The creator

Who is behind COLONIZED

The short answer

Vanguille is the sole creator of COLONIZED, the space survival MMORPG for PC built in Unreal Engine 5. He has worked on the project for more than ten years and has built the game, its servers, this website and its community on his own, with AI only as a tool.

COLONIZED is the space-survival MMO that Vanguille has been building solo for over ten years.

  • 10+years with the project and of experience
  • 1person: game, servers, portal and community
  • 5languages on this website

The path

Vanguille is the public pseudonym of the creator of COLONIZED; his real name appears only in the legal notice. He has been on the project for more than ten years and has more than ten years of experience. This page states only what he has declared and what anyone can check: it lists no employers, titles or milestones that are not documented.

For most of that time the work happened out of sight, on the foundations. What is visible today is the result: an interactive 3D hangar, a Codex with the lore, a serialised novel, a public roadmap with a dated chronology, a technical blog and a Discord community, all in five languages.

He works alone, and that is a design decision, not an accident. Vanguille takes care of the game, the servers, the portal and this website, the community, the marketing, the legal documents and the automation that supports all of it. The aim is a project that one person can sustain and that is soundly built on every front.

Why he worked in the shadows

A project this ambitious, made by one person, only works on a very solid base. So the strategy was to build the foundations first: a server system of its own and a very optimised client, with content after that. It took years, which is why so little was shown for so long.

The aim is that a modest server holds a lot of people. The architecture is designed for around 1,000 players on a modest server. That is a design target, not a measured result: there is no published load test yet, and when there is, it will be cited here with its date, its hardware and the number measured. The closed alpha, by invitation, is where it will start to be measured.

If the target holds, the cost of servers, testing and maintenance falls drastically, the experience stays smooth with large crowds, and the infrastructure stays secure, maintainable and long-lived. That is what makes the project sustainable over time.

What is documented today

  • Dedicated Linux servers with a persistent database.
  • In the development build, each celestial body is its own server zone: its sphere of influence is the zone of that world and the destination of a jump.
  • Shots are resolved on the server with lag compensation.
  • The worlds are generated from the lore as data, so a change in the universe is made once and rebuilt.
  • Development measurements, not requirements: a dedicated server at 30 Hz ran for 24 hours with 100 bots (95th percentile 12.48 ms against a 33.33 ms budget). That is not a test of the 1,000 target.

What you can check today

Everything below is public and can be opened now. Images of ships on this site are renders of our own models, labelled as such.

A pace you can check

The public roadmap keeps a dated chronology of closed tasks and of changes to the game repository. These are the aggregated counts taken from it: no internal titles, no names. Tasks are closed in batches, so a quiet month in the table does not mean a stopped project; the repository shows activity almost every day.

Tasks closed per month · Data as of 27 October 2026
MonthTasks closed
(from the 20th)513
283
362
(to date)109

Changes to the game repository: 845 in the last 7 days and 3,700 in the last 30 days. Tasks closed on the public board: 1,267 of 1,297.

Weeks are grouped by the Monday that starts them, and the public chronology begins on 20 July 2026. The live version is on the public roadmap.

AI, with full transparency

COLONIZED is not a game made with AI: one person makes it, Vanguille, with AI as a tool. In the game it has been used in very specific places and very little (some sounds and some art or icons); where it is used most is in automating the information around the project: roadmap, social networks and content generation.

By Vanguille's own estimate, around 90% of the work is done by people (in practice, by him), helped by AI as a tool. It is also declared on Steam when Steam asks for it.

Follow and contact

These are the official public profiles of the project. Anything else that claims to be COLONIZED is not ours.

Press, collaborations or corrections: admin at colonized.work

Also: the press kit, the studio page and the author page on the blog.

Straight answers

Who is behind COLONIZED?

Vanguille is the sole creator of COLONIZED. He has been on the project for more than ten years and has more than ten years of experience, and he has built the game, the servers, the portal, the community and the automation that supports them. His real name appears only in the legal notice.

Is COLONIZED made by one person? Is that a small team?

It is a one-person studio, and it is a design decision: the architecture is built so that one person can maintain an MMO without large costs. The pace can be checked on the public roadmap.

Is it too ambitious?

It is, and that is why it started with the foundations: servers and client optimised first, content after. That is what makes a large project viable for one person.

Is there real content to see today?

Yes: the 3D hangar with seven ships, the Codex, the Aurin Chronicle novel, the public roadmap with its chronology, the technical blog and the Discord. Images of ships are renders of our own models, labelled as such.

Is COLONIZED made with AI?

COLONIZED is not a game made with AI: one person makes it, Vanguille, with AI as a tool. In the game it has been used in very specific places and very little (some sounds and some art or icons); where it is used most is in automating the information around the project: roadmap, social networks and content generation.

How many players does it support?

The architecture is designed for around 1,000 players on a modest server; the closed alpha, by invitation, is where it will be measured. It is a design target, not a measured result.

Why has it taken so long?

Because of the foundations: it took years to leave an infrastructure and an optimisation that allow many people with very little server. Today progress is continuous and fast.

Frequently asked questions · COLONIZED in facts

Page reviewed on 26 October 2026