Colony Sim Engine for RPG Maker MZ
Colony Sim Engine is a cutting-edge plugin for RPG Maker MZ that lets you build full-fledged colony sims, city builders, and base-building games without fighting the engine. It gives you deep, modular systems for managing citizens, resources, buildings, and production.
The plugin includes:
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Time Controls: Pause, play, or speed up the game; all in-world systems scale accordingly.
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Map Movement & Point-and-Click: Smooth camera scrolling, hover highlights, selection, and actions.
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Build Mode: Place building previews, queue construction, and watch projects progress step by step. Finished buildings unlock new jobs, production lines, and upgrade paths.
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Citizens & Tasks: Citizens pick tasks based on priority, proximity, availability, and skills. Tasks are modular and can be skill-specific. Floating text shows task progress and level-ups.
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Skills & Leveling: Citizens gain XP for tasks. Levels improve speed and output quality. Each skill is customizable, and citizens’ skills and levels are visible in the Behaviors window.
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Needs & Mood: Hunger, rest, comfort, and safety impact citizen behavior and productivity. Developers can define custom stats and decay rates.
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Farming & Resource Gathering: Prepare soil, plant, water, follow seasons, and harvest crops. Resource zones are linked to yield, respawn times, tools, and skills. Each harvesting task is tracked separately.
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Crafting & Production: Recipes with input/output items, work times, and quotas. Citizens craft only until quota targets are met. Tasks are modular and skill-specific.
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Buildings & Upgrades: Upgrade buildings and workstations for efficiency and productivity. Buildings can produce over time without active work.
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Research System: Optional research tree unlocks buildings, recipes, and bonuses. Research can require idle citizens, skill levels, and building prerequisites.
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Money & Shipping: Ship products and track gold. HUD updates are tied to shipment settings.
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Animations & VFX/SFX: Task-specific looping animations, visual effects, and sound effects. Citizens face the correct target during tasks.
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Alerts & Events: Fully customizable alerts with text, sound, priority, screen position, and throttling. Scheduled or random events affect resources, buildings, and citizens.
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Custom UI & Assets: Replace built-in icons, buttons, cursors, alerts, overlays, and window skins. All windows are draggable and configurable.
Inspector & Debugging: Click any citizen or building to see live stats, inventory, skills, and current tasks (optional visibility).
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Story & Tutorials: Trigger story or tutorial messages at game start or via in-game events. Developers can guide players without hardcoding sequences.
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Flexible Developer Tools: Define global fonts, floating text, resource respawn times, citizen spawn locations, task IDs, quotas, research requirements, and more.
Development Status
This plugin is under active development. While core systems are playable, other features, parameters, and UI are still being worked on.
Follow along for the journey! Add the plugin to your collection to be notified of updates.
Updated | 17 days ago |
Status | In development |
Category | Tool |
Platforms | HTML5 |
Author | BitQuest Studio |
Genre | Simulation |
Made with | RPG Maker |
Tags | 2D, City Builder, Idle, Management, Pixel Art, RPG Maker, RPG Maker MZ |
Comments
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Can't wait for this "engine". So far I have the problems like:
- have no idea how to "scroll" map when not in building mode
- building hud got stuck/freeze all the time for me, when I selected hause to build I can't select anything else later (house is always "selected" but can't change it)
- when there's 3 trees left, ppl have only "chop tree" task, they'll idle all the time
- I agree that after a while of playing, ppl get stuck in unlimited walking loops, not doing anything
Thank you for your feedback!
For scrolling, you can just move the mouse cursor to the edge of the map.
The other bugs are on my patch list already :)
So far the demo is pretty good!
The issues I'm sure you're mostly already aware of, but people just randomly get stuck in loops sometimes, so at one point my villagers just stopped doing any tasks, found some corners and just ran around the corners and I couldn't find anything to fix them, maybe its a resource spawning out of reach?
Couldn't save the game either so kinda hard to do any long term testing without keeping my browser open for hours on end.
Save error: "Colony_work is not defined"
I feel like resources should be shown on the default hud.
Or at the very least wood should be shown with gold on the main hud.
Maybe it's just my experience with rimworld speaking, but I wasn't a fan of having all the characters and other important options in the escape menu, but I also know rpg maker can be a bit limiting, just wanted to mention it.
The progress bars when your citizens are chopping wood are hard to tell what progress theyre at, its kinda just easier to ignore the bar.
Navigating the map could be easier if we had something like wasd movement maybe?
What I liked:
The multipage menu up top to see the different tabs
The day time and speed ui information is great.
I love all the character details and being able to edit behavior.
The menu for handling items is really well done, being able to choose, crafted with and ship sell items is great.
Can clearly see you've done a ton of great work here.
Looking forward to seeing more in the future!
Thanks so much for the detailed feedback. A lot of the bugs are already on my patch list and I'm glad there were things you liked!
I hear you on the ESC menu windows. I did think of making everything available on the map but there are some RPG Maker limitations as well as just the sheer number of available windows clogging the map itself.
The progress bar issue is easy enough to fix because all the colors are customizable in the parameters!
I hope to have an updated game showcasing the improvements available soon-ish!
Thank you again!
this is amazin
Hi, I'm curious about this, as I saw your post in reddit. :) Do you know if you will release a MV version of this plugin as well? That would be awesome.
It’s very unlikely unfortunately. The plugin requires a tremendous amount of work to make it be compatible with the limitations within MV. Those limitations also happen to be at the very core of how this plugin is designed.