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June 24, 2026

COLONISTS AND THEIR MODIFICATIONS

Hello everyone!
I'd like to share some of the latest progress on Pandorium Colony.

Over the past few days, I have finished prototyping the core life-cycle systems for the colonists. Colonists can now progress through all stages of life, from birth to old age and eventually death. They consume resources, produce resources, grow, learn, work, and become part of the colony's ongoing story.

Just recently, I completed testing the reproduction system, and I am genuinely happy with the results.

Children inherit traits from their parents, including racial characteristics and some of their core attributes. Each colonist begins life with base statistics determined by their species and background, while the development level of their parents provides additional modifiers that influence those starting values.
After a period of gestation, newborns arrive in the Neonatal Center, where players can review their attributes and identify individuals who may have exceptional potential. Alternatively, they can simply be left to grow naturally and follow their own path through life.
At the age of three, children move to the Nursery. Eventually, this stage will support various enhancement systems, including implants and other forms of development designed to improve a colonist's future capabilities. The underlying framework already exists, but this functionality will not be available in the initial release because it requires a substantial amount of additional development and balancing.
At the age of twelve, children enter the Academy, assuming the facility has been built within the colony. There they receive a basic education covering the world around them, the local ecosystem, the planet's flora and fauna, and the practical knowledge required to contribute to colony life.

Players who prefer a more hands-off approach can simply allow children to complete their standard education before moving on to adulthood. However, players who wish to shape specific individuals will be able to expand the curriculum with specialized programs, advanced training, and unique educational opportunities that help develop particular strengths and talents.

At eighteen, colonists enter the Assignment Center, where they can be assigned to professions based on the colony's needs. If no specific role is required, they simply become part of the free population.

One of the ideas that remains very important to me is that colonists should not feel like disposable worker units. Left alone, they will gradually find their own occupations and interests. Some may start small businesses, provide services to other colonists, or contribute to the colony in ways that go beyond direct player assignments.
Currently, the colony relies primarily on three critical sectors: farming, mining, and reproduction. Most other colonists exist within the broader civilian population and contribute through logistics, maintenance, storage management, cleaning, commerce, entertainment, and countless other supporting activities.

The exact age ranges may still change as additional systems are introduced, but the overall structure is already in place. At the moment, colonists pass through six life stages: Infant, Child, Teenager, Adult, Mature Adult, and Elder.
These stages affect behavior, productivity, appearance, available activities, and future opportunities.
Every colonist has an individual lifespan. Eventually they will grow old and die. Lifespans can potentially be extended through technology, infrastructure improvements, medical advancements, and other colony upgrades. Future systems may also include genetic engineering, cloning, and other advanced biological technologies.
That said, one of the core ideas behind Pandorium Colony is that life should feel meaningful because it is finite. Colonists are born, grow up, learn, work, build relationships, age, and eventually pass away. Their stories matter because their time is limited.

A few days ago, I also completed another system that directly connects a colonist's appearance to their attributes.
Strength is no longer just a number hidden inside a character sheet. Stronger colonists can actually look stronger. This foundation has already been prepared for other attributes as well. Over time, statistics will influence not only appearance, but also behavior, interactions, and daily activities.
Each colonist now possesses an increasingly detailed personal history. This includes basic information such as age and name, but also parents, siblings, family connections, major life events, achievements, and other personal records.

Much of this information will be displayed throughout the game whenever it becomes relevant. However, players will also be able to visit a colonist's apartment and access their complete profile, including personal history, achievements, important life events, and potentially even a family album that records key moments throughout their entire life.

This foundation opens the door to something I find particularly exciting: dynamic storytelling.
As these systems continue to expand, future events will be able to take into account a colonist's history, personality, relationships, achievements, and family connections. Instead of feeling like isolated gameplay mechanics, these systems can eventually come together to create stories that emerge naturally from the lives of the colonists themselves.

Of course, all of this sounds exciting, and it creates enormous opportunities for future expansion. At the same time, it introduces one very important challenge.
The challenge is not creating the systems themselves.
The challenge is displaying all of this content in a meaningful and practical way.
This is where the ongoing question of 2D versus 3D becomes increasingly important.

I've been working in game development for more than fifteen years. During that time I've worked with both 2D and 3D technologies and watched several generations of development tools come and go. Many of you may remember Pandorium Online, which was built entirely using Flash technology. Back then Flash was a powerful tool for independent developers. Today it has effectively disappeared.
Because of that experience, I understand both the strengths and limitations of different production pipelines.
At first glance, choosing between 2D and 3D may seem like a purely visual decision. In reality, it affects almost every part of development: customization, storytelling, production speed, animation, optimization, scalability, and long-term maintenance.

The biggest advantage of 3D is flexibility.
A single character can support an enormous number of visual and mechanical modifications. Small changes to strength, body shape, age, injuries, cybernetic implants, or biological enhancements can all be reflected directly in the character model. Technologies such as morph targets make it possible to create smooth transitions between different appearances without needing entirely new assets for every variation.
The result is a system where even subtle character growth can become visually noticeable.

2D works very differently...
Every meaningful visual change generally requires additional artwork. A new body type must be drawn. That new version must then be recreated across all relevant poses, animations, and scenes. As customization options increase, the amount of artwork grows rapidly.
This means character progression in 2D often happens in larger visual steps rather than gradual transitions. While this reduces technical complexity, it also limits the amount of visual feedback that can realistically be produced.

The same issue applies to facial customization. In 3D, two head models can potentially generate countless intermediate variations through morphing. In 2D, every variation must be illustrated manually.

The challenge becomes especially difficult once characters begin participating in events, conversations, cutscenes, and story scenes. Every possible appearance variation must be supported across every relevant pose and situation.

This is why many older games relied on modular sprite systems where only arms and legs changed position while the body remained largely static. It was often the only practical way to support large casts of characters without creating an impossible amount of artwork.
If a project contains hundreds of unique characters and multiple poses for each one, production requirements can increase dramatically.

On the other hand, 3D introduces its own costs.
The flexibility of 3D comes with significantly higher technical demands. Models, rigs, textures, materials, shaders, and animations require more storage space and more processing power. Larger file sizes, heavier memory usage, longer loading times, and increased optimization work all become part of the equation.

This leaves us facing a difficult but fascinating choice.
On one side is a highly flexible system capable of supporting deep customization and long-term scalability. On the other side is a lighter and more efficient system with fewer technical requirements but greater limitations on content production and visual variation.

Neither approach is perfect.
Right now I don't need to make that decision yet. The prototype has been designed in a way that allows development to continue in either direction. My new hardware is still making its way to me, which gives me additional time to think carefully about these larger questions before committing to a final production pipeline.
Still, this remains one of the most important decisions for the future of Pandorium Colony. The choice between 2D and 3D is not simply a question of art style. It affects the entire future of the project.

Anyway, I think that's enough development talk for one update.
I'd genuinely love to hear your thoughts on all of this. Any comments, suggestions, ideas, concerns, or feedback are welcome.
Game development can be a surprisingly lonely process sometimes, and these kinds of decisions are always more enjoyable to think about together. Maybe we'll discover an interesting compromise. Maybe someone will point out something I haven't considered. Either way, I always enjoy reading your perspectives.

Thank you all for your continued support.
See you again soon!

Comments (4)

R
Robertartin · July 21, 2026

I'm a little confused, I thought I remembered this game from like 8 years ago what happened

P
PANDORIUM · July 21, 2026

What happened to what?

C
Candy Worthy · June 24, 2026

This does start to feel more like a proper colony management game, though unlike them it's less about actually managing every single resource, building the city and encourage growth. Many management games like colony management games like Banished have a good camera movement. Unlike Pandorium Online which was locked in one angle and could only move around the map in the same angle, other management games have a free moving camera which allows you to see your city or colony from any angle you want. But that only is effective if there is a city to be building. In regards to 2D vs 3D. people look at 3D and one would think either first person or third person where you can walk around yourself through a town. That's not always the case. Pandorium has a 2D feel but it can be made with 3D characters which would make them pop out more. I would love a game where i could walk around the city i'm managing but it's not a requirement since the common management game is a top down building game. I don't want a rushed game so if you think that 3D will be easier to make more visual changes to characters then go for it. On that note I love the idea of the city and colonists just living their own life without us needing to butt in, getting married, earning their own achievements like "nr. 1 Golfer" or something like that, it is a step above what others don't have which are procedurally generated NPC progression. Red Dead Redemption actually has the world and towns progress in real time as you play the story so you can see a city pop up out of nowhere. Not saying that you need to do something this extreme but the idea that they can make their own businesses would be nice to actually see the business appear and maybe usable. There is however the question of time. How fast does time progress? will they age up faster until they reach adulthood and slow down or will they have each year be the same? Given that this is a single player game now i would hope that we're not locked to a set time pace. That we will be able to stop, start or speed up time as we see fit. The waiting was always the tedious part even if it was running on a server when the game was off. It took 18 hours for kids to be born and another 18 hours for them to become adults. Just curious on that one. I like that much like real life the way to increase the average life expectancy was through improved medicine, technology and better environmental elements. So i'm curious at what age the starting life expectancy is until we start to play god and let them live longer.

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PANDORIUM · June 24, 2026

Hi! Regarding the camera in Pandorium Online, this is actually one of the fundamental differences between 2D and 3D games. A 2D game is essentially a flat canvas with everything drawn onto it. There is no real depth. Even when depth appears to exist, it's usually just an illusion created through art techniques rather than actual three-dimensional space. Because of that, you can't simply rotate the camera in a traditional 2D game. The reason is straightforward: the characters themselves are flat, not volumetric. If you rotate the camera, the character would have to rotate along with the environment, which is also just a flat image. You're not looking at a true 3D world where changing the camera angle reveals different parts of the surrounding space. Instead, you're always viewing the world from a predefined angle, unless you create an artificial illusion of rotation. Personally, I've never been a big fan of that approach. If the goal is to create a genuinely three-dimensional world, then that's exactly what 3D graphics are designed for. Trying to build a fully three-dimensional world using 2D graphics has always felt a bit like forcing a technology to do something it wasn't really meant to do.