
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
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/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 | $39.99 | 4.1Kreviews | 88% | — | $4.2M |
| $39.99 | 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.
Engagement
Reviews
Themes across 924 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game from an ambitious studio. It will not hold your hand, and some fights can be really difficult, though I have enjoyed the trove of non combat oriented things to do in between hard fights.
Has the same intriguing, well-written world building we've come to expect from Iron Tower Studios (if you haven't played their masterpiece Age of Decadence, I highly recommend you do so) as well as game design where a variety of character types can complete missions and quests in different ways, with world reactivity to your choices and actions. I thoroughly enjoyed it for what it is, but don't expect to fall in love with companions the way you did with BGIII or the Pathfinder games - the world setting here and how you navigate it is the star, rather than the characters.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.2M | 4K | 93% | $24.99 | |
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| $4.2M | 4.2K | 77% | $44.99 | |
| $4.2M | 3.3K | 64% | $34.99 | |
| $4.2M | 4.8K | 57% | $39.99 | |
| $4.2M | 23.6K | 88% | $9.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $20.3K | 53 | 94% | $12.74 | |
| $6K | 17 | 94% | $12.79 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
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| — | 0 | — | — |
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 924 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing game. A proper CRPG, the kind you rarely see.
A rather enjoyable experience full of neat narrative elements you can discover by interactions, dialogues, or just from general level ambiance. The story is solid and doesn't fall into some of the common scifi tropes (for example it lacks "neutral" merchant faction - each of the major players you interact with has their own agendas, desires, and opinions on things). It also doesn't overstay it's welcome with the whole story being completable in around 30 hours. The game however has some mechanics issue, visible especially on high difficulty level. The most impactful one, yet least visible is XP - it's the most restricted resource and if you don't plan ahead or very strictly mind who does what you can lock yourself out of certain actions lategame without ways around it. The game will punish you for not hyperspecialising characters. Unfortunately it also extends to choices between talker and fighter party/pc as some of the ending will basically dps check you. The only solutions if you don't start with this in mind are reloading from older save or editing save. And if you're 15 hours in, you are going to make that choice irl. And while the game could've used a bit more side content to counteract that, I can also very much see how it could lead to a diluted narrative experience. So in the end I think unless you go for challenge run, hero difficulty is probably a better choice for average player.
Fantastic game
Lore's fun, setting's neat though the main factions feel less interesting than the side factions by the end, and the companions aren't terribly memorable, but the game has left me curious about the studio's future releases
Очень хорошая партийная ролёвка все проблемы которой вытекают из бюджетности и касаются преимущественно количества контента. Что имеем: 1. Сеттинг, выделяющийся своей не заезженностью. 2. Боевая система, похожая на x-com в почти всегда узких пространствах. Сами бои очень хорошо поставлены. Помимо стандартных вооружения вроде дубин, ножей, пистолетов, дробовиков и т.д. в инструментах боя имеются три типа гранат, 3 типа модулей и 7 имплантов. Есть именное оружие. Инструментов вроде и немного, но их влияние на бой критично. Вероятность попадания учитывается только при атаке из основных типов вооружений, за пределами их использования всё строго детерминировано ( например при броске гранаты или исследовании мира). Боёв ради боёв - нет, при желании вы вольны пройти игру не вступая ни в один из них и вообще в одиночку. 3. Наличие четырёх критически важных для сюжета фракций, к одной из которых можно примкнуть. Есть моменты когда можно сменить сторону конфликта. 4. Ролевая система лаконична, но при этом создание персонажа кардинально влияет на прохождение. Например, в одном из прохождений я создал дипломата не вкачав харизму, не получив из-за этого некий бонус, полностью избегал боёв и помог уничтожить одну из сторон конфликта. Это привело к ситуации, когда убедить нужного человека стало невозможно и, как следствие, единственный способ избежать сюжетного боя - это переметнуться на другую сторону с другой концовкой. 5. Исследование, одна из самых сильных сторон игры. Локации для исследования часто напоминают лабиринт, в некоторые места можно попасть только с навыком определённого уровня, бывает что способ попасть куда-то не всегда очевиден. До третьего акта вы часто будете натыкаться на объекты, на взаимодействие с которыми у вас не хватит навыка, даже если вы максимально в этот навык вложились при создании персонажа и обчистили всю доступную карту (кроме социальных, если будете упирать на них, их хватит всегда в любой ситуации). Но не бойтесь, если грамотно подходить к распределению ролей ваших спутников и вычищать карту, то на всё хватит. Без использования подсветки объекты найти не так-то просто. Сами локации относительно компактные, где и на что не хватило навыка запомнить легко. Бесполезного лута - нет, хотя бы потому что у торговцев всегда есть гранаты, аптечки и т.п., а они очень полезны. 6. Игровая механика для диалогов самая комплексная и интересная из всех ролевых игр, что я видел, но есть нюанс, о нём позже. А пока для ведения переговоров у нас есть три социальных навыка, некая шкала, которую мы должны преодолеть для убеждения персонажа, некое число, которое определяет как персонаж к вам относится и может уйти в плюс/минус и собственно сам диалог. Диалог состоит из нескольких этапов обмена аргументами ( от двух до четырёх), в зависимости от социальных навыков на каждом этапе вам доступно 2-3 аргумента. Из интересного. Наличие аргумента вовсе не означает, что оппонент его примет, так что лучше перед выбором аргументом лучше с ним ознакомиться. И моё любимое, есть обычные диалоги на убеждение без проверок, где просто надо понимать кому и что говоришь. Жаль только я заметил, что не смог убедить персонажа из-за его отношения ко мне только один раз. Как и жаль, что заметил, что на мой аргумент негативно отреагировали только один раз. И жаль, что убеждение без проверок встретилось хоть и три раза, но в рамках одного квеста. Тем не менее, одна из таких убеждающих сессий закончилась весьма не стандартно, выйдя за рамки обычного "пришёл-увидел-убедил". Это даже не на один больше, чем в остальных играх, а просто есть, в отличии от остальных. Жаль правда, что такое заметил только один раз. Сами диалоги сугубо функциональны и почти всегда строго по делу. Откровенно говоря, мне не хватило "литературных излишеств". 7. Сюжет - эмоционально ровный, построенный на логике и рационализме, про фракционную борьбу, про социальные явления, а не личные переживания всех и каждого. Я такое люблю, это штучный продукт. Главный сюжетный твист в общем-то особо и не скрывается и догадаться до него можно заранее, но сам он поставлен так, что меня всё равно пробрало. 8. В игре трёх актовая структура. Тут всё стандартно: а) Первый акт: много активностей на относительно небольшом пространстве. С ним всё хорошо, даже замечательно. б) Второй акт: примерно такое же кол-во активностей на уже значительно большем пространстве за пределы которого выходить нельзя, игра об этом услужливо предупреждает. К счастью, второй акт пробегается довольно быстро, особенно если играть переговорщиком, после чего становиться доступно всё. К несчастью, несколько разочаровался от соотношения кол-ва квестов к доступным площадям второго акта. в) Третий акт: значительно ускоряет темп, новых второстепенных квестов почти нет. После второго акта заходит на ура. 9. Несмотря на то, что в плане цвета картинка сейчас приятнее, чем была, советовал бы выключить сглаживание, чтобы избежать сливания и так почти однородных по цвету объектов. Это главная причина почему сей обзор пишется сейчас, а не в 2023 году. В целом замечательная пусть и относительно небольшая игра, которая из всех RPG 2023 мне понравилась больше всего. Она выглядит цельной, все аспекты ролевой системы нужны и работают на протяжении всей игры. Прохождение через бои и прохождение с их избеганием тут равноценны. Решения принятые в основном сюжете влияют на его развитие на протяжение всей игры, а не только в конце. Даже все необходимые QoL есть.
I'll leave explaining the good and bad to all the other reviews on here and instead tell you about one particular aspect of this game that really impresses me, as I replay it. The design of player progression, I think, is brilliant in the way it allows flexibility of playstyles. You're able to play a full party of 4, a lone wolf, or anything in between, and the game works and scales well. Strength is in numbers, but the way XP is earned in this game means a lone character will get more of it, instead of splitting it with his party, therefore becoming stronger, faster. The same design principles apply for the three types of conflict resolution in the game: combat, stealth, and talking. A full party might split its skills between the three, or all focus on one, but the exact same goes for a lone player character, with the understanding that a jack of all trades is a master of none. But each skill unlocks different loots, different ways to resolve quests, more content, etc. The whole system is quite tightly and well designed, in my opinion.
Game is great for what it is , i was surprised of how challenging the combat can be ,so big compliments on that! The biggest pros for me are : -you can mess up your save so bad that you will need start over !(playing on hard) -loot variaty -ammo scarcity for the best weapons -there is some choice and consequence (compared to scale nothing like bg ofc) -beautiful environments -exploration of the ship feels meaningful There are few cons but they are outweighted by the pros. The biggest one being that progression really stalled early act3 where i'd expect it to stall later in it.
It's very good.
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