BASIC STRUCTURE OF COLONISTS
Hi everyone! Here's a small development update on the progress of our project.
I've just finished the core work on the colonist system, and I think some of you might be interested in learning how hybridization, genetic inheritance, and the overall life simulation of the colony's residents will work from now on.
First of all, I'd like to point out that colonists are now becoming much more complex in terms of their overall design. They will not simply inherit a set of traits from their parents; instead, they will go through several stages of growth and development. During each of these stages, players will have opportunities to influence and shape certain aspects of their future.
It's also worth mentioning that age progression is no longer just a visual representation - each stage of a colonist's life now comes with its own gameplay mechanics.
For example, during childhood, colonists can be enhanced with implants and various modifications. As they grow into adolescence, they can be enrolled in an academy, where they will acquire skills and knowledge that will help them pursue specific careers later in life. Once they reach adulthood, these skills, combined with any enhancements they've received, will determine how effectively they perform in different professions. Colonists will also be able to change jobs, undergo retraining, learn new specialties, improve their expertise, and gradually advance through their chosen career paths.
Aging will also become a fully implemented mechanic, along with natural death. Colonists will no longer live forever, which means the success of a colony will depend not only on the number of its residents, but also on their quality, education, experience, and overall development.
The reproductive system has also undergone significant changes.
First of all, not every colonist will be able to reproduce with every species. Biological compatibility now plays an important role, and not all lifeforms are naturally capable of producing viable offspring together. While players may choose to experiment, the outcome will not always be successful and, in some cases, could have serious consequences. To enable reproduction between certain species or representatives of different civilizations, colonists may first need to undergo specialized genetic modifications, implantation procedures, and other advanced preparation processes designed to overcome biological incompatibilities.
In addition, every female colonist will have a limited reproductive lifespan and a finite number of possible pregnancies. Colonists will no longer be able to produce unlimited offspring. Instead, reproduction will be constrained by realistic biological and age-related factors, making population management a much more strategic aspect of colony development.
Another major change compared to the previous version is that a colonist's attributes will now have a direct impact on their appearance.
For example, a physically strong colonist who continues to improve their strength will gradually change visually as their muscle mass increases and their body proportions adapt accordingly. The same principle works in reverse. If a colonist is poorly developed, neglects their training, or follows an unhealthy lifestyle, it will affect not only their statistics but also their physical appearance. As a result, colonists will become much more visually expressive. Players will no longer need to rely solely on numerical stats to evaluate a character. In many cases, it will be possible to tell how a colonist lives, how well-developed they are, and even what social or professional class they belong to simply by looking at them.
Im also plan to introduce additional colonist mechanics in the future, including a fully developed personality system. Not all colonists will react to situations in the same way. Different personality types will influence their behavior, resulting in individuals who are more active or passive, more aggressive or calm, more disciplined or independent. These traits will make each colonist feel more unique and unpredictable. As a result, a colonist's effectiveness will depend not only on their skills and attributes, but also on their personality. Certain individuals may excel in specific roles, professions, or environments, while others may struggle or even become disruptive if placed in unsuitable positions. Managing a colony will therefore involve understanding not only what a colonist can do, but also who they are as an individual.
And of course, as colonists become more individual and unique, players will have more ways to interact with and invest in them over the course of their lives. Beyond simply renaming colonists or customizing their appearance, it will also be possible to extend their lifespan through advanced medical treatments, genetic therapies, and other technological means. However, access to these options will largely depend on the direction in which your colony develops, as there will be many different technological and societal paths available.
That said, the colony development system is a much larger topic on its own. There are a great number of mechanics, progression paths, and expansion possibilities planned, so I'll probably cover those in a separate article, where I can go into much greater detail about the different ways a colony can grow and evolve.
So if you end up having favorite colonists that you grow attached to and want to keep around for as long as possible, you'll have ways to extend their lifespan and continue their story within the colony. With the right technologies, medical advancements, and investments, these colonists can enjoy longer, richer, and more eventful lives, allowing them to remain an important part of your colony for many years to come.
I've also intentionally left room in the system for future relationship mechanics between colonists. At this stage of development, I decided not to expand this feature any further simply because it isn't necessary yet. However, the foundation is there, and if it becomes relevant later, it will be possible to introduce relationship systems alongside personality traits and other life-simulation mechanics.
This would allow colonists to form social bonds, build relationships, and eventually create their own families. The one major exception is that reproduction within the colony will remain under the player's control. Colonists will not be able to reproduce completely on their own without your approval. Any decision to have offspring will require authorization from the colony administration. For the initial implementation, reproduction will continue to follow the existing approach, taking place in specialized facilities under the supervision of qualified personnel. In the future, however, the system could evolve into a much deeper life simulation. Colonists may be able to develop relationships naturally, choose their own partners, and form families based on their personalities and preferences. In that scenario, your role would be to approve or deny those decisions while remaining responsible for selecting and managing the genetic traits that will be passed on to future generations.
And of course, genetics-just like every other major system in the game-will be heavily influenced by the direction in which you choose to develop your colony. Having a scientist with high intelligence or an advanced academic degree will not be enough on its own. What will truly matter is whether your colony has specialists with expertise in the fields you want to advance. A brilliant geneticist is unlikely to design an advanced mining drill, just as an engineer, technician, or quantum physicist probably won't be the right person to develop biological enhancements, genetic modifications, or advanced implant technologies. As a result, colonists will need more than just strong base attributes. They will also require specialized knowledge and training in their chosen disciplines. These skills may be acquired through academies within your colony, but in the future they could also be learned from other colonies, civilizations, or even entirely different worlds, depending on how advanced your colony becomes and what kinds of diplomatic and trade relationships you establish. This means that technological progress will depend not only on having talented individuals, but also on building the right educational infrastructure and attracting experts with the knowledge required for your specific goals.
One more important thing I'd like to mention is that no colonist will be able to master every field of knowledge available in the game. You'll need to choose a specific path for each colonist and focus their development in the areas that are most valuable to your colony. Specialization will play a major role, meaning that building an effective colony will require a diverse population with different skills, professions, and areas of expertise rather than a group of universal experts.
That doesn't mean these choices are permanent. At any point, a colonist may be retrained, assigned a new profession, or even undergo biological modifications that alter certain aspects of their capabilities. However, every change comes with an investment of time and resources, so deciding how to develop each individual will remain an important strategic decision.
Ultimately, you'll need to determine which skills, professions, and areas of expertise are most important for your colony and guide each colonist toward a role where they can contribute most effectively.
One final feature I'd like to mention is a system that hasn't been implemented yet, but for which the groundwork already exists. In the future, colonists may be able to develop relationships not only with each other, but also with the player. Beyond their interactions within the colony, they could form personal opinions about your actions and leadership, ranging from admiration and loyalty to indifference or even resentment, depending on how you manage the colony and treat its inhabitants. I also think it would be interesting to expand player interactions beyond key characters such as Marina or Oli. In the future, players may be able to build deeper relationships with ordinary colonists as well, including friendships, romantic connections, and other long-term personal bonds. This could eventually open the door to more personal storytelling opportunities, allowing the player to become a more active part of the colony's social life rather than remaining solely in the role of an administrator and decision-maker.
Well, I originally intended this to be a short update on the current state of development, but it ended up being much longer than expected and probably a little broader in scope than I had planned.
So if you have any questions, don't hesitate to ask. I'll be happy to answer them. There's a good chance I've overlooked something, and it's entirely possible that the topic you're interested in has already been implemented, is currently planned, or could even inspire a new feature or expansion to an existing system.
Feedback and questions are always valuable, since they often highlight ideas and perspectives that I may not have considered during development. So feel free to share your thoughts, suggestions, and concerns... I read all of them and do my best to take them into account when planning future updates.
That’s probably everything I wanted to cover for now. Thank you all for following the development of the project and for your continued support. I hope this update gave you a better idea of where the colonist system is headed and what kinds of possibilities it will offer in the future. Have a great day! See you!






Wow... That is... Ambitious... To say the least.
It's like the Sims, only with 10 times the content. As incredible as all that sounds, i would council caution. I would hate to see this wither on the vine. Start with a core game, with some basic functions and expand out from there.
One of the detriments of the old version was it required too much timed interaction, logging in twice a day to empty the mine, re-breed your breeders, etc... As a result, it became like a job you had to do, but there was literally nothing to do in the game other than log in to meet your scheduled times to perform your function, before logging out. That was a negative. I'm not a minigame person, so i never really played the breeding game or the for-money-sleeping-girl-gangbang-thing, nor was the graphical female model in the 'apartment' attractive to me, so didn't do anything with that, either.
I would hope to see a game that can require some timely interaction, but offers enough for you to play it beyond the series of functions you are required to perform at scheduled times... Yeah, more like Sims... but recognize you are not a 1000 man design team, nor do you have the resources of EA games.
I don't know, maybe you are tapped into some AI resource that can do the coding and artwork of 500 men for free or something, but the amount of art it would take to have bodystyles change based on their activity alone, times 1000 colonists; with quasi-unique features, would be daunting.
In short i admire the scope and ambition, but at best plan to impliment in stages; at worst consider a less daunting goal, because this sounds like a lifetime acheivement award for solo creater.
Hi! Everything is much simpler. I simplified a lot of things because this isn’t an online game. As a result, time in the game passes only when the player is in the game world. Because of this, many game mechanics have changed. I’ve also removed the extra steps for managing the colonists’ work. They go to work on their own and have their own daily routine. Everything mentioned in this article has already been implemented. I’ve marked the features that aren’t yet implemented as “may be added in the future.”
As for the graphics, as an artist, I’ll break the process down into several stages. This isn’t 3D, so we’ll have to make some compromises. But we won’t have to draw a lot all at once. The number of colonists is limited. Colonies won’t be able to have more than 100 people or so. So I’ll be adding content gradually.
In addition, the main part of the game will be released first and will be updated with new content gradually.
Oh, right, about the AI. There won't be any AI. I'll do it my own way.
Lovely! I have made some HTML games, but my sticking point in every case was art... It's great that you're your own artist, and your small tit human girls are like the hottest thing, ever... Having now read post 2531711, a lot of my concerns have been alleviated. The main sticking point for me was the constant concern problem, e.g. your 'putting out fires' both literally and figuratively scenario... The idea of trying to micro-manage the education of 50 artwork-evolving kids through exercise and education at a time; felt like a 50 pound brick of un-obtainium wrapped up as a shiny Christmas present... I could only forsee a colony of 53 year old fat slobs like me being the logical outcome of that scenerio. Because beer. I like beer. Men like beer. But by the time you are 53, beer catches up with you. Not really. Your body stops handling the beer. The beer never changes. Your bodies ability to deal with the beer just fails you over time. I married a petite Asian girl 7 years my junior, for that i am publicly labled a "cradle robber" lol... So over 20 years of marriage a few kids later; i have dealt with a lot of the things married male monetary supporters, (MMMS = your target), of porn could agree with. As a Louisiana man, our cooking is a pride point... Until you hit 50ish... At which point your 80 pound Asian bride doubles her weight... Due entirely to your cooking, and knocking her belly up full of kids, lol. Her AAA chest is now a dangling C cup, lol. Oh well. Such are the trials and travails of real life... Which brings me back to my point. I don't need my girls i spend hundreds of hours working on; growing old and fat with saggy tits hanging down to their bellies. That's not the level of 'realistic immersion' i am looking for. Nor any other thick wallet bearing MMMS's like me, i would hazard. The concept is fantastic, the vision... Absolutely constitutional in scope there, Thomas Jefferson... The best gameplay vision i have ever read. On principle. But we still need what we are paying for... Your 'hotter than anything' small tit women getting railed and impregnated. *HOT* Watching them grow old and die... or stuck in a freezer... *NOT* Shocking reminder that I'm going to die in a few years. Don't need that. Certainly not going to pay for it. Do whatever it takes to keep my girls young, hot and virile. outdated? fine. THrow them in a harem if you need to, but i don't want to have to watch them grow old and die.
I get the whole 'watching your young virile girl growing old and dying' part for free.