
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.
Most likely between $2.5M and $7.1M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.99 | 88% | approximately $4.2M |
| GOG | $15.99 | 88% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $6.01 on GOG · Russia (−85%). Compare 30 prices in 15 markets →
Reviews
Themes across 932 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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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.
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.
This one is rough and deep. I’ve played it through a few times, and spent a bunch of time with it during beta. Although there is a single major trajectory the game moves through, it allows for a high degree of factional and event customization along the way. The writing and worldbuilding are both exceptionally strong, in-so-far as they create a believable space populated with (internally) rational factions. Though the game now allows for more forgiving modes of gameplay; at its heart it is hardcore; punishing build that that don’t really commit to their initial ideals. Combat is both tactical and puzzle like, in the sense that you need to understand how the enemy wants to open, the extent to which you can thwart that, and the relative threats that will emerge round by round. In reality, there will be a subset of very expensive ammunition and throwables that need to be grabbed when available, because their effects will be absolutely necessary for some of the more brutal battles. With that being said, there are almost always strategies to talk or tech around some of the worst of it, though doing so undercuts a core of the game’s experience. In terms of critique, though the combat and world are interesting, the art/design of spaces/enemies is a bit more limited; with some areas having more standouts / diversity than others. The roster of creatures / robots you encounter won’t be super diverse – though the combat encounters will remain tricky/interesting. If you have a high degree of tolerance for methodical character building, puzzle like analysis of situations (combat or otherwise), isometric exploration – you will mechanically appreciate what this game offers. If you enjoy hard-sci-fi settings, factional ideologies, and enjoy navigating spaces of moral relativism-- you will enjoy this world and narrative progression. This game isn’t for everyone; but there are a subset of players who will absolutely relish what it has to offer.
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.
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.
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