Colony of the Forsaken

Colony of the Forsaken

About the Game

Colony of the Forsaken is a survival colony sim about trying to keep a small group of villagers alive long enough to turn a rough camp into a place that can survive.

During the day, you gather resources, expand the village, cook, farm, build, explore, and prepare for nightfall. You can search enemy camps, uncover hidden places, and bring back loot that helps the colony grow, including spell recipes your villagers can learn and use. The idea is simple: use the daylight well, because the night will test whatever you built.

Maps and starting villagers are procedurally generated, so each run begins a little differently. You are not starting from the exact same situation every time.

At night, enemy waves attack your base. That is where your defenses, preparation, and villagers really matter. If you hold the line, morning gives you a chance to recover, collect rewards from the enemies you defeated, and sometimes recruit new villagers.

Instead of controlling a single villager, you manage multiple of them. Each one has their own attributes, skills, needs, spells and long-term growth. They need food, water, rest, and care if you want them working well. Over time, they improve in skills like building, mining, cooking, fishing, farming, alchemy, and spellcasting. If a villager dies, they are gone for good.

You can also tame animals and keep them as part of the farm, and they reproduce naturally over time.

One of the main things I want to push in Colony of the Forsaken is the spell system. Villagers learn spells through recipes found in night loot and through exploration, and each villager can carry up to five spells. That means the colony changes over time based on who survives, what they learn, and how you choose to use them.

Colony of the Forsaken is still in development, and I want to be honest about that. I am still building and improving it. What matters most to me right now is getting the core loop right: build during the day, survive the night, and make every villager feel important.

Initial Release