Core gameplay
- Voxel excavation and construction
- Rooms, farms, storage, and production
- Colonist needs, skills, and work priorities
- Relationships, death, body transport, and burial
- Weather, seasons, saving, and loading
Publisher pitch
A voxel colony sim where players dig, build, and organize a settlement in one continuous 3D world. Terrain, rooms, production, seasons, and colonist relationships create connected chains of consequences.
For players of: Going Medieval, RimWorld, Timberborn, and Colony Survival
The core loop

Feature 01 / Voxel construction
Players reshape terrain and make it part of the settlement.
Floors, ceilings, bridges, stairs, doors, and caves support construction above, below, and inside the ground.

Feature 02 / Seasonal survival
Weather and seasons change how the colony lives.
Winter stops plant growth, increases fuel demand, and forces the player to plan warmth, production, and food storage ahead of time.

Feature 03 / Colonist lives
Colonists have needs, skills, relationships, and moods.
They form friendships, clash, gain experience, and grieve. Death leaves a body to recover and bury, while surviving colonists remember what happened.
Current state
Development roadmap
| Milestone | Player-facing outcome | Exit criteria | Timing / funding |
|---|---|---|---|
| Vertical slice | One polished seasonal colony arc from landing to first winter. | Stable onboarding, representative art, clear fail state, external playtest. | Months 1-3 / 20,000 USD |
| Content alpha | Progression, threats, production, and building set support repeat campaigns. | All core systems present, content pipeline proven, balance telemetry active. | Months 4-8 / 35,000 USD |
| Beta | Complete game with final UX and broad hardware coverage. | Feature lock, localization-ready text, performance targets, closed testing. | Months 9-13 / 35,000 USD |
| Release candidate | Commercial PC launch candidate. | Critical bugs closed, store assets ready, launch build and release checklist complete. | Months 14-15 / 20,000 USD |
Schedule begins after funding and contracting. Each payment is tied to an accepted playable milestone.
Budget
| Use | Calculation / purpose | Amount |
|---|---|---|
| Project author | 1,000 USD x 15 months, part-time compensation | 15,000 USD |
| Unity developer | 2,000 USD x 15 months, production reinforcement | 30,000 USD |
| 3D, animation and VFX | Contracted production package | 18,000 USD |
| Audio and music | Contracted production and implementation | 5,000 USD |
| QA | Alpha, beta and release testing | 7,000 USD |
| Localization and LQA | Translation and language testing | 3,000 USD |
| Software, legal and administration | Tools, contracts, accounting and fees | 3,000 USD |
| Production reserve | Schedule and contractor contingency | 9,000 USD |
| Total ask | PC development budget, excluding publisher marketing | 90,000 USD |
Team
Created the current playable build independently, including procedural voxel generation, construction, production, colonist AI and needs, relationships, seasons, combat, saves, and UI. Owns product direction, core architecture, and release decisions.
Joins after funding to expand gameplay content and UI, improve performance, and fix bugs. Technical ownership and core architecture remain with the project author.
3D and animation, audio, QA, localization, and legal support are contracted at the relevant production milestones.
The current build demonstrates the author's production capability. Additional specialists are scoped to defined milestones.
The ask
90,000 USD in milestone-based funding for 15 months of PC development. We are also seeking positioning and production support, marketing, platform relations, QA coordination, and launch support. The publisher marketing budget and any console ports are outside this development budget.
We would like feedback on positioning, production scope, and the strongest path to market after a hands-on build review.