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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: Jun 13, 2013
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“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!”

How long will this game be in Early Access?

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

How is the full version planned to differ from the Early Access version?

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

What is the current state of the Early Access version?

“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.”

Will the game be priced differently during and after Early Access?

“We plan to stay flexible.”

How are you planning on involving the Community in your development process?

“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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Buy Planetary Annihilation Early Access


Recent updates View all (41)

Galactic War: Build 68331

July 2nd, 2014

REMINDER: Please disable all mods. New updates often introduce compatibility issues in mods, which could make your experience way less excellent than normal.

This latest update is sponsored by ... Performance. Stability and performance across the board have been improved. Client multi-threading, for instance, has been introduced to the game making it stronger, better, and faster than ever before. Along these lines, the UI has been given a new round of polish, which will make the game feel a lot more snappier when it counts the most.

On the gameplay front, we've done another pass on strategic and build icons. Building and unit icons now have more graphical sizzle, making them more readable when the action gets turbo-hot. Also, strategic icons have received a similar overhaul.

As always, we've included the full notes below. Oh! And if you want a sneak peek at what we're working on right now, press Tab while playing. Delicious, delicious live stats are coming!

Detailed Build Notes:

AI: Re-vamped the AI difficulty levels.
AI: Added a new difficulty flag to set whether the AI prioritizes scouting areas of the planet by metal spot count.
AI: AI can now build the TML Bot.
AI: Increased the value to the AI of destroying metal/energy producers and consumers.
AI: Improved AI attack location selection.
AI: AI will see fabbers as a threat now.
AI: Modified the AI fabber to factory ratio.
AI: AI will build orbital fighters to defend against orbital threats better.

Alerts: Fixed the alert preview border.

Audio: A ton of weapon and move sounds

Client FX: Delta V jets should now appear at any distance.
Client FX: Fixed particle system frustum culling, to actually do it properly.

Gameplay: Dead enemy units (especially cmdrs) will no longer trigger sight notifications. This fixes the bug where dead cmdrs triggered VO.
Gameplay: Fix to allow spawn effects to play on non-primary planets.
Gameplay: Fix for SXX not attacking targets while on patrol.

Gameplay/UI: Updated build bar icons. This is a major overhaul of all unit build icons, coloration, etc. You will probably need to re-learn the icons a little bit, but they should also be a lot easier to learn now.
Gameplay/UI: Art pass on all strategic icons. There is now consistent UI language on strat icons that should make it easier to quickly assess your armies/opponents.

Lobby: Spectators will no longer hold colors.
Lobby: Adding a new slot will no longer reset ai difficulty. Also includes various layout fixes.

Linux: Disable persistent buffer mapping on Linux. Turns out there's some issue with it on at least NVIDIA proprietary drivers, so disable it.

Mac: Fix PA.app icon on Mac.

Mac/Linux: Fix period, underscore, etc for Mac & Linux.

Settings: Changes to the keybinds will now correctly register as a change to the settings which allows the keybinds to correctly interact with the restore defaults button.
Settings: The server region selecter will now correctly interact with with the save/ save & exit buttons. Changes to the server region will no longer be applied until the settings are saved.

UI: Fixing the position of the advanced radar in the build bar.
UI: Fix cases where the planet list panel did not sync up with the camera.
UI: Fixed the border around holodecks.
UI: Fix typo in advanced defense tech for GW
UI: Fix for stale error messages showing up in the transit scene. (e.g. Incorrect "failed to connect" style messages)
UI: UI actions triggered by the keyboard should now play an audio response.
UI: Fix for the notification alert acknowledge keybinding (defaults to 'space').
UI: Players (self) will no longer appear in their own friendlist.
UI: Fix for displaying KS backer cmdrs when the backer name is not given. Improved behavior if you redeems a coupon for an item that isn't in the catalog.
UI: Fix bug where players panel was not informed of each armies allies.
UI: Explicitly setting strategic icon priority for base unit specs that use the default value.
UI: Adding the gamestats panel (bring it up with 'tab').
UI: Fix bug in econ display where shared resources could show more pips then intended.

Complex Changes Lists:

[Graphic / Client Multithreading]
- Parallel-for implementation for performant asynchronous and parallel-for processing.
- New lightweight mutexes for high-frequency locking.
- Parallelization of some heavy-weight CPU workloads....
---- Many client update operations are now threadsafe. Or should be.
---- Particle depth sort is now done asynchronously, saving up to 20ms/frame of CPU time for late-game.
---- Animation update is now spread across many cores, giving a 2-4x speedup of this code (typically up to 10ms/frame on late game, now down to 4ms or less on a quad core system).
---- Post animation client update is now spread across many cores, giving a 2-4x speed up on this.
---- Particle update is now done in parallel-for, reducing execution time by 2-4x.
- Strategic icons are now depth and priority sorted, with the commander on top.
- Particles are now distance and camera-frustum culled (reducing rendering overhead by (sometimes) a significant factor (2-6ms observed in late-game).
- Various bug and correctness fixes in particle update and rendering.

[Gameplay] Weapon work:
- Clients can now show units targetting multiple entities
- Any given unit can target up to four unique targets
- Autoweapon task now uses weapon position to calculate distance for determining closest target. This does not change the max range of any unit or weapon, but individual weapons will prefer targets that are closer
- This is most noticeable for the battleship where the front and rear turrets are quite far apart

[Gameplay/UI/Modding] Start of match features:
- Added a 5 second count down after all players select a landing spot.
- On match start the camera will now look at the players choosen spawn.
- The Commander spawned for each player will be selected on match start.
- Added an api call to set your commander id, and updated api call for commander selection to select the commander from id if set. (maintains old functionality (select all commander in an army) if you switch armies or never set commander id)
- Added commander id to the server state message, and set commander id from this (so each client knows the id of the their commander)

[UI / Modding] Hover Panel Information
- The more information is now passed to the ui on hover. Cleaned up the way target information is sent. New information includes: target team (color), damage, rate of fire, build arm metal/energy cost.
- Added names and descriptions to the buildable ammo types. This information will be displayed when hovering an active launcher.
- Hover panels now show extra information, including: thumbnail image, s.icon, team color, damage, rate of fire, damage per second, build power, build efficiency.
- Also includes various fixes to handle the merge to main (the gamestats panel has been included and the game options sidebar has been fixed).

Free Cam
- Debug and free camera controls are now editable
- Free cam now has 6DOF controls in planetary mode
- Free cam controls override any other controls that interfere with it (aka s and f don't make lots of noise in debug camera!)
- Groundwork is laid for unit and celestial based 6DOF controls
- Change your keybindings to get into free cam mode with the 'toggle free camera' option

Updated community translation strings for:
- German
- Dutch
- Spanish
- French
- Russian
- Polish (Poland)
- Turkish (Turkey)
- Czech (CR)
- Dutch (Belgium)

51 comments Read more

Galactic War: Build 67523

June 14th, 2014

We've talked about it, and now it's here. Our first big pass on combat balance. Always keep in mind, things like this are a work in progress, but this has a significant change to how the game plays, and we think it's a lot more fun. (Try out the Boom bots. They're the bomb)

There are a ton of changes in this build, including Mac full screen for those who've been asking! Hop in, check it out, and have fun. There have also been some fundamental changes to how we send and receive network data that should help everyone, but especially people on slower connections.

We'll see you in game!

Build 67457 resolves a number of game and crash issues.

Build 67523 addresses a crash on lobby creation and two different Mac OS/X crashing issues.

Detailed Balance Notes:

- All non-combat structures health increased by 3x.
- General combat balance pass over ALL combat units and structures.
- T1 AA Bot: Removed.
- New T2 Tactical Missile Bot added.
- T2 Sniper Bots: Can now shoot down tactical missiles.
- T1 Assault Bots: Turned into light raiders. Fast, cheap, weak.
- T2 Assault Bot:s Can now go under water, added torpedo.
- T1 Bomb Bots: speed greatly increased.
- T2 Tank: Has a very slow turret turn rate but improved overall.
- T1 Fighter: Improved.
- T2 Fighter: Removed.
- T1 Bomber: Drops 5 bombs in carpet bomb style.
- T2 Bomber: Fires from outside of range of AA towers and fires a tactical missile.
- T1 Frigate: Torpedo removed.
- T1 Destroyer: Torpedo added.
- Pass on Artillery structures and their firing arcs.
- Tactical Missile Launcher Structure: Energy removed, range reduced, made into much more of a base defense.
- Bases defenses improved overall.
- Ion Cannon: (Umbrella): Energy usage removed, range and damage increased.

93 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

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.

About the Game

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.

PC System Requirements

    • 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.
    • 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

    • 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.
    • We urge all OS/X users to use the free upgrade to 10.9 to guarantee maximum compatibility and performance.

Linux System Requirements

    • 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
375 of 436 people (86%) found this review helpful
67 products in account
1 review
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 5th, 2014
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177 of 229 people (77%) found this review helpful
129 products in account
2 reviews
95.6 hrs on record
Early Access Review
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.
Posted: February 17th, 2014
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78 of 113 people (69%) found this review helpful
647 products in account
33 reviews
4.8 hrs on record
Early Access Review
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.
Posted: May 24th, 2014
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21 of 25 people (84%) found this review helpful
540 products in account
2 reviews
10.0 hrs on record
Early Access Review
This review is relevant as of 25/06/2014 using version Galactic .67523


The Gameplay for Planetary Annihilation consists of having a commander that is dropped on a planet, and having to build up your base, carefully managing an economy so that you don’t expand too quickly or too slowly, while building a massive armada of troops that you will use to help annihilate your enemies.

A match takes place across a solar system and depending on what kind of solar system you are fighting on (does it have moons? How many planets? Etc) it drastically changes what kind of tactics you will have to use and what kind of approach you need to take to beat the enemy.

For fans of Supreme commander this game will seem extremely familiar, with some of the supreme commander team being behind this game, it retains the feel that supreme commander had and most importantly it does not dumb down itself for the masses, it retains a great deal of complexity while accurately achieving the “easy to learn hard to master” feel.

You will have to manage orbital, aerial, naval, and land troops to achieve victory. This can be slightly overwhelming when you are managing multiple planets and is the only downside to the Gameplay. But if your cup of tea happens to be managing a massive amount of troops in a gigantic scale then that will not be a downside for you.

In the multiplayer side of things you can have multiple people playing as the same faction, or being able to command each-others armies. This means you can have a 3v1 against the computer (who of course can manage all their troops no problem) and have a challenging time. The resources are balanced depending on the breakdown of the teams, so if you are 3 v 1 the 1 will get a 3x resources boost to keep things balanced.

I give Gameplay a 9/10 only losing 1 point for sometimes being difficult to manage the scale of things, but I stress that this is personal preference and that I know other players who enjoy this aspect very much.


Gameplay is a much more important aspect of a game for me than graphics. But those who have a much higher standard for graphical fidelity will not be disappointed. The game looks fantastic and the planets are visually pleasing, the graphics are as realistic as they need to be while retaining a very high quality look about them.

There is not much more I can say about the graphics other than they look fantastic, the game can sometimes slow down when there is a large system with a lot going on (this game is demanding on your system specs) but overall this does not detract from Gameplay. With it being early access there is still optimisation to be done so the finished product will run a lot smoother.

I give graphics a 9/10 only losing out to slowdowns when there is quite a large amount going on it a system.


The game balance is still somewhat lacking in most departments, although the developers have made some passes at correcting the game balance it is still unbalanced in many aspects.

In multiplayer some units get neglected in favour of others because they are far better than their same-tiered counterparts which should not be the case. The units should each fill in different roles and have different strengths/weaknesses rather than just an overall better feel to them.

Galactic warfare needs some more balancing on its technology side of things before it is an acceptably balanced game mode. With the locking away of certain technologies, some things become completely uncounterable and the player cannot even choose to branch out into these technologies that can counter the enemies due to the strange RNG system that the developers have went with for Galactic warfare.

I give balance a 5/10, for the most part the balance is acceptable and the game is playable, the galactic warfare drags this down quite significantly but the multiplayer experience is not detracted (simply because people tend to use the same overpowered units and it cancels out)


Being early access it is natural to expect bugs therefore I will not go into many details about the bugs that are In the game and only briefly cover the current state of the game

The game as it is right now is surprisingly bug free, some things such as the pause button going off the screen and the game not connecting to the game servers (which you NEED to do to play the game at all) can be very irritating, but the support for the game is good and the developers have a good track record of swatting bugs as they come up with frequent updates.
This section does not get a score, simply because it doesn’t seem appropriate to put this into the averaged score at the end of the review being that it is early access.


Overall I think if you like supreme commander, and you want a game that feels like what supreme commander 2 should have been like, you should most certainly buy this game. In early access it is already extremely fun and playable with a great community and vibrant multiplayer.

With offline play coming up soon the issue of having to play it connected will no longer be a problem, which was one of my major gripes with the game at first.

Overall this game gets an 8/10 from me. Very worth the £10 I spent on the steam sale for the game and most certainly worth the full price as well.
Posted: June 25th, 2014
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117 of 198 people (59%) found this review helpful
52 products in account
3 reviews
42.0 hrs on record
Early Access Review
I love this game so much,It already has great potential and with the new Galactic War update makes the single player even more great.BUT,like everyone else says,it's still in early access,therefore the game is very buggy and laggy,not to mention that it has to be ALWAYS ONLINE,so if you don't have a great connection,your game will crash halfway a great planetary battle.This is only because it's still early access,in 1.0 release version,it will not be always online.If you really want to buy this game,wait for it to be on sale,it's a great game,just really buggy right now.I'm pretty sure in the future,my review will change into a thumbs up.
Posted: May 26th, 2014
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1,028 of 1,165 people (88%) found this review helpful
155 products in account
2 reviews
112.1 hrs on record
Early Access Review
Strategy on a massive scale, conquering planets, invading solar systems, smashing moons. What's not to like?

The first iteration of Galactic War has been added to the game, with procedurally generated galaxies, that are unique with every run. It's not perfect, but it's excellent fun for a first pass, with unlockable technologies, AI assisted sub commanders, that make every run unique and fun. And it will only get better once the updates start rolling.

PA is still in development, but already great fun, I have to say, and it's already starting to show that it will go where no RTS has gone before when it comes to gameplay.

The real innovation is beginning to show, as Uber has started implementing important gameplay functionality. Area commands and PiP windows turn the task of managing whole planets into a breeze, while new units such as the stargate-like teleporter shows off how interesting solar system-wide warfare will be.

The game is taking a big step forward to completion, with a new orchestral score and lots of menu and gameplay polish being implemented.

If you feel that youre interested in the game and would like to contribute towards the development, I recommend going for it now. It has one of the best forum communities I ever had the pleasure to be a part of, and the developers engage with them on a daily basis, and actually listen to what the community wants.

If you prefer a polished experience rather than a rapidly changing gamma, I recommend holding off for a while.

In summary, if you loved Total Annihilation and Supreme Commander, but would like to take it a couple steps further, this is a game for you.

Disclaimer: As PA is in development, I will occasionally update this review to reflect the state of the game.
Posted: November 25th, 2013
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