
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.
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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 890 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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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 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.
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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
This is pretty much a straight improvement over The Age of Decadence in almost every way, and that was already a damn fine role-playing game. Now, it has some very nice-looking graphics, unlike the very anachronistic look of The Age of Decadence, for the year it came out. The only real issue I have with this game is that by having a party of four characters, one gains the ability to do everything. By the end of my non-combat playthrough, I had nines across the board for speech skills, 10 in lockpicking and computers, and nine in electronics and biotech. I also got the 'versus machine' achievement, and if you know, you know. The point is that it doesn't feel like my character has a unique campaign like in The Age of Decadence, so the urge to replay isn't very strong. That said, this game carries forward the strengths of The Age of Decadence in terms of the branching campaign choices. I would definitely recommend this game to anyone who enjoyed The Age of Decadence. The combat has been improved a bit, too.
Colony Ship is a standout journey. With Colony Ship I've done what I do with many games I deeply appreciate and never end up reviewing it because it deserves such a great write up. So instead, here's a good-enough review. I won't dive into the plot; the demo shows off the tone better than I could explain it. I will say that Colony Ship takes the nihilistic trope for the scenario of the middle generations of a centuries long trip that neither know people that were alive when the ship left nor people that would be alive when it arrives, and fleshes it out in meaningful ways that form the structure of the game. The politics that unwound and factions that formed and fought before the PC arrived are deep and well thought out. The history of the ship previous to the story were obviously thoroughly explored and documented by the devs in detail. The reality of the game world, its variety of locations and characters and the player's journey through it are all both logically believable and richly human. If the demo seems flat and cliche, that feeling falls away pretty quickly as you progress. Every act of the game (three I believe, it's been a bit since I played) has major and minor choices that completely alter the game. I haven't replayed making different choices because unlike most games, I didn't want to run it as a villain. Not because it wouldn't be interesting. There's a helluva lot of rabid villainy you can get up to. There's just something about the setting and people that draw me towards helping the good and cool and massacring the bad and evil. The choices have to come back together to make the final collection of choices by the very end, but everything between a choice being made and the very end is up for grabs. And they are MAJOR changes. No soft illusion of choice here. There are also plenty of minor choices along the way that may or may not make a big impact. For most of you, that means there is a [b]ton[/b] of replayability. There's a significant amount of combat (and non-combat) specialization on tap. Goes for the MC as well as companions. It's a deep, old school style char customizer with lots of skills and derived ability scores (my jam). Your character can start with any background and specialties, and can continue along the original path you set or adapt in other directions. Same thing with companions -- they start out specialized but there is enough leveling on tap to take them either into dual-specialty or an all-rounder. There's not quite Final Fantasy-job levels of specialization, but it's more towards that end than your average CRPG. For example, an SMG-chip-damage + blunt weapon melee build is totally legit. So is a stealth sniper-and-stabber, alongside more traditional builds like a squad buffing assault rifler. Great balancing on that front. There's not a massive amount of individual weapons or classes of weapons; I assume that was a choice made so that most approaches are actually viable. The cyber-implants are pretty sick. They provide major passives but most also open up new tactical avenues and some provide non-combat bonuses as well. Different armor can also enable various actives. The art direction stands out. Backgrounds are vivid not in color (although often that) but in detail and tone. Character art is strong too and the characters fit well visually in the scenes. It's mostly enjoyable to walk around and get to know the maps and characters in them. CRPGs aren't known for animation and this is no exception but it is above average for the genre. I'm an animation snob and I didn't feel like I had to look the other way while things move. Combat can happen in lots of different places and maps that are both fun to walk around and fight in are a strength. There are set pieces designed for combat first and they make battles pretty hard but not to the point they feel cheaty. This IS a hard game that tends toward realism in combat. No bullet sponges. Low chance-to-hit until characters get high level. If that's your preference, you'll find Colony Ship combat quite rewarding. Weaknesses are few. The first act can drag until you figure out how to progress more intentionally. It's a long game with lots of locations which is mostly rewarding but a couple areas are very grindy. Companions aren't the deepest ever, but they do consistently add to the experience. It can be a pita to stay properly geared-and-ammo'd. Vendor inventories are limited. More bullets than Resident Evil but you won't walk out of a hard battle with much left. The biggest disappointment is the ending itself which is just a series of slides. After such a long, hard-fought and crazy ride, it feels like a big letdown. Like at least give me a short in-game movie, or maybe even let me walk around for a few mins. But, here is the biggest thing about the dev Iron Tower that self-published this. Pretty sure they barely got the game out the door while keeping the lights on. Don't know this for sure but my guess is they were flat broke by the end of production. So I can forgive the ending if the alternative was that this great game never came out at all. Colony Ship is about as solid an indie CRPG as it gets. The devs are super talented and served up a crazy amount of content on a very limited budget. There are extremely few bugs. No soft locks nor a single crash for me. The only way they can continue on is if people keep buying Colony Ship. Give it a shot if you're into deep lore, a dark story that benefits from the darkness instead of just being a stylistic cliche, and great tactical combat that gets deeper as you progress. You'll be glad you played it and happy Iron Tower is one sale closer to finishing that next game.
Essentially, it's not an RPG but a game about finding active points. Activating them will give you experience points, which will allow you to activate more difficult active points, and so on and so forth. Missing some active points can prevent you from activating more difficult ones later, so you're better off clicking on everything. Plus, there are battles, 80% of which are fairly easy and 20% extremely frustrating.
An incredibly well-crafted game. I felt like I was heavily rewarded for exploring every zone to the fullest. I was engrossed in the experience the entire way and the story-telling was honestly superb. I loved exploring the lore through environmental details, through conversations with NPCs, and through items found throughout the game. I highly recommend it to anyone who enjoys tactical turn-based RPGs.
С самого детства я мечтал увидеть РПГ с атмосферой "Пасынков Вселенной" Хайнлайна. Была Insomnia: The Ark. Но, к большому сожалению, она оказалась незавершённой. Поэтому очень ждал Colony Ship. Ждал не зря. Игра разочаровала только концовкой. Потому что не хотелось, чтобы игра закончилась :) Крайне рекомендую любителям классических КРПГ и классической научной фантастики.
Wow this game stinks. The first thing that it asks you is if you want to play in "Underdog" mode, which is portrayed as a default where everybody is on equal terms; in reality it flips the script so that the bad guy are heroicly powerful and you're pretty much useless in fights. You also can only enter combat when the game allows you to, meaning that the game makes sure that you are incapable of deciding anything on your terms The writing is awful, everything is on a good/bad spectrum where cops are bad, gangsters are bad, everybody is bad. Everybody tricks and manipulates you, and your only choice is to just shrug and continue doing their tasks. AI generating the whole story was clearly a bad idea. Combat sucks. Your turn is GRAZED GRAZED MISSED GRAZED GRAZED MISSED, and then all of the enemies shoot you for 20 damage each, then you attack and do a whopping 1 damage per shot even though you're in full armor and they are not.
A great choice for Fallout 2 fans. Several builds to try that I've played through it 8 times
situation in niche so dire CRPG fans compete in praise they say it's old Fallout, it's Arcanum, it's Baldur's Gate, Planescape: Torment, it's even Disco Elysium i'm sorry but it's actually ass
I highly recommend Colony Ship. It is a great CRPG that has a fairly unique setting and explores themes that I have not seem cover much before. What is it like to be on a generation ship in the middle of its voyage with no real future? Can you sacrifice now so that many generations in the future some people you don't know will be able to colonize a planet you have never even seen? It is a great premise with multiple paths through the game so there is replay value. Playing on the standard difficulty, the game is very difficult. You will not win every fight on your first try or even on your third or fourth (after leaving the area and completing other quests to get stronger). There will be a lot of save scumming. You can also play on the easy difficulty if you want to focus on the story and feel like a badass.
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