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...
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!
Taking after the old Interplay Fallout games, Colony Ship wears its inspirations on its sleeve, for both good and bad.
Starting with what the game does well, a lot of work has clearly gone into the combat mechanics and it shows: the turn-based combat manages to feel difficult without crossing over into brutally unfair, although it never quite hits the heights of XCOM. Many of the quests allow for multiple resolutions, even if many of them turn are of the 'use a speech check to avoid a fight' flavour.
However, the game really drops the ball on story and atmosphere. The setting of a multi-generational colony ship is interesting, but the game never manages to conjure the atmosphere of actually being on a ship. We're told that our starting location is a shanty town in the cargo hold, but from what we actually see it could just as easily be a bunch of crates piled up in a warehouse. Also - why are there no children or old people on this generational ship?
The dialogue in the game is functional at best - characters will utter 3-4 lines when giving you a quest and that's about it. One quest in chapter 1 involves choosing which of 2 characters you'll support, and I had no idea which one to choose because literally the only thing either one had said to me was asking my help to kill the other one.
The biggest disappointment, though, is that the devs completely forgot to include to include any story. I'm serious - the player character literally just wakes up one morning and decides to start asking random people for quests. All that's happenned by the end of the current chapter is that you've run out of quests and need to head to another area to (presumably) ask for some more.
I really hope the devs take a fresh look at what they've produced so far and at least hire a new writer or two to flesh things out a bit - the setting has a lot of wasted potentiol, but if the current chapter is any indication of the direction they're taking I really can't recommend this.
Interesting setting, nice atmosphere, potentially great story, but this game has serious flaws, especially in combat mechanics, stat balance, and skill development.
This game is still in development, which is surprisingly slow despite the relatively basic graphics and primitive combat system.
The combat is laughably bad. No amount of stealth, strategic setup, etc. matter once the battle starts. Your party is auto placed in the center of the room, circle surrounded by the enemy (with great cover), ready to be cut to pieces by NPCs who are all initiative junkies. I don't mind tough enemies, but at least allow a tactical approach to battle.
Also, several times, the party is railroaded into obvious traps through storyline or dialog which is annoying in any RPG. The Mission Control scavs are particularly irritating. Apparently, the developers have never heard of shooting through an open door.
Vendor prices are all expensive and the same. Everything you loot is basically worthless by comparison. It seems that space causes market economics, competition and supply/demand balance to cease functioning.
Energy weapons are ridiculously expensive to use, consume ammo at an insane rate, and really aren't much more powerful. The ammo could be rare and costly, but at least give more than three shots from a 12 round rifle.
Speech skills are not that useful. A few skill levels can be helpful, but in the end, it all comes down to blasting (or smashing/cutting) the bad guys.
There are many more problems with the game which I may add to the this review later. Suffice to say, it makes me appreciate Wasteland 3 even more.
I have a love/hate relationship with this game. Some aspects are truly great, while others have left me bashing my head against the wall. So why 5 stars? Maybe I like bashing my head against a wall idk.
When this game works (not talking about bugs here, the game runs perfect), my god does it work. It truly makes you feel that fallout 1/2 experience. The issues crop up though, where you might expect, in its more experiemental features.
On my first charcter, the experience what about what you'd expect. Ass handed to. Nothing new for a genre like this. On my second, admittadly after leaving the game on the backlog for a while, I decided I'd go for a spy build. that one worked out better. higher charisma and persuasion being the major helpers. But when I got to later combat in chapter 1, once again my ass met the silver platter that enemies were ready to serve it on. It took my third character, a pure diplomat before I really understood what this game is trying to do.
You can talk your way (or run) out of EVERY encounter. There are even acheivements for it. But with the experience of already knowing what compainions I had acess to and what their skills were I was finally able to build a team that made my earlier characters look like NPCs. Thats when it clicked. Everything seemed to have its place. Combat was something you chose to engage with on your terms (most of the time). Dialoge skills cold peacefully resolve situations, but was that really the best option? people you spare can betray you, or you can betray them first. Compainions react to your situation and give thier thoughts on your actions.
But enough about whats great. Stealth doesnt work in this turn based system. It's essentailly a dice roll that you'll be successfull on a stealth run unless you do it multiple times. Combat does not give you all the information you need to accurately asess the situation. And for some reason my crime-freindly compainions want to support an authoritarian regime.
Reminiscent of the studio's previous game, Age of Decadence, Colony Ship offers a notably more polished and visually appealing experience. Similar to AoD, it could be argued that the game's difficulty is presented as a selling point. This time around however Iron Tower has introduced two difficulty options, "Hero" and "Underdog". "Hero" mode providing a more accessible experience for those seeking a less arduous path through the game.
The story places the player on a generation spaceship in disarray after a failed mutiny many years ago. Positioned as a nobody in the lawless parts of the ship, you stumble upon something that could tip the power balance among the major factions.
The game offers plenty of replayability between your choices in the world and how you tailor your character to accomplish your goals. It's up to you if you want to go at it alone or have up to 3 companions tag along, talk people into doing what you want or shooting them out of the way.
Occasionally, the game may feel a bit confined. This, perhaps, owes itself to the constraints of the studio and budget size. Nevertheless, this perceived compactness is outweighed by the evident dedication and hard work apparent throughout.
If you're a fan of the isometric CRPGs of old (or new for that matter), I think it's worth giving Colony Ship a try.
Lately I've become used to "RPG" games where it doesn't really matter what I do.
This is the first time in quite a while that playing a RPG I feel like I have to watch my step carefully and think carefully about what to do and how to do it and for me that is the true essence of the RPG genere. This game, true to a dystopic setting, has no good choices to pick from and I hate it. Or maybe I just hate myself for having to make those choices even when I know that I'm just choosing one evil over another.
In any case this is the first game in a while that really scratched my RPG itch and for that alone it deserves a 4.
I give it 5 because for me, as someone with a full time job and a life outside of gaming, a fast travel system that says "don't worry I will not waste your time" is a very welcome feature. I don't mind sinking time in a game as long as I'm having fun but wasting 10 minutes going from point A to point B is not my idea of fun, regardless of hoy much effort was put in the visual design. RPGs often suffer from this so I'm very happy with this game in that regard.
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