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A GAME OF COLONISATION AND CONFLICT IN DEEP SPACE

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In Solar Ocean: Colonies, you take the Commanders chair in the effort for human colonisation of known space, set thousands of years from our time. Starting with a single colony ship, a thousand intrepid souls, and a meagre amount of prestige, you must struggle to prove yourself in the eyes of the Joint Colonial Board, aka “Jacob”, and earn the full Colonisation Contract to the virgin solar system.

2-6 PLAYERS / 1-5 HOURS

It takes a huge amount of resources to activate Charon’s Gate, humanity’s gateway to the stars, and the endeavour is too precious to be entrusted to one person alone. That’s why, Jacob takes no chances: Other Commanders have been sent as well. You must vie with them to be the first one to earn the Contract. Winner takes all, and losers get to fall. Now is your time, and this is the place:

Claim Your Star!

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CROWDFUNDING

CAMPAIGN STARTS IN:

JOIN THE JOURNEY!

Solar Ocean: Colonies has taken years to develop.

 

Considering how vast space is, that is hardly a surprise. Technically speaking, the space-time fulcrum arm of Charon’s Gate, humanity’s gateway to the stars, had to be located approximately 3.14 light years away from the sun. The unmanned fulcrum arm orbital, shot out at near-relativistic speeds, has taken 4 years to complete that journey. Now that the Gate is about to open, join our mailing list, so we can keep you updated.

GAME FLOW

A SINGLE COLONY SHIP, A SOLID PLAN, AND GREAT EXPECTATIONS…

In the Solar Ocean: Colonies game, you’ll be the sole Commander of a vast colonial expedition. In game terms, you’ll be engaging in the following tasks; not necessarily, but usually, in this order:

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1

EXPLORE WORLDS

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COLONISE

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ENGAGE IN CONFLICTS

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WIN PRESTIGE

Will you choose to focus your attention on some of these mechanics, and try to excel there, or will you try to fulfil every role to some degree? The choices will start even as you prepare for the game, and your decisions as the Commander will shape the destiny of thousands of colonists.

EARN THE MOST PRESTIGE TO WIN THE GAME!

CORE FEATURES

YOUR ARMY

Design your army from a selection of 40 unique Heroes, 420 Assets, and 60 Sectors. Mix and match Asset Functions, Hero Reputations, and Sector Affinities to suit your unique play style. Do you favour might over diplomacy? Do you believe in controlling the field? Or maybe subterfuge is your game. You’ll be able to make your own loadout.

YOUR PLAN

Combine the Assets in your Army Plan dynamically under 4 Blueprints. As the game progresses and new threats and opportunities reveal themselves, modify the Blueprints to rise up to the challenge. In the Solar Ocean: Colonies game, your Units and Colonies are not cookie-cut objects. Their every detail is under your constant control.

YOUR WAY

Use Commands to play out your game on a strategical scale: gather resources, explore, summon Heroes and immigrants, build settlements and colony ships, modify blueprints, make war, and do what needs to be done to survive in the harsh frontier. Stack your Commands on enemy Commands to block them and throw off their plans on a tactical scale.

YOUR SUCCESS

Use assets of each role specifically (Conflict, Colonisation, or Resource) for optimum results. However, if you do not have the appropriate asset, even others can fill in: Every 3 successes of any type can be converted to another type. After all, a desperate throng of villagers can sometimes turn the tide against a few dozen invading marines. This is what heroics are made of!

Taxes

YOUR… TAXES

You are your own master out here, but you are not orphaned from the Home System. Jacob expects constant payment of taxes, and Faction Politics back home haunt your every move. The political climate will shift every 3 turns, and a different Faction will be ascendant. You do have some control over this. Yet, most of the time, you’ll need to ride the political storm to the best you can.

YOUR ARMY

Design your army from a selection of 40 unique Heroes, 420 Assets, and 60 Sectors. Mix and match Asset Functions, Hero Reputations, and Sector Affinities to suit your unique play style. Do you favour might over diplomacy? Do you believe in controlling the field? Or maybe subterfuge is your game. You’ll be able to make your own loadout.

YOUR PLAN

Combine the Assets in your Army Plan dynamically under 4 Blueprints. As the game progresses and new threats and opportunities reveal themselves, modify the Blueprints to rise up to the challenge. In the Solar Ocean: Colonies game, your Units and Colonies are not cookie-cut objects. Their every detail is under your constant control.

YOUR WAY

Use Commands to play out your game on a strategical scale: gather resources, explore, summon Heroes and immigrants, build settlements and colony ships, modify blueprints, make war, and do what needs to be done to survive in the harsh frontier. Stack your Commands on enemy Commands to block them and throw off their plans on a tactical scale.

YOUR SUCCESS

Use assets of each role specifically (Conflict, Colonisation, or Resource) for optimum results. However, if you do not have the appropriate asset, even others can fill in: Every 3 successes of any type can be converted to another type. After all, a desperate throng of villagers can sometimes turn the tide against a few dozen invading marines. This is what heroics are made of!

Taxes

YOUR… TAXES

You are your own master out here, but you are not orphaned from the Home System. Jacob expects constant payment of taxes, and Faction Politics back home haunt your every move. The political climate will shift every 3 turns, and a different Faction will be ascendant. You do have some control over this. Yet, most of the time, you’ll need to ride the political storm to the best you can.

CHOOSE YOUR FACTION

The world of Solar Ocean: Colonies is home to 12 different Factions that spearhead the colonisation effort. Each faction specialises in certain mechanics, while still being able to diversify somewhat into all domains of expertise.

 

You start your journey by selecting one of these colonial powers to represent. This is an important call, but not a straight-jacket. You will need to pick at least one of your 3 Heroes and half of your Assets from your Faction’s pool, but you are free to design the rest of your expedition to your liking. Use your Faction choice to outline the general contours of your army.

BROWSE THE FACTIONS:

THE CYPHER NETWORK

INTERSTELLAR SPYMASTERS

Soon after ansible communication was perfected, the Cradle System was quickly networked into an information mega-sphere. The ansible web extended all the way to the edges of the Kuiper Belt. The Cypher Network was born in those deep, dark depths.

 

Incepted on the ideas of info-mongering and cryptocracy, they grew in the shadows, silently pulling kings’ and queens’ strings. Their culture is built on secrecy, power-play, and manipulation.

 

Serpentine to the core, the Abysmal Maze of Xenobytes lies at the centre of their semi-religious Descended dogma. The Maze is reputedly influenced by multi-dimensional alien intelligences, though that may also be a clever lie.

 

Network spies provide unmatched versatility and surgical capabilities to any army.

THE ENOCHIAN EMPIRE

NIHILIST PHILOSOPHERS

4000 years of turbulent space-based existence have resulted in the development of some of the most dismal and strange philosophies. One of them is that of Paradixe, and the celebration of entropy.

 

The Enochian Empire embodies this belief. Its culture is based on the weird Tenets of Dust, a holy scripture/philosophy text central to their faith. Though the practice of those Tenets, Enochians pursue an (un)holy mission to uncover the dark instrumentality of humankind.

 

Their strength lies in absolute conviction. Tension between idealogical extremes, and widespread political corruption seems to permeate the Empire, and violently defines its social dynamics.

 

The suicidally-selfless Enochians field massive infantry regiments of death-seeking fanatics, and excellent planet-to-planet siege weapons.

COALITION OF FREE WORLDS

INTREPID FREEDOM FIGHTERS

Formed through the merging of newly-rediscovered Generation People and tens of thousands of smaller societies with wildly-differing social setups, the soul of Coalition of Free Worlds is enshrined within its state of constant constructive anarchy, and the seeking of liberty.

 

Its roots line on the Resistance movement that brought down the Old Archonite, and closed the previous chapter of human history. The Coalition forever struggles with the social, political and cultural maelstroms fuelled by their vaunted civil vibrancy.

 

The Coalition’s binding element is music, and the message therein. Fierce guerrillas, revolutionary artists, and legions of social activists united in their hatred of tyranny, ignorance, and oppression, all rave together to the jazzy tunes of liberty.

THE MACHINE REVOLUTION

SENTIENT MACHINES

The Death of Earth is ancient history for the people of the Solar Ocean: Colonies universe. Save for the under-mourned Earth Day, the forced transition from a single-planet society, to interplanetary culture is very much forgotten.

 

Humanity left a legacy on Old Earth, though, in the form of AI’s, and in time, humanity’s discarded robotics on that dead world developed into the modern artificial sentiences of the Machine Revolution.

 

Recently accepted as partners to the larger human society, they seek to throw off the yoke of their hominid heritage and redefine themselves as equals (or betters) to their progenitors.

 

Their nanotechnology-based, all-surviving machine physiology, and their disregard for hardships that would deter humans are their existential advantages.

THE NOH ENTERPRISE

STOIC INDUSTRIALISTS

The Noh People hail from the harsh conditions of planet Mercury. True to their capitalistic roots there, even today they seek to exploit the colony space to reap material rewards.

 

The Noh regard their form of absolute order and discipline as the true legacy of mankind. Their culture is based on post-technology Japan – techno-animist and traditionally meritocratic. They have no use for hereditary aristocracies. Their society is one in which capability, willpower and strength of character can carry an individual from the bottom to the very top.

 

Heavily-armoured starships and war machines, and massive shambling city-states make the core of their might. They are also renowned for their expertise in solar-mining of exotic matter technologies.

THE NOVA HORIZON

IDEALIST VISIONARIES

The highly-refined, and somewhat-hedonistic Horizon people strive to redefine the future of mankind as a galactic utopia. To that effect, even though they see conflict as a necessary evil to shape the destiny of mankind, they are loathe to engage it as a tool.

 

They have expunged most human misery through the extreme-socialisation of technology. Rampant body-modifications and the pleasures thereof, practice of lofty ideals and cultural aspirations and the love or arts are the essence of their everyday life.

 

High ethics and humanitarian morals may, however, occasionally prevent them from committing as doggedly to the cause of colonisation as do the other factions, instead making them approach it as more of an academical interest. Others simply call them lazy. They see themselves as dreamers.

THE PLUTONIC VENTURES

SCIONS OF TECHNOLOGY

By far the most technologically advanced of all Factions, the Ventures aim to propel humanity to ever greater proliferation among the stars.

 

They see the universe as the greatest book of knowledge, now open to humanity though their own greatest invention, the Charon’s Gate portal, which is the gateway out of the Solar System and to the distant stars.

 

Following their secret Psychohistorical Plan, these Mage-Scientists carefully dissipate applied sciences to key players in the wider human society. Venture expeditionary forces are composed of single men and women capable of ripping motherships apart with their minds.

 

Their Worldmaker Society is expert in rapid terraforming technologies.

THE SUPERNAL BARONIES

ENGINEERS OF EVOLUTION

The Supernal Barons, also called the Dusk Lords, love to dwell in the clouds, or atop aloof mountaintops. They revel in testing their mettle out in the colonial frontier. In the process, they help spread the fledgeling faith of the Blue Sun, with its neo-tribal sociology, to even the remotest colonies.

 

Their driving force is the Progenitor Movement, whose core aim is to encourage planned evolution across virgin worlds. Their genetically-optimised beasts, uniquely-grown for their home worlds are the Dusk Lords’ pride and joy.

 

They are aristocrats at heart, with a wild west noble-man-and-woman attire, where the Progenitor Midwives make the beasts on the clouds, dissipate them like so many xenological pollen on the winds, and Space Cowboys and Cowgirls on the surface take care of them wherever they happen to land.

 

Supernal beasts add thunderous, stampeding power to any army.

THE SERES SYNDICATE

INTERSTELLAR CRIME LORDS

The first Seres People were asteroid miners. Away from the policing of central authorities, over millennia, they grew into the interstellar crime barons they are today. In the modern day Solar Ocean: Colonies universe, Syndicate Bosses seek to dominate the colonial gambit from the shadows.

 

Seres society is vast. A part of them are the Nomads, forever following their mystical Kartographers through the stars like rogue comets on eternal pilgrimage. Another part is the secretive quasi-transcendentalist mutant monks of Shambhala, with strange, tachyon-manipulating mysticism. The Shambhalan are said to sense probability waves flowing across space-time; a very useful skill for a society of gamblers.

 

Syns excel at maintaining their critical assets dominant through use of charming guile, criminal subterfuge, weird Rysk tactics, and sheer firepower.

THE TERRAN ARCHONITE

HEIRS TO THE OLD EMPIRE

Remnants of the Old Archonite, these jaded aristocrats dream of regaining the ancient glory of their imperial rule. Above all others, they seek to dominate the fledgeling colonies.

 

The Terran Overlords command relatively old, yet still terrifyingly powerful capital ships of the Vanguard Armada remaining from the glory days of old. They are masters of regimented, strategical space supremacy and orbital bombardments.

 

Their society, ruled in equal measure by both the shady, immortal Lich Caste and the noble Devalocka Knights, is riddled with social stratification and political power-mongering. True to their spaceborne heritage, they favour orbital colonies to live, and use surface settlements to exploit planetary resources.

 

Archonite starships of the line provide excellent aerospace and space capabilities to any army.

THE TWILIGHT LEGION

CYBORG SPACE PIRATES

The cyborg pirates have been evolving to the rough living conditions of deep space habitats for millennia. Sharpened like a cutlass in the unforgiving coldness of the void, they have come to possess the biggest guns and the meanest balls!

 

Violently chaotic to the core, they have a tendency to do the least expected. Having expunged most human “weaknesses”, such as empathy, through excessive cyborgisation, these so-called warrior-merchants never shy away from a fight if it leads to loot afterwards.

 

Their society is made of several hundreds of Legions, who share the same cybernetic backbone each. This is not to be confused with hive mentality though, for each element is connected, but free. That inner connection forms the basis of their Voidspeaker Space Shamans’ religious attire: The Twilight Legionnaires hear their ancestors’ whispers in the void.

 

Legion units are murderous raiders able to hit hard before vanishing back in the abyss from whence they came.

THE VESPER COMMUNE

ABORIGINAL SPACE MYSTICS

The Vesper people intend to undo humankind’s essential segregation from the rest of nature on as many colonies as possible.

 

They carry the genetic heritage of the Promethean Venusian Xenoform, once believed to have gone extinct due to the unintentional genocide humanity committed with the terraformation of Venus. This genetically-inherited Xenoform symbiosis grants them unsurpassed xenological aptitude, making them extremely quick to adapt to hostile bio-environments.

 

Their secluded, communal lifestyle and symbiosis with each other and the world around them through the Xenoform have resulted in the eco-communist Carthaginian society.

 

Vesper forces boast stealthy skirmishers and otherworldly savants, expert in the arts of biological and toxic warfare.

Cypher Network
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Enochian Empire
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Coalition of Free Worlds
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Machine Revolution
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Noh Enterprise
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Nova Horizon
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Plutonic Ventures
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Supernal Baronies
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Seres Syndicate
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Terran Archonite
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Twilight Legion
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Vesper Commune
Vesper Commune

YOUR ARMY PLAN

Before you start a game of Solar Ocean: Colonies, you’ll need an Army Plan.

 

Your Army Plan consists of 2 Policy Cards, 3 Heroes, 4 Sector Boards, and 16 Assets including Unit and Colony assets and News Cards. Your game comes with several pre-build Plans. You may choose the one that suits your fancy, assemble it using the components in the game box, and dive into the game straightaway.

 

However, the real fun of Solar Ocean: Colonies is designing your own Army Plan. At the game launch, there will be several growing resources dedicated solely to army planning, and sharing of community-built Army Plans.

Arme Plan

RECRUIT YOUR HEROES

Choose 3 from amongst 40 different Heroes with unique abilities. Each Hero’s ability dramatically modifies your Army.

 

Heroes also boost the power of all your Commands at the Sector they occupy. They are not killed par se. However, they are tied to the forces that are present, and if there are no friendly forces present, they retreat to the nearest Sector of your choice where you have presence.

 

The last benefit of heroes is their Reputation. Some assets cost less as long as you have the Hero with their Reputation active and on the field. People back home tend to follow legends, and they are far more eager to join you if they know those legends that speaks to their hearts and minds support your effort.

 

Only one of the three heroes you choose for your Army Plan has to be from your own Faction. With the rest of your choices, you are free to experiment.

EXPLORE WONDROUS WORLDS

The universe of Solar Ocean: Colonies is home to the most bizarre worlds. In the age of wanton terraforming, Jacob’s selection criteria for target solar systems do not necessarily prioritise human habitability. Until the terraforming operation is complete, you must face the full ferocity of the elements at your future home.

MANAGE YOUR RESOURCES

In Solar Ocean: Colonies’ nano-technology environment, all resources are initially processed in situ into three nanite categories: Fermites, with their intense fermion-based architecture; Bosites, made of hyper-active boson architecture; and Exites, made of exotic matter, that exhibit strange imaginary space-time qualities.

  • FERMITES

    Fermion-based Nanites, also referred to as "Smart Matter". Their multi-layered responsive nano-architecture makes them useful in various high-precision military and industrial applications.

  • BOSITES

    Boson-based nanites, also referred to as "Smart Energy". Highly-agitated and reactive, they require constant electromagnetic manipulation to handle safely. As they make up the core of ansible-based applications, almost all social technologies depend on these.

  • EXITES

    Complex nanites with a secondary layer of architecture defined by the laymen as being "vertical" to regular space-time. Exites form the basis of artificial sentience applications, and are prevalent in every stage of industry, particularly those that require automation.

FERMITES

Fermion-based Nanites, also referred to as “Smart Matter”. Their multi-layered responsive nano-architecture makes them useful in various high-precision military and industrial applications.

BOSITES

Boson-based nanites, also referred to as “Smart Energy”. Highly-agitated and reactive, they require constant electromagnetic manipulation to handle safely. As they make up the core of ansible-based applications, almost all social technologies depend on these.

EXITES

Complex nanites with a secondary layer of architecture defined by the laymen as being “vertical” to regular space-time. Exites form the basis of artificial sentience applications, and are prevalent in every stage of industry, particularly those that require automation.

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TWO WAYS TO GATHER RESOURCES

You may command your Units to gather resources. There are basically two ways to do this:

 

  • You can mine for the resources, tapping into the world’s natural reserves. The presence of indigenous life on the world will complicate your efforts if you do this.

 

  • A more disruptive method is to harvest the indigenous lifeforms themselves. However, over-consumption of a world’s living elements may trigger negative public opinion for your expedition.

TWO WAYS TO SPEND RESOURCES

Use our hard-earned Nanites to manage your assets and move them around the colony space. In the Solar Ocean: Colonies universe, you’ll find that you both earn copious amounts of resources, and spend that much and more rather quickly. That’s what makes this venture so juicy: You are trying to stabilise the initial colony, but once things are set in place, this endeavour will make your future fortune.

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COMMANDS ARE A RESOURCE

Think of it like this: Every population point means around 1000 settlers. You arrive at the Sector with that many talented and educated people, and by the end of the game, you’ll probably end up commanding tens of thousands. For even some of the most critical tasks, they’ll be able to manage with in situ resources, without your central nanite investment, but “commanding things to happen”, with its background planning and execution, will itself be a key resource. Does that make sense?

 

In game terms, you begin the game with 2 Commands, and you’ll receive 1 extra Command for every Hero you recruit, up to a total of 5 Commands.

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WORK YOUR PRESTIGE

Prestige is as much your goal as a resource. A little pull and push with Jacob goes a long way indeed. You’ll be using Prestige to recruit Heroes, summon new Colony Ships from the home system, and occasionally buy a little favour here and there, in the form of more dice to roll, or some extra resources when you need them (cashing in a debt maybe?), or several other things. Be careful with your Prestige value though, or you may bankrupt yourself thereof.

DESIGN YOUR UNITS & COLONIES

You have total control on how your Units and Colonies work. The vanilla values are only a shadow of these components’ potential.

 

You have two Unit Blueprints and two Colony Blueprints. You may upgrade these Blueprints with 3 Assets each. Assets that you add to a Blueprint grant it more dice to roll for Commands, and also Functions that provide unique and complex interactions to them.

 

Assets are divided into Unit Assets and Colony Assets. You must play Unit Assets onto Unit Blueprints, and Colony Assets onto Colony Blueprints.

As you upgrade a Blueprint with an asset, you should choose which face of the Asset Card you’ll use. One side has more dice to add to your Commands, and the other side activates a cumulative Function for your Unit. You can flip any card later, but at the cost of a precious Command.

 

While deciding on the side you’ll play, keep in mind that you may play up to 3 Assets on any Blueprint, and the maximum dice pool for any Command is 9.

Assets are divided into Unit Assets and Colony Assets. You must play Unit Assets onto Unit Blueprints, and Colony Assets onto Colony Blueprints.

As you upgrade a Blueprint with an asset, you should choose which face of the Asset Card you’ll use. One side has more dice to add to your Commands, and the other side activates a Function for your Unit. You can flip any card later, but at the cost of a precious Command. While deciding on the side you’ll play, keep in mind that you may play up to 3 Assets on any Blueprint, and the maximum dice pool for any Command is 9.

MANUFACTURING INSTANCES

Play several instances of your Blueprints. They share the same values, but independently take damage and grow in size.

 

Imagine these as a central Colony Ship with the thousands of settlers on it, and its entourage of assets that you’ve added to the Blueprint. Both modifying and building instances costs you several types of resources, be they nanites, or population, or commands. You’ll need to build a robust economy to keep up with the demands of your plan!

MANAGE YOUR POPULATIONS

In a nano-technology environment, scaling up and down Units is an automated process and depends on in situ processing of resources. Human Celerogenesis technologies, the use of Matter Bridges and Everyplace Uplinks have made human populations hyper-mobile across the colony space.

 

Thus, what determines the size of a Unit or Colony instance is its Population value. Population values of 1-2 translate to +1 die for all Commands using that Unit or Colony. 3-4 values provide +2 dice, and 5-6 values provide +3.

 

Population is life: When under attack, a Unit or Colony loses Population until it’s zero, before being destroyed; significantly extending their survivability.

 

All in all, numbers are good. Make them. 😉

WAGE INTERSTELLAR WAR

Sooner or later, there’ll be war.

 

When player armies clash, the victor has the option to earn Prestige as the “Defender of their People”, proving themselves in Jacob’s eyes as capable of keeping their assets safe against hostility; or humiliate the defeated for further loss of Prestige in the eyes of the powers that be.

 

Other times, your war will be with the indigenous life on a colony world, potentially resulting in a Cleansing, and costing you Prestige, while earning you riches and opening up key resources for easier access.

 

In any form, sooner or later, there will be war.

Vanilla War is played as an Onslaught by the Attacker, followed by a Retaliation from what remains of the Defender. Several Functions modify the way War is played. Some allow you to rouse indigenous life against their enemies, while others let you master the art of stealth and sabotage, yet others may help you strike from planets away, potentially rendering the enemy Retaliation moot.

BREAKING NEWS!

The colony space is vibrant with activity as player agendas clash in titanic monumentality. The Breaking News! mechanic is intended to capture these happenings. Breaking News! cards can be played by anyone, but utilised by other players as well. It takes a Command to use one.

Breaking News

Breaking News! cards grant a certain persistent effect to the types of Worlds they target throughout the game board. They also have a Ping Effect, which is considerably stronger, and changes board mechanics in a grander fashion. Using these requires a Command and places a counter on the Breaking News! card. Once the counter limit is reached, the Breaking News! is over, and its owner earns Prestige as she retrieves it.

MINIATURES

The original Solar Ocean: Colonies box contains cardboard pop-up models for Heroes and functional miniatures for Units and Colonies. This is due to the immense width and breadth of the game. We have strived to capture the whole expanse of a massive colonisation effort, with utmost re-playability. As such, the box is quite full already, without adding a further 40 Hero miniatures into it! However, plastic models for Heroes will be provided as expansion packs, allowing you to purchase individual sets of Hero miniatures packed contextually.

OPTIONAL RULE: THE EMPIRE

Solar Ocean: Colonies is already a vast game. Advanced players, however, who look for more, and have more time on their hands than a regular game night, could like to experiment with the Empire Optional Rule.

 

The Empire Rule provides a set of guidelines to allow players to utilise Alliances, Betrayal, and Conquests, where other players you conquer or force to surrender to your superiority become your Vassals, their success becoming your success. The Empire makes Solar Ocean: Colonies even wider a game, but be warned: It can take at least a whole day’s worth of game time to finish this version!

40

Heroes

420

Assets

60

Sectors

40

Heroes

420

Assets

60

Sectors

4

Years in Development

THE SO:C TEAM

ydraak_P

Ahmet Nazif Sati

Game Designer
rudra_kameron_P

Sevgi Sevgin Sati

Project Coordination
the_chameleon_P

Eren Arik

Artist
boadicea_iceni_P

Elena Jamantieva

Artist
yahun_kalahante_P

Szabolcs Dvorscak

Artist
ibn_haqqim_P

Riccardo Piovan

Artist

BREAKING NEWS!

 

NEW MARKETING PARTNER


CAMPAIGN DATE UPDATED


BACKERKIT PARTNERSHIP

 

Solar Ocean Colonies

 

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PRIVACY POLICY

 

PRIVACY ACT

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HOW WE USE PERSONAL INFORMATION

 

We collect, use and share Personal Information where reasonably necessary for the proper function of the Website and to help us run our Business effectively, including for the following purposes:

  • To understand usage trends and patterns and improve Users’ overall experience of the Website;
  • To fix problems and respond to feedback, enquiries and complaints;
  • To enforce any agreements between a User and us, such as the Website Terms or the Terms of Trade;
  • To send you direct marketing correspondence, including information about new Goods and other general communications relating to our Business (you can opt out of these communications at any time by emailing info@uglybutterfly.com.
  • To allow us to run our Business and perform administrative and operational tasks.

The Privacy Act caters for particular situations called “permitted general situations” where we may be required to disclose your Personal Information outside of the purposes listed above, such as to lessen or prevent a serious threat to public health or safety, or to assist in locating missing people. Other laws, or a court, might also legally compel us to disclose Personal Information.

We take no responsibility for the privacy practices of any third parties that we may link to on the Website. All third parties will handle your Personal Information in accordance with their own privacy practices and policies.

If you request us to, we will take reasonable steps to destroy or de-identify Personal Information when we do not need it.

 

OTHER SHARING OF PERSONAL INFORMATION

 

From time to time, it may be necessary for us to share your Personal Information with third parties, such as where we use a third party service provider to host our Website, provide access to the Goods or operate our Business. The third parties we use may be based overseas (for example, if we use a third party software service provider which is based in the United States).

We will take reasonable measures to see that any third parties who we share your Personal Information under clause 13 above will respect your privacy in line with the Privacy Act or its equivalent in the relevant country.

 

HOW WE STORE PERSONAL INFORMATION

 

We may store Personal Information in a variety of ways, including in the cloud or other types of networked or electronic storage. We may store and make back-up copies of Personal Information to ensure that we are able to recover information if our systems experience a fault or outage.

We take the security and safety of Personal Information seriously. We will take all reasonable steps to protect Personal Information from misuse, interference and loss, and unauthorised access, modification or disclosure.  Unfortunately, no data transmission over the internet can be guaranteed to be completely secure and we cannot guarantee that your use of the Website will be free from viruses, surveillance or interception.

 

CHANGING OUR BUSINESS

 

If we change our business structure (for example by incorporating, or by bringing on board new partners), then, in our sole discretion, we may transfer, sell, license or assign Personal Information collected to one or more relevant third parties. This may make Personal Information subject to a different privacy policy and if that is the case, we will post notice of this on the Website.   

 

ACCESS AND CORRECTION

 

You can ask us to provide you with a copy of the Personal Information we hold about you. You do not need a reason for asking, but we may charge you our reasonable expenses for preparing and sending you a copy of that Personal Information. We will try to respond to your request within a reasonable time.

If agreeing to your request would be unlawful or have an unreasonable impact on the privacy of others, or if the information is commercially sensitive or your request is frivolous or vexatious, we may not give you the Personal Information requested.

We will take reasonable steps to see that the Personal Information we collect and store about you is accurate, up-to-date and complete.  To assist us, please ensure you provide us with your correct details, and let us know if you believe the information we have about you is inaccurate, incomplete, out-of-date or misleading.  If you believe the Personal Information collected or used by us or a third party is false or inaccurate, you have a right to have this information corrected. We will endeavour to correct this information within reasonable time, at no expense to you.

Please email info@uglybutterfly.com with any requests for access or correction. We may need to verify your identity when you request your Personal Information.

 

OUR DETAILS

 

Please feel free to contact us with enquiries or requests at any time by emailing info@uglybutterfly.com.

For further information on online privacy rights, please contact the Office of the Australian Information Commission at www.oaic.gov.au/privacy.

Solar Ocean Colonies

 

 

WEBSITE TERMS AND CONDITIONS

 

We are licensed to operate and use the website located at so-colonies.com and all websites with the prefix or suffix so-colonies.com (the “Website”).

The terms and conditions below (the “Website Terms”) apply to the accessing, browsing and use of the Website by you (the “User”, “you”, or “your”). By accessing, browsing or using the Website, you agree to be legally bound by the Website Terms. If you do not accept the Website Terms, you must not access or use the Website.

We may change the Website Terms at any time, and will display notice of changes on the Website. If you continue to use the Website following any change to the Website Terms, this means that you accept that change and you will be bound by the Website Terms as varied.

Any questions about these Website Terms can be directed to info@uglybutterfly.com.

 

DEFINITIONS

 

Where a definition is used for the first time in the Website Terms, it will appear in bold text.

“Business” means the business we operate known as Uglybutterfly Pty Ltd, which develops, creates and offers games, software, books and associated merchandise.

“Content” means all content on the Website including without limitation text, underlying source and object code, photographs, logos, names, designs, Personal Information (defined below), financial information, data, drawings, links, video recordings and audio recordings.

“Goods” means all goods offered by our Business, including computer software, software applications, merchandise and downloadable content.

“Intellectual Property” means all intellectual property and quasi-intellectual property rights (past, present and future) conferred by law (whether registered or unregistered) such as (but not limited to) copyright, trade marks, designs and business names.

“Personal Information” means any information or opinion, whether true or not, about a person who is identified or whose identity can reasonably be established, and not limited to information in a material form.

“Privacy Policy” means the policy which sets out how we handle Personal Information, which is currently available at this page under its appropriate button above.

“User Content” means any Content that is shared via, or otherwise submitted or uploaded to, the Website by a User, including (without limitation) via an enquiry or contact form.

“We”, “us” and/or “our” means SSANS21 Pty Ltd ACN 618 067 548.

 

WEBSITE TERMS

 

Application of Website Terms

 

These Website Terms apply to all Users. By visiting, viewing, browsing, accessing or otherwise using the Website, you accept and agree to comply with these Website Terms.

The Website’s main function is to provide information and take enquiries about, and otherwise promote, the Business, and offer for sale and otherwise promote the Goods.

When you purchase or offer to purchase Goods on our Website, you are bound by an additional set of terms and conditions, being our Terms of Trade. In that situation, the Terms of Trade override these Website Terms to the extent of any inconsistency

In order to provide access to the Website, we need to handle your Personal Information, and we do so in accordance with our Privacy Policy.

 

Your Obligations

 

Your access to, and use of, the Website, is subject to all conditions specified in these Website Terms.

You agree that you shall not: 

  • Use the Website for any purpose that is illegal, unlawful or prohibited by these Website Terms;
  • Interfere or attempt to interfere with the proper working of, or obtain or attempt to obtain unauthorised access to, the Website or any Content including through hacking or use of automated devices, scripts or bots, destructive transmission of viruses, or other illegitimate means; or
  • Scrape or otherwise obtain any data from this Website for any purpose or use any Content to spam third parties.
  • You must comply with all laws and regulations applicable to the use of the Website and you are solely responsible for your conduct in the course of using the Website.

 

Intellectual Property

 

The Intellectual Property in the Website and all Content (“Website IP”) is exclusively owned and controlled throughout the world in perpetuity by us and/or our third party affiliates, licensors and/or licensees and is protected by Australian and international law governing intellectual property rights.

We grant you a non-exclusive licence to access, use and make copies of the Website IP strictly as required for the ordinary use and browsing of our Website on your device.

Except as expressly provided in clause 3.2 above, you are not permitted to save, download, reproduce, display, copy, alter, conceal, adapt, perform, transmit, broadcast, sell, license or otherwise exploit any Website IP without our prior written permission.

 

Disclaimers & Our Liability

 

Except for liability in relation to breach of any implied condition, warranty or guarantee including under the Competition and Consumer Act 2010 (Cth) the exclusion of which from a contract would contravene any statute or cause any part of these Website Terms to be void (“Non-Excludable Conditions”), your use of, and reliance on, this Website (including all Content) is entirely at your own risk, and to the extent permitted by law, we exclude our liability to you for all types of loss resulting from your use of or reliance on this Website (including all Content), however incurred (whether based in negligence or any other tort, contract, statutory liability or otherwise), including (without limitation) for any lost profit, lost opportunity, lost revenue, lost data, losses resulting from security failure or computer viruses, or any indirect or consequential loss.

We have no control over, and accordingly are not responsible for:

  • User Content which may appear on the Website; and
  • Any hyperlinks on the Website to third party web services, or any third party information or content hosted on the Website.
  • Subject to the application of any Non-Excludable Conditions, you hereby release us from all responsibility and liability for any and all loss, injury, illness, and damage arising from any of the following:
  • The use of, or inability to use, the Website by Users;
  • Any User Content that is created, or otherwise appears, via the Website;
  • Any failure by users or other third parties to provide any information, service, feature or functionality via the Website; and
  • Use of third-party services (including any sharing to third-party websites) in conjunction with the Website by Users.

 

You hereby acknowledge and confirm that you are on notice of our disclaimer of warranties and limitation of liability set out in this clause and elsewhere in these Website Terms, and you expressly agree to these as a condition of using the Website.

 

Jurisdiction & Choice of Law

 

These Website Terms are governed by and construed in accordance with the laws of the State of Victoria, Australia without giving effect to any conflict of laws principles. Any claim, cause of action or dispute arising out of these Website Terms will be resolved exclusively in the the courts of Victoria, Australia, and you agree to submit to the personal jurisdiction of those courts.

 

Severability

 

In the event that any provision or part thereof of these Website Terms is, for any reason, held to be invalid, illegal or unenforceable, it will be deemed to be severed from these Website Terms without affecting any other provisions, or parts thereof, of these Website Terms.