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Mac OS X  |  Games  |  Strategy / RPG  |  Lunar Colony

Lunar Colony

Lunar Colony - 1.13

game set on the moon to build riches

All Time: (4.0)
This Version: (4.0)
Current Version: 1.13
Release Date: 2004-07-12
License: Commercial
Downloads (this version): 2,820
Downloads (all versions): 2,820
Price: $9.95

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Product Description:

Lunar Colony is a simple game that is hard to master. The goal is to become as rich as possible in a limited amount of time. The setting is the Moon, in the near future. In a gesture of world unity, a group of Corporations and World powers have united to assist each other in colonizing the Moon. By combining resources they set up a Lunar Space Port that is used by the competing teams to send and receive resources to and from the Earth.

Operating System Requirements:

This product is designed to run on the following operating systems:

  • Mac OS X 10.3
  • Mac OS X 10.2
  • Mac OS X 10.1
  • Mac OS X 10.0

Additional Requirements:

  • Mac OS X 10.4 PPC
  • Mac OS X 10.3.9
  • Mac OS X 10.4 Intel
  • Mac OS X 10.0
  • Mac OS X 10.1
  • Mac OS X 10.5 PPC
  • Mac OS X 10.2
  • Mac OS X 10.5 Intel
  • Mac OS X 10.3
  • Mac OS Classic

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Feedback Summary:

This Version:
Overall Rating: (4.0) Features: (3.0) Support: (4.0)
Ease of Use: (4.0) Quality / Stability: (4.0) Price: (5.0)
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Lunar Colony ReviewMule, almost - Version: 1.13, 12/22/2005 04:35PM PST

(1 of 1 users found this comment useful)

Kent Durvin
First, this is labeled Comercial, but it is actualy a demo. The price is $9.95, but I don't yet know the limit of the demo.
This is clearly based on an old game called Mule. It is not close enough for any copyright problems, but alas, it is not as much fun. The auctions are missing.
Each player gets a development period to set up new plots of land as one of six types of plots: Energy, Food, Ice, Fuel, Ore, or Metal Ore. Each player consumes some of the first four each period, depending on what plots he has. What he does not make he must buy. Shortages increase prices.
In Mule, there is an auction phase where you can choose whether to buy or sell, and then each player moves up if buying, or down form the top if selling, until they meet, and the price is decided by how far up they meet. It is fun to tease the other players, and keep backing up, or you can speculate, and buy ore to sell later.
In Lunar colony, this is all handeled automaticaly. It is pretty much what you would do yourself, but the action of the auction in Mule was a great introduction to supply and demand in an open market.
Lunar Colony plays loops of music as you play, but you can mute that. The music changes as each player begins their development period, and combines harmoniously during other game play. Interesting idea, but it gets annoying.
This is a good start. I hope an auction phase can be added.
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