SUBSCRIBE
Tech Journal Now
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
  • More Articles
Reading: The challenges of developing the colony sim, from Dungeon Keeper to Dwarf Fortress and beyond
Share
Tech Journal NowTech Journal Now
Font ResizerAa
  • News
  • Reviews
  • Guides
  • AI
  • Best Buy
  • Games
  • Software
Search
  • Home
  • News
  • AI
  • Reviews
  • Guides
  • Best Buy
  • Software
  • Games
  • More Articles
Have an existing account? Sign In
Follow US
© Foxiz News Network. Ruby Design Company. All Rights Reserved.
Tech Journal Now > Games > The challenges of developing the colony sim, from Dungeon Keeper to Dwarf Fortress and beyond
Games

The challenges of developing the colony sim, from Dungeon Keeper to Dwarf Fortress and beyond

News Room
Last updated: July 23, 2026 1:12 am
News Room
Share
14 Min Read
SHARE

From the archives: This feature was originally published in PC Gamer #305 (UK, June 2017). It appears below as originally written, with only minor changes in formatting and presentation.

No gaming genre can generate stories quite like the colony sim. Almost entirely unique to PC gaming, colony sims task players with building and sustaining a habitat for a group of AI characters, which could be anything from dwarfs to demons.

Although the player controls how the colony is shaped, constructing rooms or buildings and filling them with useful objects, they do not control the inhabitants directly. Instead, the colonists interact with their surroundings and other NPCs via AI systems that simulate their needs and desires.

Latest Videos From

Through these desires and the player’s ability (or inability) to meet them, colony sims produce incredible, incidental plotlines; tales of dwarves who delve too greedily and too deep, unleashing hordes of monsters into their fortress, of bitter rivalries between demonic creatures that tear apart the plans of an evil dungeon master, of prisoners who explode into riot because the warden forgot to build a shower block.

A smiling demon from Dungeon Keeper.

(Image credit: Electronic Arts)

It’s the autonomous personalities of these AI individuals which separate colony sims from other populace-focused strategy games such as management sims and city-builders.


You may like

“You watch more named non-player creatures interacting with each other over a longer period of time in a colony sim,” says Tarn Adams, co-creator of Dwarf Fortress, “And you’re watching them more carefully than you generally watch, say, scheduled NPCs in an RPG. It gives you a chance to really get to know the characters, and how they respond to situations both you and the game world throw at them.”

But this also makes colony sims tough to develop. Since the release of Bullfrog’s Dungeon Keeper, which set the template for colony sims through the colourful and often fractious personalities of its demonic creatures, only a handful of similar games have been made. In recent years, however, the genre has witnessed an exciting resurgence, thanks to the dedication of a few tiny development studios.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Dwarf Fortress is the flagship in this resurgence. Created by Bay12 Games, Dwarf Fortress is an immense, 20-year development project currently halfway to completion. Its simple premise is that you build and maintain a colony of dwarfs, but the ultimate aim is to generate and simulate unique fantasy worlds in their totality. This includes everything from the terrain to the history, right down to what clothes individual characters wear.

A world map from Dwarf Fortress.

Dwarf Fortress generates its world history by essentially playing a strategy game with itself. (Image credit: Bay 12 Games)

The sheer scale of Bay 12’s project is mind-boggling. The aforementioned features are merely entry-level stuff for Dwarf Fortress’s preposterously granular simulation.

More recent additions include procedurally generated poetry, the result of a cascade of new features that typifies the rabbit-hole that is colony sim development. “If I recollect,” says Adams, “we were working on taverns at the time and we were dedicated to allowing the dwarves to play the instruments that had been in the fort. This led to procedural instruments, which led to procedural music, which led to procedural lyric descriptions, which led to procedural poetic forms and also dance forms.”


What to read next

Such detail increases the range of unique events that can happen to the dwarfs in any given fortress. But it’s also important that the player is not ignored as a part of the game. Indeed, one of the immediate challenges in designing a colony sim is determining how much control the player should have over the colony and its inhabitants.

“It’s important at some point to have a conception of what the player ‘is’. For us, it’s the ‘official will of the fort,’” says Adams. “So you’d ideally be able to give orders and decide on other fortress-level activities, while the dwarves are in control of their own lives, and can even decide to disobey orders in extreme cases.”

Dwarf Fortress’s dedication to simulating every angle of fantasy colony life has made it legendary within the industry. But it is an extreme game in all senses, and this applies to its flaws. It is famously difficult to get to grips with, thanks to an archaic presentation and user interface, while its commitment to random numbers means your experience with it can vary wildly.

Rimming the changes

Not all colony sims are so uncompromising, however. Ludeon studios’ sci-fi colony sim RimWorld is a natural evolution of Dwarf Fortress’s design.

But not only is it more accessible, with a straightforward user interface and a modern art style, it also flips Dwarf Fortress’s design philosophy on its head. Rather than using procedural generation as a basis for its storytelling, it uses storytelling as a basis for its generation.

Rimworld

“RimWorld is designed at every level to generate story,” I’m told by Tynan Sylvester, founder of Ludeon studios and lead developer on RimWorld. “That’s always been the central pillar of the design, to the point that I deliberately decide every design conflict between ‘game’ and ‘story generator’ directions in favour of the latter.”

This concept is embodied by RimWorld’s AI Storyteller. Inspired by Left 4 Dead’s infamous AI director, this is an overarching AI system designed to maintain the pace of the game. The system comprises two principle components. “Story watchers” monitor the game state along specific parameters, such as player wealth or dangers encountered.

Then “incident generators” take those statistics and respond to them by triggering events in the game. These could be positive, like a much-needed cargo drop, or negative, like a disease epidemic.

“She [the AI storyteller] attempts to match a rising and falling pacing curve, and not to over-brutally murder struggling players,” Sylvester explains. “Though she also is not pandering or cloying. A struggling colony can still be hit by pretty brutal raids or disasters, because in extreme challenge lies the greatest drama.”

Boxout

(Image credit: Future)

Although it helps to mediate the player experience, the AI storyteller adds another layer of complexity to the colony’s simulation, which already has potentially dozens of AI agents moving through it, all with their own goals, needs, emotions, and ambitions.

Add all the different rooms you can build, items you can craft, trading systems, weather systems, environmental hazards and hostile aliens also included in the game, and you’ve got one huge pile of overlapping, interlinking, and potentially conflicting systems.

This is another of the major challenges of colony sim design—structuring the development.

Knowing when to add features and game mechanics, and when to stop adding features and game mechanics, is crucial. “I think the characteristic design danger in this genre is drowning in your own complexity,” says Sylvester. “It’s very easy to just end up submerging players in complexity and micromanagement.

“My approach here is to treat player learning and player attention as precious, limited resources and ‘spend’ them accordingly. If any mechanic would require any amount of player learning or player attention, I try very hard to redesign it so it can be optional, or set things up so it only applies in some situations, or so it can be introduced gradually.”

Inner space

A floating hand surveys a Dungeon Keeper level.

Although it is a hybrid RTS, Dungeon Keeper’s creature management mechanics were a defining moment for colony sims. (Image credit: Electronic Arts)

Considering the player’s experience of your colony sim is vital in other ways too. One of the toughest challenges when designing these games is not creating a system that produces interesting events, but ensuring it communicates those events effectively to the player. This is a problem that has been agonised over by Simon Roth, the creator of the colony sim Maia.

Maia traces its origins more to Dungeon Keeper than Dwarf Fortress, but has a similar commitment to simulating its alien world at an extremely granular level—particularly with its human colonists. In Maia, everything can affect a colonists’ mood, not just hunger, thirst or fatigue, but whether they’ve spent enough time around other people, and even the lighting of the room they’re in.

In total, Maia’s colonists have around 50 needs that can affect their mood, but communicating all this information to the player in a way that’s both clear and unobtrusive isn’t easy. “Presenting more information to the player has been the biggest difficulty in the game,” says Roth. “The thing is with the AI it’s so incredibly complex now, although the code is well laid out.”

A floating hand surveys a level in Maia.

Every creature uses Maia’s decision-making AI, even the chickens. “They’re probably smarter than real chickens at this point,” Roth says. (Image credit: Machine Studios / Simon Roth)

Machine Studios has tried to solve this problem by giving the player both direct and indirect information about the colonist’s mental states. Unlike Dwarf Fortress and RimWorld, Maia’s 3D engine means Roth and the team can use detailed animations to communicate colonist emotions.

Ironically, this only works for obvious emotions and needs, such as hunger, anger, fatigue, etc. For subtler problems, the team needed a more direct solution. So they enabled the colonists to send the player emails.

“The emails were not such a big thing,” says Roth. “But since we realised we needed to present more depth to the player, the colonists can send emails. They can send these long procedural things.”

Alongside straightforward statements about their physical and mental state, in an unusual move, the colonists can also present the player with direct choices about how to deal with certain scenarios in the colony.

From the archives

PCG 305

(Image credit: Future)

This feature was originally published in PC Gamer #305 (UK, June 2017).

You can still subscribe to PC Gamer to get new issues of the magazine (in print!) every month.

“If they’ve got a skill for a thing and they spot a potential problem in the base, they can suggest doing something to the player, and the player can either give them a yes or no answer”, Roth says. “It shows the AI are more self-aware than you realised.”

Although almost 30 years old, the colony sim genre has barely been explored. This recent smattering of games has pushed the envelope enormously in the last few years. But the great irony of colony sims is the more detail you include in the game, the harder it is to ensure that detail will be appreciated by the player.

Hence they need to be thought of like any storytelling medium. Ultimately, it’s not about how many words your story contains, it’s about how entertaining they are to read.

Read the full article here

You Might Also Like

Surely FromSoftware has something brewing besides that Switch 2 exclusive, right?

I really want to know what the cube is all about in Haex

We live in a world where every single Hatsune Miku is canon, which means that includes Helldivers Miku and Pyramid Head Miku

Frontier is making a Planet game that isn’t about zoos or rollercoasters, and has just filed trademarks for Planet Resort and Planet Festival

‘We’re just thrilled the stars aligned’: Less than 2 years after his own game fully shut down, Jason Voorhees is coming to Dead by Daylight

Share This Article
Facebook Twitter Email Print
Leave a comment Leave a comment

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

- Advertisement -
Ad image

Trending Stories

AI

Monday.com cuts 20% of its workforce to restructure for the AI era

July 23, 2026
Games

The new Warhammer Blood Bowl published by Slitherine will be out in fall, and I’m looking forward to it because I enjoy pain I guess

July 23, 2026
News

MediaPact wants to reinvent digital ads for the AI era – GeekWire

July 22, 2026
Games

Blizzard is investigating a World of Warcraft cheating scandal after game master ‘death-touched’ bosses for friends without realizing it was being recorded

July 22, 2026
Games

Count Binface threatens to nationalize Sega if it doesn’t come across with a Shenmue 4 update

July 22, 2026
Games

Steam update makes gifting much easier, adds wishlist organization features

July 22, 2026

Always Stay Up to Date

Subscribe to our newsletter to get our newest articles instantly!

Follow US on Social Media

Facebook Youtube Steam Twitch Unity

2024 © Prices.com LLC. All Rights Reserved.

Tech Journal Now

Quick Links

  • Privacy Policy
  • Terms of use
  • For Advertisers
  • Contact
Welcome Back!

Sign in to your account

Username or Email Address
Password

Lost your password?