- JP/CN Hotfix! - 29 October 2025
This update fixes the broken UI that appeared when switching to Japanese or Chinese.The problem was caused by the font atlas exceeding 16,384 pixels, a size not supported by many GPUs. The atlas is now capped at 16,384 pixels, meaning you’ll still need a GPU capable of handling textures of that size. Fortunately, any GPU powerful enough to run the game smoothly already meets this requirement.Thanks for your quick reports, and sorry for the inconvenience!
- Localization update! - 28 October 2025
You asked for it, here it is. The game is now available in the following languages:Simplified ChineseJapaneseGermanBrazilian PortugeseFrenchI've also fixed a couple bugs:Fixed bug where lumberjacks would cut sapling that is not the lowest base tier.Introduced a save file backup to reduce chances of save file corruption.Having a savefile corruption now enables a special tool to give progression back.Finally, I had to remove the demo because it was complicated to keep two versions of the game up to date. Sorry about that.
- Patch Note 1.0.06 - 23 December 2024
Bug fixing continues! Thanks for your reports. Queen bees from flowered trees will now prevent the lumberjacks from cutting their trees. Achievement 1024^2 + 0 now works even if you create multiple Mega Colonists at once. The run timer is now properly saved (some of you unlocked the speedrunner achievement by exiting and relaunching the game, oops!). When x5 or Max. is checked, upgrades above a certain level now always show the appropriate hint. Fixed the numbers in the description of Sun Dance/Rain Dance. Snowdrop lifetime is reduced to avoid cluttering the screen (visual difference only).
- Patch Note 1.0.05 - 22 December 2024
Quick patch, mainly to fix a broken feature. "We Don't Need Tower" No longer prevent from disabling the construction of towers. Fertilizer should no longer be able to jump from the ground to a fully fertilized sapling. Moles income rate is now properly reset and can no longer get stuck after selecting root caretaker.
- Patch Note 1.0.04 - 21 December 2024
Summary I've fixed the freezing issue that was getting worse over time played. Other bug fixes Quality of life improvements Gameplay balance according to your feedback Bug Fixes Fixed the worsening freezes over time. Coming back to the tech tree after the ritual should no longer freeze for a ultra long time. When sorted by price, upgrades will no longer disappear after reaching a certain level. When sorted by price, solar upgrades are now still visible in their tab. QOL Lumberjacks can now chop unfilled hives (only if you want them to). Lumberjacks can now chop flowered trees if they have no hives. (Flowered tree will be considered as a tier 0 tree.) Auto-fertilization will switch targets if the current one has reached the max. amount of fertilizer. Minor description improvements. Gameplay balance I've read many of your reviews, and I get that many people were getting frustrated by most…
- Patch Note 1.0.03 - 19 December 2024
I keep working on bugs! Lumberjacks/Engineers should no longer circle in the middle of the map: this happened if they had targeted an unreachable tree. Trees will no longer spawn in unreachable areas of the map. Flowered trees no longer absorb melted fertilizer. Mega Colonist no longer prevent from unlocking the "No Workers" challenge. "Standard Tree Only" challenge, can no longer be unlocked if the fir trees are enabled. Fixed a mistake in the tutorial regarding chopping trees. Added "s" for seconds, in the Rain Collector Duration upgrade. I'm still working on the stuttering issue. For now the work around is to exit and launch the game.
- Patch Note 1.0.02 - 18 December 2024
Mainly fixing a couple small bugs: Fixed bug where mole underground would level up flowered tree changing the flower sprite into fruits. Fixed bug that prevent from unlocking the the house technology when winning the game. Reduced the amount of snow sprites cause it looked a bit cluttered especially with Rain Power. Slider for the engineers cannons start at 1, not 0, to better reflect what it actually does. I'm aware that some of you are experimenting lag spikes issues. I'll be working on optimizations to the best of my abilities, given that on my machine I don't have the same performance issues.
- 1.0.01 Patch Note - 17 December 2024
This small patch fixes minor issues that have been frequently reported. Thanks for your feedback! Auto-Flowering is no longer automatically set to 1 when the Flower Spawn Rate is high enough to get the combo all the time. Because most of you got confused and thought it was a bug. You'll have to manually set the auto-flowering threshold to 1 whenever it is appropriate for you. Saplings will no longer spawn within an obstacle tile. "Click again to refund" will no longer appear in the main menu. "Tickle me" has been replaced by an animation to better explain how to bloom the flower. Some of you thought it was a bug. Fixed a bug where clicking Exit & Save would actually not save the run and rely on the auto-save instead. Improved the Prism's description to better explain the build conditions. Improved the Flowered Tree's description to be less confusing.
- Going forward - 16 December 2024
Dear friends, What an amazing ride 2024 has been. I hope you had a great year. I started Idle Colony in February, and I couldn't imagine that 10 months later, it would be the successful release it is today. And it all started as a questionable game jam game: https://f417h.itch.io/lovecolony (Yes it was a completly different game) My journey I want to thank you for your renewed support all over the year. Idle Colony would definitely not be the game it is today without your enthusiasm and encouragements. In fact, I originally planned the game to be nothing more than the first demo you maybe played (back when the game was all gray). I expected to push the game on Steam, maybe sell a hundred copies, then find a "real job" lol. But now, I'm most likely going to be able to keep doing what I like: making video games. I can't tell how great it feels, after 7 years of learning, trying, and faili…
- New Demo, Release date, Price... - 15 November 2024
Dear friends, We're getting closer and closer to the release date. I'm happy to announce that I will be shipping in time. I'd like to present you a new trailer for the game, (the release date is at the end of it): You can now have access to a brand new demo! It is now an accurate preview of the full version. If you like the demo, you'll love the game. Also you can now leave a Steam review for the demo, which have it's very own Steam page. I encourage you to do so :). For the price, it's very simple, you've been more than 2000 to give me your feedback from the previous demo, and you told me how much you want to pay: The average of all of your answers is 6.23 USD, which I rounded up to 5.99 USD. The price will be different depending on your country. I'm very excited to know how you feel about all this. I'll see you on the forums and the Discord!
- Everything I've done over the last month! - 13 September 2024
Dear friends. Because images are better than words, I'm happy to share with you this very short video about everything I've been working on during the last month. NOW WITH A GOOD MICROPHONE OMGGG Here's the points we go across during this 2min. devlog: Automation of the wood New sources of income multiplier New special currency for unique upgrades New types of colonists Special buildings interacting with colonists Bees! Meta-score As always, I'd be very happy to know what you think about all that.
- Progress of the last weeks! - 9 August 2024
Dear friends, I'm making good progress on the development. I've been lucky enough to find a place to live for the summer and I'm working full time on Idle Colony. I've got a strong deadline for releasing the game this year and I have a solid idea of what all the features will be. (It's all written down in my GDD) It is now all about production and it feels good to have a precise plan when going forward. I wanted to share with you the progress made over the last couple of weeks so you have the opportunity to tell me what you think. I thought the best way to do so was through a concise video, so here's my first Idle Colony devlog: (It's only 2 min long!) Yes you can roast me about my mic... Next time I'll have access to my usual recording gear. Long story short here's the main points I've been working on: -Rework of the fertilizing feature and it's automation, there's now a new type of co…
- 0.3.3: Bugfixes, Gameplay balance - 7 July 2024
This small update fix some concerning bugs and bring some gameplay balance with the goal of providing a less frustrating experience on a couple points. It should also make the pace of the demo a bit faster. There will be less frequent updates going forward (except for major issues) so I can focus on making efficient progress on new exciting gameplay features. Thanks for your abundant feedback that I keep reading every day! Patch Note Bug fix Colonist should no longer get stuck inside walls Performance stats window (fps...) no longer merge with the stats pannel (production/gathering rate...) House level 1 effectively spawn two colonists when getting the second pallier technology. Fixed a bug that could reduce the Fertilizer stack count by one (and other technologies related bonus) UX You can now disable drawing the colonists tracks in the settings Fertilizer stack hitbox fixed to better…
- 3.3.2: Improved UI - 5 July 2024
Given your feedback, some things aren't easy to understand, and many of you don't like the upgrade pannel on the left by default. My goal with this update is to make the ui clearer, and the prestige goals more intuitive. As always, your feedback is very welcome so we can keep improving things! (The feedback form has been reinitialized so don't hesitate to use it again) Patch note 3.3.2 Bug fixes Fixed a bug that made impossible to draw path when UI was disabled in some cases. UI/UX Changed general UI layout. Income rate/Fruit goals, now blink when they are reached. Prestige button blink with color when tech point are incremented. Stats simplified with icons, can be dropped down by clicking on the arrow to show more stats. Hints are showing when hovering the stats with the mouse. Stats menu now also display the mouse gathering rate.
- Hotfix: 0.3.1 - 3 July 2024
The hint "Left click to create path" won't appear unless you have the technology unlocked The main menu button "New Game" will now actually reset all of your progression, with a double security check. You can now prestige without any technology points in order to reset your run and simply access the technology tree. Fixed an issue where prestiging would not generate a new map.
- Colorful and QOL, Update 0.3.0 - 2 July 2024
This update focus on artistic choices and quality of life improvements. In theory it should be compatible with your save files, but I cannot guarantee it a 100%. Let me know if you had any issues. Because I splitted some tech into multiple ones while making sure that you still have the same progress with your current save, you may end up in some cases with negative prestige points, but don't worry it's not a bug. You've been a majority to request a change in the game theme because you found it too dark. And also you were mitigated regarding the UI. A lot of you didn't realize you could delete path, or didnt' felt the fertilizing mechanic intuitive, so I added non-blocking tutorialisation in the form of hints that disappear once you do the requested action once. Then I made quite a substensial number of changes to improve your quality of life overall. There's still a lot of things to be…
- Where are we heading ? - 22 June 2024
Dear friends, First I just wanted to say thank you. You've been more than 9000 people to play Idle Colony demo in less than two weeks. It's not been two months since the Steam Page opened and you're already 5500 to have wishlisted the game! Additionally, 1200 of you have been kind enough to fullfill the feedback form that gave me precious data on how to make a better game! I'm still reading through your all of your comments and taking notes to know what's a priority for you You're all being very enthusiast and lovely, thank you for your amazing support. Something that came back a lot is that you don't like much the dark colors of the game. And I agree with you, so this is something I'm working on at the moment. But one if not the most important thing for you (and for me too) is the lack of gameplay mechanics allowing for choices and strategies! I don't want to say much about my plans be…
- Hotfix: UI crashes and click rate - 22 June 2024
This is a small patch about important issues that I couldn't leave pending until the next update. Fixed the crash when resizing the upgrade window. This is a temporary solution as this makes the scrolling area move the tabs with the content. Also, I reduced the clicking rate needed when unlocking the ClickClick tech. As I realized that it can be easy to hurt yourself without even realizing by clicking rapidly for extended period of time.
- Livestream Q/A and Speedrun - 14 June 2024
Hey folks, Come have chat today and ask me anything you'd like to know about Idle Colony and it's development. While answering your questions, I'll be making a goofy attempt at speedrunning the game. See you at 9pm CEST (12pm PST)
- V0.22 - Minor update - 9 June 2024
I'm adressing some of the issues you have been reporting to me: Quality of life / UX Tech tree open after prestige Tutorial font size increased Some popup font size increased WIP popup no longer in front of main menu Feedback request happens only after coming back twice from a run Gameplay Poop treshold to level up a tree slightly changed: BEFORE: 2 - 16 - 128 - 1,024 - 8,192 NOW: 5 - 30 - 180 - 1080 - 6,480 This should slighlty improve the feeling of progression by reducing the massive snowball early game but also making late game less daunting. Increased max manual click power multiplier from x3 to x4. Don't hesitate to give me your thoughts about the changes !