
Colony Survival
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Colony Survival
Build a colony in a voxel world, assign jobs to settlers, and hold off nightly monster attacks with walls, moats, and guards. On Steam, 92% of 8,281 player reviews are positive. The Steam PC version supports single-player and co-op.
Credits
Lowest recorded in 36 months
$12.472025-01-14 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| English | Yes | Yes | Yes |
| French | Yes | Yes | Yes |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Czech | Yes | Yes | Yes |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | Yes |
| Polish | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
Steam PC edition data · 2026-10-21
02Before you buy
Colony building and defense
Build a voxel colony, assign jobs to colonists, and defend against monsters attacking at night.
Co-op and controls
Co-op lets friends share one colony or build separate colonies and trade. The Steam PC version has full controller support.
Languages
Listed interface languages include English, German, and both Chinese scripts.
03Frequently asked questions
Can I play solo or co-op?
Yes. The Steam PC version supports single-player and co-op with friends.
Can I adjust the challenge?
You can turn monsters off for peaceful building or allow them to spawn during the day for a harder challenge.
How does progression work?
Research unlocks jobs, blocks, upgrades, and weapons. Rare resources can be found at special locations or bought at the marketplace.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
This is my first negative review on any game on Steam but I feel it nececessary due to the overwhelming positive reviews that duped me into buying it. This game, it just has... no content. No reason to explore, no animations, no music, terrible UI and is just mundane. Even for an early access title (which I own dozens) there is nothing that breaks up the monotony. I started on the tons of zombie difficulty and had no issues getting to a point where I felt I've seen everything in 6 hrs. I got to crossbows and felt no urge to continue the boring tech progression. The concept is brilliant, kind of a Factorio meets Minecraft but is poorly executed. The selection of banners and zones for your workers seems to go out of its way to be unintuative. For $20 the price point is extremely high for what you receive. The devs seem to be geniunely nice people and go out of the way for their community (which I commend) but $20 or even $15 for this game is way to high for 6 hrs of content. Tried to get a refund, no luck. I do hope the devs the best of luck with their game but for now I felt cheated buying this game, which I patiently waited to go on sale while having it on my wish list.Show moreShow less
My son heard of this game from a friend at school. He bagged me to download it. First i thought it was a game for his tablet cause that is his current gaming platform. Found out it was on PC, and it was $20 for a "early access game." I told him "son, people put these type of game just to make money and never finish them (DayZ)." Then he told me that he would earn the $20 by doing his chores around the house. I said "buddy spend that money on something else, I don't think that this is a good game." Like normal he didn't listen to me. With the help of asking grandparents for some money and doing somethings around the house he got the money. So I bought the game for him and he was super happy. He is 7 years old so I need to help him learn the basics of the game. While figuring out the game I started to like it. I started to play the game at night for hours building, protecting, and mining. Just couldn't put it down. I showed him what I built and how I did it. I would just sit next to him watching him play and just be amazed how fast he picked it up. So thank you for making this game. We both love it very much, keep up the good work.Show moreShow less
As much as I want to like this game, I'm finding it to be so full of questionable design decisions hampering the experience that it is difficult to recommend in its current state. Probably my greatest complaint about the game is how passive the experience actually is: as the player, you have only a very small number of items you can craft yourself, all of which are basic items not relevant to the game's long-term progression. As such, you will spend a large amount of time simply waiting for the NPCs to gather resources and, more importantly, crafting them into the items you are waiting for. In this way, this game borrows from more traditional colony-management games where you indirectly control characters. This game changes that formula by having you control a character yourself in the first-person, rather than being a 3rd-person omniscient force. Unfortunately, I think that is to the detriment of the experience because you now lack the bird's eye view required for the micromanagement this game requires. You'll constantly be running back and forth between the different workers to make sure they have the resources they need, are prioritizing the items you want them to craft, and are making the correct number of that item. But the implementation of that brings some complaints as well: If a worker lacks the required materials to make anything, they will spend the full amount of time it would take to craft something crafting nothing before checking if they now have the materials. For example, if an item requires 90 seconds to make, then if a worker lacks the required resources to make that item when attempting to make it, they will not check again for 90 seconds. When a worker finishes crafting one item, they may either decide to craft another one or immediately deposit what they've made into storage. I have not figured out yet what determines which the worker does, so I do not know if this is something I can control. While crafting multiple items before depositing them cuts down on time spent walking (thus making the worker more efficient), it brings with it the possible problem that that another worker may be waiting for that item to start making their own thing. This ties into the previous issue I mentioned, where now a worker may be stuck twiddling their thumbs for twice as long. Trying to build a nice-looking town, like the ones shown in the screenshots on the game's store page, will mean lots of time running around, rather again than simply panning a camera from one place to another. You gain access to a currency called Points with which you can purchase materials and other items, but you are initially limited to only storing up to 100 Points maximum. You later unlock an item that, when placed into the world, raises the maximum Points but also increases the Threat level to your settlement (meaning more and stronger zombies will attack at night). As such, you are encouraged to only place that item immediately before selling things for Points, and then removing the item once you've spent the points. This is frankly tedious to constantly do. But more than that, this leads into the issue that, if your workers for any reason do not complete the crafting you need them to within a single day, then you are left with a larger Threat level at night. This wouldn't be such a big deal if not for two things: 1) as previously mentioned, you can't manually craft anything of value, and 2) the NPCs stop working for the day sometime seemingly between 19:00 and 20:00, so when they will stop working is unpredictable. First-person games like Satisfactory encourage you to have others do work foryou by making it more efficient than simply doing it yourself, but you are still able to close the small gaps manually in cases where you need just a little more of something in a pinch. And to the second point, a game like this so heavily focused on management requires transparency to the player, which is made that much more difficult when I have no idea how much longer my colonists will continue to work in a given day. Beyond all of that, the game auto-saves when you exit, including when you close the game through your OS (such as pressing Alt+F4 or tabbing out and then closing the window). You can manually save as well using a console command, but that's it. This game is too unpolished to not allow for manual saving or exiting without saving. Some more minor nitpicks to illustrate the current lack of polish: you have a healthbar, but it's not labeled as health, so I didn't even realize right away when I had taken damage. When injured, you can eat food to heal, but this is not communicated to you in-game at all. NPCs do not reliably leave their workplace before nighttime, so I've had farmers strolling back to the walls of my fort as zombies are not far behind them; meanwhile, NPCs inside the walls had clocked out for the night long before. Some foods are ingredients for better, more efficient ones, but there is no obvious way to disallow colonists from eating the worse ones to ensure the better ones are made first. You cannot build gates for your walls, so you have to instead built a moat around your base that your villagers cannot jump over, surround your base with a large maze that zombies will die before navigating through, or simply leave openings that the zombies can waltz into. The developers have expressed hesitation at adding such structures to the game, again suggesting their goals for the game are at odds with how players may want to experience it. While there are mods for this and other such features, I find it hard to recommend a game simply because there are mods because those mods can easily be broken by updates, abandoned by the creator, or implemented in ways that are themselves incompatible with the design of the base game experience. You eventually gain the ability to create outposts outside of your main colony but that share inventory with your main colony, which you do by placing a flag; however, should you decide you want to move the outpost, you do not get back the flag when destroying the existing outpost. As such, you have to constantly grind for more resources to sell to purchase the flag again, which then feeds into the other problems I mentioned above where you're subject to your colonists' whims for when that flag is finally achievable again, all the while at an increased risk in the meantime for invasion that wrecks your colony. I do not know if it's intentional for the player to not receive the Outpost Banner back when it's destroyed. Frankly, that does not matter though. I am unsure which would be worse: the developers decided that the player should not be allowed easy do-overs but fail to communicate such a penalty to the player, or that this was an oversight that the developers did not find in testing a major feature. The game's overall lack of polish includes a significant lack of information for the player, and what information is available to the player is generally not communicated to the player clearly and efficiently. This means you will likely need to do a lot of googling to find out what to do or how to do it, but the wiki for this game is outdated and incorrect for the current version of the game. All in all, I've decided that the frustrations I've encountered in this game are just not worth it in its present state. I am hopeful that, in the long term, the developers will listen to feedback such as this to polish the experience, so I'll likely check back every six months to a year to see how the game is progressing.Show moreShow less
Let me just let it be know that I don't usually review games so bear with me. The game is nice even though it is early access. I havent run into any bugs, its not bad to play for a bit while watching a show. As it stands there isn't too much to do, i was able to within 2 hours manage to wall off a nice enough section to have my colonists generate food, mine for minerals, smith both gold and iron, manufacture every item using colonists, and buy seeds with newly minted coins, and i was able to defend it simply with 1 archer and a long zigzagging path into my base. Technically you dont even need the archer if you make a long enough zigzagging path into your base, the sun will just kill all the zombiles. It didnt even take too long to get to the point where I was swimming in resources. Even though you can reach the early access "end game material" within an hour or two, it shows promise. If you have some cash burning a hole in your pocket go for it, if not wait a bit untill more features are added. Ideas for the developers, It would be nice to see: - more complex production line to get end game items. - additional monsters, (maybe ones that climb walls? or ones that are more impervious to arrows?) - colonists you can assign to be soldiers that fight with sword and shield (patrols to guard walls against climbing monsters?) - some form of storage area that needs to expand to hold items rather than an "infinite magical list of stuff collected" - events of some kind, like day time raids - places of interest to explore - more block types, maybe ability to place water for moats. - colonists that can fish? - colonists requirement for variety of food. - animal farming (cattle, pigs, sheep, etc) - clothing, armour - drawbridges?Show moreShow less
I don't want to give this game a negative review, but I have to. This game is basically a Minecraft mod that they charge $20 for (or $15 if on sale). That being said, I can almost guarantee that in a year or so, this game will be an absolute gem. Also, the developers ACTUALLY CARE ABOUT THE PEOPLE AND GIVE WEEKLY UPDATES. No devs do that anymore, especially with early acess games. Why can't there be a 'meh' option in recommendations? Pros- Unique crafting system South Park Canadians as colonists (win) Faster crafting than in minecraft The materials that colonists harvest don't dissapear (to my knowledge) Actually really nice shaders Will keep you busy until you realize the repetition is crazy There's a pyramid in the world. Pretty neato Cons- Mediocre compared to a free Minecraft addon (again, give it time) You need sunglasses to look at the blocks in the daytime. Wayyyy too bright The only smart AI in this game are the scientists More bugs than a 1998 Pixar movie Upgrades for colony very basic and limited Not enough blocks. And the list goes on.... In conclusion, if you don't have Minecraft, this is a good alternative. If you do, give this a year and it will probably be your best friend.Show moreShow less
it may look like minecraft on first glance, but it definitely isn't. don't believe me? lemme explain: of course you could run around and gather stuff. but why would you do manual labor if you can hire people to do it for you? food farming, wood and stone gathering, ore mining, smelting, crafting... all of the boring tasks of a survival game are being done by your own private workforce! of course, people aren't cheap, as they require food and beds. but both of them can be automatically produced. and the process ofthat is simple, yet rewarding. of course, these people 'could' use houses, but that's not necessary. you don't need to be a good builder for this game. just place some beds on the ground and dig some trenches to protect your little settlement. if you do want to build nicely, but aren't talented, as of now, you can easily let your dudes build stuff for you! you can even download blueprints from the workshop! but if you somehow wall in your flag (the centerpiece of your colony), a siege mode starts, in which the game gets much harder. having a ton of people attracts monsters too, but that is also no problem, as you can hire guards to deal with monsters easily. just place them strategically - or spam them, if you have a giant city. this game also has far better graphics as minecraft, because blocks aren't just simple cubes: they're shaped, they have depth, they refract light. it's like minecraft on HD-steroids, just with a much better performance! i like this game a lot. the developers are nice and eager to help their customers. they really want to deliver a good game. i've asked them to test this game, and they gave me a key for the alpha, and i'm happy i could help them by stress-testing the game and finding and submitting a few bugs and balancing issues. and yes, that meant i got the game for free - but only because i've helped them translate the game into german, and they let me keep the key as thanks. this jsut shows how awesome they are! i'm not used to writing reviews, and i never felt obliged to, but i feel like this game get's brushed off to quickly as a minecraft clone - which it isn't. the gameplay and controls feel different, it has a different artstyle, it focuses on different aspects. the developers are active and helpful. i (and my 250 (as of now) voluntary forced laborers) recommend this game highly. if you still feel sceptic about it, you should check out some gameplay videos, or try the game out for yourself. and don't listen to any negative review that starts out by saying that "this game is basically minecraft" - it isn't. but writing about how this is not minecraft would take up too much space on a review, so i will stop here now. go on and enjoy the game, and if you have any questions, the community should be nice enough if you ask kindly^^ (also, this game already has multiplayer. go play with strangers or friends^^) for those of you still sceptic, i've explained the differences betwen this and minecraft on the comment page of this review, which can also be found here: http://steamcommunity.com/profiles/76561198049243982/recommended/366090?tscn=1497661101) if you still have doubts about this game, then the current state of this game will not satisfy you, as in many places it is still really rough around the edges. sure, you can get tons of playtime out of it already if you really like it, but if you're looking for flaws or reasons not to buy it, i'd suggest waiting and lurking for now. don't blame me if you don't like it, because i love it and this game is definitely not for everyone.Show moreShow less
There's really nothing here yet, even for early access. Im sure there's probably more going on under the hood but actually playing it right now there's nothing you can actually see. I like the idea but ideas are a dime a dozen, at the price point being asked it really should be farther along than this, Can't recommend for right now but I'll definitely watch this for improvments in the future.Show moreShow less
-[ Audience: ] - - - ☑ Kids ☑ Everyone above 18 ☑Casual players ☑ Hardcore players ☑ Pro players - - - [ Graphics/Animation: ] - - - ☐ Potato ☐ Really bad ☐ Bad ☑OK ☐ Good ☐ Beautiful ☐ Masterpiece - - - [ Price/quality: ] - - - ☐ Free ☑ Full price ☑ Wait for sale ☐ Average ☐ Refund it if you can ☐ Don't do it - - - [ Requirments: ] - - - ☐ A Potato ☐ Minimum ☑Medium ☐ Fast ☐High end ☐ NASA computer - - - [ Difficulty: ] - - - ☐ You just need 2 arms ☑ Ez ☑ Easy to learn / Hard to master ☐ Hard ☐ Dark Souls - - - [ Game time/length ] - - - ☐ Really short ( 0 - 2 hours) ☐ Short ( 2 - 8 hours) ☐ Few hours ( 8 - 12 hours) ☐ Long ( 12+ hours) ☑ Endless - - - [ Story] - - - ☑ It doesn't have one ☐ Not great ☐ Decent ☐ Average ☐ Good ☐ Fantastic - - - [ Bugs ] - - - ☐ Game itself is one big BUG ☐ Bugs destroying the game ☐ Lot of bugs ☐ Few Bugs ☐ You can use them for a speedrun ☑ Nothing (I've seen) - - - [ Others: ] - - - Even though the game is still in beta, it's already pollished. I didn't found a sinlge bug (yet). At first look it looks a lot like Minecraft ( since its also voxal based ) What it makes diffrend is the Colonists you can Hire. You can't make all items yourself, and need them to craft those items for you. They can also be hired to build / remove blocks or to farm food ( you will need ALLOT food ) you start with a small safe zone, and a few possibilities . But you research / upgrade untill you can use everything. The sky is the limit. At night there will be "monsters " attacking your flag, and your colonists, so you will have to protect them with walls, gaurds and good enough funnels. You can make underground (safe) farms and mines. oke, it's not perfect yet, the graffics are not that great. The collonists eat ALLOT, but dont got a mouth ... ( dont want to know where they put all the breads ) And you don't got the oppertunity to save your game in game ( it does automatic, so last logout = last safe ) And that with the possibility to get overrun at night ... is kinda hardcore ( but you could turn monster spawn off at any moment, or make them spawn more often , so not a real big deal ) All with all its a great game for a beta game, it will need allot more content. But if they develop the game as they already do ( fix the bugs before launch a upgrade ) it got huge protentional. though €20,- is a bit much for the game as it is. €10 - €15 would fit better, since its still in beta. If you like minecraft, and want to be creative, while be the dictator over hunderts or thousends of kinda useless persons. then this is the game fot you :D Recoment: ☐ = No ☑ = YesShow moreShow less
There simply is not enough content to justify the price. Even for Early Access this is minimal at best. No animations, weapon models, or varied enemies. The game lacks basic features like being able to assign your workers to a specific task. The world generation provides no reason to explore, as there are no spawning enemies, biomes, wildlife, points of interest, etc. The interface is pretty clunky. The command mode as 1 and 2, then 3-9 being your inventory is an odd choice that you never quite get used to. Having Left click as cancel, and right click as confirm feels backwards, especially when there are no UX considerations like tooltips, the ability hold to drag in the inventory, placehelpers (for objects), etc. A lot of the interface feels like guess work for the player. I also ran into multiple bugs during my 6.5 hours, some causing me to lose random workers for no reason. Many times the worker count would erroneously be displayed in the negatives which caused red text to run all over the screen. Maybe at $10, but at this price I am disappointed in where this stands and can't recommend as a purchase.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
