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A sci-fi colony sim driven by an intelligent AI storyteller.
A sci-fi colony sim driven by an intelligent AI storyteller.
9,498 backers pledged CA$ 268,132 to help bring this project to life.

Alpha 2 - Cannibal Modders - Released


Alpha 2 is out! This time we've added tons of modding support, butchery and cooking (including cannibalism with attendant psychological effects), an ambience sound suite from Alistair, and a pile of other goodies.

Here's the video with the info:

For a full accounting of changes, read our day-by-day changelog (read between builds 334 and 363).

Needless to say I'm greatly looking forward to seeing the mods people are going to produce with this; testers have already created some interesting ones. The best place to talk about that is the modding forum. I'll be around to answer questions, too.

Cheers, Ty

Nostromodamus, Jostino, and 40 more people like this update.


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    1. William Ir on March 27, 2014

      Wanted to express my dismay that I can't set up timed butchering/cooking orders (3 per day, 5 per day, etc) and that you can't prioritize which food source colonists will go after because sometimes they go after nutripaste when a cooked meal is sitting there on the floor next to the dispenser (but I wouldn't want to eat it off the ground either - cabinets that can store X amt of food would be nice).

      Also noticed, can't control the hydroponics anymore. Nice being able to grow more than just potatos but no control over hydroponics means no cooked meals from hydroponically grown food.
      Need psychos so you can direct them to clean up dead bodies from raiders and not be traumatized (we have morticians and grave diggers - why can't they). Also need reliable way of disposing of bodies so that colonists don't run into them multiple times traumatizing them. Wish I could bury graves. Found that a solution is to wait until madness strikes a boomrat and have the target make a break for the gravesite, so when he kills the boomrat it can destroy the bodies.

      Like that you can build stone walls now. Enjoying your work, keep it up!

    2. Tynan Sylvester Creator on March 9, 2014

      Tim - It goes to 5 or above with each update.

    3. Tim Albers on March 7, 2014

      Didn't you say the download counter would reset with every new alpha? It's still counting down.

    4. Missing avatar

      Darren Ehlers on February 28, 2014

      Sorry if this is a stupid question, but where do I find the download link?

    5. Howeln on February 28, 2014

      Found a way around work block to forum...oddly enough when I needed my password reset...any who, I posted the bug on the forum. Material is not lost, just not visible.

    6. Howeln on February 28, 2014

      I'm noticing stuff goes missing. Have two piles of silver, 55 and 33, guy brings in more silver, I now have 26 and 33????? food is the same too. (can't get on forum from work thought I would leave this here.)

    7. Gavin Reading Rainbow KS backer! on February 27, 2014

      Haha! The patch notes are funny! "colonists can go kick animals to death. Doesn’t work so well for boomrats" - lol

      I am intrigued by this one: "Added simple ruins generation." Are we going to see aliens!? Can we talk to them or trade with them or bludgeon them to death?

    8. lokiracer on February 26, 2014

      This game needs to be banned.......NOW! It's freaking addictive.

      Seriously, well done.

    9. Missing avatar

      mkire on February 26, 2014

      How difficult is it to make a AI governor? I want something between chill Cassandra and friendly phoebe.

      I find Chill Cassandra to be a bit too difficult at times, but Friendly Phoebe is kinda boring

    10. Torment- The Enduring Exile on February 26, 2014

      Hopefully this is the last release that's infrastructure big and the releases after have more content.

    11. Sergio Le Roux on February 26, 2014

      The bad news: You can no longer make two rooms with a door in the middle to kill 100 invaders using 2 charges...
      The good news: You can no longer make two rooms with a door in the middle to kill 100 invaders using 2 charges...

    12. Tynan Sylvester Creator on February 26, 2014

      Well, the mod tools are the same tools I use to make the game. It's actually more efficient to put them in early. Plus the things people do with mods will feed into the core game.

    13. Gavin Reading Rainbow KS backer! on February 26, 2014

      @Millan Singh
      There are technical reasons for adding mod support this early, but I understand your sentiments. Things are picking up now that alpha state has been reached, so changes may come rapidly now.

    14. Millan Singh on February 26, 2014

      I like a lot of these features, but I am honestly not happy about mod support. Don't get me wrong, I love mod support, but it is WAY too early in development to be thinking about it. Personally, I would rather Tynan focus 100% of his efforts into improving the core game first, and then think about adding mod support in beta.

    15. Rex705 on February 26, 2014

      Sweet new features I can't wait to try it out. I'll download it as soon as I get home from work today.

    16. Torment- The Enduring Exile on February 26, 2014

      Cabinets for stockpiles :) Would rather shelf it than put it on the ground.

      Fridges too for raw food.

      Otherwise nice update.

    17. Jostino on February 26, 2014

      woa awesome. And finally a new release!