In this turn-based strategy game, players wage interplanetary wars by developing their home planets and firing massive artilleries through the unpredictable gravity fields of the planetary system.
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Julkaisupäivä: 12. touko, 2015

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18. joulukuu, 2015

Inside Interplanetary: The Remains of the Year


Ho ho ho! The jolliest holiday greetings from Team Jolly Roger! Hope you've been well, our dear Interplanetarists, and everyone else interested in our misadventures in game development!

It's been a while since we've been actively putting out status updates, blog posts and such. But now, right before we set out for a quick Christmas holiday, would be the perfect time to quickly go through what's going on over here and write about our general thoughts on the passing year.

Interplanetary Musings and Thoughts for the Future


May 12th 2015, we released our first big PC game, Interplanetary, on Steam after a year of open development on Early Access. It was a roller-coaster of fun and horror, as these things tend to be! In the end, everything went much better than expected, a lot of which is thanks to the enthusiastic and warm reception of the game. You guys are the best!

That said, not all the features we planned made it to Interplanetary. As most developers nowadays, we didn't simply throw the game out there and were done with it, but had great plans of supporting Interplanetary by fixing things, adding things, balancing things... Maybe even a bit too great, it turned out.

Some bumps on road to release caused a lot of trouble with our subsequent support of the game. Shortly, we discovered some difficult online networking problems affecting some of the players around the launch time. You can read more about it in our July status update. We had to push back the bigger, funner features on the list and concentrate fully on critical fixes. We even put on hold some of our regular events, such as Whack-a-Dev's, until it was certain that no player would lose progress over a networking hitch. But, as it turned out, fixing the networking problem would require diving deep into the roots of the game, re-writing the code extensively; and the schedule was tight.

With all the patches and trouble, we blew through the time we wished to spend on more interesting things. Eventually, most of the team needed to move on to different work-for-hire-projects, thus, having to leave Interplanetary support to the background, which was quite disappointing for all of us.

Now, although we're heavily occupied by other work and can't give you any sort of sensible timeline yet, we are looking forward to continuing to support Interplanetary once we are able. We do eavesdrop on the community all the time and are very grateful to the players, who are still sending us excellent feedback!

tl;dr
Things didn't always go as planned and we ran out of time. Now we're really busy with other work. We want to update Interplanetary, but don't know when it's possible. Hopefully soon!


Of course, it wasn't all pain and disappointment. After all, Interplanetary was our first significant project and, as tough as it was at times, it let us learn a great deal of things. Not to mention the confidence we found in the friendly reactions from the critics (even got to appear in printed press!) and eager participation of the community - great morale booster!



Speaking of morale boosters, even though enthusiastic players are the best prize any game developer could ever ask for, getting an actual award also feels pretty great. And that's how it felt to win Nordic Game Indie Sensation Award last May in Malmö, Sweden! Unexpected and absolutely overwhelming, such recognition from peers, only days after the release gave us the strength to go on and the public attention to get Interplanetary noticed by new audiences.


Aside from the Nordic Game Conference, we got to tour inside Finland and all across Europe, showing off Interplanetary and meeting some of you guys! Among the events we got to attend in 2015 are:  Paris Game Connection, Slush in Helsinki and Unite Europe in Amsterdam. Pretty out there, huh?

 To round up:

Patches released: 6
Events attended: 11
Coffee packs consumed: Countless.


Yeah, quite a busy year! It's been mostly behind the scenes, out of the public eye, working on secret projects and such. Makes for a kind of a boring retrospective when we can't talk much about the things we're been working on, but we hope we've been nicely transparent and answered some questions.

Thank You For Your Patience!

And now it's time for us to take a little Christmas break. We'll be back in business early next year. Enjoy your respective holidays, everyone! Take it easy, play lots of games and we'll see you again soon!

May the Blast be with you!

4 kommenttia Lue lisää

20. marraskuu, 2015

Interplanetary Patch 1.0.6383

Greets, Interplanetarists!

We've just put out a new Interplanetary patch, including some fixes and balance tweaks.

Interplanetary Version 1.0.6383 Changelog

  • Fixed the occasional UI breakdown caused by opening and closing Codex
  • Railgun fragment amount reduced from 4 to 3

Happy Friday!

5 kommenttia Lue lisää

Tietoja pelistä

Interplanetary is a turn-based strategy artillery game based on a hard scifi setting. It offers players an interplanetary battlefield where they can develop their home planets and use massive artilleries to wage war.

It's an arms race of interplanetary scale, with each planet developing increasingly powerful railguns, missiles and even beam weapons. Sometimes, the greatest foe is the unpredictable planetary system with its treacherous gravity wells. Mind your surroundings, use them to your advantage and blast your enemies back to the stone age!

Key Features

  • Challenge your friends in hotseat or online matches or fight skirmishes against the AI.
  • Build and manage your planet's infrastructure.
  • Gather resources and decide the most efficient use for them.
  • Research and develop increasingly futuristic technologies.
  • Spy on your enemies to reveal their planets' weak points.
  • Use your artillery constructions to aim across the planetary system, avoiding other celestial bodies and their gravity.
  • Fire your railguns, missiles and beam weapons to annihilate the enemy and claim the planetary system for your civilization!

Järjestelmävaatimukset

Windows
Mac OS X
SteamOS + Linux
    Vähintään:
    • Käyttöjärjestelmä: Windows 7
    • Prosessori: DualCore AMD/Intel 2.3 GHz
    • Muisti: 4 GB RAM
    • Grafiikka: AMD Radeon 4850 / Nvidia 8800 GTS 512 Mb or equivalent
    • DirectX: Versio 10
    • Tallennus: 1024 MB vapaata muistia
    Suositus:
    • Käyttöjärjestelmä: Windows 7
    • Prosessori: QuadCore AMD/Intel 3.0 GHz
    • Muisti: 4 GB RAM
    • Grafiikka: AMD Radeon 5850 / Nvidia 9800 GTX 1 GB or equivalent
    • DirectX: Versio 10
    • Verkko: Laajakaistayhteys
    • Tallennus: 1024 MB vapaata muistia
    Vähintään:
    • Käyttöjärjestelmä: Os X 10.xx
    • Prosessori: DualCore Intel 1.5 GHz
    • Muisti: 4 GB RAM
    • Grafiikka: Intel HD Graphics 5000
    • Tallennus: 1024 MB vapaata muistia
    Suositus:
    • Käyttöjärjestelmä: Os X 10.xx
    • Prosessori: QuadCore Intel 3.0 GHz
    • Muisti: 4 GB RAM
    • Grafiikka: Intel HD Graphics 5000
    • Verkko: Laajakaistayhteys
    • Tallennus: 1024 MB vapaata muistia
    Vähintään:
    • Käyttöjärjestelmä: Ubuntu 13.xx
    • Prosessori: DualCore AMD/Intel 2.3 GHz
    • Muisti: 4 GB RAM
    • Grafiikka: AMD Radeon 4850 / Nvidia 8800 GTS 512 Mb or equivalent
    • Tallennus: 1024 MB vapaata muistia
    • Lisätietoja: Linux users with AMD graphics cards may experience issues with game crashing at various points. This can be remedied by changing the graphics card drivers to a different version, including to the open source driver version. Please consult the forums for more information.
    Suositus:
    • Käyttöjärjestelmä: Ubuntu 13.xx
    • Prosessori: QuadCore AMD/Intel 3.0 GHz
    • Muisti: 4 GB RAM
    • Grafiikka: AMD Radeon 5850 / Nvidia 9800 GTX 1 GB or equivalent
    • Verkko: Laajakaistayhteys
    • Tallennus: 1024 MB vapaata muistia
    • Lisätietoja: Linux users with AMD graphics cards may experience issues with game crashing at various points. This can be remedied by changing the graphics card drivers to a different version, including to the open source driver version. Please consult the forums for more information.
Hyödylliset arvostelut
36/40 (90%) arvioi tämän hyödylliseksi
4 käyttäjän mielestä tämä arvostelu oli hauska
10.0 tuntia pelattu
Julkaistu 27. syyskuu, 2015.
War. War never changes.

Strap in and put on your helmet, soldier, 'cause Irreverend Opinions is taking a shot at Interplanetary!

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The Blurb

Interplanetary is a three-dimensional artillery tactical game of war between planets. Players (or AI) control a planet, directing research and construction, and then aiming various cannons, missiles, lasers, and superweapons at their opposing cities and infrastructure, having to work around the gravitational pull and orbital drift of their opponents.

The Good

The simplicity that Interplanetary depicts their controls cannot be overstated. The various screens give you access to all that you need at that level; construction shows you what you can build (and whether you can afford it), weapons show you 'targeting lines' to display what the expected shot path is, according to gravity and such.

No number-crunching beyond "do I have enough power to shoot this laser" is needed, and even then, graphical displays demonstrate things for you.

For a Unity-based game, the physics engine incorporated by Interplanetary is robust and bug-free. Kinetic shots follow paths dictated by velocity and planetary mass, meaning you have to factor these into the shot like a space-age game of 8-ball.

Intelligencia is a factor in the game, expressed as simplified "intel" and "counterintel" pointers that require their own individual building types to generate. Simply enough, higher intel than enemy counterintel means you can see their buildings and cities, and you cannot see their constructions if they have higher counterintel than your intel.

The tech tree is likewise streamlined, giving some small room for options in early to middle game, focusing on kinetic weapons (railguns with biological weapon warheads, for example) or lasers, etc.

Multiplayer is both easy to set up (hotseat/internet) and fun.

The Bad

Late game tech is homogenous, meaning that choices break down in importance fairly soon. It's possible to research everything in the tree, with no exclusive tech lockouts or cultural 'themes'.

Intel/counterintel generates quickly, making the midgame as much of a 'cookie cutter' scenario for tech development and building. Doing otherwise leaves you defenseless to precision strikes, or firing blindly at a planet in the hopes of breaking something important.

By that same problem, given that midgame tech development must be followed in certain patterns, early game requires specific development and tech, eliminating much of the 'individuality' allowed.

The Ugly

Not really anything, though Interplanetary does not apparently function on Windows 10 systems.

Suggestions

Players are encouraged to stagger weapons tech development with intelligence and defensive tech capacities, and largely ignore utility techs until lategame. The same requirement largely exists in construction; weapons, (counter-)intel, and then spamming utility in order to fund construction of your superweapons. Once you have enough weapons to survive, simply focus on intelligence. If you focus hard on counterintelligence, the AI will largely ignore you entirely, meaning that in VS AI matches, you can largely skip defensive techs until later in the game as well.

For developers; the recommendation is to make the tech tree one of individual flavor, rather than railroad paths. Spread some of the various tech benefits (city growth, chosen weapon potency, energy generation, etc) through each 'branch', and then focus the 'branch' on a particular playstyle (widespread bombardment, precision strikes). Slow science generation enough that choices are meaningful, and the "science victory" achievement is actually one that takes effort to receive. Perhaps some effects in the kinetics tree to show variation expected thanks to gravity and orbit (cone trajectory, rather than a line).

The Summary

Definitely playable, Interplanetary is a fun artillery game for players who don't want to micromanage or focus on number crunching. 7/10.

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Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
22/29 (76%) arvioi tämän hyödylliseksi
2 käyttäjän mielestä tämä arvostelu oli hauska
5.3 tuntia pelattu
Julkaistu 30. joulukuu, 2015.
Interesting concept, horrendous execution.

Projectile combat is just a guessing game, one that can simply be reduced to "attack when you're ahead of the enemy's orbit and there are zero obstacles in your way." The only way to reliably get hits is to let your attacks fall into the target's gravity well. There's zero room for interesting maneuvers because you can't see or reliably guess where the future positions of the planets will be, and you can't adjust any its trajectory mid-flight.

Lasers trump everything. The only thing balancing it is that it has a small radius and that you need to have intel to really make use of it, but intel/counterintel is just a resource sink, i.e. can I build Telescope Arrays faster than the enemy builds Data Security Hubs?

Strategy-wise this game sucks, especially if you have more than two players. The innermost and outermost players inherently have a strategic advantage compared to the ones in the middle because there are fewer attack approaches. City placement is random and it's much better to have cities that are relatively closer for shielding purposes.

It's not in your best interest to shoot first because that draws away energy that could be used for defense/construction. Since you can't loot enemies for resources, the only strategic advantage that you get from it is that you remove a threat, which quickly dwindles to nothing the more players there are. Thus it favors defensive strategies over offensive ones, i.e. just keep building until you strip the planet dry before making a move. Also, a 3+ player free-for-all becomes a Mexican standoff, which disincentivizes attacking even further.

Honestly the game is just a one-trick pony that actually kinda fails on its selling gimmick. The physics simulation in the game is ridiculously simplified: it's all in the 2D plane and it's no more complicated than eyeballing it. Approach vectors don't matter; the only thing the game cares about is that the shot connects. Which makes no sense for, well, a freaking railgun whose projectiles are governed by orbital mechanics. For instance, tripling the impact velocity should increase the damage by roughly an order of magnitude, which would also be nice because it would reward more difficult (i.e. moving, not falling) shots.

Also, the interface is clunky but at least that can be fixed.
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
4/4 (100%) arvioi tämän hyödylliseksi
8.9 tuntia pelattu
Julkaistu 27. tammikuu.
A game where you develop a base on a planet that has predefined number of cities (1-10), try to keep your cities intact and at the same time battle other players/planets by hurling ordnance their way. In a nutshell you could classify it as a “battleships” kind of game in space where your fleet of ships is replaced by cities and buildings on a planet.

When I first purchased this game I thought it will be perhaps a sort of 4X space TBS game.
But it’s actually a very unique game instead. You won’t colonize, build any ships or explore.
It does remind me a lot of the good old Fragile Allegiance. In fact it feels in many ways as Fragile Allegiance Unity Lite. Although FA had trade, diplomacy, ships… on top of all what Interplanetary has - and was a real time game while this one’s turn based.

I really like this game. In its current state it is a very stable and well balanced product.
It is a small game in scale. Don’t expect too much of it. A cool game to pass time shooting up AI – and a great game to spend playing in multiplayer with few buddies and beer.

Each player starts the game on his own planet. With the predefined number of cities and finite raw materials. That means you can actually run dry – or even starve the enemy.

The planets orbit around a sun, in various directions. Every turn makes the planets orbit a little bit further.

You start with very few things to build and then develop technology to build more using energy and minerals.
Buildings like:
Mines, Power Plants, Weapons, Defenses, Intelligence Buildings, Counter Intelligence Buildings, Superweapons.

You also grow your cities by stimulating the growth rate – and with more population in the city you can assign them “city projects” which act in a similar way that building upgrades, giving you various temporary or permanent benefits – at times at a small cost in other areas.

An interesting aspect of the game is intelligence gathering and counterintelligence – which I will refer to simply as “spying” here. It’s surprisingly well implemented into the AI that really pretends to not know where exactly each and every building you have is located.
Spying is basically that part you’d have in a battleship game where you mark down the places you hit the enemy or miss.
There are three main aspects to this.
Intelligence – Is how well you know the enemy. It stacks up against his counter intelligence score to give you the result. Depending on how high the resulting score is that’s how much you can see his planet in detail. First you would see his superweapons, spying buildings and not much more. With higher score you start to uncover his weapons location, information about his economy, population, location of his mines, power plants, defenses and finally – the location of his cities, which if you know the location of, it makes you much easier to target his most vulnerable spot and ultimately win the match.
Counterintelligence – Is basically the amount of misinformation every player puts out there with the help of special city projects and buildings. With this you are able to lower every enemy’s knowledge of you (it’s calculated globally so no need to target anyone specifically).
Eyeballing – This is what you will do yourself, mostly when facing lower number of enemy players. See, after each time you pummel the enemy planet with some ordnance – you receive helpful information of where you hit the targets – and if they were buildings or cities. With this in mind you can observe the craters and ruins you caused on his planet – to further extrapolate where to fire. You will very often feel like an artillery commander – guiding your guns to the target. And you will often be able to choose – with precise and homing weapons – where to hit. Would you rather take out the power grid, or superweapons or annihilate a city or two…

Weapons fire simultaneously after every player finished his turn and aimed.
Aiming is done in the targeting view. Some weapons like rail guns simply plot an arc of fire to the enemy – which is simulated respecting the gravity. You always should lead the target when firing a kinetic weapon, unless the target is very close to you, because it takes some time for the rail shells to reach it. Other weapons like missiles not only aim at the planet – but have a second degree of targeting which involves zooming on the planet to decide where exactly to drop the payload. There are also precise weapons like lasers which require direct line of fire, are extremely accurate although have small area of blast.

Aiming can be tricky – but is very rewarding once you get the hang of it.

The game has two types of superweapons. One is extremely strong but imprecise – the other is very precise but not as devastating. Both pass any planetary defense. Another difference between them is that one shoots from the sun and other shoots from the outer rim. So depending on where the target is – one would be better choice than the other.

The game has a variety of strategies you can adapt. High replayability value – for how simple it actually is. Yes, I guess I should add it’s a game you could learn how to play in around 10 minutes. It’s very straightforward to get in – while hard to master.
The tech tree itself is one of those “no BS tech trees” where every single tech is meaningful and in the end – it’s a pretty short tech tree you will usually complete around turn 60-80.

You should also try to anticipate what will the enemy use to attack you with – spy him to get a better picture of what’s to come. For example by seeing his techs under development.

I fully recommend this game. It is a solid, small-medium scale game, best played in multiplayer but also very entertaining in single.

The game has still much room for improvement.
It feels like it has such a potential you really start to see that there could be more – much more – content in it.
It feels like the perfect base game that could be greatly enhanced with DLC or an expansion.

My DLC/expansion wishlist:
- Asteroid/Remote Planet mining after your planet runs dry of materials.
- Ultimate Weapons, like say the ability to create sth like artificial moons or whole planets you could use as additional gun platforms.
- The ability to build things underground. Perhaps the addition of vaults where you could gradually transfer your population to in the late game to much better protect them from bombardment.
- Random Events.
- Explore missions to survey uninhabited planets in the system for goodies. Letting you send missions to them – exposing them to lot of danger, but being able to reap the rewards if successful.
- MORE Techs.
- A small video here and there wouldn’t hurt. When you win the game, the turn just ends and it takes you directly to the scoreboard. I wish it would give more oomph. You know, these small things in games.

So yes, again, I wish that after playing the game a few times – I could play an alternative version of it, maybe mixed with PLAGUE INC concept with much bigger focus on bioweapons. The ability to have the game last longer with longer tech tree which would include more rewarding things than just the two superweapons. How about… a shield that would envelop the whole planet? That shield would make your planet very secure – but be extremely costly to maintain. And you could make it possible to be hit in just few places where the generators are.

Another idea, since so much depends on the orbit of your planets. Why not add some technologies that would let player control his orbit? Some planetary thrusters if you may. I think it would be fun. And I don’t mean to ruin the game by turning it upside down – many of the things could be optional.

Bottom line is, in my mind this is a solid BASE of a game which has great potential. There’s a LOT of fun in it. But in the end you do wish there was more… much more.
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
1/1 (100%) arvioi tämän hyödylliseksi
9.6 tuntia pelattu
Julkaistu 19. marraskuu, 2015.
This game is a great take on the artillery style game. The stragey is fairly straight forward, but the tech tree does leave room for variety. Don't underestimate the value of counter intel, or defenses. The turn based play style makes it good to just pick up for a few minutes at a time through the day, or just sit down for a couple hours and play through the whole scenario.
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska
1/1 (100%) arvioi tämän hyödylliseksi
5.4 tuntia pelattu
Julkaistu 26. joulukuu, 2015.
this is Star Wars sim. 10/10 will keep. make a deadly battle station!
Oliko tämä arvostelu hyödyllinen? Kyllä Ei Hauska