Skip to content

ColonySim v0.31.0: how I started making my own colony survival game in Godot

This is the first post in a devlog series about ColonySim — my colony survival simulator built with Godot. Here's how I got to the first public release and what's inside.

Why another colony sim ​

I've wanted to try gamedev for a long time. Not just "make a game to check it off the list", but actually build interconnected systems: economy, survival, resource management. Colony survival is a genre where all of this comes together.

The idea is simple: you have a small colony, and you need to help your villagers survive through winter. Sounds easy enough, but there's a whole bunch of systems that need to work together behind the scenes.

What's inside v0.31.0 ​

The first public release is already playable, though still early. Here's what I managed to implement:

  • Villagers. Each character has hunger, thirst, and happiness. Neglect them — and they'll suffer or even leave the colony.

  • Construction. Houses, warehouses, farms, taverns, and other buildings. Each requires resources and workers.

  • Gathering and crafting. Classic production chain: gather raw materials, process them, get a product. Wood, stone, food, drinks.

  • Four seasons. Each season creates different conditions. Summer is the time to stockpile, winter is the real test.

  • Dynamic weather. Rain, thunderstorms, blizzards — not just visual effects, but real gameplay impact.

  • Random events. Caravans, discoveries, fires — so each playthrough feels different.

  • Population growth. Births and migration — new villagers can join your colony.

Why Godot ​

I simply liked Godot. It's open-source, versatile, and intuitive enough to pick up quickly. GDScript feels a lot like Python, which I'm comfortable with — it helps with rapid prototyping. At the same time, the language is powerful enough to build proper architecture with inheritance and write clean OOP code.

Releasing is scary ​

Putting an unfinished game out there is a whole experience 😅 Not all sprites are done, balance is rough, but at some point you realize: if you wait for perfection — you'll never release. So v0.31.0 went live on itch.io for Linux and Web.

What's next ​

Lots of plans. I want to add hunting and fishing — so forests and water offer more possibilities. Also need sound — playing in complete silence feels a bit sad 😄 And more buildings and resources, of course.

You can try ColonySim on itch.io — free, right in your browser.