие резисты противников и Невозможность защитить слабого. Т.е. даже и без того малое заявленное число геймплейных возможностей урезано почти до нуля, а чем меньше тактического разнообразия, тем сильнее успех боя зависит от циферок и работы генератора случайных чисел. А числа вашего отряда сильно зависят от прокачки вашей Харизмы! И того, не прокачали изначально Харизму, получили низкие числа у отряда, ваше прохождение запорото или стало в разы сложнее. Какая интересная ролевая система! Точнее её отсутствие. Итого: Совершенно пустая скучная игра со сломанной ролевой системой, с кукольными персонажами, с неживым миром, с нулевым разнообразием, с поломанной боевой системой и системной прокачки, в которой сюжет даже начаться нормально не может. Абсолютно не заслуживает своих оценок, даже как челлендж её воспринимать желания нет, лучше потратить время на что-то ещё. Дроп!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 3.78/day in the week to Aug 4 → 6.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, German, Czech, Russian, Simplified Chinese, Ukrainian
Hours played at review time, across 890 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
THE BREAKDOWN: +Extensive role-playing options for combat, dialogue, and stealth +A unique setting with interesting faction politics +Open-ended quests and solutions to problems -Combat feels sketchy and has random difficulty spikes -Dry writing takes the wind out of some of the more interesting concepts -Companions are not memorable and have little personality -Interface is cluttered and frequently overwhelming Colony Ship doesn't waste time emphasizing exactly what kind of game it is. Starting a new playthrough greets the player with some exposition about the setting, and then it's right into a detailed, elaborate character creation screen with dozens of options and little context as to what each means. Whether this sounds gloriously open-ended or frustratingly opaque is likely the best early sign of how much you'll enjoy this indie CRPG. Taking place in the far future, Colony Ship follows the story of a generation ship launched by a Christian fundamentalist organization towards Proxima Centauri in response to Earth's failing climate and resources. Along the way, the strict religious rules enforced by the ship became too grating for some to endure, and a mutiny took place. Though not entirely successful, the mutiny had profound effects, damaging the engines enough to slow the ship's approach and splitting the survivors into a variety of factions, the three largest of which descended from the religious zealots, the former security force, and the mutineers. Scattered throughout the failing vessel are many like the player, however - freelancers just trying to claim their share of the increasingly limited resources. When they stumble upon what might be a life-changing treasure, the player must decide who to ally with, who to support, and how to turn their discovery to their advantage. How these intricacies are navigated is very much dependent on how the player is built and who they choose to party up with. Load up with cybernetics and a rifle and become a violent enforcer, intimidating and shooting your way through problems - or focus on medical skills and persuasion and make yourself impossible to ignore through sheer charisma. All the classic options of a CRPG are present here, and to the game's credit, they have a good amount of depth. I opted for charismatic but dangerous, always arguing for a peaceful solution when possible but wearing heavy armor and a shotgun so that I could excel in close quarters if talking happened to fail me. As far as I can tell, it would have been very possible to get through the entire game without ever firing a shot with minimal save-scumming. In truth, I might have preferred to have done so, because the turn-based combat felt perfunctory at best and was frequently frustrating. Styled in the action points system of many recent tactics games, Colony Ship's ostensibly about using cover, skills, and gadgets to overcome the odds, but while I hesitate to call it poorly balanced - skill issue and all - I noticed wild spikes between one encounter and the next. On top of this, certain 'options' didn't feel like options at all; go into battle without a personal shield in the accessory slot or try to get through a group of mind worms without melee weapons and you're pretty much just forfeiting on the spot. Still, there's no lack of party members - some impossible to miss, others surprisingly well-hidden - to help support you when things get dangerous, and it's possible to become incredibly overpowered if you optimize accordingly, which has its own appeal. Unfortunately, while I applaud the game for being so extensive with its playstyle options, I'm not sure I felt the writing made occupying the eponymous colony ship as fun as it should have been. In a CRPG like this, there's a LOT of text to get through, and how much of a chore that feels like is often one of the defining measures of its quality. The setting and lore present are fascinating, as are the concepts in play - but the moment-to-moment writing and characters just didn't grip me enough to feel invested. There were some quests that defied this trend, NPCs who shined brightly enough to break the monotony, but just a few weeks after playing, I struggled to recall the names of most of the people I interacted with or their motivations. This is highly subjective, and the game's Very Positive rating on Steam includes dozens of reviews praising the plot, so I could be an outlier - but I would have liked to see more personality from my party and my protagonist. That said, the vessel itself is a compelling character; exploring the ship and studying the politics underlying it kept me consistently interested even when the people aboard didn't, so I can't say that I was bored often. From a hydroponics facility full of mutated plants to a shuttle bay filled with refugees who'd converted landing craft into improvised dwellings, there's plenty to admire about the worldbuilding. Despite its problems, Colony Ship: A Post-Earth Role Playing Game takes big swings, and I think it's worth exploring for those craving a new CRPG for that reason alone. While occasionally dry in places, the game prides itself on choice and consequence and follows through on these themes. While I personally found myself craving stronger characters to get attached to, as a role-playing fantasy, there's no denying that this indie effort punches above its weight.
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
This game is really bad in combat department, sort of okish in talking department then bad again in stealth. Enemies in this game are insane. All of them put all of their points into dodge, armor use and aim and straight cheat - my charcters cannot attack enemies in melee range with pistols and rifles, but enemies can shoot you with burst fire in melee range. Enemies do not need to put points into science, talking, sneaking, so they all have super high level of combat skills and are pimped up with combat feats. I try not to slack in combat, but cover in this game is limited and never useful because guns range is like half of the room. Combat skills level up in a snails speed. Solving one encounter by talking gives often a skill point per encounter in social skills. After few fights I did not even level up one combat skill. Let me give you an example of how unbalanced this game is - enemies just used consumables with a total value of 600 credits while all I have is 800 credits. Sure I could use consumables as well to get through this fight, but I would then be broke and unable to play finish next fight because all the loot from this fight is like 100 credits minus healing and negative modifiers from being knocked out. More nonsense of this game - enemeis who you stand in melee range are 'enganged' meaning they cannot shoot the character with most shots, BUT THEY CAN SHOOT EVERYONE ELSE AND IGNORE THE DUDE WITH HAMMER IN FRONT OF THEM ... what is the meaning of engaged then? nothing. More - enemy reaction fire triggrs left and right, sometimes every step I take, while my dudes never perform reaction fire. Even more nonsense - my crew waits for enemies to arrive, but when they fight starts, my crew is all out of cover while all enemies start in cover surrounding my team -> my crew are a bunch of noobs. Weapons are armors in the game are a flat curve and z zero sum game. You find a new gun with does 1 more dmaage than the previous one - major gain? Nope, because next enemy you fight will have 1 more armor and 10 more dodge - good luck. It takes the same amount of time to kill a guy on level 1 like on level 6 which makes gear system obsolite. Unless you do not have any other RPGs with turn base combat - do not buy this one. As for stealth - turn base stealth just doesn't work (unless in invisible inc where they tell you where enemies will move). Trying to complete a stealth mission without making a stealth base character with lots of stealth feats is pointless in this game.
Look at that! 50 hours! Maaan, I tried. I tried to like it because I adore games like Wasteland, Shadowrun, etc. There is just so much that went wrong with the leveling mechanics in Colony Ship. Wanna be a BAMF in combat? Get ready to piss off even the sweetest people and clear out half the population of the game. Wanna talk your way out of stuff? Get ready for no combat at. The middle-ground doesn't really exist. Never encountered a game where save-scumming is guaranteed.
This game tries too much to be like original fallout but fails miserably. it pretends to be hard but in reality it's just unbalanced and uninteresting. Too much random, too underpowered heroes, too complex fights, peaceful ways blocked by too high stat requirements etc etc etc. In the end you just feel constantly annoyed by the fact you need to fight the game developers instead of enjoying the game.
This game had two things going for it that I really liked: It was very similar to the 'Shadowrun Returns' series of games and it was about a generation ship (one of my favorite SCI-FI concepts). I completed my playthrough in about thirty hours (a few hours of that was attempting the same combat many times because I did not build my party well for battle). The story was a great exploration of humanity and the tangled web that four hundred years of history living in such close quarters would create. If you're looking for game with min-maxing and lots of combos and strategic depth of combat I would caution you temper those expectations. However, it is entertaining all the way through and I was feeling compelled to try and explore every corner of the ship (of which I know I missed a few).
Thoroughly enjoyable as an RPG to lose yourself to for 40 hours. Fun character building, looting, and a good story with memorable other characters. While some may enjoy the consequences of doing things in an "non-optimal" order or missing out on content they did not discover initially, I do not, and so I made use of a reddit thread that spoiler-free recommends which order to do certain areas (https://www.reddit.com/r/ColonyShip/comments/17sxnq5/order_of_area_exploration_advice_for_new_players/). RPG'ers not familiar with Iron Tower games should also look up some build guides (steam community). I highly suspect that knowing which skills to max from the beginning of a build for which characters, and then sticking to it (maxing a few skills instead of going for an all-rounder approach) is actually the "intended" way to play. I have no problem with this in design or execution, but it may be a stumbling block to new players.
I've finished my first full playthrough, and am stoked to play through it again. 1) Setting/Story There's no shortage of dystopias in the RPG genre, but to my knowledge this is the first PC RPG to make use of the generation ship setting. Dialog, various artifacts, the sort of items you find, and of course the structure of the ship itself all reinforce the claustrophobic decrepitude of the setting. 2) Presentation It's an indie game, but I think the graphics are beautiful, with each section of the ship looking distinct and the enemies looking suitably ominous/disgusting. Sound, however, is minimal even by the standards of indie games - ambient sounds in particular seem peculiarly scarce. This isn't a dealbreaker for me by any means, but YMMV. No cutscenes (which I at least love), and all voicelines are text only (which I prefer, being a quick reader). 3) Mechanics This is an RPG in which you can't do everything, and you need to specialize, as you level skills by using them. This lends itself to replayability. For my first playthrough, I went pretty hard on speech and utility, and somewhat into stealth, leaving me with poor combat skills. Like the first Deus Ex (a game I was often reminded of while playing) almost every problem has multiple paths to solve it. If blasting your way in isn't possible, maybe hack the turrets? Stealth past? Do some wheeling and dealing? This flexibility is nice, as the combat is challenging - although it is fair. Once you learn how things work, you can figure out what gear to bring to particular fights, whether you have the right skills to consider a particular encounter, and so on. An excellent game, which requires much more effort to learn than most modern mainstream RPGs, but far less than say, Underrail.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19.9K | 52 | 94% | $12.74 | |
| $6K | 17 | 94% | $12.79 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.2M | 13.4K | 95% | $5.99 | |
| $1.2M | 1.9K | 98% | $19.99 | |
| $1.2M | 1.3K | 71% | $24.99 | |
| $1.2M | 7.7K | 93% | $7.99 | |
| $1.2M | 4.1K | 95% | $14.99 | |
| $1.2M | 2.3K | 87% | $19.99 |