The Colony Update
Since launch you've been building factories on a dead planet, alone. Not anymore.
A living colony
A native settlement now grows right beside your crash site — and it's yours to keep alive. Feed it food, pipe it water, wire it power, and the town climbs through seven tiers, from a handful of survivors in a camp all the way to a 50,000-soul metropolis. Let it starve and unrest creeps in, tier by tier.
The town is alive. Named citizens — David Shenler, Mara Voss, and others — walk the streets, idle, greet you, and chat with each other. Buildings upgrade as the colony grows, windows light up at night, and settlement lamps throw a warm glow across the dark. A new CITY app in the Mainframe tracks population, rations, water, and unrest.
P.Logic — program your factory
A full pneumatic logic language is now in the game. Sensors, wires, gates, comparators, latches, timers, and counters (with 7-segment lamp displays) let you build real automated control. Research-gated and blueprint-ready.
A reshaped world
Worldgen has been rebuilt from the ground up. Rivers now flow properly — tributaries, creeks widening into rivers, depression-lakes, waterfalls on steep drops, and valleys carved along the banks. Biomes form coherent regions instead of speckled noise.
And a lot more
- Two-lane belts — belts now carry two independent item lanes
- Architecture — auto-tiling walls that connect into rooms, plus floor painting and zones
- Three-phase power — heavy machines now demand serious grids
- Look / inspect cursor — press K to inspect any tile, enemy, critter, or machine
Play it free
The demo is the real opening arc — crash-land, automate, bring the grid online, and meet the colony. It's free. If you like what you build, the full game is one click away.
Thanks for being here early. This is a solo project, and every wishlist and bit of feedback genuinely shapes what comes next.
— Hyena Studios
