
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 →
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!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 50 reviews with recorded playtime.
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Out of the two 1.0 Codex darling releases of 2015 [i]Underrail[/i] will always be my favourite (poor as I am at it). But between the two it is the [i]Age of Decadence[/i] that I would set up as the game of the year. Simply because it's proper CRPG with the plot variability of an interactive novel. One has to be mad to make such a game. One doesn't have to be mad in order to make [i]Colony Ship[/i]. I took my time poking around it, levelling, progressing, fighting, sneaking, plotting... Then I just sort of… Shuffled it off like this new coat that you can’t really wear with any degree of self-consciousness because it’s just so... Okayish. [b]Original setting? [/b] Sure, another modern sci-fi/scrap-Western/post-apocalypse. Just in space (we don't see space). [b]Massive choice variability? [/b] Sure, who do I put in charge of this insignificant tiny shitstain of a village there's no reason for me to give two damns about? An uninteresting group of unpleasant armed men #1? Or, perhaps... An uninteresting group of unpleasant armed men #2? Dilemmas, dilemmas... I really have to wonder whether this fixation on factionalism when it comes to 'choices' in RPGs is even valuable. Is it actually a choice? Or a selection - as if from a menu? And how much of it stems from half-dogmatic adherence to the bon-ton traditions of the genre? [b]Writing? [/b] Sure, Vince writes well, in an ascetic lean style. But it feels like he writes slight variations of the same person over and over. The characters are grounded, but there's a basic sort of emptiness to the absolute majority of them. They lack tacky features (which is good in this realistic setting), but they also lack texture. They're just different flavors of tired, pissed, pragmatic and fanatical. Perhaps, it would even work if we interacted with any given character for longer than just a couple encounters. Look, I don't want emotional rides, i just want the game to be about... Something. Literally anything. Perhaps, it's not entirely fair on my part, as the game really dwells on the topic of revolution and the desolation of a post-revolutionary world. It is hard-coded in the game's texture and its omnipresence is perhaps the only thing apart from combat I like about the game unconditionally. [b]Combat? [/b] Sure, can't deny that one. Each victory you’ve got to pay for in blood, sweat, reloads and synapse mileage. Body part targeting is more important than ever with the shift to mostly-ranged arsenal from mostly-melee in [i]AoD[/i]. My only doubt concerns energy shields, I feel like they heavily drop the value of defensive character attributes (and from what I’ve seen, solo builds tend to ignore the latter, relying on shield mostly – but don’t quote me on that). [b]Role-playing system? [/b] Sure, no questions there. Well done – every level-up feels massively impactful. A rather unorthodox amalgamation of skill-based progression and level-oriented progression. Unorthodox not it its structure per se, but in how it connects with the game's rather limited world. There is always a finite number of opportunities to improve a given skill - noticeably finite, mind you, not finite that might as well be infinite. Therefore doing so becomes a kind of routing exercise. Personally, I don't much care for it – smells a bit of [i]AoD[/i] metagaming, but gives the game an interesting dynamic nonetheless, you really dig your fingers into every point of interest, trying to milk it for passable skill checks. Hard skill checks don’t suit this system well, in my opinion though. Regardless, the aforementioned metagaming problem itself has been remedied. I think you can play [i]Colony Ship[/i] fairly safe without prior knowledge of events. I pulled off a beautiful stealth stunt instead of a major battle without having to tailor my skills to pass it. Wouldn’t be possible in [i]AoD[/i] [b]Aesthetics? [/b] Sure, it's mostly ruins and scraptowns - but not of the interesting kind, there's no true reveling in decay here, which detracts heavily from the experience. Not [i]Fallout[/i], not [i]Disco[/i]. [b]Game world? [/b] I sure hated what was effectively an adventure game-like structure of [i]AoD[/i] world, and this one is no different. Locations are not places, they are a set of interactive points of interest. It is very dry, and didn’t change one bit. In the spaces between the interactions it feels like you’re suspended in a vacuum. Applies both to dungeons and town areas. I mean, most RPGs have a degree of that problem, but here it’s way worse. So much so that, like in [i]AoD[/i], you can fast travel between any shops and point of interest, so unnecessary the intermediate space is. I just don’t know. [i]AoD[/i] had a spark of divine madness which is altogether gone from this one. It plain feels like a very well-made, very solid product made by very competent people. And apart from that competence itself I honestly fail to see how that’s much different from the RPG mainstream. I wouldn't mind living in a world where various Vinces, tired and disillusioned but stoic good soldiers of the CRPG genre are heroes of the mainstream. But I don't want to live in the world where they are heroes of the countermainstream. If soild is good enough, then I'll stick with the raw and the weak until the real schizo prophets show up. Because there is plenty of divine madness to go around. Pierre Begue and his combat puzzle sadism of [i]Knights of the Chalice 2[/i]. Mark Lemmert and his feats of Apple II retro software engineering for [i]Nox Archaist[/i]. Styg swapping the tried and tested t/b for a roguelike-like simultaneous turn-based for his second installment of [i]Underrail[/i]. [i]Whalenought[/i], forever ambitious, forever buggy, forever failing, forever trying again. Clevus Procrastinatus the Neanderthal and his rockstar demeanor. I don’t play indie games for a good experience, I’m doing so for a unique one. Why the positive review then? 1. It’s a good game. Big surprise. - The combat is very taxing in a way that appeals to me greatly, forcing you to eek out a victory - tooth and nail, consistently draining your consumables (which is an achievement I don't think I've seen much of anywhere else in a dedicated RPG). Every fight a puzzle. - The economy is therefore functional (another RPG feat - which even AoD generally failed at) - nothing is cheap and everything is needed. - The character development is deep and varied, all choices are meaningful. - The world is solid. - The writing successfully maintains a particular kind of dry sombre tone of exhausted uncaring desperation. - Searching new areas is mechanically (if not aesthetically) exciting. 2. Because while playing, I was immersed. It felt like an ongoing journey. It had meaning, little of it though there may have been. That's exactly what I've been telling people - when you're in it, you’re in it, it works. The hollowness of it all washed over me post-factum. 3. Out of respect for the old Vince. The one who would walk into the young RPS and tell them they're trying to attract morons. The one who would write a balanced review of [i]Fallout 3[/i] which would piss off both the normies and his fellow elitists. 4. I may not want to live in the world where Vince is a hero of the countermainstream, but better Vince than Mr. Wish-You-Luck-In-Game-Development-Unless-You're-Making-RPGs-And-Are-Therefore-My-Competitor-Anyway-Bye-I'm-Off-To-Work-On-My-Yearly-Remake-Of-A-Remake-Of-My-90s-Shareware-Game Jeff Vogel. 5. I want [i]Iron Tower[/i] to evolve, not die off - even if in weird and cheap ways. I'm really curious about what they can do if they create a system where combat is supposed to be the main means of world interaction - which is exactly what they're doing with [i]Heralds of the Third Apocalypse[/i]. [i]Age of Decadence[/i] worked because it didn’t. [i]Colony Ship[/i] doesn’t work because it does.
1 of 10 This quickly devolves into a "search the screen for anything you can possibly click" game, which is NOT at all something I'm looking for, and CERTAINLY does NOT make for a 'good' RPG. ALSO: the game WON'T LET YOU SAVE ANY MORE if you've manually saved about 20 times on a single game. EVEN IF YOU DELETE OLD and AUTO saves?!?!?!?! Who the hell made this ♥♥♥♥? I like the atmosphere, I like the cyber-tech and meta-themes, but combat is brutal, options are limited, and unless you can quickly find a magical source of credits, skills, and equipment, this story is completely on rails, giving the player no meaningful options besides the single way and storyline they wish you to play. Do not recommend.
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.
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.
OK, I want to like this game. It's really cool. *BUT* It's a "you gain skills as you use them game". So you can talk your way out of lots of combat. You can make a character who is not combat-focused! YAY! Well, prepare to completely suck at combat when it happens. You will die, again and again and again. The Braxton vs Jonas combat (I sided with Jonas) looked like this when I got to Braxton's office: Flash grenade (from enemy), oh now I'm super easy to hit, blam blam blam, Evans is dead. 5% hit chance on my PC who I did not max out on Perception no matter what, making him utterly useless in combat - total dead weight. You get the idea. If you make the wrong choices at the start, you're f-d. And you *MUST* engage in combat as much as possible to up your skills for that one time you *HAVE* to engage in combat. I know I can instead talk my way out of the reinforcements. I guess. But it makes me feel: Wow, I didn't hyper-optimized combat up front so now for the rest of the game I must *NEVER* engage in it.
XCOM when it comes to missng or bing hit, quest, they tell you to meet a guy in a diffrent area but dont tell you that you have to do 5 side quest to get there, Venders dont restock, if you get to a area and theres another quest item in that area but you dont have the quest, you cant get it, and it dostnt say why The quest are so bland, go to area and talk to this person, that it, they dont tell you the 20 steps in between. This Game is LAZYLY DONE, Graphics, game play and player cust is basically Fallout one. You will have to Goggle ever Quest.
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.
This game tries too much to be like original fallout but fails miserably. it pretends to be hard but in reality it's just unbalanced and uninteresting. Too much random, too underpowered heroes, too complex fights, peaceful ways blocked by too high stat requirements etc etc etc. In the end you just feel constantly annoyed by the fact you need to fight the game developers instead of enjoying the game.
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.
Colony Ship has been one of the greatest pleasures I have had in the year 2026 since I purchased the game. This game turned out to be such a wonderful experience for so many reasons. First, the story and dialogue is so well written that I found myself imagining what was going on beyond what was appearing on my computer screen. It takes an incredible effort to put that kind of detail and attention in all of the characters and storyline that went into Colony Ship. I was fascinated by the intriguing tale of life on a ship sent for hundreds of years without any form of cryo-sleep. As I delved into the game, I found myself hungry for more bits about what happened to the crew, during the mutiny, and what led things to degenerate into a dystopian space drama. The game also has zero voice acting, which in so many cases detracts from the narrative. While reading may not be popular with everyone, I assert that anyone who plays will become engrossed by the sizable amount of text. Beyond the storyline and character development, the game has a rich turn-based combat system that has a solid learning curve that really immerses the player into the battle. Even for turn-based, the battle scenes can be riveting and full of excitement. There are many aspects of combat that one can specialize in, and the game invites many playthroughs to experience a vast top-down battle experience. I enjoyed playing the game on underdog mode to begin with, and it was a worthwhile! I was forced to retreat and talk my way out of many battles and missed many areas due to my inability to fight the enemies inside. This only enhanced the replay value, as I was determined to see what goodies that I had missed by avoiding the battles. Since I am on the topic of replay value, it is worth noting that the game has several endings and the game encourages you to play another character to try it all! I am currently on my 4th playthrough and I still am discovering new faction choices, and alternate ways to approach situations. If you are looking for a fun top down RPG with futuristic elements, customizable armor combinations, different feat choices, and so much replay value, then pick this game up! The game is not overly violent or graphic, there are bits of humor sprinkled in, and I cherished the time that I spent playing Colony Ship. I could only hope for an expansion or sequel to such a wonderful game. Do yourself a favor, and get this game. Because it got me, and I couldn't be happier.
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| Those Who Rule | $550.9K | 1.1K | 90% | $17.99 |
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| Labyrinthine | $3.2M | 17.4K | 84% | $9.99 |
| The LEGO® NINJAGO® Movie Video Game | $3.2M | 8K | 85% | $19.99 |
| Ara History Untold: Anniversary Edition | $3.2M | 2.3K | 69% | $49.99 |
| Scritchy Scratchy | $3.2M | 13.6K | 94% | $6.99 |
| What Remains of Edith Finch | $3.2M | 51.8K | 96% | $4.99 |