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A Generationship sets off to settle humanity on a new planet.

An almost realistic survival management simulation game.

The Game

Steam

We are on Steam. Wishlist NOW.

About this Game

You're the AI responsible for a generation ship, mankind's last hope for survival. Build efficient raw material cycles and help your crew in a realistic real-time simulation to survive the hardness of space on their long journey to a new home!

  • Realistic Environment controls
    air pressure, air composition
  • Realistic Artificial Gravity
    by spinning the ship
  • Realistic Persons
    Metabolism using air and nutrition, many needs to be fulfilled
  • Realistic resource conversion
    Resources are converted between each other


  • Everything in real time
    No fake time used
  • Optimized for simulation
    Extreme Gamespeed (100.000x and faster)
  • Timewarp
    to wait for something, automatic pause in critical situations


  • Build a generation ship
    as fast as possible
  • Take care of your crew
    Fulfill their needs
  • Make the ship independent
    Grow your own food, build resource cycles
  • Build it large enough
    to survive the long journey


  • Connect Storages
    To manage the resource flow
  • Recycle Resources
    Convert them into resources that are needed
  • Get supplies from earth
    Till you are independent from them
  • Gather Resources in Missions
    (coming soon)


  • Place Interior items
    Optimize efficiency and speed
  • Environment
    Various walls, floors and objects
  • Different building shapes
    That suits your needs
  • Assigned crew quarters
    Tailored to people's needs


  • Life support
    several Environment Controls
  • Crew Supply
    Toilets, Sleeping quarters, Canteens,...
  • Food Production
    Greenhouses, Kitchen,...
  • Artificial Gravity buildings
    Mass Balancers, Spinning engines
  • and much more

Try it out

Please leave also some feedback and join our community on


Discord

Twitter

Facebook

Generationship Page - Official Page
Blog - Detailed Development Blog

Further Plan

  • Mid of 2021: Polishing
  • End of 2021: Going in Alpha Early Access
  • End of 2022: Polished Release of Stage 1: "Leaving Earth"
  • Further Stage 2: Flying around in our sunsystem
    • Navigation, Research, Policies
  • Further Stage 3: Leaving our sunsystem, flying to other stars
    • Research, Families and Babys, Observations
  • Further Stage 4: Build new Colony

Who Am I:

A solo developer, working on that game since start of 2020 at fulltime.

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RSS Articles

Release 0.71 - Room Update

News

Release Video

The main change this time is a larger change on the rooms. They are now not activity oriented anymore, to make it easier to build them up. Instead the interior items are the main thing in rooms now. Each of them have their own activity and that leads to larger changes also in the UI and interactions. Due to that large changes i couldn't add so many new needs as i wanted. Instead just the hygiene and a med bay has been added for the persons.

Combined Rooms

The main change this iteration is a new approach for the activities. Instead of having the activities to be choosen in a building, now each interior item can be dropped to add an activity. Each one has its own to make it easier to understand.

To make it easier to find interiors, i combined some of the rooms. Before the rooms than would have had too many activities to choose, but now its way cleaner to do so. When opening the configuration, there will be a interior item build menu, where all possible interior item are grouped in categories. When an interior item is dropped the needed storage will appear in the first "storage" category. Later i plan to let also other storage droppable in that category.






Choosable Room Icons


The change to have all interiors possible in one room made the Icon obsolete. To make this still useful, the player can change the icon to some preconfigured icons.



Interior Problem Icons

Due to the new Gameplay with exactly one activity on one interior item, its now possible to move the problem icons directly above the interior items. Also problem markers for storage have been added to hint better to potential problems.



Choose Activity

The choosing of the activity of a person also needed to be adjusted. The Player can now directly choose the interior of the activity to send him to this. Only possible, not blocked ones are shown. While updating that, i also fixed some performance issues with that topic, leading on some point to lower fps.


New Workplace

With the new systems it become not useful anymore to assign a person to an activity whats not a single machine. This part has been changed a lot in this iteration, so now the persons can search ship wide for works to do. Its possible to filter these tasks for each individual person by assigning a workplace. This is now a building, and you can assign as many as you want. The person will than just work in this building. In later iterations its planned to add more filters, like activity type specific, so you can let him only grow plants or maintain the buildings. Maybe also to assign a daytime range when he should work, to have kind of shifts in the game.



Construction Calculation

The Construction and Maintenance activity can now work paralel on the same item. This was neccessary, due to its no more possible to build one big construction activity, but having many small ones instead. I added a "Effort" unit mesassured in wh (working hours) and used the usual container logic to represent the build. Each worker now just adds deltas as all other systems and use events from the building instead of precalculated times.



New Room: Med bay

Big thanks to BlueSky-wr to design the medical bed. Its directly added to the only interior item for a new room (more will be added later). The healing is a new kind of activity, what needed a small change in the simulation, so customers can also go there, even if there is no worker attached.


New Need: Hygiene

The person now also needs hygiene. To add a washing activity without gravity, astronauts using simple washcloth. So i used the sink to show that in an easy way. The Drink activity now uses a new water dispenser instead.



Resource Quality

To add the new Wash activity to increase the hygiene, it was needed to add content of the resources. Brown water contains nutrition, that can be filtered by the purification plant. Till now, this amount was fixed, due to it was just created by the toilet. The wash activity now should also create brown water, but with way less biomass inside. To make this work a quality has been added. In case of brown water, higher quality means more biomass contained. Later this can be also used for food quality or harvested iron ore.


Other smaller changes

Changes

  • Force a person to do something will now just increase the metric so he working longer

  • Prevent Persons idling in buildinglots

  • Added Ambient Occlusion effect

  • Better layout for Configurator

  • Added edit-button to all changable Names

  • Changed Worker Color to orange, to make the type better visible

  • Shuttle bay send also partial resources out automatically

  • More possible crashes are converted to Error Logs

  • Also stop sleeping when being on a mission, to prevent emergency sleep while mission

  • Use a large Storage for the starting Toilet module, to make the start easier.

  • Prevent transferring empty boxes (due to leads to other problems and useless)

  • User nicer and smaller on/off button as a phone like button

Performance

  • Prevent updating not shown things in the UI

  • Improved UI for storage with many connections

  • Improved UI performance for Choose Actions

  • Improved UI performance for Person Overview

  • Better cutting, to use less verticies for buildings


Bufixes

  • Fixed Visual cuts in buildings

  • Fixed Partial full Boxes are not send out by general storage

  • Fixed Crash when assign a person to multiple Missions

  • Fixed Effect of Shuttle not stopping when load a save game where shuttle is gone

  • Fixed Wrong visual position of collected boxes

  • Fixed Person not hidden after loading when was on a mission

  • Fixed I18n Mixed Texts for Fuel Cell and Electrolytics (thanks to Erosis)

  • Prevent showing warning when person goes to fulfill a low need at 10%

  • Fixed special case where UI didn't detect the cursor is on the scene.

  • Make RequestIfEmpty to minimum 1% to prevent problems and too much transfer.

  • Fixed Problem with loading wall materials

  • Fixed not animated Resource box when moving it inside of a building

Wishlist now


Release 0.70.0 - Residence

Release 0.70.0 - Residence

News

New Camera Modes, Private Rooms, Thoughts, Visualized building connections and way more.

Release 0.69.0 - Mood

Release 0.69.0 - Mood

News

Big Performance Update, Added Mood and much more. Also as always a short release video..

Release 0.68.0 - More Rooms

Release 0.68.0 - More Rooms

News

More rooms, animation updates, interior selectable and much more.

Release 0.67.0 - Graphic Performance

Release 0.67.0 - Graphic Performance

News

Graphic updates, more rooms, new interior and much more.

Comments
LunarShuriken
LunarShuriken

Looks great!

Reply Good karma Bad karma+1 vote
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Twitter

Latest tweets from @scifan_studios

Added Bloom Effect to the game. #ScreenshotSunday #madewithunity #indiegame #gamedev #indiedev #games #gamingT.co

May 16 2022

Added WorldElements to better show the Tasks at the ChooseAction. Also added Problems if it can't be choosen.… T.co

Apr 30 2022

Worked on the Person list to e.g. choose Workers from a list. #madewithunity #indiegame #gamedev #indiedev #gamesT.co

Apr 21 2022

Added Colors to the skills, so they are easy identifiable and represents specialists. #madewithunity #indiegameT.co

Apr 20 2022

The new Supply Popup. Including the new Skills of the recrutes. #ScreenshotSunday #madewithunity #indiegameT.co

Apr 17 2022