Coloniser
Studio: Cantos Games — started from pre-production
A survival-first persistent RTS built around long-running worlds, colony growth, resource pressure, diplomacy, and large-scale conflict.
The story
Coloniser is the RTS project I started from pre-production, helping shape the technical and gameplay spine early: camera, units, colony systems, resources, progression, networking pressure, world persistence, and the thousand small decisions that make an RTS feel coherent rather than merely busy.
The pitch is survival-first strategy. Players begin vulnerable, earn the right to expand, and build toward persistent conflicts where territory, alliances, logistics, and timing matter as much as unit control.
Technical highlights
- Core RTS systems: selection, camera, orders, resources, building rules, and player-facing feedback loops.
- Persistent multiplayer structure designed for long-running worlds rather than isolated short matches.
- Colony and progression systems built to support expansion, pressure, and strategic recovery.
- Unity production stack with attention to scale, readability, and iteration speed.
Outcome
Coloniser moved from pre-production and ambitious RTS prototyping into a public-facing Steam project. It is the clearest bridge between my technical art background, systems design instincts, and long-term independent game-development direction.






