- Release Year: 2016
- Platforms: Linux, Macintosh, Windows
- Publisher: MP Digital, LLC, Persona and Pixel Studio
- Developer: Persona and Pixel Studio
- Genre: Simulation, Strategy, Tactics
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: City building, construction simulation
- Setting: Futuristic, Sci-fi, Titan
- Average Score: 49/100

Description
Earth Space Colonies is a real-time city-building and strategy simulation set in a sci-fi future, where players establish and manage interplanetary colonies on Mars, Ceres, and Ganymede. The game involves terraforming the Red Planet while navigating resource scarcity across celestial bodies, requiring players to construct launch pads, manage logistics, and manually order resources between colonies to progress through the campaign.
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Earth Space Colonies Reviews & Reception
wolfsgamingblog.com : Where the game’s biggest problem lies is its horrible user interface which seems to delight in leaving you to scurry around, ordering up resources like a glorified stock manager.
Earth Space Colonies: Review
Introduction
In the pantheon of space colonization simulators, Earth Space Colonies (2016) emerges as a cautionary tale—a game with interstellar ambitions but terrestrial execution. Developed by the indie studio Persona and Pixel, it promised a visionary blend of multi-planet management, terraforming, and narrative-driven strategy. Set against the backdrop of humanity’s expansion into the solar system, it aimed to evoke the grandeur of classics like SimCity meets Surviving Mars. Yet, as this review will uncover, Earth Space Colonies tragically buckles under self-inflicted design flaws, transforming a dream of cosmic conquest into a lesson in unrealized potential. Its legacy? A footnote in gaming history, remembered not for innovation, but as a stark reminder that even the stars can’t save a game stranded in development limbo.
Development History & Context
Persona and Pixel studio, a small indie team, ventured into precarious territory with Earth Space Colonies during a renaissance for space-themed strategy games. Released July 1, 2016, on Windows, Mac, and Linux, it arrived amid giants like Cities: Skylines (2015) and pre-dated the critically acclaimed Surviving Mars (2018). The studio pitched a bold vision: simultaneous colony management across three celestial bodies (Mars, Ceres, and Ganymede), terraforming, disaster survival, and interplanetary trade.
Technologically, the game operated on a custom engine with modest system requirements—a necessity for broader accessibility but a constraint that likely limited complexity. Early Access updates hinted at grander plans: combat systems, deeper research, and trading mechanics. Yet post-launch reviews suggest these were either abandoned or superficially implemented. In an era where automation and player agency dominated simulators, Earth Space Colonies released with cumbersome systems that felt archaic. Its development cycle reflects a recurring indie tragedy: ambition outstripping resources, leaving a skeletal version of what could have been.
Narrative & Thematic Deep Dive
At its narrative core, Earth Space Colonies weaves a tale of humanity’s “next great adventure,” voiced by a cast of characters guiding players through terraforming Mars, defending Ceres from threats, and exploring Ganymede’s subterranean oceans. Thematically, it taps into quintessential sci-fi motifs: survival against cosmic indifference, the morality of planetary engineering, and interplanetary interdependence.
Yet, execution deflates these lofty ideas. Character dialogue serves as perfunctory mission prompts rather than emotional anchors. The story mode’s campaign—ostensibly its narrative vehicle—collapses under inconsistent pacing and logic gaps. One mission demands copper from Ceres, only to reveal Ganymede as the actual source, breaking immersion. Terraforming Mars, framed as the climax, concludes abruptly, negating any thematic payoff. Disasters (solar flares, meteor showers) feel disconnected from the narrative, existing as optional nuisances rather than plot drivers. The promise of a “fully voiced” epic dissolves into a disjointed series of objectives, underscoring a fundamental misalignment between theme and gameplay.
Gameplay Mechanics & Systems
Here lies the game’s catastrophic failure. Earth Space Colonies structures itself around three pillars: resource management, colony construction, and interplanetary logistics. Each buckles under flawed design:
- Resource System: In a baffling regression, players manually order resources via nested menus. Need iron? Open the production panel, click 10 times (or Shift-click once), then jump to crafting menus for composite materials. Automation exists but is binary: facilities produce endlessly until storage caps, flooding depots with surplus while critical shortages loom elsewhere.
- Construction & Infrastructure: City planning is rendered meaningless. Buildings require no physical connections; power magically transmits from solar panels to distant habitats. A nuclear reactor can neighbor an apartment complex with zero consequences. Happiness metrics—displayed via a smiley icon—remain static even during crippling resource deficits, negating any survival tension.
- Interplanetary Mechanics: The sole innovation—managing colonies on Mars, Ceres, and Ganymede in real-time—becomes a liability. Shipping resources between planets hinges on launch pads, yet early disasters (e.g., an asteroid destroying Ceres’ workshop) can soft-lock progress if supply chains are unprepared.
Combat, teased as a hybrid FPS-strategy element, is reduced to a token turret-defending minigame on Ceres, devoid of strategic weight. Research, once deeper in Early Access, devolved into a linear tech-unlock system with negligible impact in sandbox mode. The UI compounds these issues: menus clash, critical data is siloed, and the camera refuses to zoom out for macro-management.
World-Building, Art & Sound
Visually, Earth Space Colonies embraces a functional but uninspired aesthetic. Mars’ rust-toned vistas, Ceres’ icy plains, and Ganymede’s oceanic horizons are rendered with basic geometry and texture work, evoking early 2000s simulators rather than 2016’s standards. Dynamic day-night cycles and weather effects (sandstorms, quakes) offer momentary atmosphere but lack visual nuance.
Sound design echoes this mediocrity. While credited with “fully voiced characters,” performances range from wooden to melodramatic, often mismatched to on-screen events. Ambient tracks—ominous synth pads for space, pulsing rhythms for crises—are forgettable and loop repetitively. Disaster audio cues (meteor impacts, solar flares) inject fleeting tension, but without mechanical consequences, they become auditory wallpaper. Collectively, these elements create a sterile, unconvincing cosmos, failing to immerse players in its sci-fi premise.
Reception & Legacy
Critically and commercially, Earth Space Colonies launched into a black hole. It holds a “Mostly Negative” Steam rating (38% positive from 121 reviews), with players lambasting its “tedious UI,” “broken systems,” and “lack of challenge.” Critic Baden Ronie’s Wolf’s Gaming Blog review deemed it “laughable as a simulation,” citing non-functioning mechanics and “stupid design decisions.” Despite post-launch patches adding languages and camera fixes, core flaws persisted. MobyGames lists no critic reviews—a telling silence for a game that faded upon arrival.
Its industry legacy is negligible. While contemporary titles like Surviving Mars refined automation and emergent storytelling, Earth Space Colonies serves as a case study in squandered potential. Features teased in Early Access (combat, trading) were abandoned, and its multi-planet concept remains unexploited by successors. Indie developers might study it to avoid pitfalls—particularly the perils of scope creep without iterative refinement—but its influence on the genre is imperceptible.
Conclusion
Earth Space Colonies is a cosmic paradox: a game about building futures that itself remains stranded in the past. Its vision of multi-world colonization and terraforming hinted at strategic depth, but catastrophic design failures—cumbersome resource systems, meaningless infrastructure, and half-implemented features—crater its potential. Persona and Pixel’s ambition is palpable, yet unbound from technical execution or player-centric design.
For historians, it exemplifies how indie passion can be derailed by mismanaged scope. For players, it is a relic best avoided, outshone by contemporaries and forgotten by time. In the end, Earth Space Colonies achieves a grim feat: transforming humanity’s boldest dream—conquering the stars—into a monotonous chore. Final Verdict: A noble failure, eclipsed by its own flaws. Not recommended.