- Future Plans V - The Setting - 18 September 2026
The world is dying. Humanity has been wiped out twice, but like cockroaches, men keep coming back, weaker each time. Three city-states and five fledgling towns are all that remain. The primordial races that came long before men still dwell in the darkest corners of this Earth, serving gods as old as the world itself. Yet the dark void beyond this world is older still, and things that lurk in that darkness are drawn to the light cast by worlds crawling with life. * * * The Ur-Ghol dwelling in deep caves, close to mighty Dhargarak, the Great Father. When the world was young, his coils bound the molten heart of the earth and gave the world its form. Sea-dwelling folk serving their Great Mother Nghallorath, giver of fish and taker of sailors. When she rises, the waters will follow, drowning the world in her joy. Desert Ythlir worshipping the great goddess Ul'Zanir, the Maw Beneath the Sands…
- There Be Monsters - 3 August 2026
Welcome to Heralds' monster compendium. We now have 17 critters out of 30 planned, so today we’ll show you 5 creepy crawlies and share 3 uplifting tales of perseverance and hope. Hookworms A common cave worm that preys on oversized insects, from centipedes to unwary bipeds. Its hook-like beak is strong enough to punch through chitin and armor alike to reach the nourishing flesh beneath. A lone worm is rarely a threat, but a cluster can strip a caravan to the bone. Pit Terror They call 'em Pit Terrors and rightly so. Deep pits with rich ore, that’s where you’ll find ‘em. Some fools swear it's the ore they're after. I reckon it's the miners. Sit by a rich vein long enough and sooner or later dinner will come to you. One day a crew went down and never came back. The foreman sent us to find out why. Thought five armed men would be enough. Down we went, expecting one of these things to burst…
- Localization & New Screens - 10 May 2026
Colony Ship: We’re happy to report that the community localization for Simplified Chinese, German, Russian, Italian, and Czech is now complete. We’re very grateful to the players who helped us bring the game to much wider audiences. For now the new build is sitting on the Public Test branch, you can switch the builds by right-clicking on the game in your library and selecting Properties, then Game Versions & Betas. We hope the new players will enjoy the game and will be interested in our next project: Heralds of the Third Apocalypse: Lovecraftian bronze age populated by humans, non-men races, and eldritch horrors Semi-sandbox, roam anywhere but be aware that some dark corners of this land will be more dangerous than others Three mutually exclusive main questlines with plenty of choices, plus side quests and contracts. Over 60 feats (gain on level ups and earn in your adventures) support…
- Future Plans IV - Design Update - 10 April 2026
It’s been 14 months since we've started working on the next project. The main difference between then and now is the clarity (and a growing pile of different assets). We started with a vague idea – a game inspired by Battle Brothers, the way AoD was inspired by Fallout, meaning not a clone – then started defining the systems and game flow, and the original concept started (and will continue) changing and evolving with every iteration, taking very clear and hopefully distinctive form. If you’re wondering about the design process, vague doesn’t mean that we didn’t know what kind of game we wanted to make. It means that we didn’t have the answers to a million questions: Relationship between weapons and attacks and their properties. In AoD, for example, weapons’ bonuses were very minimalistic, defined mainly by the weapon skill (all weapons of the same type had the same passive effect that…
- Future Plans III (and first screens) - 24 December 2025
We’re 10 months into the new project. The game starts taking shape and now we can share early screenshots with you. At this stage, they are proof of concept at best, rough and unpolished, but we’ve always built our games in the open, with our community, and we welcome your thoughts. This community represents our biggest audience and your buy-in is critical to the game's success and our survival. Heralds might not be Colony Ship 2, but our worldbuilding, complex combat, and multi-path design remain at the heart of this project. Heralds will have a lot of creatures, big and small, ranging from humanoid non-men (the old races different for each region; no, no elves and dwarves) to massive mammoth-like beasts and anything in between, like the summoned tentacles above. While the focus is on combat, you won't fight the elder gods (on account of you being an insignificant insect) but there wil…
- Vagrus - The Riven Realms “At the Heart of Ruin” Expansion is Live Now - 22 October 2025
Vagrus: The Riven Realms is an award-winning, turn-based, open-world dark fantasy strategy-RPG set in a deeply immersive world shaped by over two decades of tabletop roleplaying. Developed by Lost Pilgrims, a team who built their own setting – the Riven Realms – through countless DnD-style campaigns, the game features over 2.5 million words of story-driven, lore-heavy, richly-branching narrative that captures the spirit of classic tabletop adventures. In the game, the player takes the role of a vagrus - a sort of a caravan leader who makes a living in a strange and dangerous dark fantasy world by leading a traveling company on all kinds of ventures.Lost Pilgrims have just posted a huge announcement on their Steam development blog about releasing their second expansion of Vagrus – At the Heart of Ruin along with a Ruinous Supporter Pack – on Steam and various console platforms. This expa…
- Future Plans, Part II - 26 August 2025
Click here to read Part I.It's been 6 months since we started working on the next project. We'll have to reevaluate the situation by the end of the year, but right now the future looks a little bit brighter. Here's a short update:Setting - good progress, evolving fast, loving it personally.Systems - the first iteration is done (on paper, the full implementation would take at least 2 years); while this is merely the first step and the final iteration would look like a distant cousin, this first step is important as it's like creating coherent order (where everything makes sense and works together) out of chaos of different ideas. Combat - we have a rough prototype that looks good (maybe even surprisingly good) with the placeholders (as we don't have any assets yet, which is the real tragedy here).World Map - unlike our previous games, the worldmap is a massive playable level and thus som…
- April 27th Update - 27 April 2025
- Optimized performance inside Hydro Green camp. - Improved PC walking animation. - Party members now walk when the PC is walking. - Improved several dialogue cameras. - Fixed typos.
- Visual Improvements - 13 April 2025
Before switching to the new project, we went over Colony Ship one last time to see what else we can improve and add: Improved visuals in the Pit, Hydroponics, and Mission Control Minor visual pass across the board Arena crowd during matches Animated Hydroponics' bioreactor (quite a difference) Improved camera in certain dialogue interactions More civilian animations More interactions and dialogue options A stealth option to escape the detention centre A colorblind mode for the stealth mode (sorry it took so long) Party members' gear comparison when trading New NPC portraits, including monks and mutants New combat tracks Balance improvements and fixes Further optimization New details and lighting, before: After: To new players, we hope you'll enjoy the game. To 'old' players, as always, thank you for your faith and support over the years.
- Future Plans - 24 February 2025
As you probably know, our next project will not be a full-scale RPG (like Age of Decadence and Colony Ship). If it's the first time you're reading about it, here's why: Colony Ship sold well (for an obscure indie RPG), but not enough to pay for a more ambitious and complex sequel. The plan was not to do another story on the same ship, but to continue the story after planetfall. Such a game - such a new world with everything that entails - would have required a bigger team and a much bigger budget. We simply don't have the resources to undertake that now, but hopefully we can come back to it later. So we're in a situation where we can 'go the distance' and handle a 4-5 year long project, provided we keep the costs low and focus on combat, i.e. a complex tactical RPG. We know that some people will be disappointed, but it's either that or shutting down for good. So let's roll the dice one…
- Spare a nomination, guv'nor - 28 November 2024
If you’ve enjoyed our game and the countless hours we've poured into making it better, we’d be honored if you’d consider nominating us for the Labor of Love category. This game has been a true passion project—seven years in development and a year of post-release updates and improvements. Everything we did was driven by our love for the subgenre and our amazing community. Thank you for your support.
- Anniversary Update - 11 November 2024
It’s been a year since release, so let’s roll out an anniversary update and celebrate: Improved visuals in the Habitat, Factory, Maintenance, Heart, and Shuttle Bay More exploration and interactions New and expanded dialogues New music tracks and portraits New inventory filters Balance improvements and fixes To new players, we hope you'll enjoy the game. To 'old' players, thank you for your faith and support over the years. You helped us realize our dream and we’ll always be grateful to you.
- July 3rd Update - 3 July 2024
- Improved visuals in Habitat residential areas, added more interactions. - Faction slides images improvements. - Blue hair is clearly blue. - Increased resistances of enemies in the faction rooftop defense fight. - Tweaked Mathias and Garret equipment and level on the final fight. - Added video to the death timer tutorial. - Polished several dialogue interactions in the habitat. - Fixed wrong weapon skills on faction rooftop defense fight enemies. - Fixed hydro red door missing when loading a save from the main menu. - Fixed characters entering the reactor without the hazmat suit when they had it equipped. - Fixed issue with grey crate in the armory not being visible in the first visit. - Penetration Mod vs Creatures now applies to all party members.
- So You Want to Be a Hero - 26 June 2024
Welcome to the 4th (and the biggest) 'ask and you shall receive' content update since release. Some of you wanted to go out with a bang, so we added a 'war hero' ending and a tough-as-nails (and completely optional) fight to go with it. Tell your faction leader that you don't want a desk job and he'll hook you up. Other players asked for more exploration in Hydroponics Red (the Red Zone). Now they can enjoy new areas, interactions, and fights. We also added 3 new implant upgrades, a new music track for the mutant town, reworked the pulse grenade based on your feedback, improved several locations (the visuals), added new dialogues, and enabled custom portraits. Now you can finally play the game as Sailor Cyber Moon, so there's no excuse not to play anymore.
- April 24th Update - 24 April 2024
- Improved walking civilians animation when turning around, and added more variety. - Fixed not being able to report to Carlos on CH3 that you killed Morgan. - Fixed potential issue with Warring Kingdom quest door not properly closing if player is right next to it. - Fixed potential issue with Morgan quest door not properly closing if player is right next to it. - Minor text fixes.
- General Improvements - 20 April 2024
It’s been six months since Colony Ship was released and three years since we launched on Early Access. It wasn’t an easy journey and we’re grateful for the overwhelming support and encouragement we’ve received at every step of the way. We’ll continue improving the game throughout 2024 and making your experience aboard Starfarer more enjoyable and memorable. This update (the seventh since release) adds: Improved Heart location (new quests and events) Improved ‘rooftop’ and ‘train station’ levels New and expanded dialogues New weapons and portraits More interactive events New world map Minor fixes and improvements
- Feb 26th Update - 26 February 2024
- Fixed not being able to ask the mutant trader about the rifle after the first dialogue. - Fixed civilians walking in place when loading a save on the same map in the middle of combat. - Fixed Hargrave having two energy SMGs. - Fixed some lockpick checks in hydroponics giving less LP than intended. - Fixed minor issues with dialogues.
- A tactical RPG on its own EA journey - Cyber Knights: Flashpoint - 23 February 2024
Colony Ship wouldn’t be here without all of you who supported us in Early Access. It’s a huge help to indie devs, and a unique opportunity to shape a game and see it evolve. Cyber Knights: Flashpoint is a squad tactics heist RPG by the Trese Brothers that started Early Access in October and I think is worth checking out. They’ve been getting some fantastic reviews comparing it to games like XCOM, Shadowrun, and Invisible Inc. It’s less of a cRPG than Colony Ship, but much more of one than most XCOM-likes, with squad member backstories and character-driven storylines playing a big role in the missions you can take on. Like Colony Ship, it has in-depth combat and character build systems. It’s not possible to do total pacifist playthroughs but they do have extensive stealth and hacking options; you can go full ninja, guns blazing, or anywhere in between. Enemy units are independent, so you…
- First Companions Update - 19 February 2024
The first update of 2024 is focused on the party members (we expanded the existing conversations where appropriate and added new ones). We'll continue adding more conversations throughout this year, but we don't want to overdo, so we'll go step by step and evaluate your feedback after each update. Other notable changes: - improved visuals in several areas - improved journal entries - minor balance changes (Controlled and Focused Bursts, Annihilator, energy SMG magazine size) - new implant upgrade (Stress Response: when HP drop to 13 or less, Action Points +4, Evasion +12) - bug and typo fixes - engine optimization if you're an existing player we'd like to thank you for your support and assure that we'll keep improving the game throughout 2024 and pay close attention to your feedback. If you're just discovering the game and wondering if it's for you, try the demo first or watch one of th…
- Quality of Life update - 21 December 2023
The first major update is now live. It adds many ‘quality of life’ improvements requested by the players: Customizable difficulty (for players who thought that playing on Underdog was too hard and playing on Hero mode was too easy) Animation speed slider (for players who wanted to speed up combat and stealth; you can set up it for all characters or enemies only) Follow and focus camera options Walking/running toggle Different inventory grid options Chapter ending slides Improved font readability (work in progress) Improved the help screen When leaving the Pit and the Habitat, listed quests that will be auto-resolved, giving you a chance to go back and finish them When fixing Romeo, listed the missing parts Numerous minor improvements, balance changes, and fixes. Thank you again for your support. Happy New Year to you and your families.