Colony Antares is a survival themed 4X-lite card game about a group of people who crash-land on an alien world and then have to build a colony in order to survive. There's a catch however: the planet is psychically alive and doesn't like you being there, it sends animals to attack you, and the more invasive you become, the more it tries to destroy you.
The game is very story driven. The player is presented with events that need to be overcome in order to survive and choices they will need to make that will shape the future of the colony. The player will be able to win through one of several victory conditions, including building a spaceship to escape, becoming one with the psychic lifeforms living on the planet, or conquering the planet and making it your new home.
Wishlist on Steam
Watch the trailer
The Alpha is now available for playtest, play it and tell me what you think!
Here are some screenshots from the alpha build
Everything below this is old work-in-progress art
Card GameI want to represent almost everything with cards and have card-based game mechanics drive most of the interactions. I'm still working out how all of these should work, but here are some basics.
Drag and drop. Cards currently snap to a grid although I'll probably allow this to be turned off.
Cards are dragged onto each other to combine them, for example sending an engineer to construct a building. The number on the card indicates how many turns it will take to finish, and some cards trigger story events when completed.
4X-LiteThe plan is to emulate many of the mechanics found in 4X games but in card game form. This naturally means simplifying a lot of them, hence the "lite" part.
The play area represents the player's colony and each card in it is either a colonist, a building, or some other feature of the colony. There are also techs that can be researched and these unlock more cards.
Here's an engineer constructing a building.
Colonists can be sent off on expeditions and will return bringing back new discoveries, but may also be injured on the way.
Event cards are drawn at regular intervals and can cause things like a drought, a colonist committing a crime, or an attack by local wildlife. When the colony is attacked, it takes damage unless the player has adequate defenses in place. The colonists can be sent to fight the attacking animals.
The colony being attacked. If you end your turn without assigning defenders, your buildings will get damaged.
Assigning defenders. The soldiers are the best at this, but other colonists can be sent, they just have a higher chance of being injured. Some buildings like these sentry guns can also be assigned. The red plus symbols indicate damage taken.
Damaged buildings can be repaired by engineers, and injured people treated by doctors
One of the major themes will be choosing whether to work in harmony with the planet through green tech, or to exploit it through polluting but more profitable tech.
ResourcesLike any 4X game, you have to manage your resources. Resources are produced through buildings like farms, mines, and power plants. These buildings also take resources to construct and some have an ongoing upkeep cost.
You also have to manage the wants of the colonists, represented by a Morale score. If Morale is above zero, colonists can receive bonuses to all their tasks.
Low morale causes penalties:
Other stats you need to manage include Pollution which damages your farms if it gets too high and if it gets really high can cause major catastrophes.
Defence comes from building walls and gun turrets and provides the whole colony with a bonus against attack.
Threat indicates how aggressive the wildlife is, the higher it is, the more often you will be attacked. Having a high pollution will also increase Threat: the planet doesn't like what you are doing.
CorporationsThe original ship that crashed on this world was funded by three corporations, each with their own agenda.
As you play, they will act as advisors, but will also make demands on you. The more you help one corporation, the stronger that corporation will get. This will further grant you bonuses but will alienate the other two who may turn to sabotage or worse.
Each corporation also has a very different personality and will have very different demands. Each building or tech you complete will strengthen one of them while weakening the other two, based on whether it aids their goals.
ReplayabilityEvery time you play, the game will be a bit different: You start the game in the landing module in which you crashed, and have to send people outside to see if its safe. At this point several cards get revealed: one describes the planet, maybe it's a forest world and there is abundant wood, or maybe you've crashed in the ocean and have to build underwater. The other card describes an unusual feature, such as there being a toxic mist in the air, or another landing pod crashed next to you. These two cards are both random and together pose a set of unique challenges and determine what cards are available in the tech tree.
At key points throughout the game, the player will also have to make choices that unlock one section of the tech tree, but close off another.
So between these mechanics, the tech tree will be a bit different every game, a combination of the planet, the rare features, and the choices the player makes.
The tech tree is still early in development:
ModdingI decided early on that I needed cards to be easy to create, there are going to be a lot of them! So to tackle this and as an experiment in getting Lua working with Unity, I decided to make the game fully mod-able.
Pretty much everything is driven by Lua scripts and it's working amazingly well. New cards are very easy to create.
Each card is its own Lua script and adding a new one to the game is as simple as adding a new text file in the right folder and adding just a few lines.
What's nextI've still got a lot to do graphically to improve the look of the game and make sure everything is readable. I also want to add a lot more feedback to the interactions, so for example when a combat happens I want to show a little animation over the cards indicating whether each side is succeeding of failing.
I also want to give the colonist cards little portraits and a randomly generated name and bio to give them some personality.
There's still a lot to do, but any feedback would be most welcome