
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 → 6.5/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% | 4.3Kreviews | 88% | — | $1.2M |
| $15.99−60% | 248ratings | 88% | #135 | 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.
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Reviews
Themes across 909 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Что ж, релиз есть, перевод есть... Пора проходить! Прошёл. Хорошая игра. Из минусов - периодически вылеты прям в перезагрузку компа в первой трети игры. С переводом не подхватились ачивки. Из плюсов - почти всё остальное. Сюжет есть, развитие есть, механики относительно AoD и DR ещё лучше подточены. И даже монахи в конце порадовали, не ожидал. ПС Я не знаю, пасхалка ли это, но Фэйт, заточенная в скрыт и тому подобное, вызывает воспоминания о том, что " и не было здесь никого!" There is no Fate, так сказать :)
"This handsome fellow is undoubtedly an upward-walking biped, but nobody would mistake him for a human"
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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
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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 909 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Well written, well paced and immersive isometric RPG. Don't think I hit a single technical issue on my playthrough. *Some* choices are available that will shape the narrative so additional playthroughs are certainly viable. Would certainly give a solid recommend to anyone looking for this sort of RPG.
Thoroughly enjoyable CRPG, I thought it'd be very limited given the small team, but this game delivers! Very well written, the world, every character, faction and motive feels entirely believable, every side has it's arguments and it's pros and cons, and you're free to mediate and throw in your towel as you see fit. Combat was a pleasant surprise too, a lot of tactical decisions and ways to build your characters, each filling important roles, and every feat and implant choice coming with a real opportunity cost. It looks good, despite this being isolated to a run-down colony ship, it's all very varied, from container habitats to functional cities, from destroyed storerooms and vaults to overgrown hydroponics. My only complaints would be that combat can become a bit samey, there's a lack of enemy variety and many combats are brawls in a small area, and weapon sounds are quite underwhelming. If you're wondering where this sits in comparison to other CRPG, it's in that middle tier. It's no WH40K: Rogue Trader nor Pillars of Eternity, but it's IMO more ambitious and better executed than Atom RPG and Encased. It's in that Underrail tier inbetween.
I greatly enjoyed this game (played it twice). With that said I haven't played it since 2024, so keep it in your mind that none of this is fresh in mine. There's lots of choices that you can make from start to finish that greatly impact the direction of the narrative and world, as well as the ability to hop from one story path to another. I played it twice (once as a fascist, once as a commie), and the paths, decisions, and consequences felt sufficiently different that I felt my PCs to be meaningfully different as people. Characters feel human, the environment and writing is appropriately dismal and melancholy (as suits a doomed colony ship seemingly floating in the void). The setting is especially fun - I like how the whole thing started as a Christian generation ship (reading the Expanse right now, very familiar), but slowly decayed over time to the point that most of the people you meet aren't explicitly religious. I am not Christian, but I do love proper moral ambiguity, and I enjoyed how they portrayed religious individuals as fundamentally human - some are good, some are bad, some are neutral, some are insane murderous post-human cultists. I did predict the overarching twist, but I think only because it was appropriately foreshadowed. Combat is generally fun once you figure out what you're doing, and it feels insanely good to just pull out the ol' energy weapons and obliterate that encounter that was giving you trouble. I'll also always go to bat for targeted shot systems - being able to compromise aim for a potential debuff/enhance aim at the cost of damage is always fun and adds a tactical layer to things. In terms of the skills system I'd say it's mostly positive: it encourages specialization with a hybrid between learning by doing (Skyrim is the game that comes to mind for that), and learning through direct upgrade items (training tokens). You can do a lot of fun ♥♥♥♥ with the talk-no-jutsu (convincing rebels to become state-sponsored terrorists was hilarious) and companions can cover for skills you don't have to some degree. With that said, if you aren't careful about how you set things up you might miss minimum requirements for certain things, so there is an element of scrounging for skill xp that I didn't quite enjoy. Now the bad: companion writing is weak - I'll use Faythe as an example. She starts off very strong with a revenge arc against her family's killers, and the MacGuffin she has is crucial to one of the endings. It's the in-the-middle bits that are 'meh,' as well as being the majority of the time you'll spend with them - companions have relatively low reactivity, and you might forget they actually have characters and aren't just mercenaries with fixed portraits, especially as they by and large go along with what you say unless you're a puppy-killing sociopath (there aren't any actual puppies but you get my drift). Same goes for Evans and Jed. The other companions have it even worse tbh: the faction followers just kinda duck in and out of the narrative and I don't think they can even join you for the final push, they seemed pretty undercooked. I ♥♥♥♥♥♥' hate those ♥♥♥♥♥♥♥♥♥ starfish and their stupid armor - it's unbelievably annoying to run into them when you have nothing good against it. The last bit of the game in between the faction storylines and the finale is also weak: I didn't side with the monks either time, but I gather in at least most paths it's just a lot of fighting without the politicking and roleplaying that made the earlier parts of the game enjoyable. The actual finale (once you get to the plot twist) is great, and I love how varied the endings are based on both what you choose immediately and what you've chosen before, but the lead up to it is just dull. All in all, it is a flawed game, but all games are flawed, but I still loved playing it (enough for me to play it twice and recommend it). I love CRPGs and I hope that Iron Tower's next project is even more successful.
Great game, great story, great mechanics. The art-style is looking great for the size of the studio making it. Worth every penny
Good story, balanced factions. There is almost always an alternative to combats. I did not manage the normal difficulty; combats were lost even before my first turn! The easy difficulty still has its challenges. ;) It reminds me of Pandorum, the movie of 2009, without the Horror aspect of it. :)
Just no. Setting is fun (altough hardly original), but this eye squinting, locked-camera-angle hell with these over-arching skilltrees is just not entertaining. The combat is said to be hard in these reviews, it is not. Get high crit, and shoot bullseye on any enemy. Once they are on their ass, just spray-em. If fight is 10 hours harder than what your current level is, use a few granades to bridge that gap. This is a niche-product, mostly for people obsessed with whatever genre this is, or people whos computer cannot take more serious games.
Fangen wir mit den wenigen negativen Punkten an: Vor allem das Sounddesign ist nicht soooo doll. Die Musik ist null abwechslungsreich, geht einem bald auf die $/&(//&$ und passt oft nicht wirklich zur Szenerie. Keine Text- / Dialogvertonung, was ich natürlich nachvollziehen kann, bei einer Indiproduktion und vor allem der Menge an Unterhaltungen. Physikalisch / biologisch z.T. völlig unsinnig und auch ein paar harte logische Brüche. Kapitel 2 hat mir persönlich nicht so gut gefallen. Trotzdem ein top Spiel, was viele große Konkurrenten weit hinter sich lässt und in Erinnerung bleibt. Wirklich tolle Atmosphäre, ein ungewöhnliches Setting. Auch wenn da ein paar gravierende logische Schwächen sind (s.o.), sind es weniger als in 99% aller SciFi-Filme oder Spiele. Es fiel mir auch leichter da schmunzelnd drüber hinwegzusehen. Man hat sehr viel Handlungsfreiraum. Es gibt zahlreiche Lösungsansätze. Man hat den Eindruck, dass die Entscheidungen Konsequenzen haben. Allerdings kann man oft nur zwischen schlecht und ganz schlecht wählen. Nicht selten will man einfach ALLE zum Mond schießen, was lustigerweise am Ende auch eine echte Möglichkeit ist. Man kann sehr vielen Kämpfen aus dem Weg gehen. Je nach Charakter/Gruppengestaltung muss man das auch. Sehr viele Dialoge / Dialogoptionen. Kein nerviges Inventarmanagement. Einfaches Regelsystem, was den Spielfluss nicht behindert.
Игра достаточно хороша, сюжет и история интересны, бои и стелс тоже. Ошибок практически нет, один раз только пришлось сейв перегружать из-за зависшего боя. Но (!).. Такое ощущение, что у игры есть "золотая дорожка": да, ты можешь играть пацифистом или убийцей, но, если ты отойдешь влево, вправо от выбранного пути или ошибёшься с билдом на старте, то всё - игра становится адски сложной, бои приходится проходить по 100 раз, Этот момент мне не понравился. И ещё оружие: куча характеристик, у одних они есть, у других нет, сравнивать их между собой это ужас! нихрена не понятно. Сейвов в боях и стелсе нет, а баланс удачи всегда (!) в пользу противников - они по тебе в 95% случаев попадут, ты по ним в 80% случаев промажешь (или снимешь 1 НР вместо 12, на которые рассчитывал), поэтому бесит отсутствие сейвов. Особенно для стелса - там, если где-то в конце длинной миссии налажал - проходи заново, а это занимает кучу времени. Советы начинающим: 1) почитайте руководства по настройке билда, для этой игры это очень важно. 2) Пистолеты и ПП гавно, моя рекомендация - винтовки, вкладывайтесь в этот навык. Вторым боевым оружием должен быть нож, для стелса вещь необходимая. 3) Сетлс крайне важен в игре прокачайте навык Sneak сразу со старта. 4) Развитие персонажа идёт крайне медлено, за всю игру я смог поднять его до 8 уровня при 11 уровне мозга. За каждый уровень даётся возможность выбрать перк, будьте крайне внимательны к выбору. 5) Пати: в одиночку пройти игру - не стоит рыпаться, если собираетесь биться. Бои сложные одному против 2 выстоять крайне сложно даже с особым перком. Как можно скорее соберите команду, чтобы ваши сопартийцы могли качаться вместе с вами, и только после этого лезьте на арену суда. Иначе придется тратить кучу химии на прохождение боёв. А чтобы иметь возможность собрать команду, надо вложится в харизму - для начала достаточно будет 2 участников команды, третьего (и последнего) можно добить первым же перком. 6) Торговля: баланс тут полностью нарушен: продать можно только в 10 раз дешевле чем купил. Патроны нельзя продать, а жаль, у меня скопилась куча от неиспользованных калибров. Набор товаров у продавцов КОНЕЧЕН! т.е. только то, что есть в начале, новых поступлений не будет. Поэтому химию тратьте осторожно: в какой-то момент она может закончиться на всём корабле. Самая проблема с энергоячейками - в продаже (и то немного) они будут только в Сердце. Так что энергетическое оружие используйте с умом. 7) Биология, компьютеры и электроника, взлом (да и кража) - тоже важные навыки, без них многие двери не открыть и не добраться до интересных ништячков. 8) Моральные выборы: не парьтесь - все фракции (абсолютно все) в этой игре [spoiler]гандоны[/spoiler]. Так что не будет никакой "правильной" концовки, чтобы вы не выбрали. Может быть я когда-нибудь пройду эту игру второй раз, есть ощущение, что мог сыграть лучше.
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.
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