Colony Ship: A Post-Earth Role Playing Game
N/A
PC

Colony Ship: A Post-Earth Role Playing Game

Released: Nov 9, 2023
Genres:
Action Open World Role-playing (RPG) Squad Management Stealth Turn-based
Themes:
Post-apocalyptic Science fiction
Perspectives:
Bird view / Isometric
Game Modes:
Single player
Description from Steam STEAM

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!

Description from IGDB IGDB

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.

Storyline IGDB

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.

Basic Info
Release Date: November 9, 2023
IGDB ID: 129128
Additional Information
Release Date: November 9, 2023
IGDB ID: 129128
Платформы 1
PC
Genres 6
Action Open World Role-playing (RPG) Squad Management Stealth Turn-based
Themes 2
Post-apocalyptic Science fiction
Player Perspectives 1
Bird view / Isometric
Game Modes 1
Single player
Developers
Iron Tower Studio

No description available

Publishers
Iron Tower Studio

No description available

Keywords
game 38048 be 24685 world 21802 play 21097 player 17513 character 16396 feature 15873 base 15453 use 15100 adventure 14593 make 14384 take 14371 time 14243 action 13662 battle 13420 find 12717 explore 12690 enemy 12654 fight 12555 set 12525 role 12250 own 11404 out 10969 system 10915 experience 10848 power 10813 way 10761 different 10679 combat 10402 skill 9888 turn 9475 level 9243 get 8930 know 8866 life 8747 weapon 8610 choose 8556 challenge 8526 control 8462 follow 8376 ability 8197 item 8079 go 7710 quest 7463 place 7453 help 7417 even 7236 journey 7086 discover 7020 friend 6991 year 6795 attack 6701 need 6461 live 6448 start 6004 open 5990 face 5920 choice 5875 bring 5858 land 5816 end 5784 window 5708 dark 5689 name 5584 back 5559 boss 5549 work 5542 entertainment 5454 day 5439 survive 5386 mode 5317 people 5301 long 5276 main 5210 good 5205 free 5186 join 5176 city 5126 war 5113 real 5094 high 5081 see 4996 call 4960 Learn 4930 try 4901 original 4831 deep 4732 encounter 4611 keep 4499 turn-base 4449 best 4424 together 4411 multiple 4356 path 4283 mission 4259 environment 4205 type 4175 add 4173 side 4092 ancient 4009 area 4006 travel 3992 inspire 3957 support 3943 light 3920 enjoy 3918 form 3853 fill 3842 hand 3789 last 3746 party 3696 look 3552 fast 3536 list 3530 group 3460 old 3418 right 3405 let 3371 everything 3369 earn 3324 option 3294 future 3254 fate 3253 don 3245 happen 3229 customize 3211 thing 3191 space 3185 kill 3118 manage 3090 computer 3048 enter 3040 reach 2990 limit 2924 range 2888 task 2855 star 2849 mean 2833 show 2829 feel 2822 member 2798 platform 2778 win 2774 loot 2762 goal 2685 contain 2660 damage 2649 god 2625 die 2593 step 2562 ultimate 2561 certain 2555 hold 2515 armor 2498 gear 2481 bear 2423 stats 2410 big 2407 enough 2329 protect 2311 voice 2291 produce 2275 line 2225 lot 2213 prepare 2206 earth 2194 kind 2191 depend 2190 away 2187 job 2183 match 2154 house 2153 detail 2132 determine 2125 deal 2101 simulation 2040 generate 2034 tool 2028 planet 2018 defense 2017 interest 2001 remain 2001 hundred 1997 difficulty 1976 difficult 1962 wide 1946 addition 1906 carry 1865 spend 1858 stay 1854 further 1848 threat 1848 color 1846 perfect 1837 screen 1823 affect 1817 watch 1817 bonus 1810 faction 1771 eye 1765 moment 1734 massive 1716 ship 1703 tower 1703 raise 1699 say 1687 act 1673 launch 1669 avoid 1662 reality 1629 matter 1599 venture 1571 clear 1557 adapt 1556 black 1539 peace 1529 water 1522 field 1520 alien 1514 generation 1514 dialogue 1497 important 1492 freedom 1491 whole 1488 talk 1482 arm 1470 wall 1470 aim 1455 child 1448 farm 1409 red 1404 complex 1398 energy 1386 gun 1376 lord 1373 achieve 1361 alive 1349 information 1343 quickly 1319 appearance 1318 research 1313 low 1312 tree 1312 walk 1296 air 1275 hell 1268 woman 1226 safe 1220 ago 1218 sky 1216 target 1214 guard 1203 cover 1198 fresh 1189 service 1162 shield 1157 fighter 1142 figure 1133 wish 1123 maybe 1122 abandon 1115 supply 1091 mighty 1072 consequence 1043 check 1039 isn 1030 value 1006 father 998 inventory 971 territory 971 represent 970 plant 968 fail 961 climb 957 discovery 943 chain 942 stealth 941 purpose 937 read 934 aspect 932 century 925 bit 907 roll 906 eat 898 branch 890 crawl 863 blue 861 wind 858 assign 857 burn 843 hear 843 least 840 care 817 golden 806 automatically 799 round 795 sun 795 press 775 dominate 762 demand 751 fellow 748 specie 739 connection 725 slowly 715 distant 712 sacrifice 705 handle 702 ocean 689 bar 687 reduce 686 modify 682 vision 678 mother 673 cloud 671 picture 669 wear 668 isometric 655 easily 645 heavily 641 succeed 638 spot 631 bug 629 green 628 thief 614 metal 613 method 604 mutant 601 doom 600 drink 585 rely 581 sit 581 replace 575 treacherous 574 harsh 573 actually 568 distance 561 government 552 particular 543 hunger 534 artificial 526 precious 523 overwhelm 521 resistance 512 shin 506 colony 503 loss 498 simulate 492 violence 486 killer 480 sprawl 478 strive 476 soft 473 steel 472 pit 464 sacred 460 credit 454 factory 453 odds 452 sneak 446 violent 426 faith 408 frame 408 infest 401 betrayal 388 tile 386 max 382 vanish 377 pretty 376 breathe 372 wise 370 taste 368 poor 364 pause 355 twenty 353 destination 348 panel 346 folk 344 couple 343 anticipate 340 instantly 339 jungle 339 priest 338 grim 335 effective 333 horizon 333 clock 332 factor 329 decay 321 punish 319 bridge 318 apple 312 grenade 311 skirmish 305 modifier 300 angle 288 church 288 swim 286 unfortunately 285 inflict 284 industrial 280 manufacture 280 sand 280 seat 280 patrol 273 twelve 268 instant 265 aboard 264 pro 263 nobody 257 fortify 245 gadget 245 closely 239 bay 237 defender 236 suppose 234 incoming 226 latter 226 resemble 222 negotiate 211 authority 206 yellow 202 gigantic 201 stretch 201 strip 201 indicate 197 colonize 194 feat 194 accuracy 191 skill-base 191 orphan 185 cargo 182 oil 180 tall 180 alert 179 exact 179 checkpoint 174 luxury 170 relative 170 noise 168 helmet 164 smoke 163 voyage 163 emergency 162 interior 155 suicide 155 penalty 154 con 146 grass 144 attacker 143 catastrophic 142 exhaust 142 assortment 141 party-base 141 perception 141 critter 137 fauna 136 grey 135 warmth 135 machinery 134 priority 132 risky 132 bitter 130 cheap 125 soil 120 intact 116 spacecraft 113 implant 112 sol 112 useless 111 captive 109 passenger 107 detection 104 scavenger 104 afford 103 ripple 101 deem 100 neglect 99 alt 95 evasion 95 safeguard 94 distraction 93 brown 90 habitat 90 hull 89 elevator 88 min 88 suspicion 87 rooftop 86 liquid 85 survey 85 container 84 stain 83 ceiling 81 armament 80 sunrise 78 armory 77 flicker 76 suspend 69 recycle 67 wreckage 63 operational 62 misfortune 61 noah 61 rust 60 outnumber 59 shackle 59 vegetation 56 spore 55 ant 54 freighter 54 heap 53 nevertheless 52 abnormal 51 reminder 51 interplanetary 50 party-based rpg 50 amusement park 49 shuttle 49 oak 48 farmland 47 thankfully 47 careless 46 disband 46 groove 45 likewise 44 courtesy 43 nowadays 43 savor 42 competent 40 timely 40 fungi 39 foresee 38 pest 37 discomfort 35 oversized 35 fossil 34 undetected 34 grunt 32 committee 30 penetration 30 scripture 30 thermal 30 workforce 28 mutiny 27 wheat 26 fungus 25 grin 24 sustenance 24 vacant 24 oddly 23 novelty 22 goggle 20 projector 20 peacekeeping 19 impersonate 18 tint 18 optimism 17 refreshingly 15 rifleman 14 frivolous 12 seedling 12 unmistakable 12 watchtower 12 forefather 11 indistinguishable 11 underfoot 9 interim 8 leathery 8 heinlein 7 squander 7 stanton 7 unrepentant 7 hydroponics 6 proxima 6 barley 5 cedar 4 barefoot 3 denigrate 3 eventuality 3 contentious 2 reddish 2 christen 0 expectancy 0 found 0 like 0 mattress 0 oversleep 0 retrofit 0 rye 0