Colony
Colony survival on a planet you can dig into.

Every world is a full sphere of editable voxel terrain. Dig, build and run a colony in first person, or from a colony view that steps through the ground layer by layer.

Genre
Colony survival, sandbox
World
Spherical voxel planet, generated from a seed
Engine
Lustre: Rust, Vulkan
Platforms
Windows, Linux
Status
0.1.5 Systems and Simulation, closed test builds
Test build
0.1.5-1.222.3
Get early accessHow the game works

All dev blog videos

How it plays

The core loop in the current test build.

The planet

Land anywhere on a sphere.

The world is a full planet generated from a seed at one of four sizes, 4 to 120 km across. Choose a landing site on the globe; the terrain under it is solid voxels down to the core.

Painted concept art of a green country seen from a rise: a lake with wooded islands, a settlement on a headland, mountains along the horizon and a moon in the daytime sky.Concept art
The ground

Terrain edits apply the frame you make them.

Dig, pour, level and pack in continuous strokes. Every edit is stored in the save. Lay out a plot and the colonists cut, fill and pack it to the line.

Painted concept art of a camp on grass: a workbench under an awning, a lantern, stacked crates, a campfire ringed with stones, and an axe left in a stump.Concept art
The colony

First person and a layered colony view.

Play on foot in first or third person, or from a colony view that cuts through the terrain one layer at a time to place zones, orders and buildings.

Painted concept art of a small settlement on a bluff above water: cottages, tilled fields, a track winding up to a walled hall, and a waterfall falling to a river.Concept art
The build

Construction by material age.

Stick shelters first, then fired mud brick, then stone. Each building has a foundation that bears load or fails, and it shows what holds it up.

Painted concept art of a covered wagon beside a tent and a workbench, with crates unloaded onto the grass and a fire lit.Concept art

Features

What the current build does, by system.

World

Whole planets.

One voxel lattice wraps the entire sphere, with up defined per point toward the centre. The other planets and moons in the sky are generated the same way.

  • Four world sizes, 4 to 120 km across, generated from a seed plus your edits
  • Biomes as regions: forest, grassland, desert, mountain, tundra, wetland, boreal
  • Caves and ore at any depth, and seas with real depth over a solid floor
  • A star system generated with each world; every body can be visited as a spectator
Terrain

Editable terrain.

The surface is marched from a density field, not stacked from cubes. Tools change it in the frame you use them, and every change persists.

  • Digging, pouring, levelling and packing, in scoops, as long as you hold
  • Plots that the colonists cut, fill and pack to your line
  • Sticks, mud brick and stone; foundations that bear or give way
  • Every tool for its own work: shovel, pickaxe, axe, tamper, hammer
Colony

One rule for player and colonist.

Any job a colonist can be ordered to do, the player can do by hand, with the same tools and the same results. Give orders from the colony view or take a colonist over.

  • The colony view: layers, zones, orders and work priorities
  • Colonists with needs, moods, skills and their own packs
  • Be any colonist; hand the leader back when you are done
  • Crafting from sticks to stone, at the bench, the oven and the anvil

Early Access

Testing is invite only. Apply, then confirm your email and we review your application, or join the Discord and ask Traveler for an instant invitation. Discord is optional.

Lustre

The engine, in development

The engine under Colony: spherical voxel worlds, marched terrain, and a server and client split from the start. Rust on Vulkan.

Not licensed or open source. If you are building something that needs round worlds, tell us what you need.

Talk to us

Roadmap

Development is organised by version, one phase of work each. No dates; the order is the plan. Test builds land when the work in them is ready rather than on a schedule — this is the core of the game being built, so the time between them varies.

Done: 0.1.1 The World · 0.1.2 Building and Orders · 0.1.3 Views and Draw Distance · 0.1.4 Models, Animation and Textures

Art track. Runs alongside the phases from 0.1.5: models, textures and animation brought to the look of the key art, landing in the build as they are finished.

  1. 0.1.5In progress

    Systems and Simulation

    The machinery under the game made consistent: one source of truth for every world fact, one work rule for the player and the colonist, the server on its own thread, and crafting and production in their full form.

    • Automated nightly colony simulations that measure every build (in the build)
    • Colony work throughput: finding and removing the stalls the simulations measure (in progress)
    • One material table and one event ledger that every system reads (in progress)
    • Calendar, climate and seasons in the simulation; water that flows (in the build)
    • One work rule for the player and the colonists; the server on its own thread (in progress)
    • Worlds with more than one biome, and flint and obsidian as the first edged tools (in the build)
    • Level of detail for objects, not only terrain (in progress)
    • The multiplayer structure, built in now so it ships without rework (in progress)
  2. 0.1.6Planned

    Ecology

    Wildlife that moves and feeds because it is hungry, grazing that strips and regrows ground, and soil that tracks moisture and fertility by column through the seasons.

    • Crops that die to a frost (in progress)
    • Water that freezes, and rain that falls into pools (in progress)
    • Lava that is not for drinking (in progress)
    • Lakes, rivers and shores sized to the world (in progress)
    • Flowers and dyes (in progress)
  3. 0.1.7Planned

    Physics and Vehicles

    Vehicles assembled from parts with mass, on wheels and gear-driven running gear, under the planet's own gravity. Carts and wagons first.

Full roadmap, 0.1.1 to beta