Colonize solar systems, annihilate homeworlds, and exterminate your foes in epic interplanetary battles with multiple players and thousands of units. Planetary Annihilation takes strategy gaming to a never-before-seen scale -- and gives players powerful tools to control the action.
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Release Build: 73737 with Offline Play
Online? Offline? However you want to play Planetary Annihilation, it’s your choice. Starting now, you can take your battles completely offline.
We’re happy to announce the release of the offline server. Offline server allows you to take over the galaxy in Galactic War without connecting to the Internet. You can also battle against your frenemies or the AI over a LAN.
You'll also see your massive armies moving around much better now. After almost two months, and a team focused on improving pathing, you should see major improvements on unit pathing, reliability and performance across the board. And as always, each build includes a host of bug fixes, performance improvements, and ever more polish.
Notes for offline play:
- We have had a few reports of people unable to launch offline server mode. If this happens to you, please go to settings and turn off Local Server. We are exploring the issue internally, and will be getting out a fix ASAP. Thanks for your patience.
- Local Server Settings: Auto will determine the best mode to use based on your system specs and requested game mode. On will always try and use local server for any supported game modes. Off will force your client to still connect to our servers for all game modes.
For more detailed build notes, please keep reading:
[Server] Turned off the idle timer for local games.
[Server] Turns off local server when use is not "recommended". Current threshold is 4+ cores & 8+GB memory. (Matches our Steam recommended spec.)
[Server] The server is 64-bit only. Due to memory restrictions and a number of other technical roadblocks, there is no 32-bit server version. (This only affects Windows, since Windows is the only platform that still supports a 32-bit client)
[Server] The spec that the server looks for to run locally is the same as our recommended spec - 8GB of RAM and quad core. You can override this by setting Local Server to "On", which means it will try and use a local server for everything - except online hosted games, which still go through Uber's online server management.
[System Editor] Planets now look exactly the same in game as they do in the system editor.
[System Editor] Metal spot placement now looks exactly the same in game as it does in the system editor.
[UI] Spectator UI upgrades
[UI] System editor UI polish
Detail Pathing Notes:
- Flow Field Integration has much improved CPU and Memory performance
Sectors are now independent from terrain meshes resulting in much smaller sectors.
- Better Path Planning
Smaller sectors make the higher level path graph more granular which results in more 'accurate' path planning. In the past units might go 'right' when they should have gone 'left' around a rock, this change fixes that.
- Dynamic Walls support
If you surround yourself using dynamic wall pieces the pathfinder behaves correctly.
We now rebuild the path graph and small / large pathable islands so 'pathability' queries are correct.
- Faster Nav startup time
Nav Voxels now use an inlining OctTree container which improves start up time as well as run time and memory usage.
- General nav bug fixes and improvements
(lots of little things here, hard to say unless I look over the last couple months of checkins)
A Note To Planetary Annihilation Fans About Our Next Game, Human Resources
Today, we busted out a new Kickstarter for a new strategy game called Human Resources. Built on the same engine that you helped us create for Planetary Annihilation, Human Resources expands on the scale and destruction you’ve come to love in exciting and different ways. We realize that some of you might take this news as concerning, so we wanted to come out and say this: work on Planetary Annihilation will not stop if Human Resources funds; both games will have a team dedicated to these separate projects.
In other words, things will stay the same. A Planetary Annihilation team will continue its amazing work on the game, and you’ll keep receiving new updates with new features, fixes, and mechanics. Meanwhile, a separate team will roll into pre-production on Human Resources.
What’s pre-production? It’s the first phase of game development. It’s the time where we sandbox and define features, game mechanics, and systems. Then, we begin to build any new technology that we need to support it. We’ll sketch out how we can accomplish our goals and when. It’s a pretty exciting phase where we create new worlds and possibilities.
Games are evolving. You don’t just “finish” them anymore. We see them as services, as active things that grow over a length of time. Planetary Annihilation’s vision has been achieved or else we wouldn’t have launched it, but that was just one journey. We embarked on a more adventurous one the second we updated it to 1.0.
This is a very, very exciting time for us. Words suck at expressing how much we love all you guys for your incredible passion and support. Planetary Annihilation wouldn’t exist without you — and we plan to keep it going. If you’d like to check out Human Resources and become one of humanity’s new overlords, please do so. We’d love your support.
Prepare to have your eyes melted by the attached trailer.
Uber Entertainment <3
PS: Sorry for the eye melting.
PPS: But it was worth, right?
[tl;dr: today, we announced a new Kickstarter for a strategy game called Human Resources. Plans for Planetary Annihilation’s development will be unaffected. Human Resources’ team is a separate team.]
You gonna tell me that there are just a hand full ppl playing this game online??
US server: 1 host
Europe: 1 host
wtf man. This game is already dying?
Starting now, Planetary Annihilation will allow you to flash some fancy cheevos and trading cards if you exhibit the intensity and ability to earn them. Welcome to our latest update, the Steam Community Update, which adds new ways to impress your friends with your digital feats of strength, cunning, and obliteration.
That's right: Planetary Annihilation supports Steam trading cards, badges, and achievements. To check out the latter just visit the "achievements" tab in Steam. There are 19 total that can be unlocked by playing single-player or with your frenemies in multiplayer. Trading cards and badges can be unlocked by simply playing.
Go ahead -- give a couple a shot. We'll be watching, waiting to see who can grab them all.
PTE Build 75330-main
The new build 75330-pte is now on PTE. If interested, take a look! I have listed a few things below we are looking for testing on, as well as a list of changes made, and known issues (as this is test, there are plenty).
If you hav...
It looks amazing, the concept sounds amazing, but it just wasn't done "right".
Ultimately the game is not horrible and I am sure that I could still enjoy some matches, but for the most part I just find the game lacking in many (needed and simple) ways. To give an example, this game is said to be RTS. While by definition I suppose it is, the strategy element is the weakest simply because every game mostly consists of unit spamming. It basically just comes down to who can get the biggest army the fastest, and there are very few opportunities for tactical flanking, unit countering, etc.
The final nail in the coffin for this game (to me) was the Galactic Conquest mode. It sounded amazing and I was expecting something akin to Star Wars Empire at War. Instead it is quite literally nothing more than "exploring" a pre-generated map, and whenever you encounter an enemy force, you then have to fight it. There are no turns, so the enemy does nothing, and the only "strategy" involved is you having to choose which units you can build via which "techs" you hang on to (you can only hold three at the beginning). Oh and you don't research the techs, you find them on planets...
At any rate, I just can't give this game a positive review. It had the potential to be awesome, but I feel that it failed.
I don`t want to write a negative review about this game because it has a REALLY HUGE potential but it is out of early access and its STILL NOT READY ! - so i think Supreme Commander 1+2 are 100ways better ^^ !!!!!!! if my english is false i´m german ...
I truly love this game. It does have something great about it. So I am going to bash the **** out of it now.
This game could be so great, but sadly it just falls short. If this was truly a hard working little indy dev struggling to make it in this world then I would not be writing the wall of text before you!
I also understand the amount of hard work that has been put into the game of which a sizable chuck goes in credit to the actual fans and modders, since they are likely to make the game better than the people that actually earned money from it.
Planets? Flat, lifeless with a few cracks and if you are really lucky, you might get a raised platau a toddler could step down off of, and yet your giant commander cannot! Shoddy half arsed textures. Metal planets not looking metal at all. Strange knobbly mountains and bits that really, just get in the way of the already terrible pathing. Controls? Buggy, not clear and needing work. Boats? Whats the point, seriously? Maybe to defend a base with but unless your world has half water, you wont be using them to attack... Seriously! Because you CANT!!!! You cat get anywhere near the enemy with your super slow, super useless ships. Again, the aircraft are insanely overpowered. Yet they talk about balance issues with a unit cannon?!? No shields. When you crowdfund a game, give the people the game they crowdfunded! Or was it "backed" or "supported", noone seems to make their mind up and as with every game nowadays there is an army of drones that make excuses for these sorry game designers making money off your backs. People have a right to be annoyed and to say it and to express ANGER at this kind of thing.
And now, to rip Galactic war, the Single Player element of Planetary Annihilation.
Terrible UI and genrally GW is devoid of feeling, story or substance. Limited things to do, getting the "cards" to upgrade generally needs work, more cards, variation, a real reason to play GW. You cant move around at all on the game map. If you want to travel backwards past previously conquered planets on the galaxy grid you have to click each individual planet and click travel, agian and again and again and again and again. You think Im kidding? Ha! I know there is a "mod" to fix this map movement issue,!! made by the community !!. Lazy work letting the community fix your game. Lost respect for you guys after this. I shouldnt need a mod for a game to make it playable. Buttons clunky, interface clunky, doesnt feel nice at all and sucks to be you if you get stuck on a 1v3 in the Galactic War when the enemy computer commanders can throw nukes at you from other planets but you cant even land on their planet which is heavily fortified with orbital units and air units and maybe some mostly useless land units. The reason you cannot land on a fortified planet is because all you can build is one unit type you use to travel between planets called the Atreus. This Atreus can only hold ONE unit at a time so if the computer has locked the planet down good luck getting onto it!!! I did actually get 200 Atreus loaded with T2 builders and tanks and land and get a portal up that had hundreds of T2 units that all swarmed thru as soon as it was built. I did this THREE TIMES to THREE PLANETS in ONE GAME. Yeah, it was satisfying but blow me down if it isnt a serious game flaw. Its not hard, its stupid and badly balanced and badly done.
So i was in a fantastic 2 hour play with a ton of ai in skirmish, when i got the message, connection to server lost. before that the game randomly paused without any pause button on the screen. i could move the camera but thats it. seeing as skirmish is o...
What is the difference between the two? with Advanced Tech, you canbuild the advanced version of hte factory and the units you can usually make with it.
I've found Complete does pretty much the exact same thing, so... is there more that Complete adds that...
After studying key performance indicators, applying performance improvement procedures, and following a robust phase of knowledge implementation, developer Uber Entertainment has decided going forward to suspend work on the Human Resources Kickstarter.
That means that it’s cancelled. The strategy game was shooting for $1,400,000 with which to pit Cthulhu-esque old ones against Skynet-esque robots, but after a little over two weeks it had become clear that it wasn’t going to hit its target.
… [visit site to read more]
Rock, Paper, Shotgun
Planetary Annihilation update adds offline play later this week
There are a number of reasons why a videogame might require a connection to the internet in order to run, but they all suffer from the same inherent drawback: no connection means no play. Fortunately, that will soon cease to be an issue for Planetary Annihilation.
"We re happy to announce the release of the offline server. Coming in an update this Thursday (October 9), offline server allows you to take over the galaxy in Galactic War without connecting to the Internet," Uber Entertainment revealed yesterday. "You can also battle against your frenemies or the AI over a LAN."
Player-operated server functionality is also in the works and will be added to the game "down the road."
Uber recently announced a new Kickstarter for the robots-vs-monsters RTS Human Resources, but said in a prior update that the new project won't impact the ongoing development of Planetary Annihilation. "Work on Planetary Annihilation will not stop if Human Resources funds," the studio wrote. "Both games will have a team dedicated to these separate projects."
The update, as mentioned and barring unforeseen circumstances, will go live on October 9. While you wait, find out what we thought about Planetary Annihilation by way of our review, which you can dig into right here.
Planetary Annihilation Getting DRM free offline play Oct 9
A lot of people are down on planet-slinging RTS Planetary Annihilation, criticising its recently out-of-Early-Access release for missing important features. One of those features was the ability to play offline, as currently even singleplayer matches against bots require you to have an internet connection. That’s going to change on October 9th when offline play is added to the game, as announced on the Uber website.
… [visit site to read more]
Rock, Paper, Shotgun
Planetary Annihilation review
need to know
What is it? An inter-planetary RTS.
Play it on: Quad Core CPU, 16GB RAM, GeForce GTX 660 Ti or better (emphases on 'or better'), 2 GB HD space.
Reviewed on: AMD Quad Core 3.3GHz, 16GB Ram, GeForce GTX 660 Ti PC
Price: $30/ 23
Release date: Out now
Publisher/Developer: Uber Entertainment Multiplayer: 10-player online
Copy protection: Steam
Link: Official site
Here's what I did right before a bug ruined one of my best battles in Planetary Annihilation: My commander was building power generators and bot factories while a team of constructors scoured a green planet for untapped metal deposits. About 50 units—tanks, mechs, and anti-air—lined up for a portal that would take them to the enemy moon.
Once they arrived and secured a stronger foothold, hundreds more would follow. With the only two resources—metal and energy—coming in steadily, and a row of factories set to auto-build, I'd created an army that would put the American military industrial complex to shame. It covered almost the entire surface of the planet, and as I zoomed out into space and spun it around I was drunk with power.
I could carpet bomb the moon with nukes, harvest gas giants for energy, or build huge engines on smaller celestial bodies to change their orbit and crash them into my enemies. I'll get back to that bug I mentioned in a moment, but learning to execute any these strategies was also far too difficult. The game's only tutorial is an embedded, low quality YouTube video, and it only skims over the basics using a UI from previous builds.
Planetary Annihilation is a complex, massive RTS, where most matches take place across multiple planets. It didn't tell me how to get 100 orbital landers to pick up 100 tanks, or how to set my constructors to assist each other. It didn't explain the tech tree or why I couldn't build metal and energy storage yet. Even now, after spending close to an hour fiddling with the messy key bindings menu, I still don't know how to rotate the camera.
The bigger problem is that just as I was about to unleash all hell, a bug corrupted the graphics so I couldn't see anything. It could have been my most epic battle through single player Galactic War mode, but the only way to fix it was to restart, and since you can't save the game in the middle of a battle, I lost about 30 minutes of progress. This happened several times on my AMD Quad Core, 16GB Ram, GeForce GTX 660 Ti PC, and other players with completely different specs reported similar problems in multiplayer chat and Steam discussion threads.
The Galactic War mode is a series of AI matches tied with a 2D galactic map that for some reason slowed my framerate down to single digits. After every match, I got to choose which system to attack next and upgrade my army with pieces of tech that are all available in multiplayer. It didn't do the best job of explaining different strategies, but it did force me to experiment with aerial and naval units by staggering access to the full tech tree.
The only distinction between opponents is the variation in commanders, which have different constructing or combat abilities. It's a negligible difference, but the tech tree is wide enough to let players specialize along parallel paths. Bots, for example, are excellent in rushing, while a steady trickle of tanks can destroy any base as long as it keeps coming. An air force, meanwhile, can come out of nowhere, level an outpost, and disappear just as fast, but it can't travel between planets.
Invading an enemy planet is the most interesting new problem Planetary Annihilation introduces. Sending a couple of units to build a portal works in the early game, but you can't get to the ground and build one once the enemy has complete radar cover and orbital guns. Even massive invasions consisting of hundreds of orbital fighters are blown out of the sky.
If two players have two separate planets locked down, invading a third, uninhabited planet provides extra resources and another manufacturing center. The endgame, especially with multiple players, is a challenge of managing manufacturing, doomsday weapons, and infrastructure in one part of the solar system, while directing a vicious ground war in another.
A picture-in-picture mode let me keep tabs on both at any time. It's overwhelming, but I enjoyed Planetary Annihilation most when there were too many things to do, and the only limit on what was possible was how fast my brain could process information.
When I put my tower defense skills to good use and established a network of laser turrets and anti-nuke launchers, matches became a nail biting race to build the most efficient infrastructure and fund the titular Planetary Annihilation moves.
In one multiplayer match, I did everything I could to prevent another player from conquering a metal planet, which can be transformed into a giant, Death Star-type laser cannon. I managed to shuttle my commander to another planet just as mine was exploding, but then he blew up my new home as well. In another match, I had the pleasure of crashing a moon into another player, but when I did, another graphical corruption made the spectacle invisible. Planetary Annihilation always reminded me that it was broken when I was enjoying it the most.
When it's working, PA mostly does a great job of presenting these battles by going for "cute" rather than "badass." Tanks don't look like chrome death machines, but stunted toys in bright, primary colors. It's like every unit is the corgi version of its real life counterpart, though it's still intimidating to see hundreds of them storm your base at once.
However, with enough units, the only way to manage them is zooming way out, at which point they appear as small, simple icons. I zoomed in now and again to witness the satisfying explosions and projectiles up close, but if I was trying to be practical, combat was abstracted.
And then there's almost always some technical hitch that ruins everything anyway. It's hard to find multiplayer matches, especially with eight players like I want, and when I do, one player crashes, or one planet just refuses to render, appearing as a black box.
I know that there's a great, massive RTS beneath all these issues. I've seen glimpses of it when everything works correctly, but at the moment I can't recommend Planetary Annihilation without a warning that it's bound to disappoint and frustrate, even if you do teach yourself to play it.
Skynet Versus Cthulhu: Human Resources
Human Resources has one of the finest elevator pitches I’ve ever heard. The Singularity comes to pass, the machines rise, and humanity awakens a host of Lovecraftian horrors on the same day. It’s a tale of duelling apocalypses. Skynet vs Cthulhu, with humanity caught in the middle. The Kickstarter page has just gone live for Uber’s strategy followup to Planetary Annihilation, and I spoke to design director John Comes and art director Nate Simpson to learn about the end of everything.>