Colony Wars vs Neverstill
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
Colony Wars
Engage in fast-paced strategy battles to control the board. Automatically spawn and evolve units with unique roles, making strategic upgrade choices to adapt your colony's growth and combat style in every match.
- Four player colony battles
- Automatic unit spawning and combat
- Tank, melee, and ranged unit roles
- Strategic unit evolution
- Randomized upgrade choices
- Deep strategic decisions
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Build a growing colony and battle for control of the board in a fast paced strategy game where every choice matters. Your colony expands automatically as new units spawn into nearby cells. Each unit has a different role in battle, from durable tanks to powerful ranged attackers and protective melee fighters. Units stay in position and automatically attack enemies within range, creating constantly changing battle lines across the board. At regular intervals, the match pauses and you choose one of three upgrade cards. Improve unit spawn rates, evolve specific unit types, increase overall colony growth, convert units into stronger roles, or build toward a specialized strategy. Every match develops differently depending on the upgrades you choose and how your colony forms. Features : - Four player colony battles - Automatic unit spawning and combat - Tank, melee, and ranged unit roles - Strategic unit evolution - Common, Rare, Epic, and Legendary upgrade cards - Randomized upgrade choices - Fast matches with constant colony growth - Different strategies and colony builds every match - Simple controls with deep strategic decisions Grow faster, evolve smarter, and become the last colony standing.
Neverstill
Pilot a drone to defend a moving train from waves of monsters. Upgrade your train cars and drone with salvaged resources to survive increasingly difficult challenges. Decide when to end a run and bank your progress, or push further for greater rewards.
- Drone piloting and combat
- Train car upgrades
- Resource management
- Wave-based survival
- Run banking and progression
- Strategic car fusion
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Fly the drone above the train and defend it from all the monsters trying to wreck it. The armoured cars fight on their own. But you are the thing that can support them, and you can only be in one place at a time. Fly the roof. Overcharge the car you are standing over. Stomp the boarders off the deck. Drag in the scrap and upgrade the cars and drone at the stations. TWELVE WAVES TO A TERMINUS the line asks how long you want to keep going. Pull in and bank the run, or run on into the next division, where everything that was hard is worse. There is no last stop, only the one you chose or lose. THE TRAIN Laser, mortar, tesla, shield, flak, carrier. Three of a kind in a row unlocks pierce, chain, salvo and reach. Three of a kind anywhere can instead be fused into one car a level higher, a railgun, a jericho, a gatling, which costs a single coupling instead of three. Breadth or depth. You cannot have both. THE DRONE Whatever car you hover over fires harder and faster. Scrap only magnetises to where you are. Boarders only come off under your boots. Nothing you do is free, because everything you do is somewhere else. THE STATION Goods on plinths, a board shows what a repair costs, and a lever marked DEPART sends you back out. Buy a car. Bolt a module to it. Decide what the train is for. THE DEPOT A dead run still pays. Bonds buy the shape of the next run, never power inside this one. A warranty costs thirty and buys you a single derail. After that it is percentages. WHAT IT COSTS Free is the whole game: every wave, every car, every module, the depot. A couple of the cars and modules are earned by playing rather than handed over, and none of them are for sale. The Line Pass is one optional purchase. It clears the hoardings, opens the difficulty ladder past the first line, and unlocks the deeper depot ranks. A one-time unlock, not a subscription. Nothing behind it changes the balance of a free run.
Screenshots
Verdict
The clearest difference is rating: Colony Wars at 5.0 against Neverstill's 3.0. Colony Wars also leads on monetization model (ad-supported vs free with in-app purchases) and device support (3 vs 1). Neverstill's advantage is update cadence (every 3 days vs every 11 days). On price, review sentiment, ratings volume and ads there is nothing between them.
Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS
Both are free to download. Neither carries in-app purchases, so what you see is what you pay.
Colony Wars holds the better App Store score, 5.0 against 3.0. Both are backed by a comparable volume of ratings — 1 and 2 respectively. Written reviews split almost evenly too, at 100% and 100% positive.
Colony Wars ships an update every 11 days, Neverstill every 3 days. The most recent releases landed on October 7, 2026 and October 3, 2026 respectively.
| Parameter | Colony Wars | Neverstill |
|---|---|---|
| Price | Free | Free |
| Rating | 5.0 (1 ratings) — better | 3.0 (2 ratings) |
| Positive reviews | 100.0% of reviews | 100.0% of reviews |
| Number of ratings | 1 | 2 — better |
| Update frequency | Every 11 days | Every 3 days — better |
| Ads | Yes | Yes |
| In-app purchases | No | No |
| Monetization | Ad-supported — better | Free with in-app purchases |
| Devices | iPhone, iPad, iPod — better | iPhone |
| Requires iOS | 15.0 — better | 16.4 |
| Further details — not scored | ||
| Size | 145 MB | 41 MB |
| Age rating | 9+ | 12+ |
| Developer | Dipayon Debnath Dip | Furkan Donmez |
Customer experience
Colony Wars
Neverstill
In-app purchases
Colony Wars
No in-app purchases
Neverstill
No in-app purchases








