Thanks for stopping by. We'll update and expand the site as time goes by, so if you like what you see, do visit often. If you'd like to participate in discussions and comment on various game-related topics or read past updates, please join our forums. Your support and encouragement are always appreciated.


But first let's take a look at how the Pit is shaping up: Combat skillsWeapon skills – increase your to-hit chance by 10% per rank. Evasion – reduces the enemy’s to-hit chance with guns by 5% per rank, with melee by 10% per rank.Armor – reduces armor penalties by 10% per rank. Critical Strike –... Read more...
Update #31 - The Interface October 12, 2018
We’re implementing the interface right now so let me show what we have and get some feedback. Let’s start with the standard features: Two weapon slots showing equipped weapons and selected attack’s stats (damage, AP, ammo) An optional textbox giving you detailed blow-by-blow info during combat A... Read more...
Update #30 - There Be Monsters September 14, 2018
First things first: we had to change the name so now the game is called Colony Ship. While it's not the most original name, it's the most straightforward one. Now that we got that out of the way, let's talk about what RPGs are really all about - monsters. As a wise man once said:“As one would... Read more...
As you probably know by now, Choices & Consequences are more than just a feature for us. It’s the foundation on which the game is built and a concept we’ll continue exploring and evolving as long as we stay in business. The reason it’s so important to us –and hopefully to you – is that the players... Read more...
Update #28 - Power Armor July 07, 2018
There isn't much to report at the moment (we're making good progress, the combat AI is now taking the first steps and attacking the player with extreme prejudice; the starting town is looking better and better; Joao is working non-stop on the assets which helps us tremendously, Mazin is working on... Read more...