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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!
发行日期: 2013年6月13日
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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容在开发进程中也许会发生大幅度的变化。如果您目前不是特别想玩这款游戏,那么您可以等待一段时间,直到游戏得到进一步开发。了解更多

开发者的话:

抢先体验有何好处?

“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!”

这款游戏的抢先体验时期将持续多久?

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

计划中的完整版本和抢先体验版本到底有多少不同?

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

抢先体验版本的现状如何?

“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.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“We plan to stay flexible.”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“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”
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购买 Planetary Annihilation Early Access

特价促销!8月3日 截止

-50%
$49.99
$24.99

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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.

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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.

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Early Access Includes:

  • Instant Access - Gives you access to the game right now during the gamma 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 pre-purchase the title at a later date.
  • Orchestral Soundtrack: The PA 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 the game is released.
  • Desktop Wallpaper: This is the official full release Planetary Annihilation wallpaper and will come in a variety of resolutions for you to choose. Design to be finalized by release.
  • Digital Artbook - From early concepts to renders, this is a compilation of the art and design that went into Planetary Annihilation. To be finalized by release.

关于游戏

Colonize solar systems, annihilate homeworlds, and obliterate your foes in epic interplanetary battles with multiple players and thousands of units. Planetary Annihilation takes the RTS to a never-before-seen scale -- and gives players powerful tools to control the action.

Control punishing spacecraft, powerful tanks, and an assortment of other futuristic machines of war in epic battles across entire solar systems. Set up entire planets as bases and teleport your units strategically into the heart of your foes’ strongholds. Or end matches with the mother of all weapons: an asteroid on a collision course.

And now, experience Planetary Annihilation's single-player mode, Galactic War, over and over again. Battle across a dynamic galaxy filled with procedurally generated content and use recovered technology and abilities to take control. Don't just win, annihilate!

Galactic War Update 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 our 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.

Upcoming Features Include:

  • Even Bigger Multiplayer - Up to 40-person battles with hundreds to thousands of units.
  • Profile Pages - Check out your latest game replays, personalize your profile, and see your stats.
  • Private Servers! - Play connected to the UberNet servers, your own private server, or offline. It’s your choice. Early Access online connectivity is required to play.

系统需求(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.

系统需求(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.

系统需求(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.
有价值的用户评测
29 人中的 28 人(97%)觉得这篇评测有价值
帐号内拥有 773 项产品
40 篇评测
1.0 小时(记录在案的)
抢先体验时期的评测
中立客观的说下这个游戏吧
已经看到评论了,不过还是很想自己去扫雷下,这次打折正好入了一个。

游戏,的确是和横扫千军和最高指挥官的那种玩法,感觉应该很好上手,核心的东西都在。
画面,没有最高指挥官那华丽了,有点纸片的感觉(或者说有点卡通风),不过还成,打击感,毁灭感,爆炸感都做的非常好。
地图真大,由于是多个星球作战,打一场战役 真是累。跨星球作战,暂时还没尝试。
可以说游戏理念是非常好,跨星系作战概念,大规模集团作战。

总体来说 最高指挥官和横扫千军的核心玩法还是非常好的保留了,并且加上了非常好的有创意的玩法,当之无愧续作之名。

但是 令人纠结的网络问题,依然存在,是比较卡,如果能够改善这个问题,估计会好很多。当然感觉也没其他评论说的那严重,估计之后提升了下服务。

现在-66%, 17刀这种价格,至于值不值,个人也不好说。喜欢前作的肯定也会喜欢上,游戏是一个好游戏,就是希望好游戏别毁在网络上了。
发布于:2014年6月24日
这篇评测是否有价值?
15 人中的 14 人(93%)觉得这篇评测有价值
帐号内拥有 34 项产品
2 篇评测
4.1 小时(记录在案的)
抢先体验时期的评测
这是个充满了BUG的游戏,实际上所有的东西都是在服务器上运行的,但是这服务器比育碧还不如,鼠标点太快会坏档要重新玩只想说♥♥♥♥
发布于:2014年6月2日
这篇评测是否有价值?
455 人中的 392 人(86%)觉得这篇评测有价值
帐号内拥有 69 项产品
1 篇评测
24.9 小时(记录在案的)
抢先体验时期的评测
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
发布于:2014年2月5日
这篇评测是否有价值?
238 人中的 184 人(77%)觉得这篇评测有价值
帐号内拥有 129 项产品
2 篇评测
95.6 小时(记录在案的)
抢先体验时期的评测
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.
发布于:2014年2月17日
这篇评测是否有价值?
120 人中的 82 人(68%)觉得这篇评测有价值
帐号内拥有 651 项产品
33 篇评测
4.8 小时(记录在案的)
抢先体验时期的评测
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.
发布于:2014年5月24日
这篇评测是否有价值?
238 人中的 224 人(94%)觉得这篇评测有价值
帐号内拥有 161 项产品
10 篇评测
14.4 小时(记录在案的)
抢先体验时期的评测
这个游戏的宣传片如果在英国电视台播放的话会被罚款,因为从来没有哪个游戏敢如此明目张胆地用特制的宣传片欺骗消费者,使命召唤2仅仅是在宣传片中用了个高清纹理就被罚了款,这货整个宣传片就TM的是3D渲染出来的,看着挺狂拽酷炫?呵呵,都TM的是3D动画!实际游戏效果大概和炸弹号魔丽莎3D在一个水平,整个游戏充满啼笑皆非的Bug,说是Beta测试其实还完全处在Alpha阶段,运输机原地转圈?单位卡在建筑里?轰炸机坚决不投弹?别闹了你能进游戏就是福气了!整个游戏完全是"去本地化",从游戏界面到数据运算完全在服务器端进行(游戏大厅其实和BattleLog一个性质,都是基于网页,只不过游戏内置了个"网页渲染器",让你看不出来其实是在网页下而已),结果就是从进游戏到玩游戏从头卡到尾,最变态的一次和基友联机,基友都进游戏了,我却还卡在大厅界面.游戏里造太多兵的话还会直接"连接丢失"然后把你踢出游戏.此外还有很多渣设定,比如没有小地图,不能直接切换星球,尝试对另一颗星球上的单位在本星球上下达命令的话会将命令按坐标映射到原星球上,这意味着可能你不小心把核弹发射到自己家基地.再次重申一遍,宣传片是纯粹的3D动画,实际游戏里星球引擎没有尾烟特效,星球被撞也没有特效,只会留下一个大弹坑然后让全星球单位都死光光,跨行星的人间大炮?能拦截小行星的导弹?狂拽酷炫的星系镜头?呵呵都还是概念中,宣传片里的都是手工做出来的动画.基本上说乳♂房(Uber)娱乐就是在捞钱骗钱的,整个游戏就是卖概念,唯一的亮点就是撞星球,整个游戏就是太空竞赛,开局没能Rush掉对手的话,就抢着登月然后放月影降临术吧.我真希望他们能把时间放在提高游戏性上,而不是研究如何通过"去本地化"来捞钱,去TM的"技术机密",Taylor的SupCom2做的再差技术上也比它先进几个天文单位,我怀疑Kickstarter上得来的钱是不是都被用来买服务器了.但愿最终零售版可玩性能高一点,别再是现在这个奇葩了,说实话,TASpring都比现在的PA要强.
12月更新:现在核弹已经可以跨星球了;轰炸机不投弹的bug已经修正;增加区域命令系统,即可以命令部队散开然后扫荡一片区域,或者让工程单位建造大片建筑(友情提示,别把T2电站连着造);增加星球撞击的特效(听说而已,我还没有实测);视角系统微改进.
1月更新:更新了一些新兵种,包括传送门和轨道工人,但普遍缺乏模型或贴图...
2月更新:本月末乳♂房娱乐搞了一次Gamma测试...(Alpha,Beta已经阻止不了它了)首先是UI大改版,比以前漂亮了不少;AI进行了增强,分出了3个难度;补充了一些缺失的单位模型;增加了地雷系统和布雷机器人;增加子窗口系统(类似地球帝国2的那种监视某一区域的副界面,勉强拿来作小地图使.);游戏流畅度改进不大...此外还有不少平衡性的微调,列成表后占了整整一屏幕...
发布于:2013年11月29日
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