Colony Ship: A Post-Earth Role Playing Game on Steam - User reviews, Price & Information

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Colony Ship is a turn-based, party-based role-playing game set aboard a generation ship launched to Proxima Centauri. The game features a detailed skill-based character system, multiple ways to handle quests, choices & consequences, and branching dialogue trees.

Colony Ship: A Post-Earth Role Playing Game is a turn-based, tactical rpg and choices matter game developed and published by Iron Tower Studio.
Released on November 09th 2023 is available in English only on Windows.

It has received 3,230 reviews of which 2,833 were positive and 397 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 37.99€ on Steam.


The Steam community has classified Colony Ship: A Post-Earth Role Playing Game into these genres:

Media & Screenshots

Get an in-depth look at Colony Ship: A Post-Earth Role Playing Game through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7/Windows 8/Windows 10
  • Processor: 2 GHz Processor or better
  • Memory: 4 GB RAM
  • Graphics: Nvidia Geforce GTS 450 / Radeon HD 4870 or better
  • DirectX: Version 11
  • Storage: 17 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2025
A very well made CRPG in the age of very few CRPGS being released. It clearly samples from sci-fi pop-culture, including the glorious Sid Meier's Alpha Centauri, making it a good pick for anyone who's a fan of that genre. Set on a generational colony ship, you deal with less than ideal conditions - You weren't there for the launch, for the age when the ship ran properly, and you weren't there for the mutiny. You were born after society on the ship collapsed, and rely on a marginalised community that salvages what limited supplies were brought on the trip merely to survive on a daily basis. The game features a multitude of factions that you can side with, sabotage, and make use of, each of which stems from past conflicts and successes. The factions tend to represent interpretations of stagnant and hypocritical versions of themselves, which is an interesting take on tropes that otherwise would have been common. Can someone be considered a revolutionary when they no longer revolt against anything? Can they be considered dedicated to a mission they've never contributed to? All of the ideologies are jaded, and matters of faith, even in the church-specific faction, tend to be cynical. This all creates for an interesting narrative dynamic where your usual RPG actions serve a delicate balance between serving yourself, sabotaging the very limited ecosystem you rely upon (it is just a space ship after all, not an entire planet), and protecting that very same ecosystem and the goal it serves. Mechanically, the game's skill system is similar to skyrim's in that you can only level up skills by tutor, or by using the skill itself. This becomes an issue due to how few opportunities there are to do this, because it means that, in order to reach higher levels with the skill, you have to use it every single opportunity you get. If you plan to use the steal skill even once in the later game, you *must* act as a horrific kleptomaniac for the entire game up until that point. This creates an ongoing issue where you really kind of need to pick your style of play through and limit your role-play opportunities, because it extends to combat skills as well. Every time you solve an issue with speech, you've lost out on combat stats and vice versa. There are ways to work around this, but it can become a brutal slippery slope, especially considering that at least one fight in the later game becomes mandatory if you have a team, since the only way to avoid it is to stealth passed it (not feasible for four characters). That said, despite this issue detracting from the role-playing experience, the game still plays very well, and it can be mitigated by deciding on a character type before beginning a play through. If I had any other complaints/nitpicks, it would probably just be that despite Christianity being a central theme of the space station, there isn't really a single instance of faith, making it come across as a purely secular interpretation of the religion - lots of inappropriate out-of-context quotes of scripture, dogmatism, and confident ravings, but no faith - it's as if every character has tongue-in-cheek agreed to quietly not believe in the central religion of the station. It's odd, because the setting is a fantastic opportunity for it - a setting of absolute hardship with little to no material hope offered. Overall, I'd still highly recommend this game if you're a fan of RPGs. It manages to be both fun and engaging, with a great deal to explore, and in my opinion, also manages to be a beautiful game overall.
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Sept. 2025
A short memorable experience with an amazing setting, interesting gameplay and a lot of replayability <3 The Colony Ship, as well as the other games from Iron Tower, seems to be born of conflict. Every time I play them, I feel like their developers are Disco Elysium-tier writers who are willingly "trapped" making gameplay-first RPGs. Colony Ship has an amazingly imaginative setting the type I've never seen before; gripping and succinct prose; and a fascinatingly cynical "author voice" that colours every political or religious interaction. However, Colony Ship also very much feels like it tries to distance itself from these positives - by focusing on quite hardcore stat-based combat, instead of characters and plot itself. The main 4 party members are very much underwritten and kind of boring (aside from my boy Evans - he's always hilarious in his simplicity). The plot seems to run out of budget at the last 5 % of the game and becomes really dull around that time (while introducing amazingly intriguing factions and "lore"). In addition - I played this game as a talking/no implant character that largely tried to avoid fighting - and the "talking-jutsu" gameplay looked hilarious, especially closer to the end. And that was the most compelling part for me in this experience - why does this persuasion-style gameplay exists in this form? Or in the game at all? It seems like the devs clearly want it to be an option (and many advertise it as an "easy mode"), but in-game it looks hilarious. "Hey, I must warn you, I'm not much of a fighter" - the dialogue option will say, and the important, serious character will answer: "Don't worry - go and do some slightly related errand/small talk while we kill the antagonist we hyped up before" . Aside from the Black Hand one, all conversation boss fights felt somewhat ridiculous - like they were put in as a joke. And if persuasion-style gameplay is as viable as the incredible combat, why is it like 1000 times less complex? It is ALWAYS the same: pick one of the options with the highest possible number in brackets next to it, and then pick it again. It would be fine in a usual RPG, but here - in a game that has multiple achievements like "Didn't fight anyone in this chapter" - I expected something more. Because the devs of this game like to read feedback, I'll even throw my hat into the ring as a writer and a tabletop game designer with these 3,5 proven solutions if Persuasion gameplay is to stay in the future games: 1.) Wrath of the Righteous and Pillars of Eternity way of hiding skill checks' names in the dialogue options. Some dialogue options just don't appear if your skill is not high enough, and every dialogue has some weak options that raise the disposition just a bit; 2.) Disco Elysium and Pentiment way of far, far more disposition modifiers with some successful skill checks actually lowering disposition. If it is possible, also have multiple dialogue options for every skill. After all - writing is the cheapest (and for many - the most important) part of gamedev, and writing arguments tends to be pretty easy in my experience; 3.) Make conversations harder to "win" and add partial successes . The "all or nothing" approach is really unrealistic and frankly - boring/savescum provoking. What about concessions - the meat and potatoes in most arguments? Some dialogues in the first part of the game have opportunities to compromise, but only if you actually fail to raise the disposition and it is far too rare. I know that adding new outcomes puts strain on the budget, but they can be very small. Like the character might not send his forces to support you, but instead give you some supplies. Maybe, instead of giving something, they will sell it to you or just throw some info your way. And this is the only budgetary-conscious way - it can be so much more. 4.) And a bonus option: actually gamify the process of persuasion . Maybe a deckbuilding minigame, in which your skills determine how many cards of certain persuasion styles your character can use to raise the disposition and counter the opponents' arguments. Maybe a simpler final percentage-based style roll (hidden disposition) that you use at any point of the conversation that depends on how well you argued beforehand and how much time you spent on the argument. Sorry for being vague; I'm sure it can be designed far more in depth. Sorry for this "intermission" that took more than half of the review <3 Overall, I liked the game a lot and will replay it as a basic SMG-wielding fighter at the first opportunity. It is charming (for anyone from a post-Soviet background), well-written for the most part, and very thought-provoking. I hope that one day Iron Tower's games can break the "cult classic" glass sealing and shine into the CRPG mainstream - Colony Ship is a great step on this journey <3
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April 2025
Pretty nice indie RPG, you should try it. Main strengths of the game are setting and variety of choice on how to solve quests. There are not many games which take place on board of a barely functional generation colony ship and this game does well with crafting a believable picture of how such a setting would look like. Quests almost always can be resolved multiple ways - combat, stealth, diplomacy or using enviromment (through usage of PC's technical skills). If you want you could play through the whole thing without firing a shot. Dialogue and characters are reasonably well written but don't expect huge branching dialogue trees - this is a small game. Downsides of the game are mainly combat and scale. Combat system is simple and functional but largely uninteresting. It's not bad, it works just fine, but it doesn't bring a whole lot of joy either. That said, there is not that much of it and you really could avoid all of it. Scale-wise you could really see that this game is made by a small team of developers. It's well made, but there is only so much a small studio could do realistically. Side quests feel front loaded - first half of the game is filled with good volume of locations and content but after you reach the ship's biggest "city" you get a few faction related quest lines and then the game begins tunneling hard on main story with each location getting smaller in terms of content it has. As a result, the main big political struggle of the game doesn't get fleshed out that much. There are multiple endings but most of them are a variation of the same thing where one side just takes over and gets shit done.
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April 2025
There are a lot of retro CRPGs on Steam that try to evoke the feeling of classic 90's RPGs like Fallout. Few manage it. Most are trying to hard to emulate those older games that they feel more like rehashes then something fresh. Colony Ship is different. You can see the influences, but it's not afraid to forge it's own path. The end result feels manages the tricky balance of feeling like part of the lineage but also being it's own thing. Stylish and original world building, challenging and interesting combat, engaging and frequently funny writing. Colony Ship has it all.
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Feb. 2025
This game came straight from a parallel dimension in which Bethesda (or the remnants of Obsidian) finally took their heads out of their butts (or never put them there). This game is very serious, though. Almost no campy humour, shenanigans or whacky moments. Yet, it is not taking itself too seriously or desparately trying to be "cool" in a cringeworthy way. Hitting that sweet spot is an achievent in itself. Story is great. Character progression feels satisfying. Atmosphere is on point. Can't ask for a better game in that genre. Sci-Fi is my most hated genre and I still enjoyed every moment. Thanks.
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Frequently Asked Questions

Colony Ship: A Post-Earth Role Playing Game is currently priced at 37.99€ on Steam.

Colony Ship: A Post-Earth Role Playing Game is currently not on sale. You can purchase it for 37.99€ on Steam.

Colony Ship: A Post-Earth Role Playing Game received 2,833 positive votes out of a total of 3,230 achieving a rating of 8.44.
😎

Colony Ship: A Post-Earth Role Playing Game was developed and published by Iron Tower Studio.

Colony Ship: A Post-Earth Role Playing Game is playable and fully supported on Windows.

Colony Ship: A Post-Earth Role Playing Game is not playable on MacOS.

Colony Ship: A Post-Earth Role Playing Game is not playable on Linux.

Colony Ship: A Post-Earth Role Playing Game is a single-player game.

Colony Ship: A Post-Earth Role Playing Game does not currently offer any DLC.

Colony Ship: A Post-Earth Role Playing Game does not support mods via Steam Workshop.

Colony Ship: A Post-Earth Role Playing Game does not support Steam Remote Play.

Colony Ship: A Post-Earth Role Playing Game is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Colony Ship: A Post-Earth Role Playing Game.

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Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 19 January 2026 06:15
SteamSpy data 25 January 2026 07:23
Steam price 28 January 2026 20:43
Steam reviews 27 January 2026 08:02

If you'd like to dive deeper into the details about Colony Ship: A Post-Earth Role Playing Game, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Colony Ship: A Post-Earth Role Playing Game
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  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Colony Ship: A Post-Earth Role Playing Game compatibility
Colony Ship: A Post-Earth Role Playing Game
Rating
8.4
2,833
397
Game modes
Features
Online players
32
Developer
Iron Tower Studio
Publisher
Iron Tower Studio
Release 09 Nov 2023
Platforms