Skip to content

ColonySim v0.41.7: hunting, fishing, and first sounds

Second post in the ColonySim devlog series. This time — two new resource gathering systems, seasonal balance, and how the game finally got sound.

Forests and water — more than decoration ​

In the first release, forests only gave wood and water only gave... water. I wanted the environment to play a bigger role in the colony's economy. That's how hunting and fishing came to be.

The Hunter's Lodge is placed on a forest tile and gathers game. Game becomes meat, and then — cooked meat or stew. The catch is that each forest tile forces a choice: a lumber camp for wood or a hunter's lodge for meat. This creates an interesting decision — what does the colony need more right now?

The Pier learned to catch fish. It now has two modes: gather water or fish. Fish can be eaten raw, or turned into fish soup — which is more filling, quenches thirst, and boosts happiness.

Seasons as a gameplay element ​

Just adding new resources isn't enough. I wanted seasons to actually affect strategy. So hunting is more effective in winter (+50%) but harder in summer (-25%). Fishing is the opposite — better in summer (+25%), but ice fishing in winter is tough (-50%).

This forces you to plan ahead: stockpile fish in summer, switch to hunting in winter. A simple rule, but it adds depth.

The game got sound ​

Before this update, ColonySim was completely silent. Playable, sure, but it feels so different when you hear the rain, rumbling thunder, or howling blizzard 😊

I added atmospheric music, UI sounds, and weather ambient. Plus separate volume controls — so everyone can tweak it to their liking.

Small but smart improvements ​

Beyond the big features, there were plenty of smaller but important changes:

  • Per-slot worker settings — you can now set the mode and recipe for each slot individually, not just for the whole building.
  • Resource reservation — buildings pre-book the materials they need so workers don't sit idle.
  • Migration balance — if only one gender remains in the colony, the chance of the opposite gender migrating increases.
  • Smart workers — they stopped starting new work cycles right before bedtime.

What's next ​

I want to rework the event system — make events more diverse, with choices and consequences. Also planning to split buildings into indoor and outdoor, so weather actually matters.

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