A downloadable game

Too Far, Too Late is a colony game in which you and your team of colonists will start a new colony in space. You'll decide whether you set up a self-sufficient colony, or rely on trade to get all the resources you need to organize your survival.

Build a space station, a moon base, a Martian colony or even a mining station in the asteroid belt to get enough resources to hire specialists and expand your colony across the solar system.

Survival is not easy: colonists need oxygen, water, food and a good balance of work, health and leisure to survive. You and the other colonists form a strong work team, but the specialists you hire will need to be paid to stay in the colony.

There are many ways to produce or extract the resources needed to survive, and you'll need to take control of advanced gas and atmospheric simulation to keep your base breathable and at the right temperature.

You'll need to mine, produce or buy resources to develop your facilities and produce energy. You will improve your technologies by researching ways to build the components and systems you need to produce fuel and assemble a spaceship or even a rocket to travel again.



This game is in development. Please, wishlist the game on Steam: https://store.steampowered.com/app/2899420/Too_Far_Too_Late/


Features currently in alpha version:

  • Place buildings elements to create your perfect base on the moon, using supports for foundations, walls, floor tiles, roof, windows, lights, doors, airlocks (see devlog #1 about construction, and devlog #18 about new walls design).
  • Produce energy by placing solar panels and batteries so that your base will also work at night. Inspect the power circuits to make sure you are generating more than you are using (see devlog #2).
  • Control the temperature of gases in the pipes and atmosphere of the base with pumps, pipe heaters, vents and radiators  (see devlog #3).
  • Colonists walking across the base using pathfinding and passing by airlocks. Later, the Task system will allocate colonist to building, repairing, and any other task that need to be done (see devlog #4 on animations and rendering, and devlog #5 on tasks and pathfinding).
  • Control your character as one of the colonists, the captain of the mission (see devlog #8 about game improvements, and implementation of player's character controls).
  • Manage your inventory and use items to build your base (see devlog #11 for more details about the inventory system).
  • Mine rocks and underground resources (ice, metals, dirt - see devlog #12 about mining and crafting gameplay).
  • Smelt metals and craft the components needed to assemble more complex systems.
  • Hydroponics systems to produce oxygen and food for colonists and workers (see devlog #13).
  • Managing oxygen to survive, refilling breathable gas canisters of the colonist to allow them to work outside of their pressurized base, by using a space suit (see devlog #16).


Planned features until release:

  • Give orders to other colonists and specialists (miners, operators, scientists, farmers, pilots).
  • Research new technologies to diversify oxygen, water, food and energy production.
  • Survival: Colonists, workers and tourists, with needs to satisfy between work, health and leisure.
  • Build spaceships and rockets, to travel between your different bases, space stations, and expand your facilities through the solar system.

Game mechanics inspired by :

  • Rimworld (colony management simulation, survival mechanics, story generation and characters' needs).
  • Stationeers (first-person space survival, with automation, advanced energy, gas and atmosphere management mechanics).
  • Oxygen Not Included (colony management simulation, with advanced gas and atmosphere mechanisms)
  • Surviving Mars (colony management simulation on Mars, with mining, resource management and trade with Earth)


About Fly Game Studio:

Hi, I'm Exca! I like survival games, colony simulations, tycoon games, and a lot of space-themed games. I started making games for fun in my spare time as a kid (using Dark Basic). Now, after more than 10 years, I've decided to relearn how to make games, using Unity, Blender, and all my experience in software development.

Too Far, Too Late is the 3rd version of the space colony simulation game I started working on in 2020. I have other game ideas, and this project will certainly be the first of a long series of space games.

Development log

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