Developer: | Mode 7 (18) | ||
Price: | $24.99 | ||
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Points: | 0 + 21 (3.7) ¡ | ||
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Description

You take control of a team of self-replicating robots who have escaped from Earth and are searching the galaxy for a new home where they can fulfil their dream: to be human.
You'll advance through three different Ages as you build infrastructure for your colony by constructing road, boat and train transport systems.
Harvest natural resources, set up farming and food production, create expeditions to discover new lands and research new technologies.
With two separate mission tracks, The Colonists lets either you create sprawling settlements in peace or race to compete against AI colonies in military winner-takes-all scenarios.
Explore, research, manage, tweak and refine to your heart's content!
Screenshots










Video
What's new
- Version: Windows, Linux, MacOS
- Updated:
- Patch 1.5.20.3 (November 10th, 2022)
Fixed game freezing when starting a frontier and then going back to the main menu
Patch 1.5.20.2 (November 5th, 2022)
Added a separate import list for construction resources
Added icon overlay to building if any import or export rules exist
Fixed changing export rules on buildings not necessarily calling all the correct triggers for resource recalculations
Fixed space port not resetting demand count on ship departure
Fixed a particular situation where game wouldn't accept adjacent building placement
Fixed layer height reset upon clearing natural resources not confirming which could have lead to potential weirdness when loading a save game
Fixed on military gain process not taking into account final tiles causing low stone/tree notification messages not to count properly
Fixed stackbots moving to the wrong locations when loading and unloading resources from boats and trains (this was only a visual issue)
Added two more stackbots to the train station building
Made all building construction incoming stacks to 12 instead 8
Fixed [Escape] while text editing triggering in-game menu
[V1.5.20.1] Fixed boat-related error in V.5.20 causing the game to freeze
[V1.5.20.2] Fixed being unable to save a loaded game in V.5.20
Patch 1.5.18 (June 1st, 2022)
Added fish amount option to random map generation
Support for June Frontier
Patch 1.5.17.2 (May 1st, 2022)
Support for May Frontier
Fixed Mission Panel not updating when a victory building had finished construction
Fixed changing sandbox settings mid-game not affecting building availability correctly
Patch 1.5.17 (March 3rd, 2022)
Support for March Frontier
Fixed building connections not being recalculated when standalone road post placed
Fixed bug with not resetting track selection when destroying track
Fixed bug with loading a savegame where camera is out of range and can't be reset
Fixed bug when starting dismantle with building production panel option
If everything else is equal (priority, building type, stored/incoming resource count), resource routing now takes into account a building's production cycle progress
Boat and train will leave immediately if port or station has all resources on export blacklist
Printing Press tech production bonuses now show correctly
Production halted overlay icon shows for under construction building
Fixed incorrect rank messaging on challenge complete window
Under construction boats with custom names won't change name when they're constructed
Stop showing boat tutorial in challenge mode
(Belatedly) turned off festive decorations
Patch 1.5.16 (04 December 2021)
Turned festive decorations on!
Fixed bug when harbour expedition was sourcing resources from directly connected building and resources weren't being delivered
Fixed tile highlights not showing when going between Info and Upgrade panels on the watchtower
Watchtower Upgrade highlights now includes tiles already in your territory
[Tab] will now scroll through building instance panel tabs
Hold [Alt] to delete path connections when clicking 'remove' on a road
Resource storage panel now includes space ports if resource in outgoing or has purchase order
Minor UX improvements to building import and export selection panels
Fixed en route beer being incorrectly counted towards the goals in the beer challenge
V1.5.16.1
Fixed bug from V1.5.16 where cleared natural resource tiles on randomly generated maps (inc. Frontiers) would cause terrain issues and affect bot movement
Fixed bug with loading savegames before V1.5.16 which contained one way track signals
Patch 1.5.15.1 (26 October 2021)
Fixed map editor not loading correctly
Patch 1.5.15 (18 October 2021)
NEW: Custom views - default hotkeys are [1]-[9] on keypad. Tap to view, hold to set.
Enabled pumpkin harvest visuals!
Added Dismantle button to bottom right of in-game UI
Added hotkey for Dismantle mode - default: [G]
Harbours now recalculate queueing locations when a nearby harbour is built in order to avoid conflicts
When placing a fixed entrance height building (usually shaft mine or train station), adjusted tiles should no longer go beyond steepness that prevents road or path placement
Fixed rubble getting being non-removable in non-saved proc-gen game
Fixed fuel consumption stat not being added when building is monument boosted
At the workshop, the second stackbot can now provide research resource as soon as energy resource is consumed instead of waiting for 1st stackbot to return
Fixed cursor locking if cursor was previously constrained when clicking 'Revert' on screen setting confirmation window
Resource icons in space port panels now have correct rollovers
Fixed edge case where upon tree growth, lumberjack bot stayed idle if the stackbot was busy
Adjusted trade ship interval to bypass rebuild hack during ship departure
Alert icon for road post connection now won't show if directly connected by a path to a bot printer building
AI now won't build L2 watchtowers, but will upgrade to them from L1 watchtowers
Map Editor - fixed issue with new proc gen custom map showing up with 'outside territory' lighting
Map Editor - cleaned up UX with 'set starting location' buttons
Patch 1.5.14 (01 September 2021)
NEW: Boat list panel - lists all the boats in your colony
Added options to unlock all campaign missions and clear all campaign progress
Spruced up buildings list panel and building entries in resource production, demand and storage panels
Fixed military campaign savegames resetting difficulty to 'normal' when loading a savegame
Fixed data leak in AI players which could cause saving to fail in very long and very large games
Changed vegetable and wheat farmbots to prioritise seeding over harvesting
Fixed issue where upon construction, storage yards with rules already added would not necessarily source resources from the closest buildings
Fixed bug where storage yards could show up twice in the resource demands panel
Resource will no longer self-destruct when arriving at a road post which a newly created transport rule which would affect the resource's journey. If full ban, resource will attempt to turn around and find a destination. If ban except storage rule then resource will search in all directions for a valid storage yard
Fixed issue with water jumping when changing game speed
Fixed issue with harbour's import rules being ignored when sourcing expedition resources via boat routes
Fixed import rules of train station being ignored when direct connection to harbour which is sourcing expedition resources
Added difficulty info to in-game scenario panel
Disabled up/down arrows and added message in resource demand panel about building construction priority
Fixed issue where destroying a building which had en route resources whilst the building panel was up could cause resource en route highlight icons to incorrectly remain visible
Fixed issue with colony ship printing duplicate bots after placing/removing buildings at tick 0
Fixed potential rare issue where building height adjustment could get locked
Changed map editor water so it stays at maximum height to make easier to distinguish underwater tiles
Show challenge complete screen even if no trophy earned
Now only shows challenge complete screen when started as a challenge game (i.e. challenges won't register in campaign mode)
Fixed boat challenge victory condition goal not updating unless panel reopened
Updated Unity version to hopefully fix alt tab crash/freeze issue
Fixed hitting Return or Escape not advancing OK Alert Windows like 'New Version' available
Campaign screen now resizes and adds a scrollbar for squarer resolutions
Fixed an issue where custom maps wouldn't run if an AI player was first in the player list
Fixed up some progress bar alignment issues on construction, dismantling, expedition and military panels
Increased size of resource progress bars a little on construction and upgrade panels
Fixed surface miner bot appearing black when zoomed in very close
Fixed not returning to main menu when trying to load a savegame that couldn't be found
Fixed gold icon incorrectly showing against military times in campaign screen
Patch 1.5.13 (01 July 2021)
Wheat farmbots now head to the nearest corner of the wheat field to sow/harvest
Wheat farmbots can also now use the gap in the side of the building
Fixed wheat farm and vegetable farm showing incorrect lower production rate when monument boosted
Added Japanese option
Patch 1.5.12 (01 June 2021)
Balancing tweaks for production buildings to more accurately match respective production rates, as well as extra stackbots.
Increased stone road and path boost speed by 5%, resulting in 50% speed boost over dirt
Increased brick road and path boost speed by 10%, resulting in 100% speed boost over dirt
Bots will now work in clearance mode when the outgoing resource stack is full
Fixed bug when placing roads and paths over broken terrain which could sometimes cause broken roads and building entrances
Significantly improved issue of being able to zoom through the terrain
Fixed invalid queuing locations being generated for harbours in tight spots which could cause problems when multiple ships using the harbour
Fixed bug from V1.5.10 where a resource might not head to a building for construction if the building's production incoming resource stack is full (e.g. flour mill full of wheat)
Fixed Orchard production rate displaying incorrectly in construction UI
Fixed hang when opening Info panel on Colony Ship in game with territory disabled
Fixed the game not applying saved UI text size option when opening the game
Fixed train station not creating track when placed on edge of map
Patch 1.5.11 (01 April 2021)
Added clearance mode for lumberjack huts and surface mines
Added tree amount setting for random map generation
Added option to destroy all resources at a storage yard
Increased maximum edge panning speed
Fixed shaft mine not stopping demand for Energy when production halted
Fixed occasional crash on random map generation
Fixed roads not get monument boost when placed after monument is complete
Fixed bug with watchtowers firing on destroyed or lost watchtowers
Fixed dismantling of watchtower not recalculating available watchtower tiles
Fixed edge case with roads somehow having negative traffic costs
Fixed water displaying slightly wrong after destroying boatyard
Fixed boat captain bot sometimes disappearing if origin boatyard is destroyed
Fixed guardbot not animating when reloading
Fixed camera hotkeys not updating if changed mid-game
Patch 1.5.10 (01 March 2021)
Fixed bugs with dismantling train stations and harbours esp. mid construction
Made export rules available for all buildings when dismantling and takes into account construction materials
Expedition resources can now be recovered from dismantling harbour
Dismantling harbours and boatyards now don't disappear when dismantling complete
Added cocoa beans to resources in bottom left
Added fade to palm tree in lumberjack priority selection mode
Improved map fit when at minimum zoom
On map, added ability to click visibility header icon to toggle all resources on or off
Can now place standalone road post with [Alt]
Fixed bug where occasionally at workshops resources would be allocated when there wasn't room, causing an error
Fixed issue with trade ship departure if space port rules removed and resources destroyed whilst a bot is fetching a resource for sale
Fixed cow farm field contiguous verification not always working correctly
Fixed bug with loading game at exactly one game tick
Fixed some pathing issues related to flat tiles that are the exact same height as sea level
Fixed issue when pressing return on name editing not immediately focusing back to game
Added construction job progress percentage to builder bot tooltips
Update 1.4.0 (25 December 2019) Festive Decorations
Give your colony a festive feel with Christmas trees (plant them near monuments), snowbots (created by the Foresterbot) as well as presents and candy canes!
Enemy AI Updates
The enemy AI has been reworked and improved and now includes a new Hard mode which also gives enemies a 25% bot boost. There's also a new military mission in the campaign with more to come in the future.
Patch Notes
Fixed an issue in some instances with resources that are waiting at harbour not getting rerouted
Fixed storage yards not showing in storage panel for resource categories (food etc)
Fixed an error related to rerouting a boat that is currently queueing to same harbourissues not being able to set export whitelists from/to buildings under construction
Patch 1.3.5.2 (28 October 2019)
Hi everyone,
A special Halloween update of The Colonists is now available!
Pumpkin Farm
Give your colonists a seasonal treat with the new Pumpkin Farm! Providing another source of food for Level 1 Residences, Pumpkin Farms take up less space but have long pumpkin patches so you'll need to plan your layouts!
Patch Notes
Italian and Brazilian Portuguese localization
Space Port no longer needs any resources to construct
Harbours no longer require pier tiles to be inside territory
Building upgrade costs now take into account previous level
Added Boat Building II research which is needed to build Luggers
Luggers now a bit faster and have more capacity
Implemented acceleration on boats
Fixed 'all resources' on whitelists causing problems (also removed that option as it's the default behaviour)
Fixed workshop import whitelist not accepting all possible research resources
Fixed some issues not being able to set export whitelists from/to buildings under construction
Fixed destroying import building not auto removing it from another building's import whitelist
Fixed track breaking if placing a high train station
Reduced adjustable height a little of train stations to avoid some entrance issues
Fixed mislabelled resource categories on flag rules panel
Fixed rules tab count for boats and trains for item categories
Fixed close button on boat selection panel
Fixed notification icons on newly unlocked buildings not being reset on game load
F12 no longer trigger screenshot mode, now only dedicated hotkey does (default F10)
Two fixes for games erroring when trying to load
Links
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
Patch 1.3.4.4 (03 October 2019)
Change your colony colour at any time with a new panel on your Colony Ship!
Harbours can now be an export target for buildings holding or producing expedition resources.
Fixed one off selling rules not working.
Fixed issue with printed bots sometimes going cross-country to their destination.
Fixed game defaulting to languages still in development (Russian and Italian).
Fixed bug in tutorial if you close the Lumberjack Hut construction panel.
Fixed some font inconsistencies with accented characters.
Fixed a few localization entries.
Improved a couple of icons.
Patch 1.3.4.3 (20 September 2019)
Fixed "Resource Export Rules" and "Resource Import Rules" panel headers being the wrong way round
Fixed some German typos
Patch 1.3.4.3 (14 September 2019)
Fixed Planks being incorrectly labelled as Vegetables and Sawmill as Vegetable Farm. (These are in development)
Patch 1.3.4 (13 September 2019)
Localized game into German, French, Chinese and Korean. Massive thanks to all the translators!
Monument Bonuses - a monument will now give a speed boost to all nearby bots increasing building productivity and road throughput. Monuments are limited to one each (unless victory conditions state otherwise) so use them wisely!
Added Resource Statistics panel - click on any incoming or recently arrival resource to show its route through your colony. Panel also allows you to individually destroy incoming resources.
Improved Destroy mode - you can now destroy resources in this mode and there are better highlights to indicate what you're hovering over.
New Sandbox options - unlimited monuments and unlimited space ports.
Resource demands are now rechecked upon harbour and train station completion.
Fixed occasional bug where building may not request as many resources at one time as it should.
Fixed bug where boats wouldn't sail under railway bridges in game that had been reloaded.
Fixed bug when clearing a docked boat's route and then assigning to an expedition at the docked harbour.
Fixed occasional issue where carry bot printed at large harbour or large storage yard would go the wrong road post and not be able to make it to their assigned road.
Added different message for when trying to assigning a clipper to an expedition at a large harbour.
Fixed being able to use Full Sculpt in elevated water (lakes)
Added error highlighting and tooltip when using Full Sculpt
Brewery now has an extra utility bot to help out.
Patch 1.3.3.3 (23 August 2019)
Stopped resources trying to be transported through under construction harbours and train stations
Fixed Import filtering for storage yards, workshops and space ports
Fixed Export filtering for fuel resources
Fixed back button on import whitelist lists
Buildbots now recycle when upgrade cancelled
Improved error messaging when entrance layer invalid
Patch 1.3.3.2 (09 August 2019)
Fixed expedition boat not sailing off after dropping off resources at expedition harbour
Fixed 'en route' resources section not showing up in resources panel for buildings
Fixed Shaft Mine SFX hanging around when a Shaft Mine is destroyed
Patch 1.3.3.1 (02 August 2019)
Fixed storage yard not showing correct buildings for export options
Building overlay icons no longer interrupt mouse wheel zooming
Patch 1.3.3 (31 July 2019)
Selecting an import or export building now shows the route between the buildings
Filtered buildings that are available to set for import & export
Added building categories to import and export selection list
Fixed bug with changing transport route when boat or train is docked and some affected resources weren't tidied up correctly
Fixed rare timing issue where resource would get stuck at a destination building's road post if path to building was destroyed and resource was not yet being collected and no other path available
Fixed bug where more resources were sent to space port than could be handled potentially leading to stuck bots
Fixed consumption stats not being removed when cancelling upgrade
Consumption stats now update when construction is paused and resumed
Fixed issue when setting new route for train would create detached train hoppers
Fixed trader reputation boundaries not always displaying correctly
Fixed campaign names in sandbox screen
Fixed rare bug where campaign screen could potentially not load correctly
Fixed being able to set same resource on both whitelist sections of a rules panel
Harbour's water layers now count as occupied to avoid conflicts between harbours
Tooltip messaging now indicates which obstacle is obstructing if build placement is invalid
If train station has no additional track attached it'll destroy the track sections when train station is destroyed
Fixed recalculation every frame when height-adjusting placement of train station
On boat/train panels 'Clear Route' button now only visible when there is an existing route
Improved custom height validation in build state
Increased minimum size of load game window scrollbar
Fixed scrollbar dragging in Map panel
Fixed long-standing graphical glitch with walls
Added snow fringe on walls
Patch 1.3.2.2 (01 July 2019)
Fixed issue when trying to destroy sheep farms
Patch 1.3.2.1 (29 June 019)
Fixed bug where sometimes pausing and then resuming construction would result in the production resources not being sourced
Minor tweaks to new missions (8 & 11)
Fixed bug when capturing enemy Colony Ship entrance tile but not any of its building tiles
Fixed cash victory condition bar graphic overflowing
Fixed initial sheep farm tile not showing correctly
Improved loading time if offline
Fixed camera tracking trains when going over bridges
Fixed order and numbering of campaign missions in sandbox map selection screen
Added tips for transporting construction resources to train station and using unsupported bridges
Patch 1.3.2 (25 June 2019)
Added two new single player missions to campaign
Added leaderboard section to map victory screen
Added territory toggle setting for custom maps
Map editor: shaft mine usability checks
Map editor: trees and resources auto destroy when underwater
Map editor: added option to clear all fish
Patch 1.3.1.1 (16 June 2019)
Fixed issue with constructing fishing huts on steep slopes from previous build
Lumberbots and Minerbots take more sensible routes home
Fixed idle train notification not disappearing when destroying train
Patch 1.3.1 (14 June 2019)
Fixed journey time costs for boats and trains, improving resource route calculations
Journey times for each vehicle stop now display on boat and train panels
Fixed potential stuck station stackbot if train hoppers weren't lined up
Fixed sandbox panel not resetting fog of war toggle when territory toggle changed
Added whitelist exporting to space port
Fixed bug where resources which were rerouted to a different destination could potentially cause original destination buildings not to request a new resource and construction/production processes could stall
Fixed bug which causes a train to become stuck when destroying a train station the train has a stop at
Fixed Space Port ship getting stuck if game was reloaded whilst a stackbot was loading a resource to sell
Fixed terrain weirdness when destroying track
Fixed idle train notification not showing up correctly
Added ability to pause and resume construction
Builder bot now returns to printer when they complete construction
You can now destroy a single road post outside a harbour if 'free road post placement' is turned on
Added maximum tile adjustments when placing building (no more extreme walls)
Added maximum slopes for farm fields
Added warning if you try to upgrade Workshop L2 without yet researching Bread Making
When destroying farm fields terrain is no longer auto-adjusted
Patch 1.3.0.11 (04 June 2019)
added the Mac & Linux versions of game
Patch 1.3.0.8 (29 April 2019)
Hi everyone,
The Colonists are back with some big updates! Here’s what new in V1.3:
Map Editor
Create, share and play custom maps
Sculpt land and sea, place trees, rocks and resources, and set your own victory conditions.
Elevated Trains
Free your train network with the new elevated railway system!
Build tracks that carry your trains through and over buildings and across shallow bodies of water.
New Large Harbour and new Lugger Boat
The large harbour can load and unload three boats simultaneously and has many more stackbots to help with the extra jobs. It also has two separate entrances to filter traffic more easily. The new lugger boat is made of iron and can hold more resources than the clipper.
Transport Improvements
You can now apply rules to individual stops for boats and trains, harbours and stations now have separate rule lists for importing and exporting. Trains now block each other and stations can support multiple train stops. Trains can now also transport construction materials to stations under construction.
Other Updates
New Large Storage Yard - can store more resources, has two entrances and has a bot printer.
Postcard Mode - create snappy screenshots of your colony.
Map Improvements - fixed black lines, added double-click to go to location, more accurate panning and zoom uses mouse position.
Each research technology now has its own icon.
Road posts now have a darker colour if a rule is applied.
Added notification icons when a new building or a new level of a building is unlocked.
Many other small improvements.
Thanks to everyone who has been playing the game so far, all your feedback, suggestions and bug reports have been incredibly useful!
Please get in touch if you have any issues with the latest features, we'll be continuing to improve them as well as work on more updates including new campaign maps and AI/military improvements. Vote for features you’d most like to see on our roadmap and remember you can follow development progress as well as play the very latest builds on our Discord server.
Links
Help And Bug Reporting: https://trello.com/c/2uryGdlJ
Roadmap: https://thecolonists.featureupvote.com
Discord: https://discord.gg/thecolonists
Thanks!
Patch 1.2.0.1 (06 December 2018)
[NEW] Endless Sandbox Mode - Buy and sell resources at the Space Port building, increase your Trader Reputation and create ongoing colonies in Sandbox Mode
[NEW] Charcoal Burner - Convert Logs into Fuel as an alternative to Coal for all Coal-fired buildings
[NEW] Additional landscaping tools which allow you to tweak the terrain to your own aesthetics
[NEW] Custom Colour - In Sandbox Mode you can choose a custom colour for your colony
Removed slope restrictions for building placement
Construction and Research processes now consume resources by their delivery date resulting in more balanced resource demands
Fixed Export building not being removed when it's destroyed
Fixed Road Layer bot getting stuck sometimes
Fixed landscaping bug when removing Harbour
Fixed natural resources sometimes appearing dark
Fixed not being able to set individual storage rule to 'any'
Fixed a couple of incorrect L3 road/path junction tiles
Improved notification UI
Improved storage rule icon UI
[V1.2.0.1] Fixed loading a sandbox market-enabled game not showing Space Port as in the construction options
[V1.2.0.1] Fixed not being able to re-order Fuel building priorities
[V1.2.0.1] Fixed being able to navigate expedition boat before expedition resources had been fully loaded, leading to incomplete harbours
[V1.2.0.1] Fixed destroying a harbour with a single unconnected road post not resetting tile properly which could lead to future issues with building roads
[V1.2.0.1] Fixed Cow Farm production rates (now maxes correctly at 6/day) and fixed location of initial field when flipped
Up next I'm going to be looking at improvements to ports and train stations among other features and we're also in the final stages of a Mac version. If you'd like to check these out as they're being developed please drop into the development branch of the game and let me know your feedback on Discord!
Help And Bug Reporting: https://trello.com/c/2uryGdlJ
Feature Vote/Roadmap: https://thecolonists.featureupvote.com/
Discord: https://discord.gg/thecolonists
Patch 1.1.2.1 (12 November 2018)
[NEW] Added ability to prioritise tiles for Surface Miners
Fixed expedition boat being allowed to leave before all expedition resources had been fully loaded
Fixed potential issues when destroying a building led to resources rerouting back to same building
Fixed bug where Stackbot would become stuck if resource it was picking up was manually destroyed
Fixed bug with Road Layer bots upgrading the same road tile and sometimes becoming stuck
Fixed transport rules being ignored in rerouting when harbour was initial transport node
Fixed bug where Orchard Field and Wheat Field couldn't be removed in certain situations
Fixed incorrect boat construction notification icon
Fixed high level mine buildings not showing up in resource production panel
Fixed maximum field tooltip showing incorrect text sometimes
Prevented farm fields from being rotated which led to incorrect field graphics
Wheat fields now burn properly
Making a new path now triggers idle Road Layers
Changed in-game time display to past tense to match time displayed elsewhere
Cow Farm's initial field now aligned to left edge of building
Sandbox - AI difficulty level can now be set or turned off complete on military maps
Mission 6 - tweaked fishing locations
Mission 4 - added underground Clay mine
[V1.1.2.1] Fixed bug with start military map without AI in sandbox mode
I'm still continuing to look at any issues that are reported but I'm also starting to look more at improvements and new features. Currently in development is the Endless Sandbox Mode, if you'd like to test it out head over to our development branch or ask in Discord.
Links
Help And Bug Reporting: https://trello.com/c/2uryGdlJ
Feature Vote/Roadmap: https://thecolonists.featureupvote.com/
Discord: https://discord.gg/thecolonists
Thanks - back with more soon!
Patch 1.1.1.2 (08 November 2018)
Fixed resources waiting at harbour not rerouting properly if their next sea route is removed
Fixed bug where loading a game which had a new colony harbour with no watchtower would not let you build a watchtower
Fixed bug where carrybot would get stuck if resource it was carrying was manually destroyed during drop off phase
Fixed bug where harbours on steep slopes could have their entrance land connection to the road post broken causing stackbot routes to break
Fixed error caused by loading a game in which a expedition boat had had its original harbour destroyed
Fixed cancelling and restarting upgrade potentially causing overflow in the progress bar
Fixed error caused by destroying storage yard
Fixed best time display on scenario screen
Halved Bakery coal consumption
Added ability to set import whitelists for storage yards
Added hotkey for skipping destroy warning (default is Left Alt)
Fixed Engineering showing negative number
Adjusted Cow Farm so it only needs one starting field and is indicated more clearly in placement footprint
Road Posts can now be placed at harbour entrances if the original is accidentally removed
Mission 3 - added more stone to starting island
Mission 5 - added more stone, more gold, removed green terrain which was not fertile
Mission 6 - added Casual mode
Mission 7 - added more coal
Mission 9 - added more fertile land and more resources
Mission 10 - added Casual mode and infinite stone resource for AI
[V1.1.1.2] Fixed issue with placing fishing huts next to other fishing huts sometimes
[V1.1.1.2] Fixed destroying a boatyard not resetting tiles properly
Thanks to everyone who has been in touch providing feedback, suggestions and bug reports, they all really help.
We've got some exciting things entering testing tomorrow, please head over to Discord if you'd like to try them out!
Links
Help And Bug Reporting: https://trello.com/c/2uryGdlJ
Discord: https://discord.gg/3xD3BCe
Patch 1.1.0.2 (06 November 2018)
[NEW] Sandbox Phase 1 - Explore layouts and experiment with your Colonists on any current map with customisable options including auto-research, optional fog of war, optional territory and free construction mode
[NEW] Harbour/Station Rules - Apply blacklisting and whitelisting rules to harbours and train stations in the same way you can with road posts
Improved resource routing along roads - routing now takes better into account blocked carrybots and busyness of road posts
Implemented 'collapsing' watchtower state - once captured, watchtower repairs must start within a certain time or the building will be lost
Fixed weaponry and repair demands not being flagged as urgent on occasion
Fixed repair demands not showing up on resource demand list
Increased watchtower projectile range
Fixed bug where destroying a road without affecting road posts was not clearing formerly attached building's routes to road posts
Increased stackbot path delivery distance, preventing issue where resources were assigned along long paths but not delivered
Fixed error where savegame would not load
Fixed edge case where stackbot fetching a resource from a building when the destination building is destroyed
Fixed issue where you could end up with an unremovable solitary flag if it was connected to a harbour on the starting island
Fixed bug where direct delivery of expedition resources from storage yard were not being delivered
Fixed boat and train names force-including worker bot name
Fixed bug where road tile would not be removed correctly if sharing a track tile leading to prevention of building placement
Fixed error with orchard field being lost leading to watchtower capture failing
Fixed Weaponsmith sometimes causing a game freeze
Fixed error when placing wheat field on edge of map
Removing track now longer has the possibility of deforming roads
Fixed burning VFX on residences
When placing buildings, switching level of building remembers rotation and flippedness
Added underground Coal Mine to Mission 2
Enabled unusual aspect ratios
Enabled Sandbox button
Fixed incorrect mission links in sandbox map selection
Patch 1.0.2.3 (27 October 2018)
Fixed bug where boats could leave a harbour while a stackbot was still interacting with it, causing the bot to get stuck
Fixed cancelling colony expedition resource collection potentially causing an error
Patch 1.0.2.1 (27 October 2018)
Fixed issue with listing savegames with PCs running certain regional calendar systems
Fixed bug with storage yard being placed with shared path to harbour and then expedition resources being sourced from there
Fixed bug when Residence completes upgrade and the stackbot happened to be delivering a resource into the residence, creating a chance it could stall later on
Fixed harbour construction resources being incorrectly delivered to outgoing storage if delivered directly from another building
Fixed edge case where boat would leave whilst harbour bot was on way to unload a resource, which could lead to issues
Fixed Road Layer bot getting stuck sometimes when conflicting with another Road Layer bot
Fixed Road Layer bot idle pose so it resets correctly after worker animation
Fixed Salt description which had incorrect mine levels
Fixed savegame not loading for people with unusual calendars
Development continues apace on the sandbox mode, you can head over into the Discord server to be able to try it out when it's first available -> https://discord.gg/3xD3BCe
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- Platforms: Steam Games (5) GOG Games (12) Xbox Games (1)
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Additional Information
- Version: Windows, Linux, MacOS
- Category:
GOG Games
›Simulation
- OS:
Linux
,MacOS
,Windows
- Size:
371 Mb
- Capabilities:
Building
,Cloud saves
,Managerial
,Overlay
,Simulation
,Single-player
- Supported Languages:
Deutsch
,English
,Português do Brasil
,français
,italiano
,中文
,한국어
- GOG Store Rating:
3.7
(21) - Updated:
- Release Date:
«The Colonists» is a Simulation game for GOG, developed by «Mode 7». It was first released on and last updated on . The lowest historical price was $24.99, and the highest was $24.99. This game has not yet received any ratings or reviews on AppAgg. On GOG Store, the current store rating is 3.7 based on 21 votes. Supported features include: Building, Cloud saves, Managerial, Overlay, Simulation, Single-player. Available languages: Deutsch, English, Português do Brasil, français, italiano, 中文, 한국어. AppAgg continuously tracks the price history, ratings, and user feedback for «The Colonists». Subscribe to this game or follow its RSS feed to get notified about future discounts or updates.
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