Key art for Colonize

Game review

Colonize

Colony Management SimulationWindows

5.5 / 10

Developer
Rembrosoft
Publisher
Rembrosoft, CreativeForge Games, PlayWay
Released
4 February 2026
Platforms
Windows
Genre
Colony Management Simulation
Monetisation
One-off premium purchase, no DLC, no in-app purchases and no premium currency
Players
None. Single-player only, with no leaderboard, co-op or shared-progress feature

The short version

Colonize sets out to be a genuinely calm alternative to the combat-heavy colony sims that dominate the genre: guide a small 17th-century settlement across historically-inspired locations like Roanoke and Plymouth, managing food, shelter, trade and worker needs with no armies and no enemies to fight. It's a distinctive, appealing premise, and Steam's Mixed 40.5% rating across 168 reviews tells a specific, verifiable story about what went wrong with the execution: a 1.0 launch plagued by save-game corruption and a colonist-freezing bug serious enough to end playthroughs, followed by a real gap in developer communication that multiple independent reviewers describe, in their own words, as abandonment. To the developer's credit, that gap has a documented end — Rembrosoft's own June 2026 announcement acknowledges the silence directly, confirms the studio is "returning" with a major update, and has followed through with several patches since. Recent reviews, written after that return, read noticeably more measured and positive than the ones from the worst of the gap.

Biggest strengths

  • A genuinely distinctive premise within a crowded genre — a calm, historically-inspired settlement builder entirely without combat, focused purely on resource management, trade and survival
  • The developer has publicly and directly acknowledged the game's rocky mid-2026 period rather than staying silent, and has followed that acknowledgment with several concrete patches since
  • Recent reviews, written after the studio's confirmed return to active development, read noticeably more positive and measured than the reviews from the worst of the development gap

Biggest weaknesses

  • The 1.0 launch shipped with severe, game-ending bugs, most notably save files that wouldn't load and a colonist-freezing issue that caused settlers to die in place, both raised independently by a large number of reviewers
  • Multiple independent reviewers describe a real, extended gap in developer communication and updates between March and June 2026, using words like "abandoned" — a claim the developer's own June 2026 post implicitly acknowledges by confirming a "return" was necessary
  • Several detailed reviews describe basic quality-of-life gaps, including no ability to delete placed buildings and short, shallow tech trees, that were present from Early Access through the 1.0 launch

Who it's for: Colony-sim fans specifically drawn to a peaceful, no-combat historical setting, who are comfortable buying into a small studio's recovery arc rather than expecting a fully polished experience today.

Our recommendation: Worth watching closely rather than an immediate buy — the core premise and recent patch momentum are genuinely promising, but the game's own recent history of an extended development gap is a fair reason for real caution before committing.

5.5 / 10

Most colony sims lean on threat — raiders, monsters, harsh weather events engineered to test a player's crisis management. Colonize, from Slovak developer Rembrosoft, deliberately strips that out. "There are no armies, no enemies, and no warfare," the game's own description states plainly. "Your challenge is the colony itself." It's a genuinely appealing pitch, guiding a small 17th-century settlement across historically-inspired locations — Roanoke, Plymouth, Bermuda — purely through the quieter tensions of food, shelter, trade and worker wellbeing. Since exiting Early Access into a full 1.0 release on 4 February 2026, the game has settled into a Mixed 40.5% rating across 168 Steam reviews, and the story behind that score is unusually well-documented and unusually resolvable: a genuinely rough launch, a real gap in development the studio has since publicly owned, and early signs of a recovery already visible in the most recent reviews.

A distinctive premise, genuinely appreciated

Reviewers who engage with Colonize on its own terms consistently praise the specific thing it's trying to do differently. "It turned out to be a nice RTS strategy game. I like that there's no combat, it's better to focus on city-building experience," one recent review states. Another, written just days before this review, captures the appeal precisely: "A relaxing and enjoyable colony builder with a satisfying resource and settlement management loop. I especially like the peaceful focus without unnecessary combat." The production-chain and trade systems — gathering raw materials, refining them, shipping goods back to England for resources the colony lacks — draw specific praise for feeling genuinely rewarding once a player understands how the pieces connect. "Managing the settlement and setting up the supply lines feels really rewarding once you get the hang of it," one review notes, while flagging that the surrounding interface can feel clunky along the way.

A launch undermined by severe, specific bugs

What kept Colonize from building on that promise at 1.0 wasn't a design disagreement — it was a concrete, repeatedly documented set of technical failures serious enough to end playthroughs outright. Save-game corruption is the single most repeated complaint in the sample: "saved games wont load, and it looks like it been a problem for months," one review states; another, more bluntly: "The game is fun until you can't load your save." A separate, equally serious bug involving colonist behaviour draws its own detailed complaint: "Population mechanics are just insane... citizens frozen in place which causes them death," one reviewer describes, reporting that reassigning frozen colonists and even restarting the game failed to resolve it. These aren't vague performance grumbles — they're specific, reproducible failure states that several reviewers describe as ending long, invested playthroughs entirely, the kind of bug that does lasting damage to a genre built around exactly the sunk-cost investment a broken save file destroys.

A real, developer-acknowledged gap — and a documented return

What makes Colonize worth examining more carefully than a typical buggy launch is what happened next, because it's unusually well-documented on both sides. Multiple independent reviewers describe an extended period with no meaningful updates or developer response. "Dev seemed to have abandoned this game," one review states. "ABANDONED game. Incomplete and POS developers moved on. Never buying again from this group," reads another, considerably more heated. A third, more measured: "There has been no additional content since June so I won't hold my breath." Checking the developer's own Steam news feed independently confirms the shape of that gap: a Save & Load patch shipped 11 March 2026, and then genuinely nothing followed for over three months — a silence that lines up precisely with when the sharpest "abandoned" complaints were written.

To Rembrosoft's real credit, that silence has a documented end rather than simply persisting. A 17 June 2026 post, titled plainly "We Are Returning to Colonize," addresses the gap directly rather than pretending it didn't happen: "Over the past months, we have been reading your reviews, comments, and feedback. We know that some parts of the game did not work as well as they should, and we want to improve the overall experience." The post commits to specific work — simplified design elements, a new church building, a new Boston map, and "general polish and quality-of-life improvements" — and the studio has followed through with four numbered patches (1.1.0 through 1.1.3) between 19 June and 23 July 2026. That's a genuine, verifiable pattern of a small team publicly owning a real lapse and then demonstrably following through on a stated recovery plan, which is worth crediting distinctly from simply excusing the original gap.

What the most recent reviews suggest

The clearest evidence that the return is landing with at least some of the community comes from the review timestamps themselves. Reviews written in the days immediately following this review's research — in the final week of July 2026 — read measurably calmer and more constructively critical than the March-to-June cluster, focused on specific remaining rough edges like camera zoom controls rather than the game-ending bugs and abandonment complaints that dominated the gap period. "Has some bugs but still very entertaining to play," one very recent review states, describing a genuine learning curve rather than a broken experience. That's not proof the game is now fully sound, but it's a meaningfully different tone than the reviews written mid-crisis, and worth weighing alongside the older, more severe complaints rather than instead of them.

Where this leaves a buyer

At NZ$14.75, Colonize offers a genuinely distinctive premise in a genre that rarely tries a fully peaceful approach, and the developer's public, followed-through recovery from a real and well-documented rough patch is a meaningfully positive signal about where the game is headed. The honest caution belongs to buyers weighing a purchase today: the severe save-corruption and colonist-freezing bugs that defined the game's worst period are serious enough, and recent enough, that treating them as fully resolved without further evidence would be premature. Players drawn specifically to the no-combat historical setting, and comfortable buying into a small studio's demonstrated-but-recent recovery rather than a fully settled, trouble-free product, have real reason for cautious optimism. Anyone burned before by early-access-style instability should probably wait for a few more patch cycles to confirm the recovery holds before committing.

Pros and cons

Pros

  • A genuinely distinctive premise within a crowded genre — a calm, historically-inspired settlement builder entirely without combat, focused purely on resource management, trade and survival
  • The developer has publicly and directly acknowledged the game's rocky mid-2026 period rather than staying silent, and has followed that acknowledgment with several concrete patches since
  • Recent reviews, written after the studio's confirmed return to active development, read noticeably more positive and measured than the reviews from the worst of the development gap
  • A low entry price for the genre, with production-chain and trade mechanics that reviewers describe as genuinely satisfying once understood

Cons

  • The 1.0 launch shipped with severe, game-ending bugs, most notably save files that wouldn't load and a colonist-freezing issue that caused settlers to die in place, both raised independently by a large number of reviewers
  • Multiple independent reviewers describe a real, extended gap in developer communication and updates between March and June 2026, using words like "abandoned" — a claim the developer's own June 2026 post implicitly acknowledges by confirming a "return" was necessary
  • Several detailed reviews describe basic quality-of-life gaps, including no ability to delete placed buildings and short, shallow tech trees, that were present from Early Access through the 1.0 launch
  • Content scope is criticised as thin even at 1.0, with some reviewers describing the full experience as explorable within an hour or two of play

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5.5 / 10
  • Progression 5 / 10
  • Performance 4 / 10
  • Value 5.5 / 10
  • Originality 7 / 10