Author

vanguille

Creator and director of COLONIZED

vanguille created COLONIZED and directs its development: the universe, the Unreal Engine 5 build and what this site publishes about it.

vanguille is the public pseudonym of the creator of COLONIZED, a space survival MMORPG for PC built in Unreal Engine 5. He directs the project: the canon of the Aurin system, the technical decisions and what gets shown in public.

Most of his week goes into the build itself: playing it, measuring it and deciding what is good enough to keep. When a planet looks wrong or a frame costs too many milliseconds, the fix goes into the tool that generates it, not into a hand-painted patch.

On this blog he writes about the genres COLONIZED belongs to (survival, MMO and space sim), the technology behind the game and the lore of its universe. Articles that mention other games use public, dated sources and are written with respect for the people who make them.

How we write: editorial policy

Role
Creator and director of COLONIZED
Project
Space survival MMORPG for PC
Engine
Unreal Engine 5
Writes about
Survival, MMOs, space sims, game technology and the lore of Aurin
Based in
Spain

Articles by vanguille

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Technology

AMD 3D V-Cache Explained: Why It Speeds Up CPU-Limited Games

A much larger L3 cache, stacked on the processor, avoids trips to RAM and speeds up data-heavy games. How it works, who benefits, how a 9800X3D differs from a 9950X3D and how to make sure the game uses the right cores.

4 min read

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Genre guides

The Best CPU for MMOs and Survival Games: How to Choose in 2026

For large-world MMOs and survival games, per-core speed and cache matter more than core count. The criteria, a reasoned comparison of the Ryzen 9 9950X3D, the Ryzen 7 9800X3D and mid-range and budget options, and the usual buying mistakes.

5 min read

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Genre guidesPillar guide

The Best PC for MMOs and Survival Games in 2026 and 2027: Three Builds

For persistent-world MMOs and survival games, spend on the CPU and memory first, and on the GPU second. Three reasoned builds (high-end, mid-range and budget) with the logic behind each part, where not to waste money and how to split a budget.

5 min read

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Genre guides

CPU-Bound vs GPU-Bound: How to Tell What Limits Your Game

Every game is limited by either the CPU or the GPU at any moment. A five-minute test with resolution and per-thread usage tells you which one is yours, and a table shows which settings to touch and which part to upgrade.

5 min read

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Genre guides

How to Measure Your PC's Gaming Performance: A Practical Guide

Measuring well is what separates knowing from guessing. Which free tools to use, which numbers to watch (frame time, 1 % lows, per-thread usage, temperature), a repeatable test protocol for online games and how to read the graphs.

5 min read

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Genre guides

Upscalers and Frame Generation: When to Use Them and When Not To

An upscaler relieves the GPU; frame generation multiplies what you see, not how you respond. A decision guide: what to use depending on your limit (CPU or GPU), with what base frame rate, and why in an MMO it pays to think before turning it on.

5 min read

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Genre guides

V-Sync, G-Sync, FreeSync and Frame Limits: What to Turn On and Why

The display refreshes at one pace and the graphics card produces at another: that is where tearing and stutter come from. How vertical sync and variable sync (G-Sync, FreeSync) solve it, why a frame limit helps and which setup to start from.

5 min read

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Genre guides

What Is a Bottleneck in a Gaming PC, and How to Spot One

A bottleneck is the part that sets the pace for the whole PC. This guide explains how one forms, why there is always one, which symptoms point to the CPU, GPU, memory, disk or network, and when fixing it is not worth the money.

6 min read

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Genre guides

Why MMOs and Survival Games Depend More on the CPU Than the GPU

More players, more fauna and more structures mean more work for the CPU, and a better graphics card does not fix it. The five loads that saturate it in an MMO or a survival game, why one thread rules and what hardware eases it.

4 min read

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Lore

Who's who in Aurin: the Guilds' people, the scavengers and who to avoid

Hardly anyone in Aurin flies a flag. Who lives, works and shoots in the system of COLONIZED: the people of the five Guilds, the crew that receives new colonists, the independents, the two houses, the groups hostile to everyone and how to tell them apart at thirty metres.

4 min read

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Lore

Where to get technalite and the other four ores of COLONIZED

A field guide to the resources of the Aurin system: what technalite is and where it is richest, the other four ores, the world that has them all, the materials only one place gives, what the fauna leaves behind and what can't be mined. As the canon and the design record it.

4 min read

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LorePillar guide

How to read The Aurin Chronicle: a spoiler-free guide to Book One

Everything you need before opening The Aurin Chronicle, the novel of COLONIZED: what it is about in two minutes, how long Book One takes, where to start, the fifteen pieces, the seven main characters, the places it visits and how it relates to the game. No spoilers.

7 min read

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Genre guides

Co-op space survival with friends: how COLONIZED plays as a group

Co-op in COLONIZED is not a lobby that waits for you: it is a colony in a persistent universe. What a group shares today, how roles work with the Compis, what group content is still in development, and how a group of friends can get into the closed alpha together.

3 min read

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Genre guides

How closed alphas and betas work, and how to get into one

A practical guide to game testing phases: what each label usually means, how a closed test is run, what Steam Playtest and Early Access are under Valve's rules, how to write a bug report that gets read, which offers are scams and how the COLONIZED closed alpha works.

5 min read

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Technology

MegaLights in Unreal Engine 5.8: how hundreds of shadowed lights work

MegaLights became production-ready in Unreal Engine 5.8. What it actually does, why its cost barely grows with the number of lights, what hardware it expects, what it cannot light yet, how it differs from Lumen, and why the COLONIZED development build does not use it.

5 min read

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State of the genrePillar guide

The space MMO coming in 2027: COLONIZED and its closed alpha

What is coming in 2027 for COLONIZED: the first closed alpha wave, what it builds on in the current build, the universe it is set in, what is still in development, and how to get a key in the first waves.

3 min read

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Genre guidesPillar guide

Survival MMO in 2026 and 2027: what COLONIZED is and when you can play it

If you are looking for a new survival MMO for 2026 and 2027, this is COLONIZED in one page: the survival loop, the worlds, building, combat and factions, what is already in the build, what is still in development, and the timeline to the closed alpha.

4 min read

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LorePillar guide

The Aurin system: a guide to the planets and moons of COLONIZED

Everything that orbits Aurin, the star of COLONIZED: four planets, ten moons, the asteroid Ashkar, the Cementerio de Aura and the Rings of Kaldrek. With the canon's figures for every body, the mysteries the settlers still argue about and where each place appears in the Chronicle.

7 min read

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Lore

The Compis: the auxiliary cores of the Aura Fleet

Small floating cores that kept the accounts of a fleet nobody lived through from start to finish, lost in a war and rescued one by one. The lore of the five Compis, how a settler gets one, where they appear in the Chronicle and what exists of them in the game.

6 min read

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Technology

DLSS, DLAA, frame generation and Reflex explained (2026)

NVIDIA's RTX technologies without the marketing: what each part of DLSS does, which GeForce cards support it in 2026, why generated frames do not respond to your input and how Reflex fits in. Plus how COLONIZED's development build uses them.

4 min read

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Lore

The five Global Guilds of Aurin: who they are and why no one touches them

Five neutral organisations born from the wreck of the Arca Aurora, trusted by both factions and owned by neither. Their origin in the Cuarenta Días de Fuego, their leaders, how reputation with them works, what of it exists in the game today and where they appear in the Chronicle.

6 min read

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Genre guides

MMO vs MMORPG: what is the difference?

MMO is the umbrella: many players in one persistent online world. MMORPG is one kind of MMO, built around a character who grows. The types of MMO, theme park and sandbox, and how to spot a game that is only online multiplayer.

3 min read

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Technology

Nanite and Lumen explained: how Unreal Engine 5 draws a world

Nanite and Lumen without the marketing: how virtualised geometry and dynamic global illumination work, what Virtual Shadow Maps, MegaLights and TSR add, the budgets and limits Epic documents, and two lessons from using them on a whole planet.

6 min read

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Technology

How to simulate a solar system at scale in a game

Why a planet-sized world breaks a game engine, the three tricks that fix it (floating origin, double precision, compressed distances), how orbits and spheres of influence work, and how COLONIZED builds the Aurin system: real radii, Kepler orbits and one server zone per body.

5 min read

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Genre guides

What is a survival MMO? The genre explained, with examples

A plain definition of the survival MMO, how it differs from a co-op survival game and from a classic MMORPG, the mechanics they share, the PvP question and what changes when the genre goes to space.

4 min read

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Lore

The Zenith and the Nadir: the two factions of COLONIZED

One fleet, one war, two houses. A guide to the Zenith and the Nadir from the canon of the Aurin system: what each believes, where each lives, the cracks on both sides, what choosing a side means in the game today, and where to read them in the Chronicle.

7 min read