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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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Recent updates View all (48)

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.

69 comments Read more

Release Build: 71544

September 3

The launch edition of the game includes a number of upgrades, including enhancements to both single-player and multiplayer. It will also include two new features: resource-rich gas giants and the "Annihilaser," a celestial laser of doom that obliterates planets with each tremendous blast.

As a thank you to our generous backers and early access supporters, we're giving you all access to these features shortly via a game update.

Thank you again for all your support throughout development. We're thrilled to deliver on our vision for an RTS with massive scale and even more massive battles, easy-to-use tools, and incredible moments. We can't wait to show you what's next.

Patch Notes:

AI: Improve the AI's handling of Gas Giants.

Annihilazer: the metal planet can now target planets with active thrusters.

Bug: Fix for crash when a unit is on the final leg of a celestial move to a planet that gets smashed.

Chat: Disabled the keyboard capture stack handling in live game.
Chat: Breaks due to capturing more than it releases due to being inside of the computed without current capture state tracking

Gameplay: Fix for being unalbe to set an orbital factory or orbital launcher rally point on a gas giant.

Lobby: Maximum length limit for the lobby name.

UI: fixed a bug with planetary weapon control alert logic.
UI: you can now join an army after leaving a shared army (since the selectedCommander function will now always return a well formed object). also fixes the preferred commander logic.
UI: shared armies will only use a single color. players (except the first player in an army) will give up their color when they join a shared army.


Gunship: Health: 240 -> 300
Commander: AA Weapon: RoF: 2 -> 1, no AoE.
Nukes: Cost: 60000 -> 50000
Booms Damage: 250 -> 700

99 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

    • 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
646 of 841 people (77%) found this review helpful
90 products in account
1 review
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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316 of 416 people (76%) found this review helpful
246 products in account
26 reviews
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 :(

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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368 of 531 people (69%) found this review helpful
225 products in account
4 reviews
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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177 of 266 people (67%) found this review helpful
66 products in account
11 reviews
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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318 of 497 people (64%) found this review helpful
29 products in account
2 reviews
199.8 hrs on record
In space, no one can hear your cries of anger as an asteroid is rammed into your base, annihilating you from the face of the world.

Planetary Annihilation is a revolutionary RTS. The idea of being on a planet might be viewed as heresy by die-hard starcraft fans, but I see it as a welcome addition that increases the level of strategy to levels unseen in other games due to one simple affect of this: You can be attack from any side, always. Think you're safe? You aren't.

The game revolves around destroying your commander. Each player spawns with one at the start of the game, and losing yours will cause you to lose. The commander produces a substantial amount of economy and is fairly durable. He also posesses the energy based uber-cannon weapon, which destroys a substantial amount of units in an area with its splash damage.The commander is able to build your basic structures and get you into the match.

The economy is streaming, meaning that resources are both gained and spent over time as a unit or structure is made rather than all at once a la starcraft. Having insufficient production compared to what you're spending will lower the rate of what's being made. There are two resources: metal and energy. Metal is gained by building extractors on metal spots scattered across the planet nd by reclaiming trees (Because sense of course) and wreckages, and is used to make units and structures. Having insufficient metal will reduce the build speed of units and structures. Energy is used to power the nanolathes on your fabrication units and factories, as well as power radar and reload some weapons, particularly bombers and SXX laser satellites. Insufficient energy will shut down radar, reduce the reload time of weapons that use it, and reduce the usage of metal by your nanolathes (reducing the build speed of units in the process).

There are five types of units: Bots, Vehicles, Air, Naval, and Orbital. Bots are weak but cheap and fast raiders, while vehicles are slowish but durable frontline assault units. Air is fast and mobile and capable of quickly killing several units at once. Naval is slow and fairly useless. Orbital is boring and binary, and also impractical most of the time.

Combat is one of the game's weakest points. Bots die after a single hit from a tank, and your basic tank dies after 3. This means that battles are over very quickly, leaving very little time for controlling your forces. The general result of this is that whoever has more forces wins. This means that the game becomes a macro game to the extreme.

In starcraft this would be extremely painful to manage, but this game makes managing massive production complexes a cinch through several features. Firstly, there is no restrictions on the zoom level, allowing you to view half a planet at once. Secondly, the mini-map, called Picture-in-Picture, can be adjusted to give you a view of the whole solar system, or to view a particular base. It can also be interacted with in the same way as the main game screen; it is essentially a smaller game screen whose flexibility will be instrumental in your control. Thirdly, every single command in the game can be put in a queue, and factories can not only have an infinitely large number of units added to the queue in any order, but can also be set to loop the current queue indefinitely. No more babysitting buttons, no more making sure that your barracks is always making marines. Just three clicks (Select the factory, select the infinite queue button, and select the unit you want the factory to make) and you never have to touch that factory again.

This game's single-player is admittedly fairly lackluster. It comes in the form of a "Galactic War", in which you play in a randomly generated galaxy, gaining new technologies (all of which are unlocked from the start in multiplayer) and annihilating enemies, until you've destroyed the leaders of the 3 other factions in the galaxy. Unfortunately, the limited number of units means that the level of strategy is even less than can be found in multiplayer. There is a skirmish vs ai option, but it is ruthless and oftentimes the players you find in multiplayer are quite a bit worse than it, making playing multiplayer a better option for the newest players.

Map size in galactic war is fixed, but there is a system editor that can be used to create much larger planets. Keep in mind that the larger the planet and the more planets, the more ram that's used. I wouldn't even think about playing on anything bigger than size 900 if you have less than 8 gigs of RAM due to the lag entailed. You can even do some wacky stuff with this system editor, like making planets without metal, making planets with only one small land mass surrounded by lava, resulting in a close quarters type of game called commander boxing. Another, even more devious thing you can do is making planets with elliptical orbits cross into the path of other planets, resulting in the two smashing into each other at some point in the game, annihilating one or both of the planets.

The graphics of the game are decent. The game itself looks great, but skyboxes look bland, as do many of the projectiles. This is a fixable thing however, and I will detail how below.

The game can get somewhat laggy, but this depends heavily on the size of the game. Generally anything larger than radius 900 is going to lag significantly, as are planets with lots of obstacles, such as lava, desert, and, to a lesser extent, tropical and metal, and games with lots of planets. This rarely is a huge issue and the game should be playable most of the time. The game is RAM intensive so you will find performance being less if you don't have at least 8 gigabytes of it.

While the game is great, there are some features noticeably missing. Unit wreckages are probably one of the biggest as it reduces the strategic depth even more than it already was.

The UI has some issues as well. The hotkey system has two key presses to make a unit rather than one, and there is no way to share systems which you have made. There is no matchmaking system, which has the effect of making you have difficulty finding players of your skill at times. The strategic icons are fairly confusing and are difficult to tell apart from each other.

There are enough bugs that you're unlikely not to find them, but the vast majority are far from game breaking, such as the stuck command queue view (fixed by pressing shift), and the stuck building silhouette (fixed by clicking on another building). I haven't encountered any game breaking bugs on the most recent build of the game.

All in all the game is a decent experience that is most marred by poor strategic depth and a couple UI issues as well as essential meta features that aren't present. Overall, the game deserves a 7.0. It is a revolutionary entry into the genre with some big issues that will hopefully be ironed out as time goes on.

Oh, you thought I was ending the review there? Sorry to disappoint you there.

Despite its major issues, the game has an ace in the hole that can negate them. The UI is the most moddable thing that I've ever seen, and server mods can also be easily made and distributed. Both UI and server mods can be easily downloaded through PAMM. Among them, we have Custom Skyboxes, which allows for custom, breathtaking skyboxes, and awesome projectiles (made by yours truly), which replaces some of the more bland effects in the game with better ones and improves on many others. In the more functional department, we have PAStats, which records your games and uploads graphs of them to its website along with implementing a 1v1 matchmaking system and a ladder. There's also Hotbuild, which allows for proper 1 button hotkeys, (continued in comments due to the annoyingly small character limit.)
Posted: September 6
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1,318 of 1,696 people (78%) found this review helpful
172 products in account
2 reviews
118.2 hrs on record
Strategy on a massive scale, conquering planets, invading solar systems, smashing and blowing up moons. What's not to like?

Release (review) Update!

PA has officially been released! This doesn't mean it's done though, but it's at a point where the devs feel it's reached a solid foundation to build upon further. They will keep working on it for quite a while, and some features are still coming, such as offline play, dynamic savegames via ChronoCam, and multi-monitor support.

Some new release features include Gas Gians, orbital only resource planets, which can be mined for a massive boost in resources.

Also, metal planets can be turned into planet killing death stars via a new building, the Catalyst. It's an excellent game ending weapon that will keep everyone on their toes for sure, and changes the game dynamic quite a bit.

Area commands and PiP windows turn the task of managing whole planets into a breeze, while units such as the stargate-like teleporter shows off how interesting solar system-wide warfare can be. Personally these are the features that "wow" me the most.

Most importantly, the client side of the game has gone through massive optimisation work, with multi-threading and many other improvements that make it run smoothly on not-so-new systems.

The game has a single player mode called Galactic War, 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. Improvements and a multiplayer version is in the works!

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 25, 2013
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