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Colobot

Colobot (short for Colonize with Bots) is an educational real-time strategy video game that combines programming and exploration elements, developed by the Swiss studio Epsitec SA and first released on August 20, 2001, for Windows. In the game, players assume the role of an astronaut leading a mission to colonize a distant planet called Terra Nova after an ecological disaster on Earth, directing a team of robot units that must be programmed using the custom CBOT scripting language—similar to C++ and Java—to perform tasks such as resource gathering, construction, and defense against alien threats. The gameplay emphasizes logical problem-solving and algorithmic thinking over traditional combat tactics, with an optional non-programming mode for accessibility, and features 3D graphics with a third-person perspective for controlling individual bots. Originally published by Alsyd Multimedia in multiple languages including English, , , and , Colobot received acclaim for its innovative approach to teaching programming basics through interactive missions set in a post-apocalyptic sci-fi . In 2012, Epsitec SA released the game's to the Polish Portal of Colobot (PPC), leading to the development of Colobot: Gold Edition, an enhanced open-source remake under the GNU GPLv3 license, maintained by the TerranovaTeam and contributors. This version, first made publicly available in and ported to platforms including and macOS, includes bug fixes, improved mod support, new units, and ongoing updates—such as version 0.2.2 released in December 2024—while preserving the core educational focus on bot programming and planetary colonization. The Gold Edition is distributed as and can be downloaded from the official International Colobot website.

Development

Original development

Colobot was developed by the Swiss software company Epsitec SA, founded in 1978, with work on the game commencing in the late 1990s and culminating in its commercial release in 2001 exclusively for Microsoft Windows. The project was led by key developers including Daniel Roux, Denis Dumoulin, Otto Kölbl, Michael Walz, and Didier Gertsch, who credits list the core team responsible for its creation. As a proprietary title published by Alsyd Multimédia, it targeted European markets initially, with localized versions in English, French, German, and . The game utilized a custom engine requiring a compatible accelerator board with at least 16 MB of , enabling real-time rendering of planetary environments and interactions. This engine supported a framework adapted for educational purposes, where players controlled an directing programmable robots to complete objectives like resource gathering and base construction on alien worlds. The core innovation was the integration of the CBOT scripting language, syntactically similar to C++ and , allowing users to write code directly within the game to automate bot behaviors. The original release included 36 missions across nine planets, structured progressively to build player skills from basic navigation to complex multi-bot coordination. Epsitec SA designed Colobot with explicit educational goals, aiming to teach programming concepts such as algorithms, loops, conditionals, and object-oriented principles through interactive rather than abstract theory. The game's post-apocalyptic narrative—humanity's exodus from a devastated to colonize new planets—provided contextual motivation, emphasizing problem-solving and logical thinking applicable to real-world . In 2012, Epsitec released the source code under the GPLv3 license, enabling community contributions.

Open-sourcing and Gold Edition

In February 2012, following petitions from the enthusiast community, Swiss developer Epsitec released the source code of Colobot under the GNU General Public License version 3.0 or later (GPL-3.0-or-later), granting rights specifically to the International Colobot Community (ICC). This open-sourcing enabled community-driven enhancements, transitioning the game from proprietary software to a collaborative project. The , which evolved from the earlier Polish Colobot community known as PPC (Polski Portal Colobot), formed to oversee preservation and updates, while the affiliated TerranovaTeam was established to focus on technical development and maintenance. Leveraging the released code, the team initiated work on Colobot: Gold Edition, an enhanced version, with initial pre-alpha builds appearing in late and full alpha releases starting in 2013. Key milestones in Gold Edition's development include the alpha 0.1.9 update in November 2016, released to commemorate the game's 15th anniversary and introducing CBOT inheritance for improved programming capabilities. Further progress culminated in the 0.2.2 alpha preview on December 23, 2024, featuring stability fixes and refinements. As of November 2025, the latest release remains version 0.2.2-alpha, with ongoing efforts including adding new missions, expanding mod support, and planned features like multiplayer functionality and upgraded graphics; cross-platform ports to and macOS were completed in earlier versions.

Gameplay

Setting and plot

In Colobot, humanity faces an existential crisis due to a devastating cataclysm that has rendered Earth uninhabitable, compelling the species to launch interstellar expeditions in search of viable new worlds for colonization. A prior robotic mission ended in failure, leading to a second endeavor where the player assumes the role of an astronaut commanding a small fleet of autonomous robots to explore and settle distant planets. The narrative emphasizes themes of survival, adaptation, and technological ingenuity in a post-apocalyptic context, with the ultimate goal of re-establishing contact with human remnants and securing a future for mankind. The campaign spans 9 locations: Earth, the Moon, and seven fictional planets including Tropica, Crystalium, Saari, Volcano, Centaury, Orpheon, and Terranova. Throughout the story, the robots—programmed by the player—undertake critical tasks to advance the plot, including constructing bases and infrastructure, extracting essential resources like and , generating energy supplies, and engaging hostile entities such as wasps and ants that threaten efforts. As missions unfold, revelations about the Earth's and the doomed previous expedition deepen the lore, while the player's success in overcoming these challenges progressively restores communication links across the solar system and uncovers habitable prospects. The adventure begins on a ravaged and the before extending to seven fictional , each characterized by distinct environmental biomes that shape robotic operations and narrative tension. Tropica boasts dense tropical forests harboring aggressive alien fauna, Crystalium features treacherous crystalline landscapes that challenge mobility, and Saari presents harsh terrains with arid, resource-scarce environments evoking desolation; these varied settings, including volcanic hotspots and storm-ravaged worlds like Orpheon, underscore the harsh realities of settlement.

Missions and objectives

The missions in Colobot form the core of the game's campaign, structured as a linear progression divided into arcs set across various planets that serve as exploration and colonization sites. The original release contains 38 missions, while the Colobot: Gold Edition expands this with over 40 additional missions, integrating them into extended campaign arcs on familiar planetary locations. Mission types encompass resource gathering to collect materials like and , base construction to establish such as power stations and factories, defense against alien threats including and entities, and puzzle-solving that requires automating behaviors for environmental challenges. The progression system follows a linear format, where completing each mission unlocks the next and introduces escalating complexity, from initial survival tasks on and the to interstellar colonization efforts. The Gold Edition enhances this with supplementary modes, including free-play for open-ended experimentation, structured exercises for skill-building, timed challenges for efficiency testing, and code battles for competitive bot programming against AI opponents. Difficulty scales progressively throughout the , beginning with straightforward objectives using basic commands and evolving into intricate scenarios demanding multi-bot coordination, resource optimization, and adaptive programming to handle dynamic threats and terrain variations.

Robot programming mechanics

In Colobot, players embody the role of an leading a expedition to planets, where they issue programs to s—known as bots—to execute autonomous actions such as resource prospecting, material transport, structure erection, and enemy engagement. These bots serve as the player's primary workforce, allowing the astronaut to delegate routine and complex tasks while focusing on overarching mission directives in a post-apocalyptic scenario. The core mechanics revolve around execution in a fully navigable environment, where bots run their programmed instructions continuously as the player observes, manually overrides behaviors, or refines code via an integrated editor to correct malfunctions or adapt to dynamic conditions like obstacles or hostile encounters. Gameplay speed can be adjusted to facilitate monitoring, but the persistent nature demands vigilant oversight, as unaddressed errors in bot performance can lead to mission failure through resource depletion or base vulnerability. Bots are categorized into specialized types, each with distinct hardware capabilities that influence their programmable behaviors and strategic utility. Explorer bots, equipped with detection apparatus, scan for subsurface resources like veins or deposits, programmable to navigate and mark sites autonomously. Miner bots, featuring grasping arms, collect and ferry raw materials or power cells, with behaviors scripted for efficient pathing and load management. Builder bots, introduced more prominently in the Gold Edition, handle infrastructure assembly by scanning flat terrain and placing structures, customizable for sequential construction queues. Warrior bots, armed with cannons or shields, defend against alien foes like or wasps, programmable for targeting, formation movement, and threat prioritization. Strategic depth emerges from programming's integration with resource oversight and bot coordination, where players must incorporate error-handling routines to prevent crashes from invalid commands or environmental interactions, such as overheating reactors during extended operations. Multi-bot allows scripts to orchestrate group actions—like a team of miners supplying builders under warrior protection—while resource management involves coding bots to balance gathering and for bot production against for shields and . This compels players to iterate programs iteratively, ensuring resilient automation that supports long-term colony sustainability amid real-time pressures.

CBOT programming language

Syntax and structure

The CBOT programming language features a syntax and structure closely modeled after C++ and , promoting a structured, block-based approach to that emphasizes and for educational purposes. Statements are case-sensitive and must end with a (;), while single-line comments begin with two forward slashes (//). This design allows for elements, including the declaration of functions to encapsulate reusable code blocks, variables to store data, loops such as while for repeated execution based on conditions and for for iterating over ranges, and conditional constructs like if-else for decision-making. Additionally, CBOT incorporates classes to support , enabling the definition of custom types with methods and attributes that can interact with game entities. These OOP features, including classes and the , were enhanced in Colobot: Gold Edition. Core data types in CBOT include integers (int) for whole numbers, floats (float) for decimal values, strings for text handling, and booleans (bool) for true/false logic. Robot-specific types extend this foundation, such as the object type for referencing in-game entities like bots or resources, point for representing 2D position vectors (e.g., coordinates with x and y components), and inputs from sensors like radar or distance readings, which integrate directly into expressions and variables. These types facilitate both general computation and context-aware operations tailored to the game's robotic environment. Control flow in CBOT is procedural, with programs executing continuously in the main function to allow responsiveness to game states through polling in loops and conditionals. The primary is the main function, typically defined as extern void object::Main() or extern void object::New(), which handles initialization upon creation and runs the bot's logic, often in an to process ongoing inputs. This approach supports non-blocking execution, where loops and conditionals check states like or user commands without halting the . The compilation process occurs within the in-game editor, a built-in that pauses for code editing and provides —such as orange for instructions, green for types, and red for constants—to aid development. Users can compile the to check for errors, which are reported in the , and test it in a simulated environment before final deployment to robots, ensuring reliability in mission scenarios. This integrated workflow allows iterative refinement directly tied to during missions.

Key features and examples

CBOT incorporates elements to facilitate modular and reusable code for behaviors, primarily in Colobot: Gold Edition. It supports classes, which allow developers to define custom structures for bots, encapsulating and methods specific to types such as grabbers or builders. Access modifiers like public and private control visibility, while keywords such as static and synchronized enable shared state and thread-safe operations among bot instances. Inheritance was introduced in Colobot: Gold Edition version 0.1.9, using the extends keyword to allow child es to inherit properties and methods from parent es, promoting across different bot implementations. This feature enables hierarchical bot designs, where specialized bots can extend a base for common functionalities like or sensing. Although full runtime polymorphism is not natively supported—requiring explicit function redefinitions for different types—inheritance provides a form of polymorphic by allowing overridden methods to behave differently based on the bot instance. The CBOT API provides a of built-in functions tailored to interactions within environment. For movement, the goto function directs a bot to a specified position or object, such as goto(position(10, 0)) or goto(oreObject), handling automatically though it may require retries for reliability in complex terrains. Resource interaction is managed through functions like radar to detect nearby items, grab to pick up resources such as titanium , and drop to release them at targets; for instance, a grabber bot can use grab() on detected titanium to collect it. Communication between bots is facilitated by messaging primitives including send to transmit data to other bots or the , receive to listen for incoming messages, and static variables for shared state, enabling coordinated actions like one bot signaling resource availability to another. A practical example of CBOT's capabilities is a simple miner script for a grabber bot, which locates ore, navigates to it, and retrieves it with error handling to manage potential failures like unreachable targets. The following code snippet demonstrates this using a custom fetch , incorporating try-catch for interrupting non-interruptible instructions like goto. Note that the entry point requires an extern declaration:
extern void object::Main()
{
    class MinerSolution
    {
        fetch(int category)
        {
            object item = radar(category, 0);
            if (item != null)
            {
                try
                {
                    goto(item);
                    wait(1);
                    grab();
                }
                catch
                {
                    // Handle movement failure, e.g., retry or log
                    errmode(0);
                    wait(2);
                }
            }
        }

        run()
        {
            while (true)
            {
                fetch(Titanium);
                // Drop at converter or base if needed
                drop();
                wait(1);
            }
        }
    }

    MinerSolution miner;
    miner.run();
}
This script assumes basic syntax knowledge, such as variable declarations and loops, and uses errmode(0) to prevent program halts on errors. The try-catch block allows graceful recovery from issues like collisions or invalid paths during goto. Colobot: Gold Edition expands CBOT's library with enhancements for and advanced scripting, including improved support for user-defined levels and public functions that act as modular libraries loadable across bots. These updates facilitate custom behaviors in multiplayer modes, where bots from different players can interact via extended messaging and shared code bases. New event-handling capabilities, such as response to collisions through custom functions triggered on contact, further enable reactive scripting for dynamic scenarios like obstacle avoidance in group maneuvers.

Reception and impact

Critical reception

Upon its 2001 release, Colobot received generally positive reviews from and gaming media, earning scores around 8/10 for its innovative integration of programming mechanics into gameplay and its educational value in teaching coding basics. Critics praised the game's unique approach to blending adventure with concepts similar to C++, noting its appeal to young players interested in technology without requiring prior coding experience. However, some reviewers highlighted a steep for the programming elements and dated visuals that limited immersion compared to contemporary titles. The open-source Colobot: Gold Edition, first released in 2014 and continually updated by the community-driven TerranovaTeam, has elicited positive feedback from players on platforms like and dedicated forums, with users appreciating the free access, enhanced graphics, improved stability, and modern platform support as of 2025 updates—including version 0.2.2 in December 2024 and a minor update in July 2025. Community ratings emphasize its enduring engagement for coding enthusiasts, often citing the refined CBOT language and additional modes like challenges and custom levels as strengths that build on the original's foundation. Common praises across both versions focus on the game's ability to make programming accessible and fun for beginners, fostering problem-solving skills through robot control in dynamic missions, while criticisms frequently mention the initial difficulty in grasping syntax without guidance and the original's simplistic art style that feels outdated even in remastered form. The title's educational merits were briefly endorsed by the Polish Ministry of National Education as a tool for algorithm and programming basics.

Educational legacy

Colobot was recommended by the Polish Ministry of National Education during the 2000s as an educational tool for teaching the basics of algorithms, object-oriented programming concepts, and problem-solving skills to students. The game was integrated into school curricula in for learners aged 12 and older, particularly at the junior high and high school levels, where it supported education through interactive missions that encouraged practical application of programming principles. The International Colobot Community has fostered by developing tutorials, user-created mods, and code battle challenges, which enable players to share scripts and compete, thereby contributing to the evolution of open-source tools for programming education. Colobot's emphasis on embedding programming within has influenced the design of subsequent educational programming games, and its open-source Gold Edition maintains relevance as of 2025 with enhancements.

Similar games

The CeeBot series, developed by Epsitec SA, consists of educational programming games that serve as 2D-focused extensions and predecessors in concept to Colobot, emphasizing puzzle-based coding without the 3D real-time strategy elements. Released between 2003 and 2005, titles like CeeBot-A expand on Colobot's built-in exercises and challenges, using simplified environments to teach programming through tasks, while CeeBot-Teen features miniaturized versions of Colobot's bots and buildings for interactive coding puzzles. Other influential titles share Colobot's emphasis on programming mechanics for problem-solving. Robot Odyssey, released in 1984 by , is an educational logic adventure where players program robots using digital circuits, logic gates, and flip-flops to navigate underground mazes and retrieve items in a puzzle-driven world. Zachtronics' , launched in 2017, presents automation puzzles in a setting, where players design and optimize machines with mechanical arms and tracks to transmute materials into alchemical products, focusing on efficiency metrics like speed and space. , introduced in 2013 by CodeCombat Inc., is a browser-based that teaches scripting in languages like and through real-time coding to control heroes in battles and quests. Colobot stands out for its unique integration of real-time strategy gameplay with a full-fledged programming language (CBOT), offering greater complexity and environmental interaction compared to the more constrained scripting or puzzle mechanics in games like CeeBot or Opus Magnum. Modern games continue to draw on Colobot's educational approach to automation. Human Resource Machine, released in 2015 by Tomorrow Corporation, echoes this legacy by having players program office workers with low-level instructions akin to assembly code to process data flows in increasingly complex puzzles, promoting conceptual understanding of computation.

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