
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 944 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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positive critical· bar length = how often the theme comes up
Reviews
Loved this game and Age of Decadence. Can't wait to play the next game from this studio.
me like
Мне понравилось, вникать, делать выбор...порой не правильный, но в итоге концовкой своей доволен. Кажется всех спас)
The developers have learned from the feedback given for Age of Decadence. The game is much more streamlined and avoids many of the frustrations of Age of Decadence and Dungeon Rats.
good
Great Game
This is a solid game so far (7 hours in). Compelling storylines and questing, compelling character development, and inventory management seems cool enough. If you enjoy turnbased tactics and a casual point and click game with a good storyline, this is it.
Great game but not 10/10. A cross between AtomRPG and Underrail set in an interesting world. The story is good. Notably there are multiple factions in shades of gray meaning there is no obvious good and evil route. Combat, stealth, and talking are all supported. It is clear that the designer intends that you will do multiple play thoughts to see different sides and chose different approaches. The rough part is the balancing between combat skills, non-combat skills, and the world. There are three basic difficulty settings. Underdog, Heroic, and Custom which mostly offers a way to split the difference. Underdog is tough. You should expect to plan builds, retry combats, and be unable to get all the loot without optimized builds and careful planning. Even with good builds you are likely to find yourself moving back and forth between locations ensuring the correct skills are raised. The flip side is that Heroic is way too forgiving on non-combat skill growth. With even moderate planning you will never miss any loot or need to backtrack. Custom with the skill growth in the middle is an ok choice but can still have some odd behavior with a few skills if they end up being tagged and grow faster due to a feat. Heroic might be good for some challenge runs or if you just want to blaze through to see a certain faction that you skipped on your earlier run but I think Custom is the best setting. Finally I have to knock a point off for the visuals. I don't mind the dated look but too many areas are dull brown gray messes. It's easy to miss some of the mummified remains scattered around and even some doorways. It fits the idea of a failing colony ship but it's a step too far in the direction of realism for my tastes.
good fun, no too complex not too easy, realy like the story and concepts
The combat is interesting and fun to learn. I do also like the implant system.