Single-player space 4X / RTS hybrid strategy game focused on combat. Crush your enemies and expand your empire across the solar system.
Single-player space 4X / RTS hybrid strategy game focused on combat. Crush your enemies and expand your empire across the solar system. Read more
What It Is:
Colonia is a single-player space strategy game focused on military supremacy. Over the course of a campaign you'll colonize and terraform a star system's worth of planets and moons, turn their resources into deadly fleets, make and break alliances, and punish your enemies until your empire spans the system or fades into history.
- Full-scale star system: The entire system is built at a realistic scale. Zoom seamlessly between a close-up view of an individual ship and a strategic view of the star system. There's not a loading screen to be found.
- Customizable ships, weapons and modules: Build everything to suit your tactics. Create each ship and every piece of equipment from plans you create through research.
- Real-time tactical combat: Command fleets of up to a hundred ships each in real-time battles. Take control at fleet, wing and ship level and lead your forces to victory.
- Complex strategy: There are only a few resources, but you'll have plenty of challenges in managing their extraction and use. A huge variety of possible ship roles makes it vital to learn about your enemy so you can manage your fleet composition and deployment effectively.
- The best of both worlds: Get depth and variety you'd normally only find in turn-based strategy, with the adrenaline of real-time combat. There's a lot to think about, but non-combat tasks like research and production can be handled with the action suspended. Simultaneous battles, however, will demand your simultaneous attention.
What It's About:
Your star system has attracted the attention of the Alori, a race which has outgrown its home system. It's already home to two factions of humans which split centuries ago and are on the brink of another war.
Play as either of the two native factions and drive the Alori out. Do it without provoking the other faction - or any of the various splinter groups which are sure to arise - and you'll only have to fight one war at a time, but you'll be doing it with less territory and fewer resources. Either way, the fight goes on until your people conquer the system or die trying.
How It Works:
Combat: Assemble and command fleets comprising up to a hundred ships ranging from small attack ships to miles-long capital ships. Ships may be given orders individually, but very little micromanagement is needed. Fleet composition and maneuvering are the main contributors to the outcome of a given battle.
Smaller ships have no active abilities and autonomously use their weapons systems to maximum effect. Capital ships do have a variety of active abilities and will be the focus of what micromanagement there is.
Ships: Ships are based on a relatively small number of hulls (around 20 for each faction). Each hull has base characteristics determining its speed, armor, maneuverability, available abilities, and armament capacity. These attributes can be improved through research. Ship production costs are determined by the hull and the weapons and other modules you equip. Six classes of ship are available:
- Maintenance: Used for construction and repair of structures, and repairs to ships.
- Scout: Small, fast, and typically unarmed, scout ships are good for, well, scouting. They can warp between planets more quickly and more often than other ships, and are often fast enough to stay in hostile territory for long periods, staying safely out of range of almost anything.
- Fighter: As the smallest and fastest combat ships, fighters are the backbone of many early fleets and are vital throughout the game. A small group can destroy even the largest ships given enough time, and will be virtually invulnerable to its weapons.
- Frigate: Capable of dealing significant damage to larger ships, but correspondingly more vulnerable to their fire.
- Battleship: The smaller of two capital ship classes. Battleships are big, slow, and very destructive. They will be your go-to option for destroying the enemy's structures and their own capital ships.
- Carrier: The largest ships available. Carriers deal their share of damage, but are mainly built for extreme durability. They can be used to safely transport anything smaller than a battleship through all but the most heavily-defended territory.
Weapons: You'll start out with a limited number of weapons of each type and create new ones from there. Each weapon type has applicable attributes such as damage, rate of fire, accuracy, and splash radius. The best possible value of each attribute is increased through research, and you can name and save each new weapon for use when you create ships.
- Metal: Metal is extracted from planets and moons by refinery structures and is used for the construction of ships and structures.
- Oxygen: Liquid oxygen is produced by cryogenic facilities and determines the number of ships that can be fielded at any given time.
- Credits: Credits are earned based on the population of each planet or moon under your control and are used for ships, structures, and research.
- Research Points: Research points accumulate at a constant rate, but additional points can be acquired by examining the wrecks of enemy ships. They are used to research improvements to ship hulls and weaponry, and to unlock and improve the special abilities of some ships.
A new solar system is created whenever you start a game, and contains a variable number of planets and moons. The game is balanced around a system size of about 10-12 planets and 30-50 moons, resulting in a campaign length of 20-30 hours in pre-pre-pre-alpha testing. I'm going to see whether I can make small maps and quick games viable, but since multiplayer is not on the horizon I don't know how fun that would be.
Planets: Planets are your main source of population, and thus income. Most planets will be uninhabitable (or nearly so) when first occupied. Terraforming will increase the maximum population, and the population will then grow toward that maximum. The population cap is decreased by mining operations, so you'll have to balance production of credits and metal. Planets have variable metal and oxygen yields.
Moons: Like planets, but smaller. Proportionally they have more metal and oxygen production than planets, and because they have smaller population caps your income will be hurt less by fully exploiting their metal production capacity.
Travel: The entire game is to scale, with realistic distances between bodies, so it would take years to travel between planets at normal ship speeds. Thankfully, most ships can be given warp capability. Warp travel time is significant and increases with distance, so there is a strategic advantage to holding contiguous territory.
What It Runs On:
- Windows PC, DirectX 10+.
- That's it. That's the end of the list.
What the Money's For:
- I have to eat and I don't like sleeping outside. If I'm going to finish this in the foreseeable future, I'm going to have to continue to work on it full-time.
- Licensing and software costs. Between the audio engine and a few tools I'll need to turn this into even a semi-polished product, costs should come in around $2000, which is more than I'm prepared to pay out of pocket.
As much as I appreciate any contribution, what I need just as much is feedback. If you're interested but something sounds off, or I just didn't address something you're curious about, I'd love to hear from you. Thanks!
Risks and challenges
This is the first game and by far the largest project of any type I've ever attempted, and I estimate it's only 50% finished. But when I started this I didn't know how to do any of it, and the hardest technical challenges are over.
I'm also not an artist. All the assets you see here are placeholders, but for all I know they represent the ceiling of my ability. I doubt it, but I have to concede I don't have a track record to prove it.
I'm not a writer either. Not to worry: This game is about blowing things up. Anything you'll be reading is just there to let you know who to shoot at.Learn about accountability on Kickstarter
- (30 days)