I love it when a game does something I haven't seen before, takes me somewhere new. Quick example: when it comes to a series like The Elder Scrolls, I'm always going to consider Morrowind the best of the bunch simply because the setting was weird and crazy and utterly alien. Give me somnambulist tumor cults and immortal mushroom wizards any day over dragons and castles and orcs and such. I love me that new new flavor.
Anyway, Aven Colony happened to find its way into my Steam collection some time ago, and after letting it sit a while, I decided to give it a try. And those first few hours? Pretty solid! The setting is interesting enough: you direct a colonization mission from Earth as it attempts to settle Aven, a green and verdant world with an atmosphere that supports plant life but lacks oxygen, so humanity will have to putz around in little hamster tubes for the time being. Sounds fun. Build a sprawling complex of tunnels and structures to keep your little vegan space cadets safe and cheery while the planet spits out hostile alien flora at you.
There's a sandbox mode, a campaign mode, and an array of challenge maps. Campaign mode is the one that offers the tutorial, so it's strongly suggested one starts there. And after 36 hours of slooooowly crawling my way through these campaign mode missions (god, has it really been that long??), I can safely say I have had my fill of Aven Colony.
As a colony management sim, it's painfully basic, though they make some effort to mask this. You can grow a variety of crops, some earthling, some alien. The earthling ones are purely for nomming, while the alien ones are needed to process mind-altering drugs and industrial paste. Each map offers varying support for different crops, so you get a lil' variety there. Beyond food, you need to keep your colonists hydrated. Build water buildings to provide that. Housing is also a concern; build more houses than you need so people don't feel packed like sardines. Power needs are met by electricity-producing buildings, and the (very rare) attacks by alien spores and ships and what have you are chased off building defense turrets. Connect it all together with tubes, and... well, that's it. Food, water, housing power, safety. Oh, and mines for more building material. Those are all your colonists need, and you can handle it by building a few greenhouses to pump out casaba melons and a water pump or two, decorated with a couple plasma turrets on the boundaries. Add an immigration center so new colonists can arrive, and you're golden.
You can build other stuff, of course. There are things like bistros and hospitals, parks and custom tubes with fancy gardens inside. There's the whole drug production system that lets you spit out mind-altering substances, scrubbers and hospitals take care of alien invasions if you fail to just shoot everything on sight, trade outposts let you make largely undesirable trades with other entities, and there's a whole expedition system where you crew a big ol' fighter ship and send it around looking for trouble to thwart. But it's all paper thin. You can get even the most effed up colony to a stable point within minutes of starting a new game. After that, you're just raising numbers that don't really do anything, adding new structures that serve no real purpose. This would be fine if the game offered flavor text in its place, a compelling story to hear out or an interesting alien world to explore, but the laziness on this front is amazing. At no point do you get to learn about the world around you. I kept waiting for a Sid Meier's Alpha Centauri style payoff, but it just never lands.
And the weirdest part is that they had some kind of a competent writer on-staff. The campaign mode does come with a plotline to it; as you complete missions, you hear from other directors of the project as they investigate ruins on the planet, explain the history of the race that lived here before, that sort of thing. And the writing is good. It feels more natural than a lot of voice acting I've heard from much bigger studios. Someone cared about the narrative here. It's just a shame that whoever that person was wasn't allowed anywhere near the text provided during expeditions, or had a chance to add some snippets of trivia to the native plants you grow.
Aven Colony isn't terrible. If the narrative catches your attention, and the special campaign mission goals that pop up every now and then feel interesting, you might find yourself playing and enjoying for quite a while. But at some point, you're going to realize just how samey all of this is starting to feel, how every colony follows an identical pattern and how every danger and challenge is entirely artificial and easily managed. And at that point, you're going to ask yourself why they took a 30-minute visual novel and attached a half-baked prototype of a colony management sim to it. It's promising enough that I honestly look forward to seeing Team Mothership do something else, but I hope they put the needed polish into it.