Colony Survival
The first 3 hours are a test
What the data shows
- In the first 2 hours 1 in 2 reviews are negative (49%); after 20h it's 1 in 25 (4%).
- Fully opens up by hour 7.
- The opening is criticised more than in 76% of games we track.
- The game has no story achievements, so drop-off points can't be measured.
- Only 56% of owners have even the first achievement — the rest barely played.
When it gets good
Share of positive reviews by how many hours the reviewer had played when writing the review.
before it gets good opening up fully opened up
Based on all 9,065 Steam reviews in every language. Median playtime in a sample of 298 reviews: 43.9h for positive, 3.5h for negative. Almost every game is rated lower in the first 2–3 hours: that window includes refunds and quick first impressions. What matters is how deep the dip is and how fast the game recovers.
Where players quit
Share of players who started the game and reached each story milestone. 100% is the most common achievement (55.9% of owners), so people who bought the game and never launched it don't count.
This game has no story achievements, so we can't tell where players quit.
All achievements (50)
story milestone ending side
- The Very First Step Place a banner and start a colony 100%
- Craft Isn't Mine, It's For Colonists Recruit a Tinkerer 74%
- A Small Tribe Recruit 10 colonists 66%
- Rising Threat Unlocked the Merchant's Hub 54%
- Horn of Plenty Hold 100 Colony Points 43%
- Lockbox Time Hold 101+ Colony Points 35%
- A Small Village Recruit 100 colonists 32%
- Time For Wisdom Hold 1+ Tablet of Ancient Wisdom in the stockpile 30%
- Big Data Place a Statistics Board 29%
- The Bronze Age Unlock the Bronze Age 26%
- Not All Those Who Wander Are Lost Hold 1+ Astrolabe in the stockpile 21%
- Settlers Start an Outpost 20%
- Divine Saviour Hold 10+ Sanctity Points 20%
- It's a Trap! Place a Trapfixer 20%
- You'll Never Go Hungry Again Reach 2500 Total Meals 19%
- Time Goes By Reach Day 100 19%
- Labor Shortage Reach -50 Unemployed Colonists 19%
- How Hemp Is Meant To Be Used Hold 1+ Rope in the stockpile 16%
- Tremendous Threat Reach Threat Level 500 14%
- Divine Deliciousness Hold 1+ Sacred Chicken Meal in the stockpile 13%
- A Medium-Sized Town Recruit 500 Colonists 12%
- Lazy Colonists Reach 50 Unemployed Colonists 12%
- Modern Texts Hold 1+ Book of Knowledge in the stockpile 11%
- The Cost Of Copper Consume 500 Copper Ingots in 24 hours 11%
- A Network Of Towns Build 4 Outposts 11%
- Money Money Money Hold 10.000 Colony Points 10%
- Magnum Opus Kill the strongest monster 10%
- Mystical Forces Consume 100 Candles in 24 hours 9.7%
- Amazing Arsenal Produce 1000 Crossbow Bolts in 24 hours 9.1%
- Escalating Requirements Recruit 1 Chestmaker 8.9%
- Modern Solutions Hold 1+ Eyeglasses in the stockpile 8.9%
- The Miracle of Flight Place a Glider Launcher 8.9%
- Ups and Downs Hold 10 Elevator Shafts in the stockpile 8.8%
- The Fires of Industry Consume 1500 Firewood in 24 hours 8.6%
- Watch The Clock Reach Day 250 8.4%
- Things Get Complex Hold 1+ Vial of Mineral Oil in the stockpile 7.7%
- The Most Important Goal Recruit 1000 Colonists 7.2%
- Fixing The Modern World Hold 5 Machine Tools 6.8%
- Danger Zone Reach Threat Level 1500 6.3%
- The Miracle of Explosions Hold 1 Launched Steel Glider in the stockpile 5.9%
- Mix And Match Hold 1 Luxury Garments in the stockpile 5.7%
- Freeze! Hold 1 Rope Trap in the stockpile 5.7%
- Fire At Will Recruit 1 Handcannon Guard 5.2%
- Exponential Data Increase Recruit 1 Printing Press Operator 5.2%
- Speed It Up Hold 1 Steel Tools in the stockpile 5.0%
- Dibs Upgrade Banner Safe Zone Radius to the maximum 3.9%
- More Dakka Consume 50 Lead Ingots in 24 hours 3.8%
- Crunch Those Numbers Recruit 1 Tabulating Machine Operator 3.6%
- A King Among Lords Complete Prestige I Science 2.9%
- An Emperor Among Kings Complete Prestige V Science 2.0%