開發人員: Iron Tower Studio (6)
價錢: $39.99
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描述

Colony Ship: A Post-Earth Role Playing Game
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!
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#1. Colony Ship: A Post-Earth Role Playing Game (GOG) 由: Iron Tower Studio
#2. Colony Ship: A Post-Earth Role Playing Game (GOG) 由: Iron Tower Studio
#3. Colony Ship: A Post-Earth Role Playing Game (GOG) 由: Iron Tower Studio
#4. Colony Ship: A Post-Earth Role Playing Game (GOG) 由: Iron Tower Studio
#5. Colony Ship: A Post-Earth Role Playing Game (GOG) 由: Iron Tower Studio
#6. Colony Ship: A Post-Earth Role Playing Game (GOG) 由: Iron Tower Studio
#7. Colony Ship: A Post-Earth Role Playing Game (GOG) 由: Iron Tower Studio
#8. Colony Ship: A Post-Earth Role Playing Game (GOG) 由: Iron Tower Studio
#9. Colony Ship: A Post-Earth Role Playing Game (GOG) 由: Iron Tower Studio
#10. Colony Ship: A Post-Earth Role Playing Game (GOG) 由: Iron Tower Studio

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新功能

  • 版本: Windows
  • 發佈日期:
  • Update 0.8.135Improvements:

    3 pre-made characters

    Improved visuals and level design

    Lots of exploration, skill checks, looting, etc

    More party banter and NPC comments

    A proper stealth run when thrown in jail

    A new energy pistol, upgradable in the future

    Key rebinding
    Fixes:

    Fixed stealth turn ending if it's dead character's turn;

    Quest items can't be dropped now;

    Fixed allies not selectable in placement phase if Swing attack is selected;

    Fixed CC's turn added if player's action canceled 10 times (like 10 "unable to reach" clicks);

    Fixed frogs not hopping when the next path tile fails line of fire check;

    Fixes to party teleportation;

    Double clicking combat queue item in placement phase now allows ally selection;

    Disabled opening char screen for temp allies;

    Fixed human chars sometimes being stuck when reacting to frog attacks;

    Fixed a bug when you could fire bursts from a shotgun (and do other attacks from inappropriate weapons);

    Fixed regeneration working in stasis;

    Fixed weapon switching while in stasis;

    Fixed outlines disappearing when switching levels;

    Added overhead text to different map objects, not just characters;
    UpdateParty Management:

    Click on the party icon to the left of the inventory icon to open the Party Management screen

    Set designated specialists to handle skill checks when clicking on objects (to avoid switching characters manually)

    Heal your characters with medkits (the amount healed is modified by your biotech skill)

    Set auto-heal after combat (using available medkits).

    Set auto-reload weapons after combat (starting a fight with an empty gun is a thing of the past now)
    Improvements

    You can now give implants to your party members based on their preferences

    Added more party banter in the Armory and Hydroponics

    Added new interactions when exploring Hydroponics

    Added an option to steal a badge from the Regulators HQ

    Added a sneaking opportunity in Camp Reid in Hydroponics

    Added some loot in Zeke's backroom, plus a different way in

    Added two extra stashes in the Pit

    You can now train party members (for now the same trainers as before, will consider adding more based on the feedback)

    Can't see beyond the vault door in the Armory before you open it (limited 'fog of war')

    You can now use Streetwise to get a better reward from Abe

    You can now use Persuasion to get a reward for Zeke

    You can now squeeze some money from Braxton and Jonas for helping them

    You can now ask Sarah for a reward because helping someone for free doesn't sit well with some players
    Changes: General

    Improved traveling in Hydroponics

    Added check value to doors and containers.

    Tweaked Explorer reputation

    Sarah's price for healing is tied to how badly you're wounded
    Items

    Cloaking field base thermal detection resistance is 10 (from 25)

    Cloaking field base detection chance is 35 (from 25)

    Thermal vision is now properly reduced by thermal detection resistance

    Distortion Field evasion is 30 (from 35). Energy damage is 1-3 (from 2-4)

    Super Soldier stim: removed evasion bonus, AP increased to 5, reaction increased to 15

    Smoke Grenades' (low and mid) ranged penalty is 50/75 (from 60/80)

    Bulldog II is a bit harder to get, but it's a bit more powerful

    Added +1 damage to shotguns

    Reduced melee damage by 1

    Tweaked armor stats

    Tweaked the prices of several items.

    Items now sell for 10% of the price.
    Enemies

    Starfish now recovers 10 HP when draining

    Starfish DR is now 10/8/6 (from 6/4/3)

    Tweaked enemies' equipment: they have more weapon variety and extra thermal vision.
    Feats

    Changed Faythe's Assassin feat. Bladed THC +10, CS Chance +5, Penetration +10, Takedown +15

    Changed Faythe's Thief feat. Noise -1 and stealth skills' increase

    Gunfighter: added "Grazes do +2 damage"

    Removed Master Trader feat and refunded 1 feat point to characters that had it
    System

    Increased weight of misses on defense xp distribution.

    Slightly reduced skill gain from attack and defense XP

    Improved AI attack selection, especially for shotguns when the enemy is engaged in close combat
    Fixes

    Fixed a door in the Armory being usable in stealth but not in combat.

    Power Vest properly reduces initiative instead of increasing it

    Fixed issues with the Armory's elevator with a party member selected

    Fixed scav stealth dialogue coming up twice if you clicked repeatedly when interacting with it

    Removed infinite attack XP exploit on turret

    Fixed the character name text field caret bug

    Missed frog attacks now can trigger counter-attacks, reported properly in the textbox

    Fixed some cases when grenades could be thrown through the floor (from the first floor to the second)

    Fixed T-pose animations happening in some rare cases

    Starfish sounds are now affected by volume controls properly

    Fixed Swing attack becoming unusable after spending AP on other combat actions

    Fixed doors incorrectly executing opening/closing scripts on game start

    Gadgets don't stay active after ending/exiting stealth anymore

    Fixed incorrect combat rolls when attacking turrets

    Fixed shots sometimes missing starfish if it's displaced after the 'hug'

    Fixed graze being reduced more than intended when uncapped THC was lower than 5

    Fixed unreplaced tags in energy shield bullet miss message

    Fixed pressing R when grenade is selected replacing hand slot weapon with grenade

    Fixed incorrect items being sold when CC has 0 credits left

    Fixed Caleb's dialogue issues

    Fixed missing sounds on armory doors

    Fixed weapon hand resetting to 0 after spending last grenade in the belt
    Update 0.8.67 (15 April 2021)Improvements

    Added autosave to game start, and when arriving the first time to a location. More will be added at a later point.
    Changes

    Tweaked the amount of combat reputation from some fights (max amount should be lower now).

    Added stealth reputation after 3 times you steal something.

    Tweaked energy rifle stats.

    Tweaked some loot in the armory (new game).

    Rifles can shoot at point blank with snap shots.
    Fixes

    Fixed missing frog in the hydro frog nest fight.

    Fixed PC climbing stairs alone after hydro frog fight if the controlled character was a party member.

    Fixed starting weapon not being properly equipped.

    Fixed AI ignoring characters next to it when using pistols or rifles.

    Fixed starfish animation-related AI loop.

    Fixed incorrect floor being shown for some fights inside buildings.

    Added Starfish death messages.
    Update 0.8.52 (7 April 2021)Gameplay

    Added an option to use party members' Electronics skill in the conversation with Zeke

    You no longer need to get the entire party past the frogs when sneaking, a single character can do it now

    Critical Thinker now requires PER 6 (instead of CS 3)

    Artful Dodger now requires DEX 6 (instead of Evasion 3)

    Added text elevator to level 3 in the Armory
    Changes

    Tweaked icons

    Tweaked checks and LP gain.

    Fixed missing skills for enemies, first combat balance pass

    Tweaked enemies' stats and items

    Tweaked loot in the Armory

    Minor dialogue tweaks

    Item and trade lists tweaks
    Fixes

    Fixed the speech success in Samuel's quest

    Fixed the wrong description of Captain feat

    Fixed loop in Jed's quest if you failed the speech path and got into combat

    Fixed loop in Samuel's quest that allowed to start sneaking again

    Fixed computers training loop (Maryam)

    The gunners you get from Manny leave after combat.

    Fixed dead Jed "surviving" the fight against Black Will

    Fixed perception check loop in the Armory

    Fixed issue with ropes and climbing in Hydroponics

    Fixed passability in the foliage in Hydroponics

    Fixed some quests not giving XP

    Fixed not gaining Computer LP in the Armory

    Fixed some lighting in the Armory

    Fixed some collisions in Hydroponics

    Fixed being unable to show some tokens

    Removed Braxton on Jonas Gate end

    Fixed zero rolls (incorrect subranges in int random decks)

    Fixed frogs not saving their mesh on game load

    Fixed AI not using grenades

    Implemented and fixed character and inventory screens tooltips

    Fixed exploits when using drag'n'drop when trading

    Fixed door sounds not being affected by options

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  • 最小值: $19.99
  • 最大值: $39.99
  
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