- Colony 37 - v0.662 Hotfix - 18 August 2026
- Fixed "Improved Portable Extractor" cost from 20 to 3500. - Fixed "Improved Portable Extractor" being available at the shop (it can be acquired by dismantling certain robots). - Fixed "Improved Portable Extractor" description. - Fixed "Experience Farmer" being available at the shop (It can be acquired by dismantling certain robots). - Fixed their corresponding dismantle drops (You will no longer get a simple portable extractor).
- Colony 37 - v0.65 - 17 August 2026
Hi everyone!This is a relatively small update, although it contains A LOT of important bug fixes and improvements. Apart from that, it contains some neat additions, such as a new laboratory, reworked character models, and a couple of new quests and locations. Without further ado, let's talk about a couple of important changes.Just as a quick request. Please don't forget to leave a review if you haven't done it already. The game just reached 200 reviews (thank you guys for that), and my personal goal is to hit 500 reviews in the next month or so. I'm reading every single one of them, so yeah, it'll be a huge deal even if you'll leave just a single "good"/"bad" word.Characters ReworkThanks to Ink Ribbon's character models that I carefully reworked and retextured, all of the interactable characters now have a new look.While it is mostly just a cosmetic change, it was really necessary in or…
- Colony 37 - v0.601 hotfix - 8 July 2026
- Fixed the "Reset Perk Points" feature not working properly with multiple perks (if your character got corrupted before the hot fix, just remove saves from the "Saves" folder near your .exe file, and it'll automatically load in save files prior to the latest patch). - Fixed jetpacks not working outside of laboratories (should now work as intended). - Fixed missing texture for the "Rusty Shovel". - Fixed "Tutorial Guy" missing dialogues. - Fixed Leaderboard's "Fastest Miners" table. Now it properly displays hours/minutes/seconds.
- Colony 37 - v0.6 - 8 July 2026
Hi everyone!First of all, huge apologies for the wait. I've spread myself pretty thin and made a big mistake of trying to do everything (and then figuring out how to put it all together), so I had to disable a couple of major things that are already done (just to have a bit more time to make them complete), but even with all of the stuff disabled, it is still a pretty big update from a technical and gameplay point of view. It is still a bit rough as usual (feels like I'm 100% fitting the "eurojank" genre of games), but, without further ado, let's talk about major changes that this first half of the update brings to the table.Creatures UpdateOne of the biggest changes compared to the previous version is the addition of creatures into the game. Each biome now has a specific creature pool (1-3 creatures per biome) that you can encounter during the game (up to 26 new creatures total). Each…
- Colony 37 - v0.54 - 17 May 2026
- Added Invert Mouse X - Added Invert Mouse Y - Added hotkey rebinding. - Added an option to hide a helmet in the settings. - Minor tweak for widescreen. It still requires a lot of work, but at least now everything is on the screen. - Added "Use legacy input" option. It will use the old movement system (prior to this patch). Should be helpful for everything that uses a stick with dead zones (Steam Deck/Controller). By no means does this game have controller support, but that should make it somewhat usable. - The top side of blocks now have different textures (I'm really upset that I had to release it right now because I wanted to save this feature for a "Fauna & Creatures" update, but hey, locations should feel a bit more detailed and not just one texture stamped all over the place). - Fixed a duplication bug with Rusty Pickaxe (and other items that provide size increase to resources).…
- Colony 37 - Sneak Peek May - 15 May 2026
Hi everyone!Wanted to post this sneak peek slightly later to gather up more juicy content to show, but due to the influx of new players (Seriously, guys, huge thank you, and thanks to Splattercatgaming for playing the Colony 37), have to write a couple of words right now. Sorry for not posting sooner—I had to make a couple of video lessons for my main work as a teacher (thank god they are done now :D).Currently I'm working on a full addition of creatures for each biome and implementing an NPC Spawn system. It is a bit of a tricky thing to do because adding things with claws and teeth to a cave exploration game... well... apparently can transform this game into a pure horror experience quite easily. I know, who would've thought? :D. But I'd rather keep exploration and character upgrading as a main focus of the game rather than go completely full into "horror game territory."But, that bei…
- Colony 37 v.0531 - small hotfix - 24 March 2026
- Added peaceful mode in the settings menu (disables hostile creatures). - Conversations are instant if "Conversation speed" is set to 100%. - Updated block's description. Now displays "Single use" if the instrument is destroyed after placing a block. - Spoken dialogue lines are now greyed out. - Slightly updated elevator preview model to make it a bit more clear on how to use it.
- Colony 37 v0.53 - 23 March 2026
Hi everyone!This is yet another small update, yet it contains some improvements that should help new players as well as bring some outdated features slightly up to date (just slightly). Just as usual, QOL improvements and bug fixes.Quest Tracking improvements- Reworked "Track Quest" behavior. The top-left panel is completely removed, and instead the player can see on-screen information with a point.- Main quests are automatically being tracked upon receiving them (you can still untrack them by pressing the button).- Added a button to switch between the "Stats panel" and "Quests panel" right in the player's inventory. Claiming quests still requires the user to get to a quest giver or a personal computer.It was a needed change, considering how easy it was to skip that "track quest" button. Besides that, the top-left panel looked extremely out of place. Hopefully this should give new playe…
- Colony 37 v0.52 - 11 March 2026
Hi everyone!This is a small update in terms of content, but it is still necessary to have its own post. Mainly, this update brings quite a lot of bug fixes and balance changes, although it is also introducing some additions to push the project forward. I'm trying to take a closer look at your suggestions and add them in small amounts with each patch (the next one will have more additions of this kind). I'm releasing new features in small batches because I'm a bit afraid that new stuff will create more problems than it will solve. ChangelogSteamworks - Implemented Steamworks.NET.- Added a global leaderboard that displays the most profitable miners.It was a complete pain in one place for a person who actually never did this, so it is an extremely work-in-progress addition. BUT! Now the game properly connects to Steam every time it launches, which means that such things as achievements and…
- Colony 37 v0.502 - small hotfix - 27 February 2026
- Fixed an issue that caused helmets to be unequipable. - Fixed an issue that caused the player save file not to load properly if the maximum value of vitals was lower than 0.
- Colony 37 v0.501 - small hotfix - 26 February 2026
- Experience required per level changed from 30 to 65. - "Attack Speed" perk maximum number of levels changed from 10 to 12 (total bonus remains the same). - Fixed an issue that caused player levels not to load properly. - Fixed an issue that caused levels not to properly update if a player received more experience the level required.
- Colony 37 v0.5 - 25 February 2026
Hi everyone!I couldn't wait any longer, considering the fact that this update overhauls and reworks way too many things, and adding more would simply stop the whole process in its tracks. Some of the elements are missing from this update (also there is a lot of balancing to do), and I'll add them in the next couple of days. So, let's talk about the update. Version 0.5 brings quite a lot to the table: a perk system, a balance rework, simplification of a couple of elements, and a whole lot more. Additionally, I completely reworked the way laboratories are handled, as well as simplified creature AI to make it much easier to use for development purposes. So this update is even more important for development purposes rather than just for playing. Let's talk about each addition/rework one by one.Perk SystemColony 37 now has a perk system that allows you to gain experience by destroying blocks…
- Colony 37 - Sneak Peek Part 2 - 7 February 2026
Hi everyone! In the previous sneak peek I said that the next patch will be released in a couple of weeks, and... it was a bit of a miscalculation on my part. While working on the project, I realized that the upcoming update should include pretty big changes and drastically push the development of Colony 37 forward, so... I kind of went into this rabbit hole and started to do quite a lot of changes (that is pretty much the reason why the patch is delayed). BUT, in all honesty, it will be a really big patch, so I've decided to write another sneak peek just to inform you that I'm doing my best to make it happen.Main ThemeFirst and foremost, Colony 37 now has a main theme (huge thanks to Anton Orsher for creating this beautiful soundtrack). Currently it's the only song in the game, although more will come in future updates. You can listen to it (as well as check out the main menu rework) in…
- Colony 37 - Sneak Peak & Upcoming Plans - 20 December 2025
Hi everyone!First of all huge sorry for not writing anything for a month. I tried to develop this project at my own pace, and I really have to work more on "Sneak Peaks" and "Progress Report" type of things. But there is something I would like to show. I'm working hard on the 0.5 version of the game and decided to share some sort of preview of the upcoming features and changes.Tasks PanelPretty much all of the quests heavily relied on the current dialogue system. User had to read through tons and tons of text in order to figure out what to do and where to go, because of that, the majority of new players had a huge problem with finding underground structures (Or just didn't bother at all). So, I've decided to rewrite the whole "Quests" system and implement the "Tasks Panel".With this new "Tasks Panel" user can immediately check what quests are currently available and which rewards you ca…
- Colony 37 v0.4 - 28 October 2025
Hi everyone!This update brings a rework to player consumables and the way players use them. Based on the feedback and after watching a couple of gameplay videos, I've noticed that while consumables give players a chance to bypass complicated in-game moments, they were very cumbersome to use. Players had to constantly rebuy consumables, and the majority of people (myself included) kind of forgot to do that or just didn't bother at all. So I've reworked the way consumables are handled. Right now, instead of buying charges for a consumable, you're unlocking it and all of the charges are restored automatically over time. This hopefully will make the game slightly easier in places, while keeping it somewhat (I'm afraid to use this word) balanced.Changelog:- Reworked consumables.Pretty much all of the previous consumables were removed (disabled), and 24 new consumables were added. The majorit…
- Colony 37 v0.35 - 11 October 2025
Hi everyone!Sorry for the delay between updates, but I had to finish and double check everything, since this update, while not really big in terms of visual additions, contains a full rework of the damage system that is currently in the game. Previously the only thing that was able to take damage was the blocks themselves. That was not ideal, considering the fact that there are a couple more "creatures" that... well... were completely unkillable and created a bit of stale gameplay. Apart from that, I focused my time on fixing a couple of really annoying and hard-to-find bugs, so this version should be a bit more stable than a previous one.Changelog:- Hub is completely rebuilt from the ground up.Previous hub was compact and usable, but had way too many flaws with the item size, terrible texture seams and it was really hard to build on top of it because of described issues (which is one o…
- Colony 37 v0.32 Quick Fix - 30 September 2025
- Completely removed "Unlock on depth" mechanic. Everything is available from the start (If you have the money that is) until I find a decent replacement mechanic. - Fixed the sound of the elevator. - Added floor light. Can be placed to provide decent source of light in an area. - Small additional fixes.
- Colony 37 v.0.3 - 29 September 2025
Hi everyone! Valen here!So I think I wrapped up most of the things I wanted to add to the 0.3 version. Everything is still "work in progress" and... I bet with a lot of bugs, but at least now things should look slightly more "like they are supposed to". Main focus of this update was to bring the cave generation up to standart of "I would like to run around in these caves" (Yeah, amazing standart I know). Previous version had a pretty bland cave generation system: for people who would like to just dig down and mine resources it was alright, but for people who expected a bit more finesse - in my personal opinion, previous generation is slightly under delivered. So, at this version - expect caves to be a lot more common with a lot more clutter inside of them. This is still a raw version of what I am planning to do, but now it should add a bit more "exploration" to the mundane mining experi…
- Colony 37 - Sneak Peak & Upcoming Plans - 26 September 2025
Hi everyone!Next patch will be slightly delayed (by a day or two), working on something interesting to implement in to the daily miner's routine. It's a bit of a sneak peak.Clutter and FoliageCurrently game has somewhat of an acceptable code to generate underground ores and it was used literally for every object that is not well... basic dirt. While it serves a good purpose as a "controllable way to generate ores" it quickly started to be not acceptable once you'll try to generate something that is not supposed to be in the wall (seriously, who placed land mines right inside of a rock formation). Besides that - whole cave systems, albeit simplistic in their nature, became slightly bland because of it. So I'm currently working on fixing that. By the time writing this, I've already implemented the clutter system, now I just need to beautify it for each biome.In the screenshots below you c…
- Colony 37 0.27 - Small fixes and additions - 25 September 2025
This is a small change log aimed to fix couple of issues and add small quality of life improvements. - Reworked shop and loadout filter. More filter options are available.This should hopefully cleanup the UI and make it easier to find the desired item.- Added 4 extra inventory slots for a Light Source, Radiation Counter, Energy Counter, Helmet.My first idea was to make "A classic simplified RPG inventory system" where player has 6 slots and he can choose any item he wants, but this idea quickly stopped working when player got hit with a realization that amount of slots is extremely strict to have an enjoyable build creation (one slot is always occupied with light source, Geiger counter and energy counter are just a waste of a slot, since it's more useful to have something that actually boosts your stats). Hopefully these 4 specialized slots will slightly ease up the inventory management…