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ColonySim Kit: Multiplayer Colony Simulation Template (C++ / Blueprint, Data-Driven)

Build the colony sim you always wanted, starting from a complete, playable game instead of an empty project.

ColonySim Kit is a full top-down colony management game framework for Unreal Engine 5.8.+ Survivors land on an unknown world. They mine, chop, build, farm, cook, research, trade with visiting caravans, recruit newcomers and defend against raiders. Every system works together in one playable loop, and every system is built to be extended.

PLAY DEMO : https://drive.google.com/file/d/1IXSfC3GusGJVgNn88kEpXaYe6Isg2AZg/view?usp=sharing
TRAILER : https://youtu.be/xs_5zzt7il4
DISCORD : https://discord.gg/VPn9azECp6

DEVELOPER DOCUMENTATION : https://drive.google.com/file/d/1X3RWCafB1fBwCZI1IKUT--2ROgZjdVPY/view?usp=sharing
GAMEPLAY GUIDE : https://drive.google.com/file/d/1ymzaDZhwfJ_Sp8dhwMt9JHlt97HZ-aEt/view?usp=sharing

Content (generated, original):

  • 49 weapons + 12 projectiles

  • 45 apparel items

  • 115 buildings

  • 49 terrains and floors

  • 78 items / resources

  • 39 plants and crops

  • 33 animals

  • 40 hair styles, 12 head types, 4 body types

  • 20 backstories, 12 traits

  • 26 research projects, 13 recipes

  • 12 biomes, 9 weathers, 8 factions

  • 1,200+ PNG sprites

  • 40 SFX + 4 music tracks (WAV, generated, royalty-free)

  • Main menu key art

ColonySim Kit is a complete top-down colony management framework for Unreal Engine 5.8. A handful of survivors land on an unknown world. They mine, chop, build, farm, cook and research. They trade with passing caravans, recruit newcomers and defend against raiders and fire. Every system is connected into one playable loop, and every system is built to be extended.

Everything is editable inside the editor. All content is a Data Asset (“Def”): walls, furniture, weapons, apparel, items, plants, animals, characters, traits, recipes, research, weather and more. Duplicate one, change it in the Details panel, drag in your PNG or WAV and press Play. You don’t need code or external tools. The Def Wizard creates new assets, Validate All Defs catches mistakes, and the Property Matrix lets you edit many assets at once.

Multiplayer from day one. The simulation is server-authoritative and fully replicated. Up to 4 players manage the same colony together. Every player action goes through a validated command system.

C++ core;

  • The heavy systems are C++: grid, pathfinding, simulation ticks, jobs and replication.

  • Everything you’d want to change can also be done in Blueprint:

    • custom AI thinkers;

    • job drivers;

    • pawn classes;

    • HUD subclasses;

    • gameplay events.

Original content included.

  • 1,200+ sprites;

  • 40 sound effects and 4 chill music tracks;

  • main menu key art;

  • an interactive 19-step tutorial;

  • two PDF guides.

Every asset was made for this kit.

Gameplay

  • Colonists: randomly generated with names, backstories, traits, skills, passions and looks. Includes a colonist selection screen with reroll.

  • Needs and mood: food, rest, recreation and temperature comfort. Thoughts drive mood, and low mood causes mental breaks (wandering, binge eating, hiding, berserk).

  • Health: body parts, injuries, bleeding, pain, infection and a downed state. Includes doctors, medicine, hospital beds and death.

  • Work: a work-priority tab with 20 work types. Colonists choose their own jobs; right-click to force one.

  • Orders and zones: mine, chop, harvest, deconstruct, stockpiles and growing zones.

  • Construction:

    • Architect menu with 12 categories and material choice (wood, steel, stone…).

    • Blueprints with material delivery.

    • Auto-linking walls, doors, floors, rooms and automatic roofs.

  • Farming and cooking: crops with growth stages, soil fertility, seasons and frost. Production benches with bills (forever, X times, until X).

  • Research: a 26-project tech tree with prerequisites, research benches and unlocks.

  • Power and temperature:

    • Generators: fuelled, solar, wind and geothermal, plus batteries and power nets.

    • Lighting with dynamic glow.

    • Room temperature, heaters and coolers.

  • Visitors and trade:

    • Trader caravans: buy and sell with silver; your best Social skill improves prices.

    • Wanderers who join, and travelers you can invite or hire.

  • Combat:

    • Drafting, cover, and accuracy by skill and distance.

    • Melee, bursts, explosives and incendiaries.

    • Raids scale with the colony. Downed enemies can be captured and recruited.

  • Fire: spreads based on flammability and building material. Rain puts it out and firefighters respond automatically.

  • World: procedural planet and landing site, biomes, map generation, weather and a day/night cycle.

  • Save and load: full colony saves, plus quick save and quick load.

Presentation

  • Main menu: animated key art, colonist selection, load screen, co-op host/join and volume settings.

  • Tutorial: starts automatically on the first new game and can be skipped. Each step waits for the real action and highlights the matching button.

  • In-game HUD:

    • colonist bar, toolbar, Architect menu and bills;

    • Work and Research tabs, event letters and inspect panel;

    • trade window and pause menu.

  • Audio:

    • positional sound effects for every co-op player;

    • work sounds (mining, hammering, cooking…);

    • raid alarm;

    • separate menu and in-game music playlists.

For developers

  • Content workflow: duplicate a Def, edit it in the Details panel and you’re done. Def Wizard, Validate All Defs and the Property Matrix are all available.

  • 30+ dev console commands:

    • spawn anything, start raids, fires and visitors;

    • heal, hurt or kill pawns, skip time;

    • debug overlays.

    • ColonyShowcase builds a full demo colony in one command.

    • ColonyTrailer plays a scripted raid scene for marketing videos.

  • Clean architecture: server-authoritative commands, event bus, replaceable thinker, pawn and HUD classes. All settings are in Project Settings, with no magic numbers in code.

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