![]() ![]() Your character's world is a “generation ship,” a massive spacecraft on a centuries long voyage to colonize a distant planet. Might as well get on with your life and try to make the best of it.Ĭolony Ship is an isometric, party-based RPG inspired by Heinlein’s Orphans of the Sky. 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. She had already been twenty years in service when she was rechristened Starfarer - a pretty name for a retrofitted interplanetary freighter. 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. You have never seen Earth and you’ll never see Proxima Centauri either. 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 can post your thoughts and suggestions on our Steam forum, on our studio's forum, or email us directly.” Try the combat demo before you buy to make sure that the overall design and direction are to your liking. If you want us to radically change it because you prefer a different type of RPGs, we won't be able to accommodate you and we want to be upfront about it. If you'd like to help us improve this design, we'll work with you and together we'll make the best game possible. Some players like it as it makes the game more replayable, others don't. In practical terms it means that you won't see more than 40% of the content in the course of a single playthrough. Your choices will close some doors and open others.These choices will come with consequences (good and bad) giving meaning to those choices and altering your tale. Since it's a role-playing game, the players need plenty of choices to craft their own tales.Prepare to fail a lot of skill checks, which really is ok. Your character's stats and skills determine what you can and cannot do.Your character isn't a great hero destined to save maidens in distress and kittens stuck on trees.Challenging turn-based combat: You will die.It's a niche RPG and the core design is set in stone: Now, before you start getting all teary-eyed, here's a caveat. We don't have community managers, as players should be heard not managed, so you'll be communicating directly with the developers and influencing the development process. “We read every single post and constantly interact with the players, discussing their concerns and suggestions. How are you planning on involving the Community in your development process? “We plan to gradually raise the price with each chapter.” Will the game be priced differently during and after Early Access? “The Early Access version gives you access to the first 8 locations: The Pit (a container town sitting in one of the cargo holds), Armory, Hydroponics, Factory (an abandoned industrial complex), Mission Control ruins, Shuttle Bay, the Habitat, and newly released ECLSS.” What is the current state of the Early Access version? The game is feature-complete, so all that's missing is the content (4 remaining locations).” The current Early Access version contains 8 locations, roughly 70% of the game. “The full version will have 12 locations. How is the full version planned to differ from the Early Access version? Jun - Habitat the end of chapter 2 - releasedĪug - ECLSS (the House of Ecclesiastes) - releasedĮnd of Feb - Hydroponics (Yellow and Red Zones), Mission Control (lower levels)Įnd of Apr - The Armory (level 3), Bridge and the end of chapter 3, all locations are done. Here's the major updates' schedule (not including frequent regular updates):ĭec - Improvements, tutorial, difficulty modes - released Together we'll go through every chapter and location until the game is ready to be released.”Īpproximately how long will this game be in Early Access? What you like, what you dislike, what you think is missing or should be improved. Now that Colony Ship's first chapter is ready to be evaluated, we'd like to run it by you and see what you think. It played a vital role when we were working on our first game (The Age of Decadence), helping us improve every aspect of the game and refine our design philosophy. “We're making this game for you, so not only your feedback matters a great deal, it's an integral part of the design process. ![]()
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