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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!
Release Date: Sep 5, 2014
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$29.99

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Buy Planetary Annihilation - Digital Deluxe Commander Bundle

Includes 2 items: Planetary Annihilation, Planetary Annihilation - Digital Deluxe Add-on

Recent updates View all (49)

Release Build: 72332

September 17



It's alive! It's alive! Listen closely and you can hear the mad cackling of our AI programmer, Sorian. He takes great joy in making Planetary Annihilation's robot intelligences even more lifelike -- and this week he's sharing his work. Prepare for the pain.

Starting now, expect to see more dynamic AI in certain previously troublesome scenarios. For instance, the Planetary Annihilation's AI can now target your Commanders specifically with nukes. Previously, the AI did a quick calculation about the structures around enemy Commanders before blasting a Commander into oblivion. Now, the AI will just let 'em rip, regardless of the metal value of the structures in the surrounding area.

Today's update also includes a host of fixes across multiple parts of the game (including those pesky econ alerts).

Check out the patch notes for all of the major fixes:

[AI] The AI will react better when the only intel it has is radar blips.
[AI] AI commanders will return to the safety of their base when they have nothing better to do.
[AI] The AI will act to remove all land and air threats once there are no more econ threats.
[AI] AI land platoons are now less likely to run away once they have made it into an enemy base.
[AI] The AI commander can now help out planet wide if the AI controls the whole planet.
[AI] AI will now target commanders with nukes, regardless of the metal value of the structures around him.

[Galactic War] The default gw game name is no longer 'New Game'. The format is now 'War - ' + dd//mm/yyyy.

[Gameplay] Fix for radars continuing to work when set to conserve energy.
[Gameplay] Oribtal transports now ignore goal collisions when loading and unloading.
[Gameplay] The goal radius for load and unload has been shrunk.

[Graphics] Reduce memory overhead of impostors by ~10MB for large systems by using shared depth buffers.

[Localization] Huge loc additions. Added: Korean, Arabic

[Notifications] Added combat tracking (currently based on units destroyed). the 'acknowedge alert' action will now zoom to the latest combat if there are no other alerts. Also added a specific 'zoom to combat' command.
[Notifications] Fix for the repeating low cmdr health warning. this just prevents it from firing if your cmdr (the one you spawned with) dies.
[Notifications] Audio tweaks to reduce the frequecy of economy overflow warnings.

[UI] Quick fix for the invisible console bug. this removes the default binding for toggle console. This fixes the UI lockup issue some people would encounter when hitting the ~ by mistake.
[UI] Changed the unit celestial path shader to be solid instead of faded.
[UI] The ui will now remember your display name after you leave the main menu.

25 comments Read more

Release Build: 71937

September 10



It's been a few days since we hit 1.0, but we're still hard at work, adding polish, fixing bugs as we find em - or you in our community report them! Keep playing, keep reporting - on the forums, on Steam, on reddit - what's working, what you're loving, what you're not loving quite so much, and we'll keep making it better and more awesome.

Thanks all!

Build Notes:

AI: Fix for AIs that start on other planets by themselves not doing much. Improved how the AI determines it is alone on a planet. (should be much faster)
AI: AI neural net update.
AI: AI econ adjustment.

Client: Fix some texture size restrictions (e.g. the nuke scorch decal) to save approximately 300MB to 400MB of GPU memory (and a corresponding amount of CPU memory too).

Gameplay: Fix for start location generation getting into an infinite loop when there isn't enough pathable area on a planet.
Gameplay: Fix for radar structures never being active if they were built while the army's energy was stalled too far.
Gameplay: Fix for orbital units not being able to do certain area commands on gas giants.
Gameplay: Fix for trees and structures still visible after planet destroyed.

Localization: Lots of changes and additions to localization. If you want to help the community localization, please check out: http://www.getlocalization.com/PALocalization/

Memory: Limit CSG and planet textures to 1024x1024 maximum (saving up to 200MB of graphics memory and 200MB of system memory, or 400MB of memory on integrated graphics on a large game with multiple biomes).

UI: A number of fixes to startup flow; you shouldn't be able to skip past the Steam / PlayFab linking now, galactic war video will no long auto play, and a few others.

73 comments Read more

About the Game

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.

PC System Requirements

    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.

Mac System Requirements

    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.

Linux System Requirements

    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.
Helpful customer reviews
805 of 1,039 people (77%) found this review helpful
26.0 hrs on record
Let me start by saying that I have been following this game from the beginning as a backer. To put this simply, I would not recommend this game in it's current state (release build 71544). To call this a final game is absurd and borderline insulting. Features are missing or not flushed out at all and I don’t just mean I don't like them. For example:

There is no way to play this game in offline mode. This was promised from the beginning to be included "When the game is released". They lied.

Single player is useless, boring, and flavorless. Many of the games only redeeming features are not even included with galactic campaign, no super weapons here folks.

The games are hard to follow after you leave your first planet. Most of the time will be spent navigating the UI trying to make sense of the battle while you literally leave your other forces idle.

OPTOMIZATION is nonexistent. I have a high end rig for windows and a top line IMac and neither of them can run this game without major lag, graphical tears, or in many cases crashes/screen blackouts. This is acceptable for a beta but not a final release. And honestly the graphics are pretty boring to look at and I'm a fan of the cell shaded/cartoon look but somehow they managed to make that dull and not vibrant.

There are some small grips I have with the game as well. First is the lack of "flavor". I feel like all the units are so bland and basic, and to make it worse everyone is using the same ones. I wish there was some way of differentiating the units per leader, or even take some cues from the terrible single player and limit the techs for each player to 3 or 4 cards to make games more exciting. That brings me to my last little grip, bots vs land vehicles. There is almost no difference between the two, honestly what’s the point?

So unless something drastic changes don't waste your time or money on this game, I know I wish I hadn't.
Posted: September 9
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401 of 524 people (77%) found this review helpful
5.5 hrs on record
Im a big player of Total Anihilation and especially Supreme Commander-Forged Alliance, im a huge fan and loyal long time player, this is my view of the game so far.

Is this game worth buying right now? No
What about later? Maybe yes.

Why? It's unfinished, claiming to be a completed work when we all know this is still a beta. There's missing effects, units, customization and more. Saying that the game is ready to be sold, is rubbish, its not, they just needed another bulk of cash to carry on developing. But forgetting that, there IS good potential here. Read on for more info. Remember all this is just my opinion.


In-depth information.
Graphics: 5/10
To allow for incredible amounts of units on the screen at once, polygon-count has had to be minimalised to a great extent to where most units and structures appear extremely square-ish, and textures also greatly simplified to a huge extent. In total, it works and is efficient with most games suffering NO slowdown when huge action is taking place. From space the game looks quite pretty, but zoom in and the low quality of the units and structures, kinda ruins the times when you would like to enjoy watching a large battle take place. After playing all games, i think i appreciated Supreme Commanders dramatic wars a lot more because of the quality of the image. Advantage is, you dont need a mega-computer to run this game smoothly, but i still feel like the quality has been shredded too far. Many negative points for many effects being completely missing from the game. Remember a planet colliding and blowing up in the trailor? theres no effect for that in the actual game...yea. If the game isnt finished, dont call it a release.

Sound: 5/10
The repeated low quality sounds become very overly repetetive, with all units in the game having nothing to say but a mechinical noise, where only the Fabricators (engineer tank/plane) make any unique noises, and the weapon firing for all units sound effects feel completely impactless, there's no OOMPH! in their sounds.. In total the sound effects of the game are a great let down, BUT the music is wonderful. The orchestral music is very much appreciated and helps the games sound score, but it is short lived as there is no variation or multiple tracks. EVERY game features the same, SINGLE interchanging track based on wether youre incombat or drinking a beer etc.

Gameplay: 3/10
After all the wait, it is unimpressive. Where in short, the person who acts the fastest AND wins a Decision based Dice-roll, rather than the smartest and most strategic player is going to be the winner of the game. You cannot speed up and slowdown gameplay (like in Supreme Commander) to allow for real strategy, instead, the winning formulae is to build as much as you can, as fast as you can (mash that mouse button! yeeaah!) of something to Zerg rush your opponent and in most games, defeat them in 6 player games lasting no longer than 15 minutes. Your 'something' must be able to cope with whatever 'something' your opponent has built. So essentially, the entire match is a Rock-Paper-Scissors game, with no strategy whatsoever than 'Send units directly to enemy'. The ability to smash moons and planets together is currently very flawed, where even some games end with EVERYONE losing, because early in the game, your planet 'naturally' (not caused by players) smashes with another one before ANYBODY including hard AI has a chance to leave the planet...meaning the entire game was a pointless waste of time right from the beginning.
I keep playing 1 game, and then quitting for a while because it's just broken, it all feels broken. With Land > Sea > Air > Orbital >Artillery > Nukes > Forced Planetary destruction giving too many things to possibly build to defend against all of them, it again, the whole games boils down to who plays the fastest from the beginning, and what choice or units you build at the beginning, in a Rock-Paper-Scissors-Stapler-Pencil-Rubber-Glue-EverybodyLoses style gameplay.
In short, it feels pointless to play a game where you know who's won in the first 5 minutes and without mountains or other things blocking land artillery and causing limited access to bases, THERES NO STRATEGY HERE WHATSOEVER. You cannot defend enough against much in the game, just attack attack attack, Commanders are super weak and so are all base defenses. It is a great let-down.

Overall: 4/10
The idea of what this game can become, is fantastic, but it is greatly undermined by being unfinished, unbalanced, and not anywhere near ready for consumption, and currently not worth that asking price. My advice is to play Supreme Commander - Forged Alliance against AiX (super hard cheating AI) if you want 'actual' large scale war that involves STRATEGY in order to overcome a tough challenge, i cannot recommend this game ''in it's current state'' (September 2014, 1.0). It hurts me as a massive fan and lover of the other 2 games to say it :(

Feedback?
1. Give people the option like in Supreme Commander to SpeedUp and SlowDown gametime. Some of us have arthritis, we all have different physical speeds and bodily/mental fingerclickin limitations and ability to zoom around like a turtle or hare. It's not skill or strategy, Planetary Annihilation is just speedclicking in it's current state. Its like giving a button-masher the championship-title in a Street Fighter game, it just aint how it goes. Wars are won with Strategy, and formulaic Strategies are made by THINKING, not by HOW FAST i can tell a small group of weak tanks in the first 5 minutes to go destroy 3 commanders like they are paper against water.

2. Scale. Planets, even large ones are so tiny that theyre like asteroids, where apparently our tanks are equal to a hundreds of miles wide. Planets are so small that it takes away the ability to create strategies on the ground level, aswell as cause Camera annoyance spinning it all over the place more times than should be needed. I would increase the size of planets by over 5 times, making Metal deposits more further apart, and more of a strategic importance because currently, Metal deposits are so tight and close together, you always have an over-abbundance of resources.

More feedback will follow in the near future, iv more to add.

3. Defenses. Most turrets are pointless, they cannot stop much, and are too squishy. The most concerning defensive structure you gave us...is the wall...It is too easy to shoot around and many air units, orbital units and launchers and artillery and (long list of other things) simply ignore Walls. Remove these pointless walls that dont do anything, and replace them with Shield technologies. Bring back limited shields. Everything in the game has very little HP...meaning games are over too fast, and it is too easy to breach defenses and defeat commanders..everything is squishy! There are no truely stunning battles apart from when the unstoppable stampedes begin and you already know you have lost because you opponent could click/play faster, there's no elongated battles when everything just melts in a second.
Posted: September 10
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407 of 583 people (70%) found this review helpful
14.2 hrs on record
Early Access Review
I'm just going to say this right off the bat: The core game is fun.

Now comes the problems. The game releases on the 5th, 1 day after this review was written, and the game is unoptimized garbage. Now it's not that it's unoptimized for our computers. I mean my laptop runs this at 60fps maxed out and my desktop at 144fps, but the servers are by far some of the worst I have ever seen. The entire game is essentially streamed to you since you cannot host a client-side match no matter what you do. Even singleplayer games are server-side, and the servers suck. Even if you only have two planets (and where's the fun in that?) you will constantly slow down, freeze, disconnect, and crash to the point that the game is entirely unplayable. Furthermore, the unit variety is absurdly low compared to its spiritual predecessors and the Galactic War mode is absolutely horrendous. The fact that they're releasing the game in the unfinished, broken state it's in now puts these devs in my top 10 least favorite developers and they don't deserve a single damn dime from your wallet.

Now if they ever fix these server issues or add client-side hosting, would I recommend this game? Absolutely! It's fun when it's not frozen for 30 minutes straight!

Posted: September 4
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236 of 345 people (68%) found this review helpful
37.5 hrs on record
This is a review of single player so called Galactic war.

-Gameplay is boring and repetitive!
-Sterategy element is not present! spam more unit than A.I and step over it.
-all the factions are the same! just different basic colors.
-all factions units are same! there are still balance issues! some of them frustrating and gamebreaking.
-commanders are only skins! no different abilities here. ludicrously those little ugly skins cost 10-20€ on the DRM store!
-nasty bugs are present. Gamebreaking ones like not allowing you to select or command your units.
-performance issues with the latest gaming machines!

Honestly... i cannot recommand this game to my friends and family.
don't waste your time here and don't let the hype take over your logic.
Posted: September 10
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585 of 932 people (63%) found this review helpful
46.1 hrs on record
Not even close to a finished product. I support this game, but it shouldn't be out of early access.
Posted: September 5
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434 of 543 people (80%) found this review helpful
24.9 hrs on record
Early Access Review
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
Posted: February 5
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