Disclaimer
Our roadmap is not set in stone. Every update we release has unforeseen consequences. Unexpected potential - and unpredicted problems.
We test, we experiment, we listen to community feedback, and we adapt the course. We strive to build the best possible version of Colony Survival - but that does not always mean working on plans made years ago.
Back in 2017, we talked about colonists that could build, co-op features, unique resources in different regions, stairs and Steam Workshop support. All of these have been delivered.
But we also talked about colony-vs-colony combat, sheep, anti-griefing measures for multiplayer and transcending the 2D heigth map used for terrain generation. None of those actually made it into the game. Lots of unmentioned and unexpected content and features did, though!
The plans below are written the same way. They seem full of potential to us now - but other priorities or unexpected problems might delay or block them. The advice for buying Early Access games is unchanged: buy them for what they currently are, not for what you’ll hope they become!
Expanding
Top-Down Control
An update in late 2025 brought the top-down view to Colony Survival for the first time. It’s a radical change of perspective, very well suited for managing large colonies.
In the first person perspective, the mouse controls your camera. This means you have no cursor that you can use to hover over UI buttons or select in-game elements from a distance.
But for the top-down view, this is totally different. It becomes a lot easier to navigate a more complex UI, and to inspect and adjust in-game elements. This opens up a whole new range of possible features. We’ve implemented the first one, blueprints, but are planning to add more.
Realistic
Logistics
A lot of civilization, both in 2026 and 2026 B.C., is based on bringing people and items from A to B. From the first canoe to bullet trains, from the invention of the wheel to the combustion engine, from Roman roads and aquaducts to modern highways and pumping stations: it’s all related to logistics.
But back in 2016, our in-game colonies were small and local. For a couple of dozen colonists growing wheat and harvesting firewood right next to their homes, it was not very relevant. So we chose the “automagic” system: every crate gives access to the entire stockpile of the colony.
It’s very practical, but it also removes the need for everything in the first paragraph. So we are thinking of changing that. But we want to do this in a balanced way: keep the early game simple and intuitive for new players, but make logistics relevant to provide a challenge for people who build large networks of colonies. We’re not 100% sure how we will implement this, but we talk and dream about this all the time. The top-down view helps enable it.
Everything that currently happens in Colony Survival, happens in one physically connected world. There are no magic gateways bringing you to different worlds. No separate dimensions with different rules. No NPC cities that you can walk through, no special dungeons you can explore.
Making this possible would be a technical challenge, but it adds a lot of new potential. It would also help to make savegames even more future proof. Adding new resources in existing terrain is difficult, but the possibility of multiple dimensions would allow us to give old colonies access to new challenges.
Multiple Dimensions
Once more unto the Breach
The monster threat has always been a defensive activity. You build walls and moats and place static guards to defend against the relentless nightly waves of monsters.
But what if you could take the fight towards them? Train warriors, equip and arm them, lead them towards the enemy and unroot them from their dungeons and fortresses? It would be the ultimate test of your colony’s strength, its mastery over the environment and its logistics systems.
Available on Steam right now
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