
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 →
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 → 4.2/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 | $15.99−60% | 4.3Kreviews | 88% | — | $1.2M |
| $15.99−60% | 248ratings | 88% | #164 | 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 890 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've played about 20 hrs of this game now (in offline mode) and I think it's a wonderful game. Combat is well fleshed out, and the variety of non-combat skills is tremendous! Probably 80% of would-be fights have conditions under which they can be avoided, which is pretty spectacular compared to most RPG games where everything is secondary to combat. There's a lot of nice convenience/QoL features that I like, especially the travel system, there's very little mandatory running around. The world is very interesting I think, and it's presented in a way that draws you in. I'd highly recommend the game for people interested in the setting. Gamplay is similar to other turn-based tactics games, especially Shadowrun and Wasteland.
Highly Recommended! It's a fantastic sci-fi CRPG from the small team at Iron Tower Studio. I loved the immersive generation ship setting and the multiple plot routes that let your choices really matter. The turn-based combat feels punchy and satisfying without getting overly complicated or punishing in its mechanics. It's awesome to see passionate small studios like this competing on Steam and delivering such a thoughtful, old-school RPG experience. If you enjoy deep worldbuilding and meaningful decisions, definitely check it out!
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 890 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I imagine if you play CRPGs for the tactical combat, you might like Colony Ship. From a narrative perspective, though... ehhh. It's cool that they're trying something original, but it doesn't work. The game has different 'alignment' meters for things like chaos v order or atheism v theism, but reducing a character's ideals to a 2 dimensional scale is the death of nuance. It was shallow and just led you to pick dialog choices based on color in Mass Effect; it's still shallow and does the same thing here. The writing also doesn't live up to what they want to do. The minimum required to have an interesting conversation about the place of faith in society is getting faith right, and they don't: the religious options usually sound like the POV of a crazy fanatic. The very first priest you meet asks you to go rescue a thug that was trying to shake someone down for money. If making a character that looks like you or fits a particular image is important to you—well, the character models are really ugly and customization is very bare bones. The game itself is aesthetically unattractive; the entire first map is full of containers piled on top of one another at different levels, and it's easy to get lost in terms of where you are and where you're doing. There's so little that's visually distinct. All in all, it feels like the game gets wrong everything that Rogue Trader gets right.
Очень отсталая игра. Диалоги ни о чем. Все сюжетные решения сводятся к выбору фракции. Фракции банальные: УЛЬТРА ПРАВАЧКИ ПРОТИВ УЛЬТРА ЛЕВАЧКОВ. Боёвка поломанная, если в старые рпг реально бывает кайф вникнуть и разобраться в механиках, то в этой игре боёвка одно сплошное мучение. Есть игры в разы качественнее этого шлака, не тратьте деньги и не спонсируйте подобный мусор. Разраб очень высокого мнения о себе. Удовольствия от этой игры получить невозможно, как и челленджа. Прошёл на хорошую концовку - удалил игру с пк.
Colony ship is sitting snugly along some of my favourite crpgs Its a solid rpg where taking the pacifist route is not always the best option to things. An example that comes to mind is the cargo bay where i talked my way out of it and it ended up being controlled by one of the three overarching factions. I really adore this games and i would say its worth full price if you're a fan of: fallout 1&2, underrail and/or tyranny 9/10
Отличная олдскульная эрпоге, где практически каждый квест можно пройти несколькими вариантами, где большинство конфронтаций можно вывезти на базаре, где можно проходить кучей разных способов, отыгрывая кучу разных персонажей. Ну а чисто в плане сюжета/сеттинга - оче напоминает "Пасынков Вселенной" Хайнлайна, с мятежом, приведшим к упадку и похожим твистом в конце В общем, не щидевр не века, но добротный проект, если нравятся CRPG и нет аллергии на НФ-сеттинг, то сабж должен зайти со свистом. Вроде как создатели обещают когда-нибудь сделать вторую часть про [spoiler]колонизацию планетки и взаимоотношение с туземцами-псиониками[/spoiler], но пока у них нет денег, с их же слов. Так что если вдруг обмазывались пираткой и она вам зашла - купите игоря хоть на распродаже, в данном случае это действительно поддержка годного инди-разработчика :3
its made by iron tower, what more do you want? [strike] colony ship for sale, cheap [/strike]
I don't understand how this Game is so highly rated. To the point where I don;t think I can even trust reviews anymore. Have people just learned to accept mediocrity? This game number one is incredibly soulless. It tries so hard to make you feel like you are making choices and decisions and those decisions matter. But most of the dialogue in the game is poorly written in my opinion. Then there are the mechanics in the game. There is no "map" just a list of fast travel locations. Which makes it difficult to track where you have been and where you haven't been. Then there are all the points on the game play map where you have to click to go through or climb. What is the point of it besides just slowing you down and making you feel like you are exploring. Who makes a game with damaged equipment yet only allows you to repair just one specific type of equipment and prevents you from repairing 99% of anything else. Then there is the combat. All computer games "cheat" to make it more difficult to win a battle when you have higher level characters, but this game totally ignores the percentages it claims during combat just to draw the combat out and to make it feel more challenging. It is basically a load and re-load situation trying different combinations of equipment and movement until you find the right combination. Let's not forget the horrible stealth missions where squares that a guaranteed safe (green) still cause you to be caught and you are back to re-loading 30 times to find the exact right combination and wasting hours in the process. Your planning or strategy does not matter. The game just feels like it is meant for you to play it a pre-programmed way and then read a bunch of poorly written dialogue and narration pushing you to a predetermined solution even though the game claims your choices matter (They do not). After 31 hours I don't even care to finish this piece of garbage. Add this company to a list of developers I will stay away from in the future.
Good CRPG, but a little short and has a few problems. The combat could do with a lot of polishing; even though I played through a diplomacy route, any time there was combat it just doesn't feel very satisfying to play. I really like the exploration, but a lot of the loot you get you end up having to sell because you either don't have enough armor handling to use it or the stats aren't that great. A lot of the skills are very circumstantial. For example, stealing you primarily use to pickpocket which the opportunities for are few and far between. or biotech you end up only being able to use 3 or 4 implants without being able to switch them around. The story is OK, towards the end I found myself skipping a lot of the dialogue because it becomes clear how the story was going to conclude. I will say, though, I did enjoy playing through this game for the most part, but I don't recommend it anywhere near full price. There's a lot of other great CRPGs out there that are far cheaper and far more fulfilling. However, if this is on sale I think you should absolutely give it a go.
I will give a tentative recommendation based on the first two chapters, which are solid. It gets pretty bare bones after that with not nearly enough content overall to justify the price. Would have been nice to have a stealth path to victory, but the stealth mechanic feels a bit tacked on, with very few stealth options after chapter 2. Any stealth builds will find it very difficult to get through some of the fights in the last chapter. I really enjoyed the game mechanics in general, and the story was pretty solid, though the lack of meaningful interactions with the companions and zero romance options were pretty disappointing. Combat was a bit too complex for my liking, and even on easy was way too hard. Avoiding combat, even though it gave experience, left your crew very lacking in the gear that drops from the combat encounters. Overall I can only recommend it on deep sale, unless they plan to add a lot more content to the second half of the game.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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