Colonize solar systems, smash entire worlds, and crush your foes in epic battles with multiple players and thousands of units. Don't just win, annihilate!
Análises de usuários: Neutras (12,666 análises)
Data de lançamento: 5/set/2014

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Recomendado por curadores

"The successor to Total Annihilation, well above average with mechanics rarely found in other Real Time Strategy Games."

Atualizações recentes Ver todos (66)

26 de agosto

Build update 86422 & Hotfix 86765 Notes

We've recently updated the game with a Hotfix and wanted to share the Build Notes with you. Below you'll find build notes for Hotfix 86765 and Build 86422.

Hotfix Build 86765 - 08/26/15

Fix for crash when loading a save or resuming a game where an entity spawned and died on the same tick.
Galactic War Titan cards will now properly interact with the orbital and air titan, and will not show up in Classic PA
Fix for a crash in closestPointPlane
Fix for a crash caused by units trying to initialize a celestial move task after their planet has been blown up but before the unit has been destroyed.
When launching PA Classic on Steam when you own TITANS, the Quit & Install / Quit & Launch buttons on the popup now initiate the install or launch for you.
Fix for AI crash on shutdown in the interplanetary request system
Fix for a crash in BuildTask
Fix for a crash when loading a save with a unit with a celestial body and no order.
Fix for a crash when SimWeapon is verifying index in one place and not in another
Make main.css rules a little more specific
Fix some cursors on certain Linux drivers
Updated Classic land neural net data.
Sim units no longer kill the server if spawned with an invalid spec id.
Shut down empty load_save servers.
Set +x bit on published Linux files that need it. Fixes the Linux download not working out of the box
Fix default parameters to panel.move.
Fix for boolean inversion in the build task when creating the unit.
Added a 'no-gpu' option to the panel api. This allows us to reduce the number of processes and interacting with the gpu. Enabling software-ui has been know to solve certain ui crashes, and this offers a more balanced solution.

Build update 86422 - Launched 08/18/15

New difficulty ramping system
-Ramps all AIs, including bosses
-Difficulty is added based on distance from starting planet
-Has a modifier for galaxy size
Rebalanced econ modifiers for difficulty levels
Reduce AI on easiest difficulty
Made absurd slightly stronger

AI Changes
Improved AIs start a bit
AI Should respond better to naval threats
AI platoons will not completely lose their task when they encounter enemy forces.
Orbital laser attack task now supports escort squads.
AI now designates a larger area for rally points.
AI will handle its commander better.
If the AI commander is the only fabber on the planet, it will build things, even while heavily damaged.
Allied AIs will be notified when a nuke is intercepted.
AI will no longer build satellites on gas giants.
AI will see unit cannons as more of a threat.
AI will see anti-nukes on another planet as a higher priority target if it has nukes anywhere in the system.
Updated land based neural networks for both Vanilla and Titans.
Fix for AI seeming to ignore pelters as a threat.
AI will try to protect the commander with umbrellas.
Fix for code error in strategic manager.
Get the AI commander to focus on building factories more.
AI can now send orbital units between planets.
Adjusted AI platoon composition.
Fix for AI platoons with small vision and weapon ranges not working quite right.
Updated fighter and bomber neural network data for classic.
Fix for AI units not microing at all.
Fix an issue where the AI would rush unit headlong into a fight for no reason, instead of firing from an appropritate range.
Fix for AI platoons getting stuck against walls due to repeatedly (and unnecessarily) issuing move and attack orders.
Some more adjustments to AI platoon keep at range and micro distance calculations.
Fix for AI land platoons trying to attack things they are not supposed to.

System Editor
Explicit Planets always need a generator because we can't rely on a default
Added option to toggle off water meshes. Default keybinding is ctrl+w.
Changed default water depth to 100 (from 50)

Balance changes
Make subs a bit faster
Fix torpedos firing at hover units
-Weapon Yaw Range decreased to 90 from 120

Added "memory" storage API, which is like session storage, but asynchronous and without size limits.
- Added a KO extender to store to memory.
- Galactic war now uses memory storage for passing the battle config.
Fixed inconsistencies in the WorldView.fixupBuildLocation API.

Set full opacity to pause background
Tweaked the background for sub menus
Added in UI sound effects
Fix for login button
Fix unit idle effects staying on after unit dies
Set vanilla brush spec biome colors
Make community tabs scalable, work at min rez
Fix for a performance issue when hovering over the planet panel.
- The holodeck show/hide was creating and destroying the render target.
- That's very, very bad for performance.
- Now it only lets go of the render target when it has to.
You can now place a build preview over an existing build preview, if the specs are the same. This is most relevant for metal extractors.
Fix for community tab list widths showing null message when the leaderboard is empty
Nav work:
- Expand cmesh walls at buildVoxel time based on move type radius
- This is roughly the same thing we do when placing cost stamps for units/structures. But mildly specialized for cmesh walls (which don't place cost stamps).
- Place cost near edges of unpathability
- This includes not just obvious walls but stuff like shorelines for land units. Hover/Amphibious units correctly receive no cost at shorelines.
- For example a "puddle" on land will be and has always been fully pathable by land units. It's just a puddle. You can't built naval on it either because it's not "deepwater". However because of spheres there will be voxels that have water surface and only water surface. This voxel should be ignored by the cost layer.
- TLDR: apply cost if ((floodable && !pathable(movetype)) || (!floodable & has_flag(avoid_flags(movetype))"
- Fix for some group behavior issues
- Large units always get their own groups
- Hover and Amph constrain down to Amph.
- Minor cleanup
- mMergeSubGroups persists across frames. It only resets to nullptr sometimes. If it starts as null in Group::mergeSubeGroups then it's initialized to the first subgroup in the list. If it persists then it's plausibly later in the list. If that group gets merged into another group that's determined to be closer then there will be an empty subgroup while iterating. Because empty groups aren't cleared until after the full iteration
**- Add correct cost stamp data to titan units so they lay down blocking cost for small units.
Adding turn acceleration to all the boats. Fixes our twitchy boats.
Update CSS and icons on uberbar
Fix the Twitch TV wrapper covering up the close button
Fix for Twoboots commander
Fix for crash related to blips
Don't expect a secondary color for blips in the world hover
Keep single laser tower name on one line
Fix for launching a GW game using a save from the time when commanders were in the old schema.
- There is still some data out there using objects, which results in [Object object].ai on the server.
Overriding build previews with other build previews is now only allowed when combined with a feature requirement.
Added logic which excludes certain defaults systems when selecting a random start system.
Make blips appear properly in the world hover
Unit launcher effects
Layout update for mini-leaderboard tab
Adjusted the formations that units go into while navigating to a position
Unify command bar, special icon atlas, and cursors.
-They now all live in ui/main/shared/img/icons.
Several game_over bug fixes.
Remove Armory refresh button
Adjusting the placement size of a whole bunch of structures in further efforts to reduce the amount of units getting stuck in bases.
Matchmaking: swap original PA background to use titan default

To view the full list of bug fixes and polish, please visit our site here:

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18 de agosto

Planetary Annihilation: TITANS is available now!

TITANS is a stand alone expansion for Planetary Annihilation. It includes new units, including 5 new TITAN class units, new maps with new CSG to play with in the editor, a new gameplay mode called "Bounty Mode", a playable tutorial for new players, as well as new balance for Multiplayer, Skirmish, and Galactic War!

Planetary Annihilation has changed, and grown a lot from our original pitch over the last 11 months, and honestly, we have you to thank for helping guide us into making the game what it is today! To say our thanks, players who owned PA before August 18, 2015, will be able to purchase TITANS at 66% off in the Steam Store!

But don't worry! We will continue to update Planetary Annihilation with bug fixes and performance improvements with each new update.

We are proud to bring you the next chapter in the PA universe, Planetary Annihilation: TITANS and we hope you enjoy it!

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Sobre este jogo

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.

Blow up everything, anywhere; dominate with punishing spacecraft, robots, and other futuristic machines of war. Arm asteroids and send them on planet-destroying collision courses. And take over an entire galaxy in a dynamic single-player mode with procedurally generated content. Don’t just win, annihilate!

Key Features Include:

  • Epic Single-Player - Galactic War is a twist on traditional real-time strategy campaigns that has players battling across a dynamic galaxy filled with procedurally-generated content. Every playthrough is different. Annihilation is final.
  • Epic Multiplayer - Play with up to ten friends (or enemies) in massive free-for-all and team-based matches.
  • Spectate And Broadcast - Spectate matches with a suite of incredible viewing options or broadcast with integrated Twitch.TV support.
  • Advanced Command And Control - With intuitive drags and clicks, seamlessly switch between planets, mine resources, create custom unit formations, or pulverize armies.
  • Dynamic Picture-In-Picture - View and interact with your units on another planet in a second window as you focus and control the action in your primary view.
  • Instant Replays - View in-match recordings in real-time while matches are in progress. See when a battle turned by rewinding the game to any point or check out the entire match after a game ends.
  • Smash Planets - Don’t just win, annihilate. End games with the mother of all weapons: an asteroid on a collision course.

*Internet connection required.

Requisitos de sistema

Mac OS X
SteamOS + Linux
    • OS:Windows Vista SP2 64-bit
    • Processor:32 or 64-bit Dual Core or better
    • Memory:4 GB RAM
    • Memory:Integrated graphics with shared memory requires 6GB
    • Graphics:Shader 3.0 / OpenGL 3.2 +
    • Resolution:1280x720
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    • Additional:Windows XP is NOT supported. The game will not run in XP.
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs. Local server requires 64-bit. There is no 32-bit server.
      OS:Windows 7 64-bit
    • Processor:Quad Core
    • Memory:8 GB RAM
    • Graphics:Dedicated Graphics Chip (Not Integrated) / OpenGL 3.2+
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs. Local server requires 64-bit. There is no 32-bit server.
    • OS:OS/X 10.7, 10.8, 10.9, or 10.10 (64-bit only)
    • Processor:64-bit Dual Core or better
    • Memory:4 GB RAM
    • Graphics:Shader 3.0 / Open GL 3.2+
    • Resolution:1280x720
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    • Additional:32-bit versions of OS X are not supported
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs.
    • We urge all OS/X users to use the free upgrade to 10.9 or 10.10 to guarantee maximum compatibility and performance.
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs.
    • OS: Any Linux distribution supported by Steam, 64-bit only
    • Processor:64-bit Dual Core or better
    • Memory:4 GB RAM
    • Graphics:Shader 3.0 / Open GL 3.2+
    • Resolution:1280x720
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    • Additional:32-bit distributions of Linux are not supported.
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs.
    • OS:Any Linux distribution supported by Steam, 64-bit only
    • Processor:64-bit Dual Core or better
    • Memory:8 GB RAM
    • Graphics:Shader 3.0 / Open GL 3.2+
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    • Offline Mode:To automatically use a local server, we require 8GB of RAM and 4 logical CPUs.
Análises úteis de usuários
17 de 19 pessoas (89%) acharam esta análise útil
14.0 hrs registradas
Publicada: 12 de maio
Planetary Annihilation... é um lindo conceito de RTS que eu esperei sair de Early Access com muita esperança. Uma vez que Blizzard não distribui fora da BattleNet, eu, que adorava Starcraft, single e multiplayer, joguei muito durante o final dos 90 (estou falando do PRIMEIRO, da geração que definiu o que RTS é ou deve ser), esperei um tempo para aparecer um RTS que, apesar de manter padrões básicos, consegue ser interessante.

Quero destacar ponto a ponto aqui porque eu realmente GOSTO MUITO DE P.A. apesar de ter jogado pouco e eu o joguei pouco (ainda jogo de vez em quando, mas não com muito entusiasmo) porque este jogo DECEPCIONA EM PONTOS FUNDAMENTAIS E SÓ RECOMENDO A COMPRA COM DESCONTO (preferencialmente acima de 60%) ou para os que gostam MUITO de RTS. Então, vamos destacar primeiro o que é MUITO BOM.

1 - O Sistema Planetário

diferente de RTS tradicionais, o universo de PA existe e funciona realmente em três dimensões. O sistema de distribuição do espaço e unidades na simulação, além de ser visualmente agradável e congruente com o tema, gera um infinidade de possíveis estratégias e unidades que fazem o jogo sair do conceito de combate "mais do mesmo" estabelecido desde Warcraft 2 e Starcraft (1).

2 - Conceito Visual

Cores vivas, modelos interessantes com um look cartoon high tech. Os planetas e luas são variados em formas e cores de modo que seus olhos nunca ficam viciados num padrão de cores.

3 - Trilha Sonora

TOP. (basta dizer isso, va no youtube e escute)

AGORA.... os motivos pelos quais eu não pude engajar nem no single player nem no multiplayer como pude com Starcraft 1...

1 - Campanha

Praticamente não existe, o jogo oferece alguns textos anexados aos sistemas do mapa galáctico. São até bem escritos, mas não são mais que algo curioso para ler. Não há uma "história" realmente acontecendo... apenas uma guerra faz de conta entre facções de máquinas do período pós humano que parece ter sido pensada no início, mas depois abandonada para ser apenas um borda mal elaborada para a mecânica... Uma vez que não há diferença mecânica entre as facções nem entre os chamados "Comanders" (as unidades que são os "REIS" do jogo, morreu>perdeu), não há muito incentivo para passar pela "Guerra Galáctica" mais de uma vez.

2 - Aprendizado

Em jogos como Starcraft, as primeiras missões são feitas para ensinar o jogador os processos do jogo, um a um, depois colocando-os juntos e elevando a dificuldades estratégica na medida em que a história avança. A estratégia de ensino é deixada de lado para além do período inicial do jogo, uma vez que o jogador já deve estar seguro para seguir na construção de seu próprio estilo estratégico usando as ferramentas que aprendeu a usar. Isso serve também para preparar o jogador para o Multiplayer...

PA não faz isso da forma correta, a "Guerra Galáctica" não é balanceada e algumas vezes vai disponibilizar tech que o jogo assume que você já saibe usar. Não há muita indicação sobre as formas mais dinâmicas de manejar as unidades e utilizar a interface de controle. PA provoca uma frustrante curva de aprendizado e um jogo que parece ter abandonado seu singleplayer para se dedicar a multiplayer deveria ter um melhor sistema de treinamento.

3 - Variação

O melhor de Starcraft em relação a Warcraft foi a assimetria (Terra, Protos e Zergs). O funcionamento diferenciado de facções que permitia o jogador ter uma favorita ou tentar dominar as melhores estratégias para cada facção. Isso não é possível em P.A.. Em single e multiplayer, facções funcionam da mesma forma e têm acesso as mesmas techs. Um pode tentar justificar isso com a questão do balanço, mas eu considero isso um equivoco. Assimetria não compromete balanço. Variedade não compromete balanço, enriquece o fator de estratégia do jogo.

.... ENTÃO.... eu recomendo este jogo? sim... mas apenas com um desconto muito bom... como acima de 60%.
e se você é realmente um que gosta de RTS e quer experimentar algo mais ou menos diferente e visualmente atraente.
Você achou esta análise útil? Sim Não Engraçada
5 de 7 pessoas (71%) acharam esta análise útil
26.0 hrs registradas
Publicada: 17 de maio

Engine perfeita, músicas perfeitas, gráficos bonitos e leves, possibilidades estratégicas infinitas, a ação é empolgante e épica, 3D real, proporções incríveis, jogo único. Perfeito!
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603 de 700 pessoas (86%) acharam esta análise útil
1 pessoa achou esta análise engraçada
5.4 hrs registradas
Publicada: 18 de agosto
devs have a lot of nerve releasing this game as is and then releasing a new "expansion" updated version

you've lost a fan today, Uber, never buying a game from you again
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397 de 448 pessoas (89%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
12.6 hrs registradas
Publicada: 18 de agosto
Kickstarted with lots of promises but delivered with less of actual content. Also releasing standalone expansion splits the community and devs think selling the same game twice is brilliant economical move.
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437 de 534 pessoas (82%) acharam esta análise útil
2 pessoas acharam esta análise engraçada
32.1 hrs registradas
Publicada: 27 de abril
I wanted so much to love this game. I'm a huge SupCom and TA fan, and this game looked like it was going to be the game that I was playing every day for the next couple of years. But after a while things were starting to look pretty bad, I came back online for the first time in a while to see if things have picked up. The game is still a very bland and repetetive experience. As an RTS all of the authentic strategy is in the first 5 minutes of each game, and then it's just who can push the most build capacity.

Supreme Commander: Forged Alliance is, in my opinion, the best RTS game ever made. It's basic mechanics are excellent, the need for map control, economy management, unit management, tech management and intel are all closely interdependent, meaning that you're always INVOLVED in the battlefield even during the "quiet" stretches of gameplay. The available maps are excellent, and if you play on Forged Alliance Forever, a community maintained lobby with a competetive 1v1 ladder and public match service for casual players, there are stacks more to download. The game was also beautiful, with a good spread of aesthetically and strategically unique factions from the bread and butter "space marines" UEF, the intel oriented guerillas Cybran, the overrun focussed Aeon, and the tech heavy Seraphim. The game progression from opening to endgame is multifaceted and calls for real-time responses to your opponenents activity. To this day after 5 years of playing Forged Alliance if anybody tells me they're looking to get into a new competetive game I tell them to get FA. Similar things can be said of Total Annihilation, PA's other direct predecessor.

PA takes the "massive-scale" RTS format, and turns the format into an (ironically) incredibly two-dimensional experience. The units are bland and there is no faction diversity, the game escalates quickly but when it gets to its peak it tends to degenerate into a massive drag, especially across multiple planets with player interaction at a minimum, with power plays limited to a very uninteresting blob vs blob. Defensive plays just don't mean much in this game after a point. Your point defence investments will be thrown out for the sake of producing ever more units in the ongoing drudgery that is the endless escalation in this game. It sounds and is pretty cool the first few times you play it, but then you have your 10th game, and you realise you're doing more or less the same thing you did in the last 9, except there's a lava planet in this system, cool! But aside from your units not being able to drive over lakes of lava, that means very little. it's just forced no mans land. Interplanetary warfare epitomizes this. Build lots of orbital defences, build lots of fighters and send them at your opponents defences, wait 5 minutes for the fleet to arrive, hope it works, maybe send some fabricators to teleport an army from your planet to that one. I've done it so many times and I just don't really want to any more.

Huge scope for escalation in an RTS is cool, but you can't build a game on sheer escalation, which is what this is. There is no nuance, deploying a small force well is almost never going to make a game-changing difference, to the point where it's not worth trying, better stick to what you know. The learning curve is too steep as it is to try subtle strategies as a new player, and once you get to grips with the game you realise that there is very little to be done outside of beating your opponent in an arms race.

The game was released unready, and is just generally a very poor execution of a great concept, centred around a gimmick which doesn't come into play that often. My one hope for the game is that some modders come along and take the good (but extremely temperamental) engine and inject some life into it, the elements are there, but Uber half ♥♥♥♥♥ it, and just made the most nondescript RTS they could, and then made it really big and really long... and really ♥♥♥♥ing boring.
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