Desynced: Autonomous Colony Simulator

Desynced is a sci-fi strategy game with fully customizable units and behaviors. Gather, build, research, and explore the unknown. Alone or with friends, unveil the mystery of an AI on the edge of self-awareness and uncover the hidden truth in this blend of strategy, automation, and exploration.

Desynced: Autonomous Colony Simulator is a strategy, automation and programming game developed by Stage Games Inc. and published by Forklift Interactive.
Released on August 15th 2023 is available only on Windows in 12 languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Polish, Czech, Japanese, Korean and Traditional Chinese.

It has received 1,315 reviews of which 1,096 were positive and 219 were negative resulting in a rating of 8.0 out of 10. 😊

The game is currently priced at 20.29€ on Steam and has a 30% discount.


The Steam community has classified Desynced: Autonomous Colony Simulator into these genres:

Media & Screenshots

Get an in-depth look at Desynced: Autonomous Colony Simulator through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit or newer
  • Processor: 5th Generation Intel i5 CPU or equivalent
  • Memory: 2 GB RAM
  • Graphics: GTX 1060 / AMD R9 or higher
  • DirectX: Version 11
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
This isn't a Factory game, its an Idle game in disguise and an exercise in Programming to automate the majority of tasks. Very powerful Visual programming interface and satisfying results.
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April 2024
I love industry games and have played them all, Factorio, Satisfactory, Shapez, The Planet Crafter, Dyson Sphere Program, Techtonica, Empyrion, Dwarf Fortress, Captain of Industy, Avoirion, Autonauts, but I cant seem to get into this one. However, the game is totally honest with you the level of AI is off the chain. You can (and are expected to) multi-manage everything and anything. So I would recommend it for the hard-core industry people, but not for a casual or someone who wants just a chill experience.
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March 2024
I randomly stumbled upon this game I think under, I think it was the 'base building/automation' tag. What can I say,, Factorio without the belt spaghetti? Nah, that would give this game to little credit. It's a splendid, well crafted mix between factory building and RTS. Who needs belts when you got bots? It is still EA, and content isn't complete yet, but what is in the game so far is enough for quite some hours, and grants the itch of 'can't wait for the next content update' in a positive way. The modular building of units and buildings is nice. Reminds me somewhat of the good old Warzone2100. The game gives me some nostalgic SupCom vibes as well. Skilled coding, too. Runs smooth. No loading times either. Start up game, press 'continue', no loading screen and back into your savegame in half a millisecond. Respect. Worth the buy.
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Jan. 2024
This is the best "bad" game I've played. By that I mean that usually steam reviews are more or less correct. But in this case they're nowhere near. That is - because I'm a programmer. I can see that for most people the issue is in that - they don't understand programming and 80% of the game is just missing them. Most of micromanagement which seems to be one of the main complains here, is easily fixable, and the great thing about that is that in theory you can fine-tune the level of management to your taste, except that going "higher" would take you more time to program (or find the program). Add a bit of modding, for more commands mainly, and you're good to go. Also, unlike wast majority of programming games, this one does not limit your creativity nor does it suggests some absurd tasks which have no meaning at all. Quite the opposite, you may write as complex code as you want and tasks have very practical meaning. And in general it's not necessary to program in this game, you could always use templates someone else have done, and there's still a lot of content besides the programming. What's really great about this game is it's balance of 3X: explore, expand, exploit. If you're tired of programming you can always go explore and find something new. Well, that is for at least 10 hours of exploration or so. If you're tired of exploring too, you can do quests, or fight with bugs. Either ones in your code or the real virtual bugs. For EA that's under half a year after release, this game is way better and have more content than most released games or games that's been in EA for many years. And I hope it would become more popular, so devs would have more finances to continue the development, add more content and fix most issues. Btw, what I've noticed about this game is absolutely astonishing level of programming in the game engine. I don't have access to sources (well, except lua scripts, which, btw, looks great - clean, simple, easy to understand and short), but the subtle details allow me to deduce that whoever coded this game is nothing less than a guru of programming. There's very few bugs, no CTDs, very good performance, great modding capabilities, the ability to load mods on the fly (the only thing you need to do is subscribe, save and load to apply new mods, no need to restart), incredibly fast saving and loading time (for a procedurally generated game that's a major feat), replay feature that will not falter if you mod your game in the middle of gameplay, and stores tens of hours of gameplay data in under a megabyte (along with the current state), which is next to impossible from my knowledge. Currently, what I'd call the main issues, is lack of tutorials on programming behaviors, lack of documentation, lack and/or not clear enough naming of code commands, and lack of debugging options. But that seems to be relatively easily solvable issues, so I'd expect it to be fixed in following years (hopefully, the first one to come). There's mods that somewhat fixes that - adds some of debugging, adds more commands. But most of that should be in the main game. Also, it would be great to have more online capabilities, like online behaviors/templates database, for players that can't or don't want to program.
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Jan. 2024
This is a fantastic game for those who are constantly saying to themselves "There must be a better way to do this" because there always is. I lie awake at night with visions of the behaviour editor as I try to come up with better solutions. I spent 3 days researching math equations to create a square spiral of spaced out grid coordinates centered around my base just because I wanted to make my bots search in that pattern. Everything is modular, and the automation tools can interact with any part of the game. You can do everything manually, but the real beauty of this game is rewarding you for designing your own custom behaviours. EVERYTHING can potentially be automated. You can also copy and paste custom behaviours and blueprints, so you can try out what other people have made if you want some ideas. The learning curve is a bit steep, and the wiki is still incomplete, but there is a friendly community on the official discord to help fill that gap. The game has mod support, and customizable game settings like resource density and enemy aggressiveness as well.
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Last Updates

Steam data 22 November 2024 11:17
SteamSpy data 22 December 2024 22:25
Steam price 23 December 2024 12:38
Steam reviews 22 December 2024 10:00
Desynced: Autonomous Colony Simulator
8.0
1,096
219
Online players
71
Developer
Stage Games Inc.
Publisher
Forklift Interactive
Release 15 Aug 2023
Platforms