Below is a list of features that are in the game now. At the bottom of the list we have features we would like to add. For more details, see our Announcements as well as the dev postings inside our Steam Forum
Note: this page has been revised and updated from an original feature roadmap made in 2010-12. If you’re interested, the old list can be seen here: Old list
The game is focused on the frontier life on planet Antheia, where scarcity of resources is persistent. The human colony on the Tau Ceti planet never really got a foothold and over the generations lost most of the advanced technology that was brought to the planet. So, in every scenario looms the danger of starvation and animal attacks, whether we follow the first generation pioneers or their descendants generations later.
Your settlers are skilled at survival and, if things go wrong, they are able to work their way up using nothing but what nature provides.
Here is a sample of the many actions you as the player use in the game:
Gather (Zone) -The settlers gather berries, vegetables, shellfish and firewood and they chop branches using machetes and axes. They fish using hooks and bait and dig using spades and pickaxes.
Scout/Examine (Zone) -The settlers reveal the general features of the map by exploring ‘Scout zones’. ‘Examine’ is an extra thorough investigation which can reveal resources which are hard to spot, such as fish, roots, minerals etc.
Hunt (Zone or individual animal) -The hunter will sneak up on an animal, trying to avoid detection. They prefer to use a bow or a gun, but, lacking these, can also attempt to rush the animal using a melee weapon..
Patrol (Zone) -This zone is continually patrolled by an armed camp member. You select whether the patroller shall attack only dangerous animals that enter the zone or target vermin as well.
Stockpile -Area designated for stockpiling items and materials of the player’s choice.
Technology is a central part of the game. Hundreds of resources, materials, and components are used by the settlers to make items, tools, habitation and food that can increase their comfort, security and nutrition.
You order items and structures using the Production Manager – a versatile screen which offers a range of options to sort, filter and locate objects.
Most tools and structures can be salvaged, which splits the object up in its consisting components, sometimes with a loss.
It is often possible to put together new objects from cannibalized components – e.g. a spray weapon made from a fire extinguisher, a modified sentry turret outfitted with a shotgun, a bolt action rifle converted to a black powder rifle.
Every object, whether it’s a fresh meal, a piece of equipment or a carcass has a condition level which is influenced by storage conditions and time. They will slowly degrade and spoil, break down or rot depending on what they consist of.
Fresh meat and vegetables need to be stored under cool and dark conditions while preservation techniques such as smoking, salting and pickling can increase their shelf life if no refrigerator is available.
Animals and humans all need nutrition from the 3 groups: Food energy, protein and vitamins/minerals. Every food item has its own nutritional composition and a varied diet is important for the colonists to avoid reduced energy and starvation.
Humans will want to eat twice a day, attempting to eat together around the campfire. If they are away from the camp they will carry provisions so they can eat during a short break from their current task.
It is your responsibility to manage cooking of the right amount of food. There are many alien ingredients each with their own properties to become familiar with.
Many scavenging animals feed on food which is left in the open which is why secure food storage is essential for survival in the wilderness.
The settlers build a wide range of structures, some flimsy and temporary while others are sturdy and more permanent.
Habitation: Lean-to’s, wigwams, mud brick houses, huts made from animal shells etc.
Food production/storage: Campfires, kitchens, smoke ovens, greenhouses, farm plots, fish traps, food caches, granaries.
Production: kilns, smithies, furnaces, machine shops
Trade/Communication: Ports, helipads, radio transmitters and satellite stations.
Defensive structures: Fences, snares and deadfall traps, scarecrows, robot sentry turrets, land mines, sensors.
Antheia is inhabited by many dangerous animals. The colonists come to each other’s aid if they are attacked by an animal. Likewise, certain animals that are part of a pack will also assist each other in combat. A human or animal will attempt to flee if things go badly in a fight.
Weapon type is a decisive factor when it comes to winning an encounter. A wide number of weapons are in the game, ranging from the coil guns and sentry turrets of the first PRECOL explorers to the black powder firearms, bows and farm tools wielded by the descendants.
The first generation pioneers have access to satellite communication and aircraft which allows them to trade biological specimens and get supplies.
The descendants no longer have satellite communication but use radio equipment to contact a neighbor settlement and arrange trade deals. By hiring a transport barge they can buy supplies, sell goods and invite more colonists. To do this, you build a simple boat landing or port at a suitable spot.
People are specialized in different fields, and the work efficiency is dependent on their skill level. Some tasks cannot be carried out unless you have a specialist present, for example in engineering or blacksmithing.
Dogs and robots are members of the colony which can assist with certain tasks. The dog will independently protect the camp by chasing dangerous animals and varmint.
The robots can work around the clock as they are able to power themselves by using vegetation as a fuel source for the engine and for recharging batteries. The farm robot ‘GOPHER’ will haul items, gather materials and weed farm plots while the lighter ‘FLEA’ is useful for scouting.
The settlers of the frontier will sleep in shifts so that there’s always people awake to keep watch or work during the night. They prefer to sleep inside buildings, but if there’s not enough room they will go to rest around the campfire.
The comfort of the colony is measured by the quality of habitation. This has an effect when it comes to attracting immigrants.
On the firegrass plains, the settlers will often find soil which is suited for farming. First, the soil is tilled using hoes and spades after which the seeds can be sown. It is possible to grow different crop types but they need to be weeded regularly during their growth and when the crops are ripe they must be harvested before they wither.
Each time the farm plot is resown, the soil quality goes down. To keep a high output of crops it is important to fertilize, using for example guano or compost.
The settlers catch fish using hook and bait, spear or with a fish trap. They can set up fish traps in suitable spots and will check them regularly for any catch.
Improvised traps such as spring snares and deadfall traps can, if placed and baited carefully, provide food for the settlers and control vermin. The iron spring trap is especially efficient and can kill most small animals and injure bigger ones.
Structures such as the campfire, kiln, smithy and furnace need to be fueled with firewood or charcoal in order to function.
TO BE ADDED: Ethanol engines and wood gasifier.
Big and small creatures inhabit every niche in the planet’s ecosystem. Very different species are part of the same taxonomic order, for example:
Characterized by a 4-corner shape and hard plating. Sensory organs are placed on the top. They are social animals with a colony structure similar to ants and bees.
Members of the quadites are
-Twinkler: Dangerous predators named for their blinking light signals used for communication. They hunt in packs.
-Field quadites: Small herbivores which build their hives underneath the firegrass plains that they scout for plant food.
Two-legged runners which feed using retractable tentacles around their mouth while an antenna on top of the head detects dangers. They are all a good source of food for humans.
-White thunder chicken / Pygmy thunder chicken: Herbivores which are very timid.
-Studded thunder chicken: Has a sturdier build and some armor plating but no less timid.
-Bajingan: Very different from the other thunder chickens, since it’s a fearless carnivorous scavenger which has a voracious appetite. Feeds using its mouth (instead of tentacles), which makes it able to feed at a much quicker rate than other thunder chickens. When bajingan migrate in flocks, they can spell trouble for frontier settlements that fail to guard their food stores.
Named for the strong arms mounted on its head: During feeding or combat, the animal uncoils these limbs with a powerful motion. The two outermost arms are lined with razor like teeth (for cutting) while the inner arm is studded with small hooks for grabbing and tearing. In combination, they function more or less like a knife and fork cutting off a piece of steak. The middle arm will bring pieces of flesh to the mouth which is situated at the top the head.
-Great whipjaw: Dangerous scavengers the size of crocodiles. The female is equipped with two sharp horns and a strong keratin armor making the whipjaw cow almost unassailable.
-Lesser whipjaw: Small scavengers which pose no danger to settlers but can overrun food stores when they migrate along rivers in large flocks.
Ambush predators that specialize in camouflage and mimicry of the surrounding vegetation. The order shares some similarities with the bush dragons, notably, its 3-legged anatomy and the large wing-like appendages.
When prey (typically thunder chicken) is near, the dendront seizes it with a quick thrust of its sharp limbs. If the spoak dendront is revealed by competitors (or humans), it will try to scare them away by spreading out its ‘leaves’. This menacing pose made some colonists name the animal ‘Tree demon’ though the name has not been widely adopted. The animal is very hard to notice until too late, so caution is recommended in the animal’s habitat.
-Spoak dendront: Lives hidden among spoak trees, able to mimic the way the wind moves the leaves.
-Swamp dendront: Amphibious species of dendronts which is adapted for a swamp environment.
Large, armored herbivores shaped like pyramids, topped by a cluster of sensory organs. This grazer processes vast amounts of plant material as it roams the grasslands. The descendants use its meat for food and sometimes build a hut using the great turnip shell. A specialized tool, the ‘turnip cracker’ is required to open the carcass.
Large slug-like herbivore, several meters long. The animal lives in swamps where it divides its time between family life above water and foraging below the waterline. Diet consists of underwater plants that it uproots with its strong forward-pointing tusks which are also used in fights for dominance with its own species and in defending against predators.
Small, two-legged omnivore/scavenger. A type of varmint found in almost all biomes, its flexible diet means it can survive almost anywhere.
Waddling, 3-legged omnivore which has developed wings, not for flight but for display purposes and for scaring predators. The creature also has a defensive weapon in the form of a chemical spray. Against the quadites the spray seems to be particularly effective, causing incapacitation and often death.
These are features we would like to add in the immediate future:
Happiness is an individual feeling each settler has when they look at the way the colony is run. They will measure the colony’s standard (the rating) up against their own principles. If the rating is lower than their principles, they will be unhappy. They can then either choose to leave the colony or try to persuade the rest to improve conditions – and generate ‘Decision points’.
At some point you’ll have enough decision points for a vote to be passed – this means that the unhappy colonists have persuaded the rest to do something: A new tier of crafting options are now available. The player is now able to make more advanced items and structures. These will be objects that can improve the rating of the colony.
Items and structures are divided into tiers: Survival, Basic, Medium.
Read more details HERE: http://steamcommunity.com/app/284100/discussions/0/485623339233069314/
The PRECOL explorers gather biological specimens, analyze them and send the results to HQ. In turn they are rewarded with more assets.
These are features that currently have lower priority. If possible, we would like to add them post-release (after Early Access):
-Modding support (maps, scenarios, game data)
-Languages (community provided translations)
-Game feature: Medical treatment
-Game feature: Electrical power