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Incline Colony Ship RELEASE THREAD

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
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Finally got around to playing this, because I postponed it until it was content complete with the patches, as of the latest anniversary patch.
And I'm very glad I did, because I have the time now to delve into it.

The game oozes atmosphere, and really shows how Vince and his team cares about the details and the classic cRPG experience.
Vince GETS what makes cRPGs good, period. The worldbuilding, the writing, the story, the artstyle, everything really comes together to create a believable experience and inner workings of the ship.
The music is great, but the game COULD have had abit more ambience to it, and more sound overall, personally.
Character design and build design is great, and there are various ways to build your character, and the classic 3-way approach to complete the game (talking, combat, stealth).

The biggest drawback for me tho, is actually the combat. Yes, there's alot of different builds, but combat itself just feels too slow, too I dunno, kind of boring, and combat just feels clunky and feels like the game is fighting me when in combat, somehow.
The sound design and animations of the combat leaves a lot to be desired, for obvious reasons, and I found myself just going with persuasion or stealth builds to skip most of combat entirely.
The talker and stealth playthroughs were thankfully very nice, and a fun experience.

Would I have liked VO? Fuck yes, at the very least just VIPs with some good VO. Fallout 1 being the perfect example of not too much VO, but just the right amount.
For obvious reasons tho , the budget wasn't there to get that in, it is what it is.

Now playing this for 20 hours+, I came to realization, that I was both happy and sad at the same time.
Happy because the game is really fun and great to play, and it gives me that old school cRPG itch with sci-fi on top of that for good measure, what's not to love?

Sad because I think about what this game COULD have been expanded to in terms of professional VO, polished combat, more quests and areas, and stuff like that, had Vince and his team had a lot more money, time and stuff like that.
A game like this deserves AAA money thrown at it in an never ending cycle to make it as good as possible.
You think about all the complete SHIT AAA assembly-line piece of trash games coming out with 100x the budget of Colony Ship, you really get jaded. Why? Why the fuck don't anybody make games like this anymore, and take some risks? (I know why)

For an indie game, this game is easily a 9/10 for me, and improves everything and lessons learned from AoD, which I also loved.
I am incredibly annoyed and sad that Iron Tower probably won't be able to do another game, like a sequel to Colony Ship, which they absolutely deserves beyond all reason.

Thanks to Vince and the team for this amazing experience, I wish them the absolute best, and hope they get to make more games in the future with whatever ressources they need to make it the vision and game they want.
 

Agesilaus

Antiquity Studio
Patron
Developer
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4,510
Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
I'm replaying it now, too. Habitat looks different now and there's a lot of new content since I last played. I have a 10 charisma cult leader who is good with an smg. No need to tag any speech skills, especially given master trader and the implant upgrade for even high disposition bonuses. I have faythe as a sneaky skill monkey, which she does great.

Enormous quantities of money, energy weapons, and high tier grenades = basically every fight has been me curb stomping the opposition. If I even need that stuff, regular bullets are generally enough. Obviously I saved Smiles and killed the Detroit gang, those took a little thought.
 

n0wh3r3

Educated
Joined
May 7, 2023
Messages
273
I am incredibly annoyed and sad that Iron Tower probably won't be able to do another game, like a sequel to Colony Ship, which they absolutely deserves beyond all reason.

Thanks to Vince and the team for this amazing experience, I wish them the absolute best, and hope they get to make more games in the future with whatever ressources they need to make it the vision and game they want.
What happened? Did the studio fail?
 

Readher

Savant
Joined
Nov 11, 2018
Messages
705
Location
Poland
What happened? Did the studio fail?
Game sold better than AoD, but not enough muney for sequel
They should do some kind of fantasy title and partner with a decent publisher for it. Fantasy sells well, and a decent publisher will give them the exposure needed. After BG3's and Pathfinder's success, it shouldn't be that hard to secure a publisher for fantasy cRPG with two successful games behind you. They'd probably make enough money to go back to self-publishing for at least 1 game afterward. That, or Kickstarter.

I have no idea about the realities of game dev though, just an idea I came up with.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
I played the game on release and recently replayed it after several of the "major updates" and couldn't have told you a single thing that was different. Allegedly there's a new postgame fight but it's only available under certain endings, so I guess I missed it.

A bit of a breakdown of things we added since release:

- New quests.
- Expanded companion conversations.
- Expanded exploration (Hydroponics, Maintenance, Shuttle Bay)
- New and expanded dialogues.
- New weapons and portraits
- New implant upgrades.
- More interactive events
- Improved location visuals.
- New music tracks.
- Chapter ending slides.
- New world map
- Added a 'war hero' ending and a tough-as-nails (and completely optional) fight to go with it.

- Customizable difficulty.
- Animation speed slider.
- Follow and focus camera options.
- Walking/running toggle.
- Different inventory grid size options.
- Filters and sorting options to the inventory, trade and loot screens.
- Custom portraits.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
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Reichskommissariat Russland ᛋᛋ
VinceRPGs simply wouldn't sell well, no matter what you do. They simply go against nearly every preconception instilled in an average player since the start of RPG Death era. In a way, they are the statements against pseudo-rpgs flooding the market

To make a game that will sell better will mean to betray the core principles of studio's game design

It was a hopeless fight from the start, but it gave us three beautiful games
 

Rincewind

Magister
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down under
Codex+ Now Streaming!
VinceRPGs simply wouldn't sell well, no matter what you do. They simply go against nearly every preconception instilled in an average player since the start of RPG Death era. In a way, they are the statements against pseudo-rpgs flooding the market'
That's what I'm afraid of too, yeah...

To make a game that will sell better will mean to betray the core principles of studio's game design
Which would make its continued existence pointless, agreed.

It was a hopeless fight from the start, but it gave us three beautiful games
And those are worth more than the bucketloads of crapware titles.
 

Daedalos

Arcane
The Real Fanboy
Joined
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Denmark
VinceRPGs simply wouldn't sell well, no matter what you do. They simply go against nearly every preconception instilled in an average player since the start of RPG Death era. In a way, they are the statements against pseudo-rpgs flooding the market

To make a game that will sell better will mean to betray the core principles of studio's game design

It was a hopeless fight from the start, but it gave us three beautiful games
I mean I dunno.

Two major problems that COULD have solved alot of the issues that Vince and Iron Tower faced was MONEY and maybe changing the setting to FANTASY.

Look at Baldurs Gate 3. Hardly unsuccessful, right? Perfectly in-line with cRPG design of old and turn-based aswell.

If Colony Ship would've had the budget that BG3 had, things would have looked VERY different. Obviously that goes for marketing and stuff aswell, since that also costs a shitload of money to do.

And yea, the setting. Fantasy vs Sci-fi, fantasy usually wins out with the casuals and neckbeards, so that was rightly a "disadvantage" from the start if you wanna call it that.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
553
VinceRPGs simply wouldn't sell well, no matter what you do. They simply go against nearly every preconception instilled in an average player since the start of RPG Death era. In a way, they are the statements against pseudo-rpgs flooding the market

To make a game that will sell better will mean to betray the core principles of studio's game design

It was a hopeless fight from the start, but it gave us three beautiful games
I mean I dunno.

Two major problems that COULD have solved alot of the issues that Vince and Iron Tower faced was MONEY and maybe changing the setting to FANTASY.

Look at Baldurs Gate 3. Hardly unsuccessful, right? Perfectly in-line with cRPG design of old and turn-based aswell.

If Colony Ship would've had the budget that BG3 had, things would have looked VERY different. Obviously that goes for marketing and stuff aswell, since that also costs a shitload of money to do.

And yea, the setting. Fantasy vs Sci-fi, fantasy usually wins out with the casuals and neckbeards, so that was rightly a "disadvantage" from the start if you wanna call it that.
If only Rotheram had the same budget as Real Madrid...

If...

Only...
 

Rincewind

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Fantasy vs Sci-fi, fantasy usually wins out with the casuals and neckbeards, so that was rightly a "disadvantage" from the start if you wanna call it that.
That's pretty depressing. Sci-fi is one of the most exciting things that mankind has ever invented. I'm genuinely perplexed that it isn't super popular everywhere, TV series, movies, games, you name it.

Fantasy is cool, mainly due to nostalgia for an imaginary vaguely medieval pseudo-past that never existed. I guess it's comforting for many people, and you don't fuck around with that much because then it loses its comforting nature. It *has* to be formulaic to achieve that goal.

But sci-fi is another level, man.
 
Last edited:

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,701
That's pretty depressing. Sci-fi is one of the most exciting things that mankind has ever invented. I'm genuinely perplexed that it isn't super popular everywhere, TV series, movies, games, you name it.
Sci-fi is meant to portray the future, yet the future as presented in most modern sci-fi is naive and retarded. For example, a favourite element is having humanity united under a single state. Utter retardation and NWO propaganda, unless it's meant to portray some horrible dystopia. Or the various works on AI that usually boil down to "robots are a stand-in for niggers, so you need to give them rights and apologize to them, ok?". Or the various other works where aliens are stand-ins for injuns that the evil human has come to colonize.

It's been ages since I've seen a popular sci-fi that wasn't a thinly-veiled political pamphlet, so I, naturally, prefer fantasy which is a lot less egregious in this aspect most of the time. Moreover, people are realizing that the future that awaits us all is less likely to be some utopian society ghat colonizes the stars, but rather Dark Ages 2.0, making the various optimist sci-fis seem naive and childish.
 

Drowed

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Core City
I don't believe that being a Sci-fi game is really part of the problem. It could be one of the factors, of course, but there are several franchises in the genre that are gigantic. Mass Effect, No Man's Sky, Portal, etc. Or also indie games, like FTL, Stray, Outer Wilds. And many other examples. I agree that fantasy is a genre that undoubtedly has a wider reach, but I don't believe that the genre was the determining factor here.

I think Ol' Willy really hit the nail on the head, the style of games that VD likes to create simply isn't the style of games that most people like to play, simple as that. Are there tangential things that could be changed in the games that would make it perform better? Likely, but as long as the essence remained the same - which is what makes the games what they are - I don't see how it would have a very significant difference in their commercial outcome, which is absolutely a shame.

AOD is one of my favorite games and is in my top 5 of all time. I really wonder what a game created by VD would be like if he had the time and money to throw everything possible into its production. Who knows, if Elon Musk decided to give his money to projects that would improve humanity like this instead of playing Twitter owner and cultivating his Russian bot farm, but I'm rambling. The point is, it's a shame that we'll never have a sequel to CS, in a bigger and better version with everything the game could have been if it had existed.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,612
Location
Denmark
And yea, the setting. Fantasy vs Sci-fi, fantasy usually wins out with the casuals and neckbeards, so that was rightly a "disadvantage" from the start if you wanna call it that.
Ass Effect is sci-fi, and it was a major success. Star Wars is one of the most successful franchises ever, and it is sci-fi too. It's not an issue
True, but somehow I feel it hits about different in terms of games. Long long history of fantasy games in abundance throughout most of gaming history.

D&D is strong with gamers moreso than some sci-fi game whatever. Not to mention LORD OF THE RINGS BRO in the movie scene. quite big.
 

Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,612
Location
Denmark
I don't believe that being a Sci-fi game is really part of the problem. It could be one of the factors, of course, but there are several franchises in the genre that are gigantic. Mass Effect, No Man's Sky, Portal, etc. Or also indie games, like FTL, Stray, Outer Wilds. And many other examples. I agree that fantasy is a genre that undoubtedly has a wider reach, but I don't believe that the genre was the determining factor here.

I think Ol' Willy really hit the nail on the head, the style of games that VD likes to create simply isn't the style of games that most people like to play, simple as that. Are there tangential things that could be changed in the games that would make it perform better? Likely, but as long as the essence remained the same - which is what makes the games what they are - I don't see how it would have a very significant difference in their commercial outcome, which is absolutely a shame.

AOD is one of my favorite games and is in my top 5 of all time. I really wonder what a game created by VD would be like if he had the time and money to throw everything possible into its production. Who knows, if Elon Musk decided to give his money to projects that would improve humanity like this instead of playing Twitter owner and cultivating his Russian bot farm, but I'm rambling. The point is, it's a shame that we'll never have a sequel to CS, in a bigger and better version with everything the game could have been if it had existed.
I mean, again, did you expect EVERYBODY to play Baldurs Gate 3? Nope, yet people did. Because the game was fucking amazing. And its an old sshool turn-based cRPG.. that nobody wanted right? well, people do.

It's just that people want polish. they want 4k cinematic cutscenes, they want professional VO, they want polished combat, sound design that rivals john williams. and so on. Colony Ship didn't deliver that unfortunately, on top of not being a fantasy game that people gobble up.

Look at all the fantasy games coming out that ppl endless gush and foam about. generic and boring.
 

Irminsul

Educated
Joined
Apr 30, 2023
Messages
50
Location
The City of Townsville
Elon Musk:
DxbL4KNZqzOBnFxwT8YTGH.gif

Codex:
if Elon Musk decided to give his money to projects that would improve humanity like this instead of playing Twitter owner
:nocountryforshitposters:
 

Mitleser2020

Scholar
Joined
Aug 6, 2020
Messages
1,694
Mass Effect and Star Wars are Sci Fi "with aliens", so closer to Fantasy than Colony Ship. I think.

Aliens would have showed up in the sequel of CS.

We're developing CS with a sequel in mind. Not because we're convinced it will sell like hotcakes and people will surely demand a sequel but because it's better to develop factions toward a specific 'destination' (once the ship lands). From an old update:

From Colony Ship's intro: "...after the Ship's launch a deep space probe transmitted highly detailed images of the surface, which revealed one minor setback: this very habitable world is already inhabited. Since the voyage is estimated to take close to 400 years, it’s possible that by the time the Ship arrives the colonists will encounter a mature civilization, corresponding to Earth’s Middles Ages."

The typical space opera trope is that when we make first contact, it is with aliens either corresponding to very primitive indigenous people (such as in Avatar), consisting of a nightmarish swarm (as in Starship Troopers), or at some extraordinary level of technology themselves (as in Star Trek or Babylon 5). Here, however, while the aliens are pre-industrial, they are well past the spears and face-paint stage, and have well-established political, economic, and military systems.

More importantly, they are alien, which means that while they may be humanoid (to make our animator's life easier), the fundamental logic of their society, religion, and power should be truly alien to ours and vice versa. The result is a highly asymmetrical kulturcampf.

For the record, it won't be a retelling of the conquest of the New World but on another planet. The ragtag Terrans who'd land on Proxima B after 400 years of space travel and in-fighting will be at a disadvantage and will have to fight for survival and adapt to this less than welcoming arid new world. Reinforcements won't be coming, so the Terrans will be on their own and each defeat will bring them closer to being wiped out for good. They will have to rely on crude firearms more than ever as the high-tech weapons and gear intended for the future colony were used up during the Mutiny and the civil war that followed. New factions will emerge in response to new threats, each offering a different way to survive and become part of this world.
 

Beans00

Erudite
Shitposter
Joined
Aug 27, 2008
Messages
1,728
Underrail probably outsold this game 5-6:1 despite also being sci fi, being smaller budget and being much harder.
Atom rpg outsold this game 3-4:1, despite being a shameless fallout clone.


Colony ship failed because the game is bad. Bad combat, bad dialogue, bad quest design, bad systems. The reality is if these guys spent 5-6 years making this game and this was the best they could do, their business model isn't going to work.

No amount of coping from the dozen or so fanboys on this thread will change this.
 

flushfire

Augur
Joined
Jun 10, 2006
Messages
782
Many of colony ship's "issues" isn't really rooted in lack of finances, but more on ITS' design principles. Quotes becuse the niche they've built don't think of them as such, but consider how fights are set up; they feel restrictive and unfair to people outside the niche, well, because they are. ITS doesn't want the player "cheesing" fights by positioning themselves in places the AI can't deal with.

The writing is also not really because of lack of funds, what does that have to do with everyone being an asshole?

Anyway I'm sure they're aware the games they make just don't have that kind of mass appeal.
 

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