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!
リリース日: 2013年6月13日
ユーザーが定義したこの製品への人気タグ:
すべてのトレーラーを見る(全 2 本)

早期アクセスゲーム

今すぐアクセスしてプレイ開始;開発途中のゲームに参加しよう。

注: この早期アクセスゲームは開発段階によって大きく変わることも、そうならないこともありえます。現時点でこのゲームをプレイしても満足に遊べない場合は、 ゲームの開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“Welcome to the Galactic War Update. Galactic War is Planetary Annihilation’s new single-player experience.

In Galactic War, you’re placed in control of a reawakened Commander with a limited tech tree. By exploring and fighting across the new mode's procedurally generated systems, you’ll collect new technology, discover special abilities, and battle against cunning AI Commanders. Strategic flexibility and creativity are required.

You define the scale and intensity of Galactic War: each of the mode’s sizes offer different tech trees, drops, and challenges.

This update isn’t the “final” game. It’s a phase of development -- a phase in which we’ve added a new single-player mode. This is just the first iteration, too. We’ll be supporting the mode much like we support our core game with updates.

When you buy Planetary Annihilation, you’re helping us shape a next-generation RTS. Send us your feedback, comments, and ideas on our message board. The team is constantly checking them and hearing what you have to say. Be heard!”

このゲームはいつまで早期アクセスですか?

“Until the game's "done." Generally speaking, that's when we get all the awesome things we want into a 1.0 release.”

早期アクセスバージョンと計画されているフルバージョンの違いは?

“The full version of Planetary Annihilation will offer new and exciting features that we'll gradually roll into THIS version as we complete them.”

早期アクセスバージョンの現状はどうなっていますか?

“We've just implemented Galactic War, an exciting single-player experience. We have a few "big rock" features left to implement. For example, asteroid belts are one of these features.”

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

“We plan to stay flexible.”

どうやって開発プロセスにコミュニティを参加させる予定ですか?

“We welcome all feedback and views. Hit us up on social media (@uberent or Planetary Annihilation on Facebook), talk to us on the Steam forums or visit our own official forums: forums.uberent.com”
詳細を見る

Planetary Annihilation Early Access を購入する

スペシャルプロモーション! 残り時間:

-50%
$49.99
$24.99

最新の更新 全て表示(44)

Planetary Annihilation Weekly Update - July 28, 2014

2014年7月29日



Consider your latest skirmish in Planetary Annihilation an appetizer. The feverish, mind meltingly huge battle was just a sample, a tease of what’s to come. The latest build, as we promised, ushered in a new lobby, new menus, and new explosive effects. You saw quite a few performance breakthroughs, too, as you wildly battled across the stars.

The gains over the last build were incredible, and we’ll keep building on that momentum well into the future. Every day, there’s a new discovery, a new feature or mechanic that we can make better or more powerful and cost less.

The target is clear: deliver on the vision that you helped make a reality. There’s a lot more work to do, but we’re up to the task.

40-Person Battles

Fans who fight commonly in epic free-for-alls and team games often ask when they’ll get to experience 40-person battles. Planetary Annihilation has always had big fights, even early on. Yet, we’ve always wanted to up the ante.

You might be surprised to know that we can support these matches now. Unlocking them for you, however, is a matter of making absolutely, totally sure that the experience will be as fun and as smooth as possible.

In order to get there, we’ll need to add in layers of UI to handle the increased amount of players. Also, we’ll have to tune servers to handle all the carnage. And, of course, bigger fights are going to require some additional background polish work to make sure they run smoothly, efficiently, and offer as much interesting content as possible.

The game you’re playing right now has an excellent example of how we’re paving the way to raising the player cap. Currently, whenever you play in big systems, you aren’t hit with data about planets that aren’t immediately relevant to your interests. This keeps the game’s footprint smaller than it would be if planets were constantly phoning home, and as a result the game runs faster.

Don’t be surprised to see the player cap jump up over time. It’s how we plan to scale the game.

Ladders in 1.0

You asked and we’re listening.

Last week, Jon revealed on our forums that we’re going to re-evaluate our stance on saving ladders for competitive update down the road. We learned a lot about what you think ladders add to a game during our various discussions, so we’re looking at ways that we can accomplish what you want.

We’re with you: we want to make sure new players can battle it out against other new players and veterans can battle it out against veterans. Thanks for your input! It’s been a big help. We’ll have more on this in the future, no doubt.

23 件のコメント 詳細を見る

Galactic War: Build 69564

2014年7月25日

[Before playing this latest build of Planetary Annihilation, we ask that our community makes sure their eyeballs are planted securely in their skulls. Also, it's probably an excellent idea to turn off all your mods. New builds with the amount of eye-poppingly awesome changes like this one often introduce issues with outdated mods.]

Huge news! Huge update! Over the last three or so weeks, we’ve been churning out an epic amount of changes to Planetary Annihilation. Today, we’re releasing all of them in this Mega Update you’ve, hopefully, just received.

So, what’s new? The first thing we think you’ll notice is how much faster the game now runs. PA is quickly becoming a leaner and meaner machine than ever before courtesy some extra cycles devoted to ratcheting up the polish. Feel free to blow away your foes with a few more units, build a couple more factories, and play on more multi-planet systems. Basically, enjoy the smoother ride.

Speaking of rides, take note of the new Commander entrance animation. After picking your spawn point, your Commander will come screaming into battle in a orbital pod of doom. We also added a new spawn option that, if selected in a lobby, allows you to spawn anywhere on a map. This option brings a new kind of aggression that foreshadows the huge and unrestrained battles Planetary Annihilation is known for.

Icing on the cake? We've re-designed the lobby screen, as well as splashed a new coat of paint on Spectator mode, stat screen, and the game end user interface.

Oh, and one more thing: watch out (or cackle with glee) whenever you make a new system in the editor. Planets that intersect in orbit now explode when they touch.

Enhanced patch notes available below. Check them out, and don't forget to head over to the forums to discuss them in detail!

Detailed Changes:

[AI] Added an AI confif file to make it easier to change how the AI decides how many factories and fabbers to build.
[AI] Fix for AI units not moving while underwater
[AI] Updated AI to improve starting build and ramp up time.
[AI] difficulty balance pass.

[Audio] Adding looping music tracks for Battle. Audio balace, falloff and template work.
[Audio] Adding a new FMOD parameter "view_frustum_distance"
[Audio] Fix surround sound inversion bug

[Balance] Give commander enough production to basically equal 3 mex, 3 power plants.

[Celestial] Enhanced planet collisions
[Celestial] Tweak the celestial physics limitations so that elliptical orbits are much more possible.

[Client FX] Fix commander explosion not having lod distances set.

[Game Start] The commander cinematic now shows up for all players, not just the host.

[Gameover] Title and styling varies with game state (shows defeated, game complete, or victory).
[Gameover] Shows a summary of selected stats for the player.

[Gameplay] Fixed boom bots damage
[Gameplay] fix the default action when clicking on an unfinished factory to now repair the factory instead of assisting it.
[Gameplay] Move feature icons (aka metal spot icons) to the surface of the water, which is where we place metal extractors.
[Gameplay] Fix for units not reclaiming wreckage that overlaps a build area.
[Gameplay] Fix projectile turn rate code.
[Gameplay] Fix for multiplayer games not spawning multiple commanders.
[Gameplay] Switched commander spawn delay to 5 seconds so timing works with Ben's new spawn effect.
[Gameplay] tweeked torpedo launchers so the turret isn't as low. This will hopfully make them work better when built on the shoreline.

[GW] Fix for GW game over not abandoning the game.

[Keyboard] Fixed 'q' and 'shift+q' bindings both firing.

[Lobby] Added "land anywhere" option to the lobby.

[OpenGL] Fall back to 2.1 context if 3.1 fails.

[Pathing] Fixed not coming to rest when smaller unit assists larger unit causing the smaller unit to push the larger unit around.

[Perf] Recon performance work ; Recon was causing quite a bit of late game performance hit. Work on improving this.

[PIP] Added PiP mirror mode.
[PIP] Added "last alert" pip mode.

[SDL] Integrate Windows version of SDL port.

[Settings] changed some confusing option titles: focus paths -> order previews. on / off -> energy on / energy off.

[Spectating] Spectators now get the celestial activity alert.

[Stats] Lots of behavior bug fixes (graph will now update at the correct times).
[Stats] Added a table view (which can show either a snapshot of current stats of the game averages).
[Stats] Stats history will be requested when the player becomes a spectator (since the collected history may not show oppenent data). This can take awhile since we can only ask for one slice of history at a time.
[Stats] added new army stats: units built / units lost / enemy units destroyed. changed the damagable interface to accept a damager, who will may be given credit when the damagable is killed. currently only unit kills are tracked. added new fields to the army stats message sent by the stats_viewpoint. these new fields are not currently used yet, though they are sent to the ui.
[Stats] the live game stats panel can now show data for multiple armies.

[System Templates] 5 player system updates and adding a smashable asteroid to the 4 player-4 planet system.

[System Editor] When dragging planets, round position to the nearest 100
[System Editor] Added simulation time display
[System Editor] Turned off the editing controls while simulating. (Changing those will result in basically corrupting your system.)
[System Editor] Fixed the simulation reset not going all the way to 0.
[System Editor] Changed the physics time step to be frame rate independent.
[System Editor] Correct the orbits of moons around moons (etc) when moving a base planet.
[System Editor] Make any planets veolicty grabber grabbable (not just the selected planet)
[System Editor] when you drag a planet with a moon, move the moon with the planet.
[System Editor] Draw orbits for all planets.
[System Editor] Changed the "simulate" button to "stop" while simulating. When "stop" is pressed, the system will reset to the initial state.
[System Editor] A very coarse pass on fixing up some default planets. To any future planet designers, mass 1000 is *almost* never the right choice. I don't want to go so far as to enforce a larger mass on the server, but please use 5000 as the 'default' moon mass.

[UI] camera controls will no longer automatically change when the active keymaps change. the live_game scene now subscribes the active keysmaps and wil update the camera controls when required.
[UI] Fix for ghost structures under construction not going away if they atrophied while hidden under the fog of war.
[UI] Fix for features and ghost structures not going away when a planet was destroyed if your camera was not focued on that planet.
[UI] adding an option to squech global chat.
[UI] Added the radius to the planet list in the server browser.
[UI] Fix path displays for elliptical orbits.
[UI] Fix for being able to select invisible build bar tabs.
[UI] enabled spectator-only chat. Spectators (or defeated players) now have their own team chat channel. Also, there is now an option to prevent spectators from chatting with live players. This option can be set in the lobby.

49 件のコメント 詳細を見る
全ての話題を表示

このゲームの掲示板でバグを報告したりフィードバックを残そう

Early Access Includes:

  • Instant Access - Gives you access to the game right now during this current phase -- and after when Planetary Annihilation releases.
  • Theta Commander - The Theta Commander is a hulking and unique shell only available to those who purchase the game in Early Access or have pre-purchased the title.
  • Orchestral Soundtrack - The Planetary Annihilation official soundtrack is the game’s score by Howard Mostrom, and it's recorded by a live orchestra. It will be yours via digital download when you buy.
  • Desktop Wallpaper: This is the official full release Planetary Annihilation wallpaper and will come in a variety of resolutions for you to choose. Will be offered at release.
  • Digital Artbook - From early concepts to renders, this is a compilation of the art and design that went into Planetary Annihilation. Will be offered at release.

ゲームについて

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.

システム要件 (PC)

    Minimum:
    • OS:Windows Vista SP2 64-bit
    • Processor:32 or 64-bit Dual Core or better
    • Memory:4 GB RAM
    • Graphics:Shader 3.0 / OpenGL 3.0 +
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    Recommended:
    • Processor:Quad Core
    • Memory:8 GB RAM
    • Graphics: Dedicated Graphics Chip (Not Integrated) / OpenGL 3.0+
    • DirectX®:9.0c
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.

システム要件 (Mac)

    Minimum:
    • OS:OS/X 10.7, 10.8 or 10.9 (64-bit)
    • Processor:64-bit Dual Core better
    • Memory:4 GB RAM
    • Graphics:Shader 3.0 / Open GL 3.2+
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
    Recommended:
    • We urge all OS/X users to use the free upgrade to 10.9 to guarantee maximum compatibility and performance.

システム要件 (Linux)

    Minimum:
    • OS:Ubuntu 12.04/13.04, Linux Mint 14 & 15 (64-bit only)
    • Processor:64-bit Dual Core better
    • Memory:4 GB RAM
    • Graphics:Shader 3.0 / Open GL 3.0+
    • Hard Drive:2 GB HD space
    • Additional:These specs are still being determined.
参考になったカスタマーレビュー
16 人中 15 人 (94%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 31
1 件のレビュー
記録時間: 26.6 時間
早期アクセスレビュー
ユニット同士の戦いは面白いが、CPU相手に少しでも余裕を与えるとすぐに核ミサイルが飛んでくる。イージーは30分ほど遊んでも核は飛んでこない、ノーマルは25分、ハードは20分もあれば核が飛んできてほぼ決着がついてしまう。核=即刻終了ではないが、大体の重要施設を一気に破壊され再建してる間に再度核が飛んできて終了。核を迎撃するミサイルも存在するが、核と同じ段階で作れるようになるうえに、コストも同じくらい・・・これでは核ミサイルを作って飛ばしたほうが早い。ゲーム自体は物凄く面白い、惑星間の移動やコロニー落としもできる。だが、核ミサイルが全て駄目にしてる。このゲーム如何に早く核ミサイルを作り撃つかの競争になる。出来ることならば、核ミサイルのコストをもっと高くするか、迎撃ミサイルのコストを低くすることを提案する。また、ルームを作るときに核ミサイルを使用できるか否かの選択があると嬉しい。核ミサイル関連のコスト調整を強く要望します。
投稿日: 2014年3月17日
このレビューは参考になりましたか? はい いいえ
6 人中 5 人 (83%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 159
7 件のレビュー
記録時間: 3.9 時間
早期アクセスレビュー
難しいというよりは, 忙しいRTS. 未来のRTSが見てみたいプレイヤー向け. 現状(Beta, アーリーアクセス?)ではプレイを楽しむゲーというよりは, システムを味わうゲーといったところか. 万人にはオススメできないが、ジブンはこういうオリジナリティあふれるゲームは大好き.
投稿日: 2014年2月3日
このレビューは参考になりましたか? はい いいえ
456 人中 393 人 (86%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 69
1 件のレビュー
記録時間: 24.9 時間
早期アクセスレビュー
Remember Rome: Total War? Taking over a continent with large scale armies was great. Watching hundreds of arrows arching into a tightly packed phalanx, breaking it up just before the distracting charge from your Swordsmen forced them out of position so your Cavalry could break through the side. What a game.

I believe this is the next best thing. In terms of scale, it is crazy! Most matches have the potential to see orbital engagements, with Commander units fleeing the battle torn main planet in search of refuge. A nearby moon makes for a better base than the distant planet. Once secure, the moon is turned into a war factory, pumping out robots and tanks into a teleporter to be fed back into the foothold left on the starting planet. Then, just as your waves and waves of units seem to be breaking the enemy line of defense, they nuke your teleporter and push you completely off the planet!

But all is not lost... You move every construction unit into the production of Halleys - giant rockets that can move small planets out of orbit... All the while inter-planetary nukes harass your anti-nuke defense and orbital units flood into your atmosphere trying to break through. But you manage to hold on just long enough to finish building your Moon of Doom, and it is time to quickly flee with your commander to the unoccupied planet.

Now comes the fun as your push the moon into a new orbit of the sun; one which intersects with the orbit of the home planet - now riddled with machines of war, eager to break out and destroy you. However, without a foothold on the moon, nor an attempt at collonising the distant planet, your enemy has no where to go, and can only watch as a multi million ton projectile, hurled through space, smashes into his base, obliterating the planet, triggering the destruction of their Commander unit, and knocking them out of the game.

Yeah it's fun :D I just need someone to play with :(

Multiplayer is where it is at, as unlike most strategy games, you can play as the same colour, sharing controlling of the same units, as well as team up. What's more, unique game modes like 1v3v3v3 can be played due to the dedicated servers, whereby the aim of the game is to knock out the solo player who has a production bonus. Almost like a race to break into the fortress!
Watch this if you need any more convincing! http://www.youtube.com/watch?v=-UArrkWiwvE
投稿日: 2014年2月5日
このレビューは参考になりましたか? はい いいえ
238 人中 184 人 (77%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 129
2 件のレビュー
記録時間: 95.6 時間
早期アクセスレビュー
This game, currently in Beta, has been through a lot lately. I wasn't in the Alpha but I am in the Beta versions. It is a simple large-scale real time strategy ( or Large-RTS ) with a unique look and feel. Now I've always been a fan of Large RTS games despite the lack of them; Total Annihilation and Supreme Commander were the two Large RTS games I've played and enjoyed a lot, despite me not being the best at them. But comparing this game to those two, it is a lot smoother and easily more playable for newbies.

This game is worth while for those who enjoy large battles with hundreds of units and no unit capacity ( as of right now anyway ) and a lot of explosions. But sadly it gets repetitive as of right now with the lack of visuals and variety between units and structures. But many games suffer from that in the real time strategy genre during early development and such. Now in my opinion the price is a bit too high for what it would be sold as during release and I think it should be lowered down slightly, but I'm not in control of prices so I couldn't change it. Also currently the main way games are ended in certain systems are via Nukes and Planetary Annihilation without a way to disable either right now. You can remove all small planets but nukes still exist.

For visuals and audio this game is actually quite nice, even the explosions, it is unique and does well to follow the Total Annihilation way of keeping a player wanting to play the game over and over. Basicly right now it is a Total Annihilation game on a planetary scale but a lot smoother. I also wish to point out that it is quite demanding on your computer if you wish for a system with more then a few worlds, sadly. Sure some people would be able to run it but others may not and might have to stick to maybe a couple of worlds as ususal, which is currently the default.

Galactic War was added with the Galactic War Update. It is more like a Skirmish against bots at the current moment of time with a 'turn' system in between battles and technologys. Really it isn't much more then that, so unless you find that interesting you might as well stick with Skirmish.

So I would recommend this game but you have to remember it is in Early Access and isn't completely finished, it needs more units and structures currently and the developers are trying hard to please a large variety of players. So if you would enjoy this kind of game go ahead and buy it early or wait till it is finished.
投稿日: 2014年2月17日
このレビューは参考になりましたか? はい いいえ
121 人中 83 人 (69%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 651
33 件のレビュー
記録時間: 4.8 時間
早期アクセスレビュー
Like Total Annihilation or Supreme Commander? You will love this. This has to be the biggest RTS game ever. You're not just fighting on 1 planet, your fighting on many.. at the same time!. The scale of this game is mind boggling massive..

No more flat landscapes, each battle is on a planets in solar systems. Look at the screenshots, to get some idea of scale, then buy it..

*Still early access, there are things that are annoying that I'm sure will be fixed.
投稿日: 2014年5月24日
このレビューは参考になりましたか? はい いいえ
51 人中 44 人 (86%) がこのレビューが参考になったと投票しました
アカウント内の製品数: 546
1 件のレビュー
記録時間: 1.3 時間
早期アクセスレビュー
ソリッドなRTSではあると思う。今現在、Early Accessの開発中であり実装されていない機能がいくつかあるが、RTSとしての形は整っている。

RTSのタイプとしてはC&C に非常に近く、あれに宇宙開発や惑星特攻等をつけた形である。わからない人には、資源採取は施設建てると自動で行われ、ワーカーは建設オンリー、施設は貯蔵個作らないと貯蔵限界があって、とにかく内政伸ばして大量のユニットで突っ込むタイプのRTSと言えばいいのだろうか。まぁ、開発者が元C&CやSupreme Commanderを作ったチームらしいのでここらへんはいかしかたなしかもしれない。ゲーム事体の完成度は現時点で60%かなといったところ。枠組みは完成しているのであとはバランス調整や未実装機能の実装等が成されるのだろうと思う。RTSとして、純粋に期待を感じさせる出来ではある。Kickstarterを見ると、今後の展開として、特に目立つ機能としては銀河大戦が実装されるらしいので期待。

グラフィックは開発段階とはいえ、ちょっと残念な出来ではある。キャンペーンがないとはいえ、1.5GBしかないし。SC2やCoH2、R2TWに慣れた目だと、エフェクト等がちゃっちく見える場合もあるだろう。音楽はフルオーケストラで収録予定らしいので、ここは期待できる。

ただ、現状の$59.99、あるいはセール時の$44.99の値段はどう考えても強気すぎる。RTSというジャンルが死につつある今、このままシリーズを展開してC&Cの後釜となるかもしれないことを考えるとジャンルに対する投資と考えれば許容可能かもしれないが、ただゲームを遊びたい人にとって、この値段に見合う価値はないだろう。Kickstarterでゲームが$20.00でもらえることに対するある一種の保証かもしれないがEarly Accessのプレイヤーはただ金銭的な負担を強いられているだけに感じる。C&Cが好きなプレイヤーなら$25.00、RTSが好きなら$20.00、それ以外なら$10.00あたりを割ったあたりが適正価格に思える。
投稿日: 2014年1月2日
このレビューは参考になりましたか? はい いいえ