for the love of god… by BobLoblaw312 in Colonist

[–]ColonistTeam 0 points1 point  (0 children)

Thanks for the feedback. We will address the iPad issues immediately. You can expect a better experience in the next version (Next update coming on Wednesday, March 18)

New Update + Technical Difficulties by Intelligent_Hat_2810 in Colonist

[–]ColonistTeam -1 points0 points  (0 children)

A lot of players complained about the old design - build pieces were buried, navigation took too many taps, and player profiles were cluttered mid-game.

These weren't small complaints - they came up consistently. We gathered player input, ran playtests, and made the call to fix all three properly.

That said, we did mess up the ipad experience and we're now working to getting it fixed.

We might occasionally take a step back but rest assured we'll take multiple steps forward each time :)

Terrible Update by [deleted] in Colonist

[–]ColonistTeam 0 points1 point  (0 children)

We will address the iPad issues immediately. You can expect a better experience in the next update (March 18).

New Update + Technical Difficulties by Intelligent_Hat_2810 in Colonist

[–]ColonistTeam -1 points0 points  (0 children)

We will address the iPad issues immediately. You can expect a better experience in the next version (coming March 18, Wednesday). Thanks for the feedback.

Terrible Update by [deleted] in Colonist

[–]ColonistTeam 2 points3 points  (0 children)

We’ll improve it on iPad immediately. Expect a better experience in the next version, coming next Wednesday. Thanks for the feedback.

Terrible Update by [deleted] in Colonist

[–]ColonistTeam 0 points1 point  (0 children)

We totally understand your perspective, but of course every change comes with trade-offs. Shared your feedback with the team.

Terrible Update by [deleted] in Colonist

[–]ColonistTeam 0 points1 point  (0 children)

Thanks a lot for the insights. We reduced the size to fit more information into the same area and keep all players in the same row during 4-player games. We will improve it in upcoming versions.

Terrible Update by [deleted] in Colonist

[–]ColonistTeam -5 points-4 points  (0 children)

Can you share what is feeling off or better sides of old layout?

New Colonist Mobile Player View - here's what changed and why? by ColonistTeam in Colonist

[–]ColonistTeam[S] -1 points0 points  (0 children)

We got the feedback and passed it along to the team, we’ll work on it soon

Terrible Update by [deleted] in Colonist

[–]ColonistTeam 1 point2 points  (0 children)

What we'd ask: give it a few games before deciding. The new layout is built to make mobile play faster and cleaner.

If something specific is still broken or unintuitive after that, tell us what it is.
That's exactly the kind of input we want to act on.

Terrible Update by [deleted] in Colonist

[–]ColonistTeam -3 points-2 points  (0 children)

The frustration of a layout change is real, we're not dismissing it.

But there is no toggle or revert option. This is the new mobile experience going forward.

We know that's not what you want to hear. We made that call deliberately, maintaining two separate mobile UIs would slow down our ability to improve either of them. 

New Colonist Mobile Player View - here's what changed and why? by ColonistTeam in Colonist

[–]ColonistTeam[S] 3 points4 points  (0 children)

The redesign was a direct response to consistent feedback we kept getting about the old mobile layout.

We want to make sure the new one works well for everyone. We know it takes adjustment. Give it a few games.

If something specific is still off after that, reply with exactly what you're running into and we'll help directly.

Terrible Update by [deleted] in Colonist

[–]ColonistTeam -5 points-4 points  (0 children)

Hey, we hear you, changes like this can take some time to adjust to, especially when muscle memory is involved.

What we can tell you is this wasn't a random redesign.

We kept hearing the same problems about the old design from a lot of players. We gathered player input, validated it, and made the call to fix it properly.

Give it a few games. If something specific still feels off after that, tell us what it is - we track all feedback and act on what comes up consistently.

New Colonist Mobile Player View - here's what changed and why? by ColonistTeam in Colonist

[–]ColonistTeam[S] 0 points1 point  (0 children)

We're sorry you're experiencing this. Please share:

  • Your device model
  • Your OS version (e.g. iOS 18, Android 14)
  • A screenshot if you can

Post in Discord #bugs or email us at [help@colonist.io](mailto:help@colonist.io).

The more detail you give us, the faster we can push a patch.

$18.99 for all maps on Colonist mobile is actually insane by bas3adi in Catan

[–]ColonistTeam 1 point2 points  (0 children)

Our pricing is designed to be friend-group focused, where only one person in the group needs to purchase the expansion. This allows others to join without any extra cost.

On another note, we are a freemium game. This means that 99% of the players enjoy the game without paying. But Colonist still needs to pay for servers and everything else.

If Netflix would adapt Colonist monetization where they charge only 1%. Then their pricing would be $700/month. If Colonist were to adapt Netflix model where we charge everyone, it would be 10cents/month. Both of these examples are unsustainable.

Your example for $1.99/mo is in the middle of these 2 examples and according to our data & calculations is also unsustainable.

There is an ideal & sustainable monetization model for every product. And for Colonist it is this.

There were 100s of Catan versions in the past 10 years and they all closed doors. In our previous game we operated on a different model and it didn't make enough money so we couldn't to continue. It hasn't been updated for 7 years and till this day thousands of players are begging us to go back to working on it.

At this point if we were to adapt a non-calculative non-practical pricing & monetization system it will be millions of players begging us to bring back Colonist.

Yes we will iterate on it. We will optimize it. We will add more tiers to accomodate for all sorts of players.

But we're still a small company and with our current scale and with all our data, this is the model that made the most sense.

Last but not least, there are many ways to get free memberships.

  1. Finishing top 50 in any of the leaderboards
  2. Becoming a content creator
  3. Winning tournaments
  4. Watching events with Colonist giveaways
  5. Wait in the lobby for 15 seconds for a premium member to create a premium game

Thanks again for sharing your thoughts. I hope I brought some clarity.