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The Colonists similar games & best alternatives

The Colonists

PC (Microsoft Windows), Mac, PlayStation 4, Xbox One, Nintendo Switch, Linux • 2018

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Quick resume

Build a new home for your team of robots as they begin a new life for themselves on a distant planet where they can fulfil their ultimate dream: to be human.

Global score

86/100

Genres

Indie, Strategy, Simulator

Similar games

    Pros

    • Engaging logistics and resource management
    • Charming graphics and relaxing atmosphere
    • Active developer support and frequent updates
    • Well-designed campaign and challenge modes
    • Custom maps and mod support for replayability

    Cons

    • Limited multiplayer and social features
    • Some bugs and pathfinding issues reported
    • Combat system considered simplistic by some
    • Price considered high by a few players
    • Lack of random map generation in campaign

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have extensive control over building, unit management, and strategic decisions, including formations and resource allocation."

      Capsule for Cossacks: European Wars Cossacks: European Wars

      "Players have extensive control over routing, resource priorities, and building placement, enabling personal strategic decisions."

    • Competence

      Game with the same Competence vibe

      4

      "The game challenges players with complex logistics and increasing difficulty, requiring skillful planning and optimization to succeed."

      Capsule for STATIONflow STATIONflow

      "The game challenges players with complex logistics, resource management, and optimization puzzles that require skill and planning."

    • Competition

      Game with the same Competition vibe

      2

      "There is some competitive aspect in multiplayer and AI battles, but mostly players focus on overcoming AI challenges and personal strategies."

      Capsule for Battlecruisers Battlecruisers

      "Includes ranked time challenges and AI combat scenarios, but many players focus on personal optimization and casual play."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long play sessions and high engagement with campaign and sandbox modes."

      Capsule for Space Pirates And Zombies 2 Space Pirates And Zombies 2

      "Many players report long playtimes, habitual return, and deep engagement with campaign, challenges, and sandbox modes."

    • Cooperation

      Game with the same Cooperation vibe

      -3

      "Primarily a single-player experience with limited multiplayer; no strong emphasis on teamwork or cooperative mechanics."

      Capsule for WARTILE WARTILE

      "Primarily a single-player experience with limited multiplayer; focus is on individual colony management rather than teamwork."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can create and customize transport routes, build networks, and even design custom cities, enabling creative problem solving and design."

      Capsule for Cities in Motion Cities in Motion

      "Players design and optimize transport networks and layouts; sandbox and mod support encourage creative experimentation."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions emphasize balanced tactical play and mutual respect with AI opponents rather than exerting superiority or trash talk."

      Capsule for Renowned Explorers: International Society Renowned Explorers: International Society

      "Interactions with AI opponents are balanced and strategic rather than about exerting superiority or trash talk."

    • Escapism

      Game with the same Escapism vibe

      4

      "Many players describe the game as relaxing, immersive, and a way to escape real-life stress through its story and atmosphere."

      Capsule for Epistory - Typing Chronicles Epistory - Typing Chronicles

      "Players describe the game as relaxing, stress-relieving, and immersive, providing a peaceful escape with charming aesthetics."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and enjoyment rather than obligation or external pressure."

      Capsule for Sins of a Solar Empire II Sins of a Solar Empire II

      "Players engage voluntarily out of intrinsic interest and enjoyment rather than obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "The game encourages trying new strategies, experimenting with industries, logistics, and city layouts to optimize performance and solve problems."

      Capsule for Workers & Resources: Soviet Republic Workers & Resources: Soviet Republic

      "Game encourages trying new layouts, adjusting priorities, and tinkering with transport rules to solve logistical challenges."

    • Exploration

      Game with the same Exploration vibe

      1

      "Some map variety and discovery of new strategies but limited new area exploration."

      Capsule for Constructor Constructor

      "Some map exploration and unlocking new areas, but mostly focused on known maps and optimizing within them."

    • Expression

      Game with the same Expression vibe

      2

      "Customization mainly through map creation and modding; limited character or avatar personalization."

      Capsule for Creeper World 4 Creeper World 4

      "Customization mainly through colony layout and transport design; limited character or avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      -3

      "Game grounded in plausible colony and factory simulation with minimal fantasy elements."

      Capsule for Kubifaktorium Kubifaktorium

      "Grounded in plausible colony building and logistics with robots; minimal roleplaying or improbable fiction elements."

    • Fellowship

      Game with the same Fellowship vibe

      -3

      "Social interaction is limited; community exists but gameplay is mostly solo with minimal social features."

      Capsule for Marble Skies Marble Skies

      "Social interaction is limited; community exists but gameplay is focused on solo play and personal goals."

    • Growth

      Game with the same Growth vibe

      4

      "Players learn and develop skills in logistics, optimization, and management as they progress through scenarios."

      Capsule for Blueprint Tycoon Blueprint Tycoon

      "Players develop skills in logistics, planning, and optimization; campaign and challenges promote learning and mastery."

    • Health

      Game with the same Health vibe

      -5

      "Standard sedentary gameplay with no physical activity or health-related features."

      Capsule for UNCHARTED™: Legacy of Thieves Collection UNCHARTED™: Legacy of Thieves Collection

      "Standard sedentary gameplay with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention to manage routes and vehicles; not suited for passive or background play."

      Capsule for Chris Sawyer's Locomotion™ Chris Sawyer's Locomotion™

      "Requires active attention to manage logistics and optimize routes; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Minimal social interaction or emotional connection beyond casual community features."

      Capsule for Steredenn: Binary Stars Steredenn: Binary Stars

      "Minimal social or emotional connection features; interactions are surface-level and limited to community forums."

    • Leadership

      Game with the same Leadership vibe

      -4

      "No leadership roles; gameplay is individual without group management or authority."

      Capsule for Don't Starve Don't Starve

      "No player leadership roles; gameplay is individual with no group management or authority dynamics."

    • Progression

      Game with the same Progression vibe

      4

      "Players accumulate resources, unlock techs, and upgrade buildings to expand colonies."

      Capsule for Imagine Earth Imagine Earth

      "Players accumulate resources, unlock tech tiers, upgrade buildings, and expand colonies progressively."

    • Relaxation

      Game with the same Relaxation vibe

      4

      "Many players describe the game as relaxing, calming, and therapeutic with a soothing soundtrack."

      Capsule for The Unfinished Swan The Unfinished Swan

      "Many players describe the game as calming and peaceful, with a soothing soundtrack and flow-inducing gameplay."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable visual style and sound design provide pleasant sensory stimulation without intense excitement."

      Capsule for Puzzle Agent 2 Puzzle Agent 2

      "Enjoyable visual style and sound design provide pleasant sensory stimulation without overwhelming excitement."

    • Status

      Game with the same Status vibe

      1

      "Leaderboards and community recognition exist but are not the primary focus for most players."

      Capsule for Trailmakers Trailmakers

      "Some leaderboard rankings and community recognition exist but are not central to the experience."

    • Story

      Game with the same Story vibe

      1

      "Includes a campaign with narrative elements, but story is considered light and secondary to gameplay."

      Capsule for Worbital Worbital

      "Campaign provides some narrative context and lore, but story is light and secondary to gameplay."

    • Strategy

      Game with the same Strategy vibe

      5

      "Core gameplay revolves around complex strategic planning, logistics, and operational problem solving."

      Capsule for Gary Grigsby's War in the East 2 Gary Grigsby's War in the East 2

      "Core gameplay revolves around strategic planning, problem solving, and optimizing complex logistics networks."

    • Thrill

      Game with the same Thrill vibe

      -2

      "Gameplay is low risk and calm; combat is simple and not highly suspenseful."

      Capsule for The Settlers® : Rise of an Empire - History Edition The Settlers® : Rise of an Empire - History Edition

      "Gameplay is generally calm and methodical; combat adds some tension but is not highly suspenseful or risky."

    • Value

      Game with the same Value vibe

      3

      "Players report good value for time spent with frequent updates and content."

      Capsule for Everdream Valley Everdream Valley

      "Players report good value for time spent with frequent updates and expanding content."

    • Violence

      Game with the same Violence vibe

      -4

      "Combat is minimal and not central; focus is on building and managing rather than destruction."

      Capsule for Spellcaster University Spellcaster University

      "Combat is minimal and indirect, focused on tower defense rather than direct violence or destruction."

    • Survival

      Game with the same Survival vibe

      1

      "Some resource management and combat challenge but overall stable conditions with limited threat"

      Capsule for Kingdoms of Amalur: Re-Reckoning Kingdoms of Amalur: Re-Reckoning

      "Some resource management challenges and combat threats exist, but overall conditions are stable and controlled."

    Analysis

    A very typical example of its motivational profile. Motivations that often define this kind of title include Fantasy, Violence, Story, Thrill. Here, the score leans higher than usual among comparable games on Competition, Status, Story.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026