What is Colony Rush?
Colony Rush is set in a future where a prosperous and content Earth discovers the means to colonize the stars. You play as the leader of a new colony on a frontier world.
Using the mechanics of a Real Time Strategy game, you build your colony by mining resources, building units, and constructing buildings. You also recruit colonists with various abilities and special skills in a process similar to deck-building. The choices you make when building your colonist population will affect the direction of your colony for years to come.
Colony Rush is unique in that you do all this in a shared online sandbox. We’re creating a persistent online world where what you build continues on even when you aren’t there. A place where you and your friends can work together to create cities that complement each other.
Inspired by video games like StarCraft and Minecraft and various sci-fi novels like Ready Player One and Snow Crash, Colony Rush is a game where you guide the growth of your colony. After the Earth’s government starts a land rush to the new world, space becomes limited, and as an appointed colony leader, you must get to the planet quickly, stake your claim, and grow your empire.
Your actions change not only your character but the actual planet, too. Build buildings and mine minerals. Sell what you create or keep it all for yourself. Recruit highly specialized colonists you want transported to your colony. Need more scientists, explorers, or physicians? What about some chefs? You decide! But be smart about your choices; after all, it’ll impact your colony for years to come.
In the future, robots do the work and humans do the thinking.
- The Builder - These guys create all your buildings.
- The Miner - The planet is full of exotic minerals and these guys mine it.
- The Gatherer - Some resources are just laying there to be taken and these units will take it where it needs to go.
- The Deliverer - Need to distribute your resources? The guys move it around.
- Engineers that specialize in Robotics, Power, Transport.
- Architects that improve your buildings.
- Adventurers that explore the planet.
- Archaeologists that unlock the mysteries you discover.
We’d like to show you a cool feature we’ve planned for Colony Rush and what’s been implemented so far. If you’ve watched our Kickstarter video, you’ve seen that our game is mostly a 45 degree downward view of the your colony. A ground-level perspective would be neat, but there’s no way to look at it from that angle ...
Or is there?
Now you can with Colony Cams. These cameras can be placed in your colony, and like their name implies, they will allow you to view their recordings from the colony cam control panel.
This feature could be useful from a game play POV as it allows you to see some distant part of your colony while working on another part. Or these cameras can act as security cams for your colony.
But it gets better. You know how this world just keeps going even when you aren’t online? What if you could view your colony cam from outside the app? What if you could let other people see your colony cams while you were playing? What if you could stream your colony cam to Twitch?
That’s our goal. Not only will you be able to stream your colony cams, but there will be a website with a profile of your colony, and on that profile, you’ll be able to embed your colony cams.
Our first stage for this website would be the ability to have still images upload periodically. Eventually, we can work on streaming video.
Of course, all of this sharing will be under your control. You can turn off or on the cameras as you see fit and determine who can see their output.
We’re using the Unity Game Engine for our development because of its ease of access, flexibility, and ability to target every platform known to man. We like to use the best tool for the job and support open source when we can. That’s why our servers will be Linux, and our 3D program is Blender.
Our plan is to release first on the Mac and PC because the level of the game's complexity needs all the control features we can give it. Tablet versions may be possible in the future. Interfaces on phones could be developed that will allow the player to tweak their production queues and track their colony from anywhere.
- Our thanks.
- Your name will be listed on our Supporters page on our website.
$10 Early Bird / $15 Regular
- Listed in the credits of the game.
- 6 month subscription to the game.
- Early account creation. Access to better username choice.
- Shout out on Twitter.
$55 Early Bird / $60 Regular
- A colonist will be named after you.
- Autographed postcard from the team.
- Reserve a channel number on Colony TV between 100-900
$100 or more
- Can vote for mineral unit name.
- Crowdfunding party t-shirt.
- 1 year subscription to Colony Rush.
$200 or more
- Everything in Citizen Colonist.
- Invitation to our successful crowdfunding party in Abilene. (It's just an invitation. Travel not included.)
- Video shout out that will be streamed from the party on Twitch and later uploaded to YouTube.
- Lifetime subscription to Colony Rush.
Naming rights is a huge thing for pro sports venues and the same is true of Colony Rush. Have you ever dreamed of having a unit of measurement named after you like Alessandro Volta (Volt) or James Watt (Watt)? Well Colony Patron’s can contribute a name for our mineral's units, and other backers will vote on it.
Or you can have the whole planet named after you. The Colony Overlord will get to name the whole first planet/server. (Yeah we reserve the right to veto inappropriate names).
Colony Patron $1,000
- Everything in Colony Partier.
- You can contribute one of 9 names to be voted on by other backers for the unit of measurement of minerals.
- Private dinner with the Team in Abilene. (Travel not included).
- Special Statue for your colony available only to Patron and higher.
Colony Designer $5,000
- You can collaborate with our Digital Artist on a building variation that will be available only to other backers.
Colony Overlord $10,000
- Everything in Colony Designer.
- You get to set the name of the first planet/server for the game.
Reactuate Games is a new game company based in Abilene, Texas, which is located in the dusty flatlands of West Texas. Local talent from the area, including the founder/CEO, one digital artist, a code artist, and a marketing producer, make up the entire company. In the spring of 2015, Reactuate Games won the Community Division of the Springboard Ideas Challenge from Abilene Christian University and received $20,000 to start up the company. For three months, the team has worked full-time on the project.
Throughout this time, Reactuate has shared a behind-the-scenes look into the video game industry with those interested in the process of creating and marketing a game. We show both the good and bad aspects of game development and company growth in a blog, a video series, and a podcast. We also interact with followers on social media sites like Twitch, Twitter, and Facebook. These sites encourage the gaming community to watch and support Reactuate Games, while also giving gamers the opportunity to send us feedback or ask questions.
Jon Sheppard of Sheppard Studios is producing the music and sound effects for Reactuate Games. For the company’s videos and podcast, Jon created a rock beat with undertones of 8-bit old school game sounds. Listen to our theme music here:
In these last three months, we’ve created a whole new world, dozens of in-game graphics, and a sturdy following. Unfortunately, three months is not enough time to produce a fully playable game or build a large audience. Therefore, we are breaking up our development into stages.
In April when we won the Springboard Challenge, we received $20,000 in prize money. Also our landlord, LMB Real Estate Group, donated 4 free months of rent to give us a chance to get off the ground. Our founder, Ron, put his money where his mouth was and matched that money from his personal savings. That gave us $40,000 in cash.
An average game takes 9 to 18 months to create from concept to release. When we started, we thought we’d be able to build a large audience while doing our development in the open on Twitch.tv. We thought it would allow us to raise enough money to last 9 months.
Alas, that didn’t work out like we’d hoped.
We believe we have proved our dedication to the game and our growing community in these first few months.
All of our time and money has been dedicated to making the vision of Colony Rush a reality. Most of our expenses have been for staff, with the majority of that in game development.
As you can see from this chart, there was that initial investment in computers, furniture and such making up almost a quarter of our expenses. The Development and Community parts are the salaries for our team. Our artists and coders are under Development and the Marketing Producer is under community.
We value growing our community and letting people know what we are doing. That is why we have someone dedicated to producing content on Twitch.tv, YouTube, and our blog.
Given the size of our audience, we don’t think we can raise enough to get the game even to beta. So our plan is to last long enough to reach the wider community of gamers. We’re asking you to support us for three more months.
The biggest change going forward is the addition of rent. We’re keeping our salaries lean. Ron still isn’t getting paid. It’s the bare minimum we need to survive. If we reach our goal, we’ll be able to continue building our game and our audience.
If we raise more than our goal amount, we can last longer and we may be able to add “force multipliers” -- contract talent that can be used strategically to accelerate development.
Goal #1: Personnel Power Up @ $55,000
Our first stretch goal is an extra $10,000. If we reach this, we’ll be able to hire some of those “force multipliers” to do specific short term jobs to make the overall development go faster. People with expertise in server code to make the persistent world a reality. Artists to smooth out our UI and create more buildings and unit.
Adding these contracts will also allow more new talent to have the experience of working on an actual game, one of the core values of Reactuate Games.
Goal #2: Capricorn Christmas $70,000
In January, our expense will be increasing again, and our cost per month will be $15,000 per month. Reaching goal #2 means we last another month.
Risks and challenges
Game development isn’t easy. We’ve decided to create a game we have wanted to see come into existence, which isn’t a small game. It is possible the game isn’t even possible to do, or that is it beyond our abilities.
But we promise to work hard to make it happen and to use all the funds you give us for its development.
We take an iterative, agile approach to development. That means we don’t have an all-encompassing schedule for the project. But we picked agile because it is the most efficient methodology for actually reaching our goals. We’ve estimated our development time to the best of our ability.Learn about accountability on Kickstarter
- (29 days)