Predestination is a turn-based sci-fi 4X game set in the distant past of our own galaxy. Ships from countless races are sent back in time by an enemy known as the Revenants and must now work to rebuild their empires. Explore the galaxy, colonise habitable worlds, meet alien races, and wage war.
User reviews:
Overall:
Mostly Positive (37 reviews) - 75% of the 37 user reviews for this game are positive.
Release Date: Feb 4, 2015

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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 is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We're now at a point where we have a full vertical slice of the game, minus some of our more advanced features. We're confident that our alpha testers will enjoy helping us with our Early Access build and we simply cannot wait to get Predestination into your hands and gain some more much-needed feedback about our progress so far.

We Want Your Help to Polish Predestination


At this stage, Predestination won't be the best game you've ever played; this is your chance to have a say in how we progress and test the basic premise that we're working on. The real fun will come when we fully release with all of our most exciting features, but Early Access gives you an opportunity to mould the final product with your feedback.

Our Community Makes our Projects Grow


Predestination has been a community-led project from the very beginning, using comments and suggestions from our existing backers to drive progress. We want even more people to be a part of that. Kickstarter gave us an amazing pool of testers, who we owe so much to, but we're now at the point where we need more eagle eyes on our builds to ensure a robust end product.”

Approximately how long will this game be in Early Access?

“We plan on iterating on Predestination until we have every feature implemented in such a way that satisfies our community. When we are feature-complete and the community thinks we're ready, we'll release the game fully. We estimate that this process will see us into Q2 2016, but this will be continually reassessed depending on our progress and your feedback.”

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

“Right now, we have the first fully playable version of Predestination's sandbox mode, which lets you generate random game maps. It's missing many big features that we have planned, like:

  • Tax settings (complete)
  • Ground combat & planet capturing (complete)
  • Empire Age options (complete)
  • Low morale and loyalty planet events (complete)
  • Trade Routes (complete)
  • Diplomacy (complete)
  • Race Stats & finished race screen (complete)
  • 3D Ship Designer & racial ship part models (complete)
  • Ship captains and colony leaders (complete)
  • Fully directed tutorial for 4X newcomers (complete)
  • Wormholes (complete)
  • Planet specials (complete)
  • Warp-capable missiles (complete)
  • Temporal Rifts and Revenant attacks (random events) (complete)
  • Finished building and infrastructure models (complete)
  • More technologies in Tech Era 3: First Contact (complete)
  • Tech Era 4: Galactic Domination
  • Tech Tree: Synergies
  • Victory conditions
  • First episodic story mode mission
  • Challenge maps
  • User interface dropdown menus
  • Finished ship part models for all races
  • Fleet Combat in space (not at planets)
  • Kickstarter backer content
  • Online Multiplayer and LAN support
  • Modding tools
    See our Development Update thread for the latest progress.

    We are also still using placeholders for some assets and we plan to update the User Interface and some textures before launch based on feedback.

What is the current state of the Early Access version?

“We make no bones about it: the Early Access build of Predestination is our very first fully playable build. It is missing key features and you will encounter bugs and graphical glitches. This is an alpha test, and we will be continually working on squashing those bugs while we implement the new features we have planned. Predestination is currently single player only.

If you're not sure if you can deal with a game in such an early stage of development, hit the follow button and check back on us later. We'd rather not frustrate or upset customers that aren't used to testing out unfinished products.

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

“We aren't putting a premium on Early Access, and we plan for Predestination to have the same base price at release, barring any limited-time promotions. We have committed to selling Predestination at no more than a 25% discount during sales before launch in order to be fair to our Kickstarter backers and other customers.”

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

“We have a longstanding history of using backer feedback to change and improve Predestination. Right from our first Kickstarter in 2012, we have moulded Predestination in an attempt to create the 4X game that fans of the genre have waited forever to get their hands on. We listen to (and loudly debate across the Brain and Nerd HQ) every idea or suggestion that crosses our path, and your Early Access feedback will be no different.

We'll also look into having a Workshop or other modding support, because we love getting hands-on under the hood of our favourite games. We'll work with modders to make this happen if we can.”
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Recent updates View all (16)

June 8

Patch Notes for V0.9.3.0 (hotfixed to V0.9.3.1) (Build ID: 1171612)

Patch Notes for V0.9.3.0 (hotfixed to V0.9.3.1) (Build ID: 1171612)
Read more about this update in our latest announcement: https://steamcommunity.com/games/340210/announcements/detail/957392279211628292

Starbases / Orbitals:
  • Added new models for starbases
  • Orbital satellites and starbases are all now infrastructures rather than buildings, and there are now separate sections in the planet UI for both.
  • The Orbital Telescope is now an observatory infrastructure that spawns a satellite in orbit of the planet. As it takes up an infrastructure slot, it has been buffed to provide +10 RP/turn in addition to its 40ly sensor range bonus.
  • The Weather Control Satellite is now an orbital infrastructure just like the Orbital Telescope, with an observatory building and a satellite in orbit.
  • Added a new Temporal Acceleration Satellite that causes the planet to experience permanent Temporal Acceleration (executes two turns every turn, very powerful effect!)
  • The Services menu no longer lets you launch a weather control satellite but does show the satellite's status and progress and now also shows the temporal satellite's status and progress too.
  • If you have multiple satellites or ships in orbit of a planet, each now occupies a slightly different orbital band around the equator.
  • Removed Shipyard city blueprints since they aren't buildings any more.
  • Adjusted the Planet AI to build a starbase as your last piece of infrastructure.

    Victory Conditions:
  • Replaced the endgame placeholder techs with their finalised versions.
  • Eliminated races now cause a diplomacy screen popup informing the player that the race has been eliminated and who did it.
  • The Diplomacy dropdown now shows eliminated races.
  • Eliminated races are no longer considered by various parts of the galaxy AI, so a race will no longer compare itself with an eliminated race.
  • Implemented and tested the Galactic Domination victory condition
  • Implemented and tested the Destroy Revenants victory condition
  • Implemented and tested the Scientific victory condition
  • Added a placeholder victory end sequence for each victory condition, to be fleshed out later.

    Optimisations:
  • Optimised generation of planets and homeworlds.
  • Significantly optimised the end turn code. It turned out that the AI has been executing a very expensive road recalibration process every single turn but it's not necessary. This caused the game to slow down to several seconds per turn after about 5-6 planets are colonised.
  • Optimised processing speed, I/O time and memory use when generating planets by batching continents together and loading each file only once.
  • Optimised several parts of the planet code by coming up with a new quick method of determining which hex the mouse is over on the planet screen based on camera position. This was only used a few times in the code but had a high processing overhead, and now it's incredibly efficient.
  • Developed an entirely new content loader system which smartly loads models and textures from files, both those compiled using the XNA framework and flat files (.png for textures, .X for models). This new loader caches files in many cases where the old system couldn't, reducing RAM usage by over 35%.
  • We've moved the End Turn code over to a second thread so that the game can continue to render smoothly while the End Turn operations are underway, eliminating the end turn stall.
  • Implemented a new highly optimised range RecursiveHexList algorithm for finding large circular arcs on the fleet combat and planet hex grids. Now it finds three extended arcs and merges them, eliminating the exponential recursion growth due to graph cycles.
  • Ship models now load only the low-res 256x256 textures by default, reducing initialisation times and reducing RAM and VRAM usage. The high-res textures are loaded on request in a separate thread and disposed of when the Planet or Shipyard screen is closed or the fleet/system window is closed.

    Revenant Planet Event:
  • Gave Revenants Ancient buildings technologies
  • Ancient buildings are now all small sized to prevent them from suddenly getting bigger
  • Added revenant planet decloak event, which can also optionally spawn a guardian ship at the planet. Currently the guardian is disabled, but we may add a chance of the revenant planet being revealed early and use the guardian to stop players from getting access to the planet too early.
  • Fixed bug where the Revenant homeworld could sometimes attract a temporal rift, and hilariously then the Revenants could emerge and attack themselves.
  • Added a new Revenant awaken event that can be triggered to wake up the Revenants. Event causes the planet to be captured by the Revenants, and one city to be destroyed and replaced with new technology.
  • Once revenants are the revealed, a new counter launches a new fleet every 10-20 turns toward a random planet and Revenant fleets increase in speed from 2ly/turn to 8ly/turn.
  • Added new Revenant type planet with new textures and a new bump map.
  • Implemented Recenant awaken event trigger. 1% chance per turn the planet is colonised, 25% chance every time a crashed ship is excavated on the planet, and 100% chance if all crashed ships are excavated.
  • When you excavate a crashed ship on the revenant homeworld, you now have a chance of getting a Revenant technology like the particle beam.
  • Added a new environment type (Revenant) for the Revenant planet.

    Bug fixes and other updates:
  • Fixed bug with Biomorphic Fungi causing it to generate too much food/turn for aquatic races and not working in non-habitable environments.
  • The crashed ship at the start of the pre-warp period no longer requires staff.
  • Changed 100% Desert planets to have sea levels of 0m.
  • Fixed bug with the continent graphics that caused squares on terrain at low sea levels
  • New colonies now start with 2000 population instead of 1000 to help them get established.
  • Fixed bug with Aquatic races tech tree (Infrastructure Biospheres didn't unlock the next techs correctly)
  • All Artifact Excavations now continue to provide +100% research bonus after they complete, and all ancient buildings now provide +100% research bonus.
  • Fixed bug with the tooltip on the research hex
  • Fixed text alignment bug in research screen
  • Fixed serious bug with Ocean homeworld planet generation where land could spawn under the starting colony
  • Improved the efficiency of the planet generation code. Note: This necessitated making the new version incompatible with the old one.
  • Fixed bug where you get kicked out to orbital view when the AI colonises a planet while you're zoomed in.
  • Planets with strategic resources are now generated when explored rather than during map generation time. This significantly reduces map generation time.
  • The blueprint creator and AI will no longer over-estimate power requirements of a city. Now they assume each city has a 100MW power station attached and 5 other pieces of infrastructure. Aquatic races have adjusted power expectations since teh fishing coral reef uses no power.
  • Fixed water colour problem with partially Desert planets. Desert water now looks clearer and as the planet is terraformed away from Desert it gets deeper and bluer.
  • Fixed a crash caused by sharing sensor ranges with a sensor treaty
  • Laid ground work for switching End Turn code to a separate thread, and fixed numerous thread-safety crashes. This option has been switched off for now while we test more for other edge cases and to make debugging new features more straight-forward.
  • Fixed bug with display of tooltips on infrastructure that can use more than 4 types of resource (e.g. ore refinery)
  • Auto-updating blueprints now use the new upgrade mechanics to update, so they will no longer demolish a building for several turns.
  • Planet graphics improved a little on Terran worlds
  • Switched the Research Icon mouseover and non-mouseover text. Now it displays number of turns normally and RP amount on mouseover.
  • Fixed a bug where explosions would try to play on the planet screen if bombs were dropped on other planets.
  • Fixed bug where the Engage Enemy Forces button could be clicked even if it wasn't being displayed.
  • Fixed bug with the diplomacy window first contact and revenant threats sometimes having the left and right windows blur effect even though the windows themselves don't show.
  • Fixed a rare fleet combat AI crash
  • Fixed bugs causing all ground cannons and fighters to use prototype tier 1 weapons instead of your best weapon when fired from a planet.
  • Homeworlds can no longer be destroyed by TimeExpand temporal rifts.
  • Fixed bug causing the AI to sometimes build cities on top of existing roads
  • Some Infrastructures now require a specific race archetype to function. For example, Robot fuel factories require robotic inhabitants. This only matters if you annhilate all cities on a planet and then re-colonise it. Captured colonies retain the original race's abilities and requirements.
  • Fixed bug causing a "Planet" item to be in the ship designer cosmetic item list. This was supposed to be a dummy item used in the game engine to identify planets in fleet combat.
  • Replaced Algae Silo with Food Silo for aquatic races
  • In diplomacy, improvements and synergies are now worth the maximum value.
  • Fixed "satelite" typo in multiple places in the game
  • Fixed bug causing player designed ships to be saved in blank files, in some cases saving over each other.
  • Fixed a bug where the wrong infrastructure details could appear on the popup when you excavated an ancient ruin that turned into a building.
  • All planets now have +1 city when fully terraformed to your race's ideal environment. The "Terraforming Complete" popup now explains this.
  • Fixed a bug causing all fighters and starbases to spawn with prototype beams
  • Fixed a shipdesigner crash caused by losing a reference to the currently picked up part
  • Added Diplomacy text responses for all of the races.
  • Fixed bug with Reptilian races having two Brood Hatchery buildings and no Research Lab
  • Fixed bug with Titan Hull technology unlocking randomly
  • Moved Reptilian Scientist Hatchery further along in the tech tree so you can choose it and another hatchery type
  • Fixed bug with Robotic races not having a Research lab sometimes
  • Increased Slave Conscription technology for Reptiles from +5 combat rating to +10 since it applies on the city level and +5 was quite small.

    Update: We've deployed a hotfix as patch 0.9.3.1 to solve a deployment bug with the patch where people could try to load save games and it would crash due to major changes between this version and older versions. Older save game files will now simply fail to load.

    Cheers,
    -- Brendan, Lead Developer

1 comments Read more

May 31

Dev Update: Galactic Council, Revenant Homeworld, Victory Conditions, Optimisations, and more



In the previous dev update, we delved into the details of a massive technology tree revamp that was in the works for Predestination, including dozens of new ship modules and weapons and the Improvements/Synergies tech tree. We fully tested and deployed the tech tree update last month, and we released five follow-up patches thoughout the month of May to correct new bugs and crashes caused by the update. I'd like to give a huge thanks to everyone sending in bug reports on the Steam Early Access forum and those of you submitting crash reports, it really helped us get on top of this.

This month we've been working hard on some really exciting features! We've developed the key storyline event that causes the Revenant Homeworld to decloak at a certain point during the game, tempting players to plunder it for technology at the risk of waking up the Revenants. If the Revenants awake, they periodically launch fleets out to annihilate populated worlds. We've completed the Galactic Domination, Scientific Victory and Destroy Revenants victory conditions, and have made several big improvements to be released in V0.9.3.0.

Those who like to play a diplomatic game will be excited to hear that we're going to add a UN-style Galactic Council that meets to vote on important issues and that this will tie into a deep Diplomatic victory condition. And everyone will be happy to know that V0.9.3.0 will add some major optimisations on the game. We've managed to reduce RAM usage by over 35%, cut map generation and planet generation times by up to 50%, eliminate over 60% of the startup initialisation time, and reduced End Turn delays by up to 90%!

Read on for a full detailed breakdown of everything that we're currently working on and everything that's coming in V0.9.3.0 (estimated release in about 1 week).



The story of Predestination starts when the United Colonies discover the cloaked Revenant homeworld filled with advanced technology, and when plundering that technology they unwittingly awake the Revenants and unleash them on the galaxy. During the final battle with the Revenants, ships from dozens of different races are flung back in time and scattered over an area of hundreds of lightyears. Many crashland on planets throughout the galaxy, and a few survive to form new civilisations, but the Revenant homeworld is still out there somewhere and it's still cloaked.

Once anyone in the game reaches a certain level of technology, the Revenant homeworld will decloak and appear in a system roughly in the middle of the map. The planet is barren and covered in metal and circuitry, with several ancient ruins and clusters of crashed ships on the surface making it a tempting target for colonisation. When you fully excavate a crashed ship on the Revenant homeworld, you have a chance of finding powerful Revenant ship technologies like the Particle Beam, Damper Field, and Norn Iron armour, some of which you can't even research normally.

Colonising the Revenant homeworld is a risky move, however, as every time you excavate a ruin and every turn that passes with a colony on the surface there's a chance of waking the Revenants. The planet will be taken over and a Revenant fleet launched into orbit to defend it, and every 10-20 turns a new Revenant fleet will launch from the surface toward a populated planet. In the next version we have enabled a switch to turn Revenant attacks on or off from the New Game screen, which will enable/disable both the Revenant homeworld decloak event and Revenant fleets coming out of temporal rifts.



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While developing the Diplomatic victory condition, we brainstormed on the idea of adding a UN-style Galactic Council. We've previously said that we wanted to do this but also that it might have to wait for an expansion, but recent work on the diplomacy screen makes it a lot more feasible so this feature may take less time than we thought to implement. The Galactic Council will be unlocked in each game once any player researches the Galactic Council technology, and the first race to research it will automatically become the Council leader. Anyone else can opt to join the council at any time once it's discovered.

The council's job is to vote on whether to pass various resolutions tabled by its members, so when you're in the council you can select any resolution from a list and table it for the next vote. Only one resolution can be tabled at a time and once it's tabled it'll be 10 turns before the council meets to vote on the decision. Each resolution is a simple yes/no question that passes by majority vote (with the Council Leader getting the deciding vote in the event of a tie), and while one is tabled you can contact the other races in private diplomatic talks to convince them to vote yes or no. Every council member gains 1 council point per turn and each resolution costs a certain number of council points to table. Council members also pay 10% of their empire's income each turn (as long as it's positive) into a council fund bank. Some example resolutions include:

  • Request for Aid (10%, 25%, or 50% of the bank funds)
  • Economic Stimulus Package (50%, 100% bank funds divided evenly among all council members)
  • Increase / Reduce council tax rate by 5%
  • Share Knowledge (+5%, +10%, +15% empire-wide Research bonus for all council members)
  • Seed Bank Initiative (+10%, +20%, +30% empire-wide Food/turn bonus for all council members)
  • Metallurgy Conference (+10%, +20%, +30% empire-wide Metal/turn bonus for all council members)
  • Joint Engineering Projects (+10%, +20%, +30% empire-wide Shipyard capacity bonus for all council members)
  • Cultural Exchange (+10, +20, +30 Morale on all planets for all council members)
  • Joint Training Exercises (+10, +20, +30 Combat Rating on all planets for all council members)
  • Healthcare Agreement (+10, +20, +30 Health Rating on all planets for all council members)
  • Vote yourself to become Council Leader
  • Ban new Nuclear Power Plants / Fossil Fuel Power Plants from being built
  • Ban Stellar Converter / Warp Missiles / Bio-Toxin Bomb / Genesis Device / other weapon or super weapon
  • Ceasefire (All wars between council members instantly end and cannot start again for 20 turns)
  • Ban Spying (All spy actions cease and can't begin again for 20 turns)
  • Add tax on trade routes (+1 BC per trade route)
  • Limit Military (-5, -10, -15 Command Points for all council members)
  • Share Strategic Resources (All races automatically share all strategic resources with each other)
  • Share Sensor Data (All races automatically have sensor treaties with each other)
Many of these resolutions are straight-up strategic benefits for being in the council that are likely to be agreed on by all parties, such as empire-wide bonuses to a stat, but they'll cost quite a few council points to table for vote. Poorer empires can spend a few council points to table the Request for Aid or Economic Stimulus Package to get some money, though you may need to contact the other council members to convince them to vote your way.

Most of the remaining resolutions are strategic limiters that can help level the playing field if an enemy empire is getting ahead. If the enemy is decimating your colonies with biological weapons or the planet-destroying Stellar Converter, just vote to ban them and convince the majority of the council to vote your way. If your fleet has been decimated and you need time to rebuild, table a ceasefire resolution for at least 20 turns of peace. The Galactic Council is also how we're going to implement the Diplomatic victory condition (discussed below).



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Up until now, the game has been an endless sandbox mode that has no victory conditions, but recently we've been working on adding the four main victory conditions (Galactic Domination, Destroy the Revenants, Scientific Victory, and Diplomatic Victory) as well as a fifth hidden victory condition. The game designs for these victory conditions have had to change a little during implementation, but we're now confident that we have our final design and many of the victory conditions are nearly ready to release:

Galactic Domination:
Every race that's sent back in time has a different plan for how to win against the Revenants and ensure its own race becomes the dominant power in the future. The simplest way to make sure it's your race that gets to enact its plan is to dominate the galaxy. Eliminate all of the other races by either destroying or capturing all of their planets to trigger this victory condition.

Destroy the Revenants:
If the Revenants awaken during your game (see Revenant homeworld section above), the Galactic Domination victory condition is off the table and you'll need to destroy the Revenants to win. Whoever destroys or captures the Revenant homeworld will get access to the storehouse of ancient technology underground and is sure to dominate the galaxy, so they win the game.



Diplomatic Victory:
Originally the diplomatic victory was going to be a simple matter of securing universal peace for a certain number of turns or getting everyone to agree to a treaty, but that felt a little underwhelming. We went back to the drawing board and decided to spend some time developing the Galactic Council (discussed above) and we've decided to use that for the victory condition.

The path to diplomatic victory begins in the final tech era when the Revenant planet reveals itself. A new council resolution will appear in the list that anyone can table for a vote -- an agreement to declare the Revenant planet off-limits and avoid risking waking them up. Once this passes, the next resolution in the victory path is to cease all active hostilities between the races, then an Galactic Non-Aggression Pact, and finally the Universal Alliance.

When the Universal Alliance passes and all races not yet eliminated are in the council, this victory condition triggers. If the Revenants are triggered by someone plundering their homeworld, the resolution to declare their planet off-limits will be invalidated and can be skipped if it hasn't been passed yet. You can still secure a diplomatic victory by completing the other resolutions (and so getting all races to join forces against the Revenants), and you'll get a different ending.

Scientific Victory
While some races want to destroy the Revenants in the past, the more scientifically inclined recognise that this could lead to a predestination paradox and prove ultimately ineffective. These races seek to research advanced weapons and defensive technology and find a way back to the final battle with the Revenants in the future to turn the tide of the war. To do that, they'll need the technology to invert a temporal rift and ride it back home, the knowledge of how to recalibrate the time satellite that caused the rifts in the first place, sensor scans of the battle on the other side of a temporal rift, and a well-researched battle plan.

Each of those requirements is a technology that unlocks in the Improvements tree once you've researched an advanced technology from the end of each of the four main tech trees. The four technologies required are now Temporal Shields from the Physics tree, Temporal Conduit (previously named Wormhole Generator) from the Construction tree, Temporal Prime Directive (new) from the Sociology tree, and Temporal Accelerator Satellite (new) from the Biology & Geology tree.

Once you've got all four parts of the plan, you can then research the Scientific Victory and you'll win the game. In the future, however, we are considering making this victory condition a bit more involved by asking players to actually build a fleet and fly it to a temporal rift to travel back to the final battle with the Revenants. Victory would then be decided by actually winning this battle, similar to the Attack Antares option in MOO2.



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We've received a lot of feedback throughout Predestination's time in Early Access, and one thing that comes up quite often is the issue of performance. We've been making steady progress on the game and have already knocked most of the major features off our to-do list, but optimisation has always been put off until later in development. The feedback makes it clear that performance is a very important issue to you, so I decided to take a few weeks out from feature development during May to focus on all of these issues. The results so far have been huge improvements, and we plan to deploy the following optimisations in the next major patch:
  • End Turn stall fixed: We've moved the End Turn code over to a second thread so that the game can continue to render smoothly while the End Turn operations are underway. With this implemented, the game no longer feels like it's stalled when you click End Turn. This has introduced a number of new crashes that we've been tackling as we find them, so please understand that there may be some new and unexpected crashes to report.
  • End Turn optimisation: End Turn times can easily reach 5-10 seconds when a handful of planets are colonised, so we ran the JetBrains dotTrace profiler on Predestination and discovered several unexpected bottlenecks in the End Turn code (the main one being some code for refreshing the status of roads). After solving the biggest four bottlenecks, most End Turns now typically execute in a fraction of a second if a planet doesn't need to be generated.
  • Planet Generation Optimisation: Most of the planet generation time was actually taken up by loading the continent texture files, but there are only a handful of continent files and they were each being re-loaded dozens of times. By batching continents together behind the scenes, we reduced planet generation times by over 50% and were also able to improve the planet graphics at the same time.
  • Map Generation Optimisation: Creating a new map was taking longer than expected, so I ran the profiler while generating a map and discovered that it was spending more time generating planets than it should have. We found that all planets with strategic resources were being pre-generated when they didn't need to be, and were able to solve that quickly to reduce map generation time depending on the settings used.
  • Ship Model Optimisation: You've probably noticed that when you start the game, it stalls for a few seconds on the "Initialising Ship Models" stage. This happens because it's loading all the high-res ship part textures into memory, so we decided to heavily optimise this to save both on load times and video memory usage. Now the game only pre-loads the low-res textures and loads the high-res textures on demand, discarding them again when they're not being used in order to save on GPU memory. The high-res texture loading happens asynchronously in a separate thread so it doesn't cause the game to stutter, and it takes just a split second so you shouldn't even see the difference in-game.
  • RAM Optimisation: The current live build of Predestination takes up about 1.6gb to 2gb of system memory and a lot of gpu memory. A lot of this is in the form of assets that have been loaded into memory multiple times by different parts of the game, as many of our user interfaces share elements and some models are re-used. XNA's ContentManager is supposed to handle this for you, but it's designed to load only XNB files and if we want player modding then we have to load standard .png files. I bit the bullet and implemented a new content manager with all the features I wanted using roonda's ContentTracker V0.2 from 2009 as a starting point. As a result, the game now uses over a third less RAM, now hovering around 1gb to 1.1gb! As an added bonus, the new content manager can load models for the ship designer straight from .X files using SlimDX so modding will be a lot easier.


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The odd thing about game development is that often you're so used to using debug commands to cheat and quickly test features that you don't get a very good sense of how the game fully plays or what the progression is like. I took a few hours recently to just play though Predestination and found a number of problems that need fixed and little things that could improve the game, many of which correspond to feedback and bug reports we've received from players. In no specific order, here are a few of the bigger changes coming in the next update:
  • One-per-planet buildings like Starbases and the Orbital Telescope didn't really make sense to be inside a city. I also kept accidentally clicking on a starbase when trying to zoom into a city. These have now been turned into Infrastructures connected to a city by road, and have their own section in the build menu separate from other infrastructure.
  • Feedback suggested that planets felt like they could support another city, and also that terraforming needed to have a bigger payoff. We're going to try out giving each planet a bonus city if it's 100% terraformed to your native environment. This idea was suggested by a fan, and after playing for a while I can really see the merit of the idea.
  • It felt like it was feasible to just build cities full of Research Labs everywhere, even without artifacts to boost them. We've reduced the research output of labs, but Artifact Excavations now continue to give a +100% bonus when excavated so they're more necessary. Artifact Excavations can also be re-built if destroyed on excavated ruins and ships.
  • Desert planets now have no sea level at all until they begin terraforming into something else.
  • The sea graphics on Terran planets have been made brighter and more colourful, because while the dull colour was more accurate it wasn't very appealing.
  • Fixed that persistent bug where you get kicked out to orbital view every time the AI scans or colonises a planet. I had no idea how annoying that bug was until I was playing for several hours.
  • The Auto Blueprints now use the blueprint upgrade mechanic just like when player blueprints update, so they will no longer demolish buildings for several turns.
  • Homeworlds can no longer be destroyed by TimeExpand temporal rifts. Yep, this happened and it was awful.
  • Ocean homeworlds have been fixed and will no longer spawn with land under the first colony.
  • The crashed ship at the start of the game no longer requires staff. This was a big difference now that we have 500 staff per piece of infrastructure.
  • New colonies now start with 2,000 population to help them get started rather than 1,000.
  • Some of the Sociology technologies for diplomacy need to be available a lot earlier in the tech tree.
.



The next major update is 0.9.3.0, which will be going live within the next week. It will contain:
  • All of the optimisations discussed in this dev update (Mostly complete, still a few bugs to fix)
  • The Scientific Victory victory condition (Complete pending final testing)
  • The Galactic Domination victory condition (Complete pending final testing)
  • The Destroy Revenant victory condition (Complete pending final testing)
  • The Revenant Planet Decloak event and Revenant Awakening event (Complete pending testing)
  • New high-res planet textures and bump maps (Work in progress)
  • Finished Diplomacy Text (Mostly complete)
  • All of the rebalancing and tweaks discussed in this update (Complete)
  • Dozens of bugfixes and quality of life improvements (Mostly complete, still a few bugs to fix)
After that, the next major update is 0.9.4.0 and it will contain the Galactic Council and accompanying UI, new sociology technologies relating to the council, new diplomacy options relating to the council, Diplomatic Victory, the end game points screen, and endgame story sequences for the victory conditions. We also hope to have the United Colonies ship models finished and in-game and a batch of new sound effects to replace the current placeholders.

Cheers,

-- Brendan, Lead Developer

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About This Game

Predestination is a turn-based sci-fi 4X game set in the distant past of our own galaxy. Ships from countless races are sent back in time by an enemy known as the Revenants, and must now work to rebuild their empires. Explore the galaxy, colonise habitable worlds, meet alien races, and wage war. Predestination aims to blend the gameplay of classic titles like Master of Orion II with more modern 3D graphics and new game mechanics 4X fans have been waiting years to get their hands on: A 3D galaxy map, tactical fleet combat, advanced planetary exploration, terraforming, and many other features.

History


Independent game development studio Brain and Nerd was founded in January 2012 by Queen's University Belfast graduate Brendan Drain and Tina Lauro, and work immediately began on Predestination. When it became clear that Predestination would need some funds to continue development, a campaign for the title was launched on Kickstarter in November 2012. The team asked for $25,000 US to pay for tools and basic living expenses for the core team and were overwhelmed with the positive response. The campaign ended with over $50,000 in backing via Kickstarter and direct PayPal pledges. A second Kickstarter was spurred on to capitalise on a £10,000 grant given to Brain and Nerd by The Arts Council of Northern Ireland as a part of it Creative Industries Innovation Fund. This money, combined with the additional $20,000 raised in the second Kickstarter campaign, secured a standalone 3D ship designer for Predestination.

Testing and Current Build


Following the successful Kickstarter campaigns, development on Predestination proceeded at a smooth pace. Each feature has been individually tested by our dedicated beta backers, and the game is now at the point where it has been joined together into a cohesive playing experience. This is by no means a finished product, and should be treated as Predestination's first alpha build. We are hoping that with your support and continued feedback, Predestination can become a feature-complete package very soon and we can begin polishing it for final release. If you do not enjoy testing new products produced by dedicated indie developers, the Early Access may not appeal to you and you may be happier adding the game to your wishlist and keeping tabs on development through our regular development updates. We will not stop until it's completed to our satisfaction, of course, and we are excited to see where the final few months of development take Predestination.

Plans for the Future


Brain and Nerd has already committed to supporting Predestination long after release. We sold Free DLC for Life as a reward tier during our Kickstarter campaigns and have promised at least one expansion and several DLC packs, and we reached stretch goal tiers to add multiplayer and modding tools. We have some very exciting plans for this future content, such as biotechnologies and living ships, and constantly turn to our community for ideas, so stay with us and keep an eye on the forum for more news.

System Requirements

    Minimum:
    • OS: Windows Vista, Windows 7, Windows 8 or Windows 8.1
    • Processor: 2+ GHz single-core
    • Memory: 3 GB RAM
    • Graphics: 1GB+ dedicated graphics card (DX9 SM3.0 compliant)
    • DirectX: Version 9.0c
    • Storage: 3 GB available space
    • Sound Card: DirectX 9 Compatible
    • Additional Notes: Some laptop GPUs are not yet supported. Optimised low graphics options for low-end PCs are not yet included.
    Recommended:
    • OS: Windows Vista, Windows 7, Windows 8 or Windows 8.1
    • Processor: 3+ GHz dual-core
    • Memory: 4 GB RAM
    • Graphics: 1GB+ dedicated graphics card (DX9 SM3.0 compliant)
    • DirectX: Version 9.0c
    • Storage: 3 GB available space
    • Sound Card: DirectX 9 Compatible
    • Additional Notes: Some laptop GPUs are not yet supported. Optimised low graphics options for low-end PCs are not yet included.
Customer reviews
Customer Review system updated! Learn more
Overall:
Mostly Positive (37 reviews)
Recently Posted
tylerwfoley
( 10.4 hrs on record )
Early Access Review
Posted: June 18
This game is not yet ready for real time. Crashed 3 times within 5 minutes of installing. I really do think I will like this game, I am just agrovated that it is still in Alpha and I just paid to play it.
Helpful? Yes No Funny
PotatoMcWhiskey
( 2.4 hrs on record )
Early Access Review
Posted: June 18
As of 18th June 2016 I cannot recommend buying the game yet.

The current gameplay systems are very barebones. However if you love 4x games and don't mind EA titles please go ahead and buy it, you will probably enjoy it. But if you are just an average 4x player wait until the game is more complete. This review will be updated as time passes and the game progresses.
Helpful? Yes No Funny
Carl
( 158.0 hrs on record )
Early Access Review
Posted: June 10
This is a great game that's unique to strategy games, I haven't found a strategy game quite like this one. I'm particuarly fond of the ship designer and the ability to explore the galaxy. The planned storyline is rather interesting, being sent back in time to when the galaxy was created and the chaos that comes after that. As stated in the other reviews, if you've enjoyed civilisations you'll certainly like this game. The dev team are very active and responsive to reported glitches and clearly show hard work in their game.

Obviously, glitches are to be expected in the game so I would only suggest this game to people who are willing to support the team

Exploring the galaxy at the moment seems rather easy and it's rather predictable. For example random events include acid rain, nuclear meltdowns or crop blight which are easy to deal with when you have a large level of resources. However, the temporal rifts can pose a challenge with the revenants attacking or the acceleration bubbles which can destroy one of your planets.
Helpful? Yes No Funny
ProcDrone
( 4.8 hrs on record )
Early Access Review
Posted: April 10
The game is surely rough around the edge, as well as you can see the early access thing (like placeholder models here and there), there is a crash or two, but the game smartly detects them and gives you a chance to report it immediately.

As for early access, I like it, the concept is very smart, unique and enjoyable.

If they bring the game over to the end/release - its a good game.
Helpful? Yes No Funny
MouseAttack
( 8.5 hrs on record )
Early Access Review
Posted: February 14
I spent about 4 hours on this game at version 0.91. I am pretty excited now about the release version. My history is with MOOII, Space Empries, Civ Series, Gal Civ series, and so forth. This game has one really unique aspect that I have thought about "if I ever were to make my own game" in that it is two games in one. There is first a significant phase just on one planet, getting yourself to the starship phase. Only at that point does the second part of the game open up.

I would be playing more of the game now, but it's difficult because a few parts of the release version are not in place yet, mainly fleet and planet organizers. Without those, it's hard to continue deep into the game. But my taste of this game has been very good. I probably say that in about 1 out of 10 games I taste. So I am anxiously awaiting game completion.
Helpful? Yes No Funny
Daniel.Drache
( 6.3 hrs on record )
Early Access Review
Posted: January 25
Great game, Already very playable & fun
Helpful? Yes No Funny
Shaftoe
( 1.4 hrs on record )
Early Access Review
Posted: January 24
Quite bad. The other reviews are questionable (I suspect biased reviewers). The UI, quality, etc. is all bad but i was expecting that from a small dev alpha build. The problems are deeper. The game isn't fun, and its unlikely to become fun. The design decisions are BAD. For example the planetary management seems like a great concept, but its poorly implemented and adds nothing to the game. Same with starting at prewarp building up a planet. There aren't any interesting choices or challenges associated with it.

Bad game. Avoid.
Helpful? Yes No Funny
praguepride
( 15.8 hrs on record )
Early Access Review
Posted: December 27, 2015
A neat twist on 4x that focuses mainly on pre-warp city building technology. Very strong emphasis on planning ahead, exploring planets before colonizing them and identifying key sites for resource location and efficiency for cities.

It seems like you will be mostly battling your own population (either against the economy or morale) for the first part of the game before you even ecounter anyone else. Definitely not a "grab every planet and available spot in sight" type of game but big rewards for placing cities intelligently and conservatively.

It's a 4x game with a refreshing twist. Still in Alpha and it shows at times but definitely enjoyable in its current state and should only get better with more updates.
Helpful? Yes No Funny
Kepos
( 14.8 hrs on record )
Early Access Review
Posted: December 23, 2015
Ok, really first look after 2 hours. It is impressing. Also it is noticable an indie game, but that's also charming in my eyes. If all 4X games look and feel the same...where should be the difference? The UI is sufficient, while I might have preferred a switch for hex-view. Probably it's allready there and I didn't find. Hm...
First I've done a short tutorial, which answered most question, but left me with some more. It's kind of try-and-error in my first game, but all buildings could be replaced. Game gets you into one-more-turn hype.

Summary it's more weighted toward building up planets, cities and colonys then just counting your planets and ships. Yeah, it's more into micromanagement. So far I'm pleased about...don't know how I think after some more hours. No doubt, it is Early Access, so you have to be sure about. Some hard edges are there, no question. But the small company brings up fresh new ideas, which other titles like Galactic Civilization 3 or else are so deeply needing.

It's fun to play and to explore all mechanism to prosper. First I thought it's only singleplayer, but InGame I found a multiplayer button (currently not working, but...). So I guess it is a good time to invest some bucks and grab it while on sale. Those devs do a good job, seem reliable and are really interested into our feedback.

--- Update ---

After some hours testing arround I ran into some gamebraking bugs. Well, game is on very very early access from my view. If you buy it, you are some kind of beta-tester. You should know and accept this. Do like some new ideas which this game came up with and looking forward to see (and influent with my response) patches the other year.

Still think the game has good potential and like the way devs hold contact toward the customers. So I stay with thumbs up...if you realize what you get atm.
Helpful? Yes No Funny
stripe7
( 83.8 hrs on record )
Early Access Review
Posted: December 23, 2015
So since they had a 25% discount for the next few days, I decided to pick up this game. It is in the alpha stages so this is my impressioins of that so far. I will add more comments as I learn more about this game. So far I have liked what I have seen of the game. I have spent the first hour or so (No tutorials for me!) diving into building up my little planet and researching the technologies for warp space travel. I have not even got that far! So far all I keep doing is restarting the game figuring out how to optimize my planets production/research etc.. I have enjoyed doing that, it seems very well designed. It is obviously missing some graphics, but it does not detract from my enjoyment of the process. If the rest of the game is as well designed as the planet as a resource model I have high hopes for this game. Will add more to comments as I get further into the game.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
8 of 13 people (62%) found this review helpful
Not Recommended
2.4 hrs on record
Early Access Review
Posted: June 18
As of 18th June 2016 I cannot recommend buying the game yet.

The current gameplay systems are very barebones. However if you love 4x games and don't mind EA titles please go ahead and buy it, you will probably enjoy it. But if you are just an average 4x player wait until the game is more complete. This review will be updated as time passes and the game progresses.
Was this review helpful? Yes No Funny
4 of 6 people (67%) found this review helpful
Recommended
158.0 hrs on record
Early Access Review
Posted: June 10
This is a great game that's unique to strategy games, I haven't found a strategy game quite like this one. I'm particuarly fond of the ship designer and the ability to explore the galaxy. The planned storyline is rather interesting, being sent back in time to when the galaxy was created and the chaos that comes after that. As stated in the other reviews, if you've enjoyed civilisations you'll certainly like this game. The dev team are very active and responsive to reported glitches and clearly show hard work in their game.

Obviously, glitches are to be expected in the game so I would only suggest this game to people who are willing to support the team

Exploring the galaxy at the moment seems rather easy and it's rather predictable. For example random events include acid rain, nuclear meltdowns or crop blight which are easy to deal with when you have a large level of resources. However, the temporal rifts can pose a challenge with the revenants attacking or the acceleration bubbles which can destroy one of your planets.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
33 of 36 people (92%) found this review helpful
3 people found this review funny
Recommended
19.2 hrs on record
Early Access Review
Posted: July 1, 2015
With the last version of this game I was satisfied for an Early Access Game.
I had 18 hours fun and it was stable enough. (I don't remember any crashes
or game-breaking bugs)

What I liked most is that the mechanics feel fresh for turn-based 4x games.
Love it to start in the Pre Warp Era (a setting, you can also start later), first
caring for the main planet, finding the right city layout for the 4 cities you
got on each planet and racing to the next era in order to colonize more
planets. It's really well done.

The only thing I was a bit disappointed about, was that there were absolutly
no news on steam and there were no updates.

But whoooo! Today my steam account loaded a new version of this game,
and it's not just a small bugfix. There's a new major feature (trade routes)
and as i started I realized that the game mechanics were refined and i have
to learn new tactics and it adds some extra spice.

I think this dev-team does it right, not a small update every 2 weeks, with
potential problems that afford hotfixes.
No they take there time and then boooom, there comes something new.
For my part I'm satisfied again.

Really wish them the best and that they have enough funds to realize
this project.

If you wonder that my gametime doesn't go above 18 hours this time,
I convinced two of my friends to play ESO with me, and if i dive into
a new game, especially an mmo, i focus on that one.
Was this review helpful? Yes No Funny
49 of 67 people (73%) found this review helpful
7 people found this review funny
Recommended
1.4 hrs on record
Early Access Review
Posted: February 14, 2015
Would I recommend it? Yes. Should you buy it right now? That depends but do be warned that it's in a pretty early state.

What I love about this game is the consistency of Space. So many games set in space just use it as a backdrop to play out the same mechanics as a game based on a planet. It's more of switching the ocean to black with dots and pretending it's a space game now. Predestination does not do that, it's a game that happens in space and that's pretty fantastic.

The truth is I have a hard time playing it because I like everything it does so much I just want it to be finished so I can sink a boatload of hours into it.
Was this review helpful? Yes No Funny
28 of 33 people (85%) found this review helpful
2 people found this review funny
Recommended
14.5 hrs on record
Early Access Review
Posted: March 5, 2015
this game has so much potential, its fun even in its current state, but is buggy as hell. might want to wait a little bit if you cant stand the bugs.
Was this review helpful? Yes No Funny
22 of 23 people (96%) found this review helpful
Recommended
15.8 hrs on record
Early Access Review
Posted: December 27, 2015
A neat twist on 4x that focuses mainly on pre-warp city building technology. Very strong emphasis on planning ahead, exploring planets before colonizing them and identifying key sites for resource location and efficiency for cities.

It seems like you will be mostly battling your own population (either against the economy or morale) for the first part of the game before you even ecounter anyone else. Definitely not a "grab every planet and available spot in sight" type of game but big rewards for placing cities intelligently and conservatively.

It's a 4x game with a refreshing twist. Still in Alpha and it shows at times but definitely enjoyable in its current state and should only get better with more updates.
Was this review helpful? Yes No Funny
21 of 22 people (95%) found this review helpful
Recommended
2.8 hrs on record
Early Access Review
Posted: May 24, 2015
So far, this game is actually really good. The colony side is fun, simple enough to be easy to learn, complex enough to have plenty of room for strategy and, hopefully they'll expand it even more. The space aspect is also pretty good in it's early state, but is a bit bare boned (which is to be expected)

The only complaints I have is the technology screen, to me, it feel like it's restricted, and some of the technologies that you have to choose the one over the other seem to not be comparable trade off's. And of some of those technologies (the difference between solar/geothermal/wind and wave) are not explained well in terms of their bonuses and their negatives
And my other complaint is the UI. There have been several points where I right click to cancel/back out of something and it brings up a radial menu. And the spatial map could need some improvment when it comes to ship movement and the general going into and out of the planet/orbit/space view.

One thing that I'm hoping that they'll look into is ground combat. So far as I've seen they've mentioned nothing of the sort, but I would like to see them do something with it, maybe along the lines of loading up troopships with units and landing them on the planet to overwhelm the planet defenders, have orbital ships provide bombardment, and have certain spaceships be able to land and be naval ships
Was this review helpful? Yes No Funny
24 of 28 people (86%) found this review helpful
Recommended
50.6 hrs on record
Early Access Review
Posted: December 19, 2015
I'm terrible at leaving reviews but this game has captured me like no 4x since sid meiers civ. I've been playing this as it develops through alpha and it's been a great experience. Devs are active in updates and discussion boards, gameplay is unique, and most importantly it's just fun to play. Hell i could play a map without opponents and spend hours just exploring and developing my different stars/worlds/trade routes/cities. Don't get me wrong there's still work to be done and rough edges that need rounding but all the ideas are there and the implementation feels natural, like I'm actually running a growing galactic empire instead of playing a game on a screen.
Was this review helpful? Yes No Funny
19 of 21 people (90%) found this review helpful
Recommended
8.5 hrs on record
Early Access Review
Posted: February 14
I spent about 4 hours on this game at version 0.91. I am pretty excited now about the release version. My history is with MOOII, Space Empries, Civ Series, Gal Civ series, and so forth. This game has one really unique aspect that I have thought about "if I ever were to make my own game" in that it is two games in one. There is first a significant phase just on one planet, getting yourself to the starship phase. Only at that point does the second part of the game open up.

I would be playing more of the game now, but it's difficult because a few parts of the release version are not in place yet, mainly fleet and planet organizers. Without those, it's hard to continue deep into the game. But my taste of this game has been very good. I probably say that in about 1 out of 10 games I taste. So I am anxiously awaiting game completion.
Was this review helpful? Yes No Funny
19 of 23 people (83%) found this review helpful
Recommended
1.4 hrs on record
Early Access Review
Posted: March 2, 2015
If you ever loved spore space stage like me, looking for something as in depth as going to planets to build individual cities, colonizing and or conquering galaxies. You may love this game.

If you wanna participate in what seems like a pretty badass game in the making, buy. if not wait.

Start out in "civilzation" stage and work up to "space" stage.

I only put a little time into it, thats kinda what I'm seeing so far, havent made it to space stage, hoping its as satisfying as the planet managment.

Nice simple layout of all the important bits. Some things would be easier if right click canceled current action, or backed out of city view. Could use a mouse wheel zoom function as well.

They say they are working on adding models to city buildings rather than the little hexes.

so far pretty fun, just got tired of the red line rendering bug. gonna give it a few days.
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