
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
A great choice for Fallout 2 fans. Several builds to try that I've played through it 8 times
This one's hella good, overall. I'll start with what I don't see in reviews often. The music ranges from "fitting" to "absolutely genius", I love how experimental some of these compositions are, it all sounds very western sci-fi, and such is the vibe of this game overall, reminiscent of old Fallouts in all aspects. The writing is dry but in a way that perfectly fits the setting - no smartassery, no quirky quips, but also no perceivable depth to any characters, which still works due to how small scale the story is. The general narrative is aight, there's a neat little twist at the end (predictable but fitting), the factions at play are exactly what you imagine - don't expect a life-changing plot here, this thing relies more on interesting world building and atmosphere, which is really good. The game is lovely balanced, difficulty wise; perhaps on the harder side for some, but it hits exactly the right spot for me (for reference, I play ♥♥♥♥♥♥♥♥♥♥ of cRPGs ever since and I like when the game needs me to understand all of its systems to succeed). It IS, unfortunately, one of those indie cRPGs that feel like the whole last act got cut out of the game along the way, but it does not feel cut per se, but evidently rushed. There's around 40h of content in there and it's good, feels actually mature and respects your time and intelligence.
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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.
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
I've played a dozen hours, and barely gotten into the story. So far, I love this game. Uncomplicated, it's easy to play, not overly punishing of mistakes, and has kept me engaged. The game reminds me of Fallout: Tactics, but with far smoother gameplay. There seems to be a lot of story ahead, so this is more a review of the beginning. I like this game, and recommend it!
It's alright, I guess. The story and setting are really good. Writing is solid. Combat? If you like having a 46% chance to hit an enemy while in range with a weapon you're specialized in...then knock yourself out.
The balancing is awful, The combat itself is ok but you eat through medkits constantly and enemies seemingly have infinite supplies. A lot of scenes in the game (Chapter 1) will give you no time to prep (Notably the siege) You have to kill 6 enemies and you get 6 men, Then it immediately makes you go inside and fight 6 more while you're already injured. Then without saying a word to you it makes youfight 4 more if you spared mercy. Without healing you. There's a lot of situations like that, The MSQ itself throws insanely hard enemies at you while you can barely hit anything even with cheated in stats. The difficulty is masochistic and not in the good way.
This game is pretty good - the story is well-written, the world is fleshed out and feels mostly alive (especially in the early-to-mid game). It does struggle with some pacing issues later on, and the final stage of the game as I played it is mainly just a series of dialog interactions with no combat or stealth or any other kind of segment in-between. The main issues with the game as it is this long after launch are a) the stealth gameplay and b) the way leveling up skills works. The stealth gameplay is just... incredibly frustrating. It's very easy if you take just one or two perks in stealth, and then almost impossible with a decently high stealth character (7-8) without those perks. If you could save in stealth segments it would make it less frustrating, especially since sometimes you get caught in ways that were impossible to predict. As for skills, it's very easy to spread yourself too thin on one character or another and then have a hard time getting the necessary experience to continue leveling up the skill (since you get experience by successfully completing checks). As it is, I found myself backtracking a lot throughout the game so I could go back and pick up stuff I missed earlier. I wouldn't mind losing whatever benefit I could get from a check if it meant still getting some experience to continue leveling up the skill. Still, I had a good time playing Colony Ship. My first playthrough got too frustrating sometime in the mid-game when I learned my character was spread to thin in terms of skills and stats, but going through it a second time it was easier to focus on what I needed to get in order to advance.
The atmosphere, mood and storytelling in Colony Ship are a 10 out of 10. Absolutely loved the story concept and writing in this game. The atmosphere is some of the best in any game I've played. Chose the harder of the 2 difficulty levels (Underdog) and glad I did - while this game can be punishing and very challenging, it also felt rewarding. For my first run I focused my character and team on combat and really enjoyed it. Some of the battles were so challenging that it took me DOZENS of tries to win a single battle and the only way I did it was by using every single action point in the most optimal way possible. This was actually one of my favorite parts of the game because it forced my battle strategy to be immaculate to win many fights. Exploring all of the areas of the ship, learning more about the story, meeting new characters and looting for extra gear, items, credits etc. was a joy. There are several areas and quests that I could not do simply because of the build I chose - definitely plan on playing this game again. For my next run, I will be going for a pacifist/stealth build - Colony Ship has a lot of benefits for being skilled with persuasion, sneak etc. Some other reviewers claim that this game is short/that it only took them 40 hours to beat. It took me 60 hours to beat probably because I explored every square inch of the ship multiple times and did not use any guides. That's an important tip by the way: explore everything and even when you think you've explored it all, explore it again... you will find things you missed. Colony ship isn't all positives - many of the quests are fetch quests or you talk to one person then go back and talk to this other person. While there are many areas to explore, some areas feel kind of empty with only the occasional locked box or dead body to loot. They could have done a better job at explaining some things, for example: turns out in order to get a full party (4 members) you have to set your Charisma to a minimum of 6 when creating your character at the beginning... this would have been really nice to understand more clearly from the start. Since I left my charisma at 4, even with a Feat to add a party member I was limited to 3 total in my party, which probably made the game significantly more challenging than it needed to be (but I actually really liked the challenge). Overall if you are a fan of CRPGs and you're tired of wizards and dragons and want a different theme, Colony Ship is a must play. The atmosphere, writing and storytelling are a 10 out of 10. The gameplay is objectively more like a 7 out of 10. This brings my overall score of Colony Ship to a 8.5 out of 10. Buy it and enjoy!
Such a great game. hooked me from the start looking for a new tactical RPG, give this one a try.
Well written and atmospheric, the gameplay isn't for everyone and combat is understandably brutal, that being said very enjoyable. Its a bit rough around the edges but felt a novel experience with committed creators.
I'm a huge fan of Iron Tower Studio so I might be biased, but this game deserves a great deal more attention. Colony Ship delivers excellent writing, world building, and exploration. You begin as a nobody living in the cargo hold of an interstellar colony ship. There was a rebellion years ago, and much of the ship's infrastructure was damaged. Worse, no one even knows whose piloting the damn thing anymore. It's almost addicting to work your way through the ship, sliding into its bowels to uncover it's history. When I finally made it to the bridge, my jaw dropped. 10/10. No complaints. Great game. Play it.
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