Colony simulation

Shape conditions,
not orders

Indirect colony control on an unknown world — ten colonists, thirty survival days, and a society that decides for itself.

Colony landing module on a red alien desert at dusk

Systems online

How your outpost runs

You influence the colony through priorities, buildings, and governance — colonists carry out the rest.

Indirect command

Set priorities and policies instead of direct orders. Colonists choose who mines, builds, farms, and explores based on traits, needs, and relationships.

Living society

Friendships, rivalries, factions, and autonomy requests emerge from daily choices. Pick council rule, corporate oversight, military command, or free settlement.

Survive the first month

Balance food, water, energy, metal, and medicine while proposing mines, greenhouses, and quarters on the colony map. Daily events test every cycle.

World beyond the map

Research, trade, and six biomes — from Red Desert to Crystal Caves — unlock as Outpost Alpha grows past the landing module.

Field log

Captured from the settlement

Onboarding briefings and colony screens from the current build.

Colony Zero onboarding — shape conditions
Shape conditions
Colony Zero onboarding — living society
Living society
Colony Zero onboarding — thirty-day survival
Thirty-day survival