Check out www.scriptedcolony.com. It has the same info as here, but looks nicer.
You can also try the demo!
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Scripted Colony is a free-to-play persistent base builder game that teaches the player how to program.
It bears some resemblance to Settlers: little flying Drones will carry all your resources back and forth. The added twist is that you can program most of your daily tasks so that they are performed for you. When you have automated your entire colony you can just lean back in your chair and watch how your brain child takes care of itself. This is the joy of programming!
A key feature in the design is that the game play is never overshadowed by the programming. The game is always meant to be fun, not become a schoolbook in disguise. You are able to reach higher levels without touching the programming parts of the game. Although you can earn Programming Badges that will require you to write code.
The game is built in Unity, so all world graphics are in full 3D, right here in your browser. It takes place in a sci-fi setting, where you colonize planets, build and upgrade buildings and move resources between planets so every citizen can thrive. Terra-forming planets, building new and better Droids, researching new technology in the vast tech-tree and of course defending against the evil aliens and other players.
I try to focus the design on what is unique with this game and not so much on the graphics and similar content. Almost all of the textures and models you see are bought from various asset stores.
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Programming
The language you will learn is Python. This is a well known and established programming language. If you should get stuck or feel the tutorials are too easy, there are many resources online that can help you.
A big focus is on the programming learning curve. The first step is to just run a prewritten script. The next step is to open a piece of code and change a number. In the end you will be writing scripts that balance your economy and solve rather complex tasks. The idea is that if you reach level 30 and have earned ten Programming Badges, you will probably be able to pass the test in a high school programming course.
Depending on your programming experience the hint system will let you specify how much help you need. If you are a proficient programmer you don't need to be taught what a for-loop is.
Get started by building a Programming Center. In that building you will find the controls for opening the Code Window. It opens up below the main game window and let you have full access to the rest of the game without bothering your scripting. Upgrade this building to get access to more advanced programming features like timers that automatically calls your scripts for you. Each new level also gives you the next programming tutorial.
My goal is to get as many people as possible to write their first lines of code and find out just how rewarding it can be.
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Features
12 kinds of food produced and refined in 12 different buildings. Hydroponics creates Beans. The Bean Masher turns Beans into Hummus. The Bio Chem Lab produces "Meat". "Meat" and Hummus becomes Kebab in the Kebab kitchen.
Waste of five different kinds. When the waste facilities flow over people lose happiness and the atmosphere takes damage. Really nasty waste like Uranium damages nearby buildings. On the other hand, some waste can be recycled into new resources.
Flying vehicles that are essential to getting your Colony working. Mostly they move resources from building to building, but also help upgrading them. They are built from smaller parts, like: hull, engines, cargo holds and so on. All buildings will have a little landing site next to them where droids can land.
Send out probes in the terrain and find where the different kinds of minerals are located. Then send drones out with special mining equipment. 5 different kinds of raw materials (not all exist on all planets.) And 5 different kinds of refined material, made in 5 different kinds of buildings.
A vast tech-tree with a lot of different unlocks. Buildings, droids, refinery methods, terraforming techniques, war space ships, colonization ships, spy techniques and so on. Developing one branch will make another one more expensive or lock it completely.
Write scripts in Python and schedule when they should be started. For example, you might want to run the Empty Trash script every hour.
An in-box where all reports end up. Building damage, Market reports, outcomes of orbital battles, programming tutorials and so on.
A very low learning curve so that even players who have never written a single line of code can keep up. When the Programming Center is built every new level will give you the next chapter of the tutorial.
To prove that you have been able to automate your colony, activate one of the badges. This will disable all command buttons in the game and you will not be able to issue any orders, only watch as your script does the work. Now your scripts have 24 hours to complete the task.
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Risks and Challenges
Most, if not all, of the basic features are in place. The server is up and running 24/7 and have been through some stress testing. The programming infrastructure is done. Some basic game play is implemented (and is quite fun already). So the challenges are more about finishing all the features on time and not so much about solving technical problems.
Stretch Goals
If the IndieGoGo Campaign is successful and reaches $9000 (USD), it will go on for higher goals.
$9000
The first goal.
Including all basic features.
$11000
More than one planet.
A galaxy-map view where you send probes and select the next planet to colonize. Different planets have different colors, minerals, gravity and atmosphere.
$13000
Social elements
Market where you buy and sell resources and technology. The tech-tree will be even more expensive so cooperation is more rewarded. Alliances, so you can team up with friends. Missions that give you expensive resources or technology. Some missions require an alliance to complete. If you want every technology, you will have to cooperate.
$16000
Space War
Space ships made for orbital fighting and planetary bombardment. Spies that sabotage or steal technologies. Defensive buildings against bombs and spies. This will be voluntary. If you don't want to play this bit, you don't have to.
$22000
Ground War
You droids will be equipped with weapons and fight in real time. Program them to become better fighters. Random aliens will attack, so you need some defense. Order dummy drones to perform attack simulations and test your drones' capabilities. Spies now have to infiltrate buildings with their small, somewhat cloaked, ships. This will probably make planetary bombardment boring and replace the bombers with droid carriers.