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:
Mostly Positive (40 reviews) - 75% of the 40 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 (20)

December 5

Patch Notes for Spying and War mega-patch (V0.9.6.0 to V0.9.6.2, Build ID: 1499713)

Patch Notes for Spying and War mega-patch (V0.9.6.0 to V0.9.6.2, Build ID: 1499713)
Note: This is a major update with new features and makes save game files from before V0.9.6.0 incompatible.

New Weapons and Technologies:
  • Plasma Storm Bomb: Reduced from 200 damage to 100 and added the secondary effect of creating Electrodynamic storms in the planet's atmosphere, making it impossible to run any factories and ore refineries for 5 turns. This can help you stop an enemy from rebuilding as you lay siege to his planet.
  • Empulsor Device: An Electromagnetic Pulse device powered by an anti-matter reaction and designed for planetary bombardment. The Empulsor bomb can be dropped anywhere on a planet and will immediately shut down all infrastructure and orbital structures on the planet for the next two turns. The device gives off harmful radiation and is only suitable for use on unmanned warp-capable missiles.
  • Disassembler Bomb: The Disassembler Bomb contains a breed of destructive nanites enclosed in a standard bomb casing. When used to bombard an enemy city, the nanites seek out and disassemble a piece of infrastructure connected to the city, turning it back into raw materials. Half of the metal used to build the structure is reclaimed by the planet's owner.
  • Graviton Field Emitter: By shunting high-energy plasma through a sustained graviton emitter, the Graviton Field Emitter ship weapon creates an uncontrolled graviton field on the battlefield. The field deals 20 damage to all ships in its area of effect each turn, slows all ships in its area of effect, and lasts until the end of combat.
  • Proto-Wormhole Generator: By interleaving two opposing graviton fields, the Proto-Wormhole Generator ship weapon causes a localised spatial displacement, sending any ship in the selected hex to a random unoccupied position on the battlefield. The weapon has to cool down for 3 combat rounds between uses.
  • Quantum Destabiliser: The Quantum Destabiliser uses a modified tractor beam to scramble the enemy ship at the molecular level, causing components to fuse and short circuit. The beam deals 10 damage directly to a ship's armour, bypassing any shields, and increases by 10 damage each turn until the target ship is destroyed or the beam is terminated. Each Quantum Destabiliser weapon can be active on only a single ship at a time.
  • Psionic Flux Phaser: The Psionic Flux Phaser is a ship weapon that uses psionic frequencies to transmit thoughts and propaganda directly into the minds of enemy crewmen, disorienting them during the battle and causing them to make mistakes. The affected ship's engines, weapons, or shields will be disabled for 3 turns.
  • Fleet Heart: The Fleet Heart is a power-hungry ship module that uses quantum entanglement to link together the computers of every ship in a fleet and share sensor data in realtime. Every ship in the fleet benefits from +20% damage and a +10% chance to dodge incoming attacks while a ship carrying a Fleet Heart is operational. Only one Fleet Heart can be fitted to a ship, and the effects of multiple Fleet Hearts in the same fleet don't stack.
  • Habitation Module: Contains living space, hydroponic farms, and facilities for 2,000 citizens. When stationed in a friendly star system, the self-contained miniature city will produce 4 BC, 50 metal for one planet in the star system, and +10 morale for all planets in the system each turn. If it ever gets destroyed then you'll suffer a -20% morale hit on all planets across your empire.
  • Dessication Device (Reptilian Only): The Dessication Device is a low-yield bomb that introduces a self-replicating crystalline structure into the oceans of the target world, where it absorbs water and locks it away underground to reduce the sea levels. The planet's climinate will become 10% closer to Desert status, making it more habitable for Reptilian species and less habitable Humanoid, Aquatic, and Robotic races.
  • Liquefaction Device (Aquatic Only): The Liquefaction Device is a low-yield bomb that spreads catalytic nanoparticles throughout the atmosphere of a habitable planet, combining free oxygen and hydrogen into water in order to raise the sea levels. The planet's climinate will become 10% closer to Ocean status, making it more habitable for Aquatic species and less habitable Humanoid, Reptilian, and Robotic races.
  • Weather Stabiliser (Humanoid Only): The Weather Stabiliser is a low-yield bomb that spreads biological catalysts throughout the upper thermosphere of a habitable planet to stabilise the planet's weather patterns and promote diverse ecologies. The planet's climate will become 10% closer to Terran status, making it more habitable for Humanoid species and less habitable Aquatic, Reptilian, and Robotic races.
  • Smogger Bomb (Robotic Only): The Smogger is a low-yield bomb that spreads light-blocking particles of carbon soot and dust throughout the atmosphere of the target planet, reducing the global temperature and attempting to trigger an early ice age. The planet's climate will become 10% closer to Ice status, making it more habitable for Robotic species and less habitable Aquatic, Reptilian, and Humanoid races.
  • Genesis Device: This is now a super-weapon that can be used on ANY planet type. It will wipe out all life and structures on the planet and instantly transform it into a terran world. The Genesis Device is an expensive single-use warhead that can only be fitted to warp-capable Missiles.
  • Plasma Mine Layer: Modified the Plasma Mine Layer to deploy small fields of mines instead of just one at a time.
  • Neural Training Uplink: All ships start with entirely elite crew and bonus XP
  • Titan Ship Hull: The titan is now the largest ship class in the game and we've activated it for players to use. The Dreadnought ship hull size has been removed from the game as it didn't fit the technology progression in the current tech trees, caused some problems in Fleet Combat, and wasn't very practical to build anyway.

    Spying Gameplay:
    The core spying gameplay has now been implemented, as discussed in our previous development blog. In testing, we discovered that the proposed system was very micromanagement-heavy and we had to re-design it to be more passive. Now instead of spending money to send a spy on an individual mission, you pick from a variety of ongoing missions that each cost a certain amount of money/turn and periodically attempt their missions. The default option is a free mission to hide and infiltrate the planet, raising your spy's infiltration rating over time.
  • Renamed "Spy and Troop Pods" technology to "Drop Pods"
  • Added Spy Pod module and Spy Transport default ship design.
  • Added "Hide" Mission. "Infiltrate the planet and lay low awaiting further orders. All spies gain +1 infiltration rating each turn, with the possibility of establishing contact with criminal and subversive elements in the target planet's society for a surprise 25% bonus once every 10 turns."
  • Added "Hack Computers" mission. "Hack the planet's computer systems to steal important data. Spies may steal the enemy's maps of the planet, money from the treasury, research points from the scientific network, or even complete technologies."
  • Added "Sabotage Computers" mission. "Introduce a virus into the planet's computer systems, disrupting planetary activities. This may destroy research points, shut down infrastructure, reduce planetary morale, reduce the planet's health rating, or reduce the planet's security rating."
  • Added "Plant Bombs" mission. "Attempt to plant bombs inside cities, buildings, infrastructure, starbases, and ships in orbit of the planet. This mission carries the increased risk that the spy may blow himself up in the destruction."
  • Added "Incite Civil Unrest" mission. "Attempt to incite civil unrest and rebellion among the population, reducing the morale and security ratings of the planet temporarily. If the planet's loyalty rating drops low enough, the planet may even defect to your empire"
  • Added "Assassinate Leader" mission. "Attempt to assassinate the legendary planet leader currently stationed on this planet."
  • Implemented spy installation mechanics and Spying tab on the planet interface. Deploying a spy costs 100 BC and requires dropping one onto a city. This can be done even while there are ships defending the planet.
  • Implemented spy catching mechanism. On executing a mission, the spy has a chance of being caught and causing a diplomatic incident. You can lose favour, treaties can be cancelled, and it can even lead to war being declared.
  • Implemented spy outcome chance rolls. Defensive score is based on the planet's security rating and technologies, plus a difficulty factor based on the mission. The offensive roll is based on the spy's infiltration rating and spy technologies.
  • Planet Leaders can now give bonuses to defensive rolls against spies.
  • Added new Atomiser Implant technology that allows spies to kill themselves and completely destroys their body when caught, leaving no evidence that can link back to your race and eliminating the diplomatic backlash of a failed mission.
  • Added new Computer Hacking technology that provides a +20 bonus to the Hack Computers spy mission and a +20 spy defense bonus against enemy spies hacking your computers.
  • Having a spy on a planet now lets you open the planet and view its current fleet defences etc.
  • Added the Spy Satellite technology, which unlocks a special warp-capable probe that can be installed on an enemy planet through the Spy tab. The Spy Satellite provides a +50 bonus to all spy actions on that planet and lasts for 100 turns. This tech also lets you install a second spy on all planets, but we'll likely be moving that ability to new technologies and racial traits in the future.
  • Improved the Neural Interface technology by adding a +10 spy bonus to it.

    Implemented War AI:

    War Declaration: The AI now periodically assess whether they should declare war on another race using parameters such as fleet strength, strategic weaknesses in the enemy planets, their current favour level, the difficulty setting, and the personality type of the race's randomly generated leader. The AI also now automatically declares war if you bomb their planets or attack their fleets.

    Strategic Analysis: When in a war, the Strategic Analysis AI will periodically analyse the enemy planets for strategic weaknesses and compare the strength of its own fleets to the strength of your fleets and planetary defences, also taking into account all the ships that could reach the target system in time to defend against attack.

    Defensive Deployment: The Defensive Deployment section of the War AI deploys an empire's ships based on an assessment of nearby threats. It works out how many enemy ships could reach each star system, assesses the threat they pose (modified by whether they are at war or have a peace treaty or alliance) and sends enough ships to defend. This naturally tends to deploy ships around the race's borders and concentrates them near other races they are at war with.

    Bid For Peace: The War AI continually re-assesses how its current wars are going and can decide to bid for peace with the enemy race. It will generate an offer that it thinks the enemy will accept, which may contain technologies and money to sweeten the deal. If the race is losing the war and it's absolutely hopeless and they think they're never going to be able to secure a peace treaty, they can sometimes even surrender to another race. All assets and planets are transferred over to the new race on surrendering, and a special diplomacy event announces it.

  • Laid the groundwork for an extortion algorithm in the War AI that makes demands against weaker races. This will have to be activated later once we get the threats and coercions system implemented.
  • Laid the groundwork for player-designed starbases, which we can implement in a future update.

    Galaxy AI and Diplomacy AI Changes:
    The Galaxy AI has been overhauled with the addition of a new Goal system that operates in distinct phases. All races start off with the goal of expanding their empire, then later switch to different goals depending on the circumstances they find themselves in. The AI continually re-assesses its strength and empire next to the others in the game and makes its decision on what goal it should pursue based on that.
  • Added the Expand goal that prioritises expanding into new star systems.
  • Added the Consolidate goal that prioritises colonising and building up all of the planets in your existing star systems.
  • Added the Diplomacy goal that prioritises diplomatic contact, building military defences, and slower expansion.
  • Added the Defend goal that prioritises military defences and building ships, and slower expansion.
  • Added the Conquer goal that prioritises declaring war on and attacking other races, building military defences and building ships, and slower expansion.
  • Added incentive for the AI to colonise planets with strategic resources or other specials, and star systems with a wormhole connection.
  • The diplomacy AI now values Peace and Alliance treaties differently, based on the relative strength of each race's total military presence (planets and fleets).
  • The AI now uses its leader's personality type and race archetype to influence research choices. Special racial technologies are prioritised, warlord races will focus on ground combat techs etc.
  • Robotic races will no longer get free armour regeneration in Hard and Impossible difficulties. This was previously added because they tended to lag behind in technology, but we've since fixed this with the Robotic race overhaul.
  • Races will no longer automatically race for the Diplomatic Victory when on the galactic council. Instead, they'll tend to propose resolutions that will benefit them.
  • The AI is now able to siege planets, continually bombing them every turn until repelled by an enemy fleet.
  • AI missile fleets will now head home to re-arm if they run out of ammo.
  • The Galaxy AI now builds ships in up to 3 separate locations, rather than always picking the same location. It selects the best locations based on metal production and build capacity of the shipyards.
  • The AI now recognises when a planet's metal production drops so low (possibly due to bombing) that it won't complete a ship build and cancels it so the planet can use the metal to rebuild.
  • The AI no longer considers the defensive stats of a planet's shields etc when working out how well defended a planet is, as fleet combat now ends if the planet is the last remaining structure. Starbase defenses are also weighted lower than other ships when assessing military strength because they can't move.

    Planet Generation Tweaks:
    A player on the Steam forum pointed out that planets with higher mineral ratings have more deposits of Ore but that what they really need is larger deposits so you might get more clusters of 5-7 ore for your Ore Refineries. We took this feedback to heart and re-designed the resource distribution mechanics to do exactly that and also adapted the new mechanic for the distribution of coal, food, and other resources.
  • The number of ore veins on a planet is now determined by its size class, and the size of those veins is determined by the planet's mineral rating, leading to much larger veins of ore.
  • Gas clusters will no longer frequently contain ore deposits on Toxic planets. These should now be much more separate and easier to harvest.
  • Fish shoals now generate in larger groupings based on the planet's Organic rating on Swamp and Ocean planets.
  • Fertile Soil deposits now generate in larger clumps together depending on the planet's organic rating rather than being spread in small clumps across the planet.
  • Land Animals now spawn in small herds rather than individual deposits on Terran worlds to make them easier to harvest.
  • Planets with the special Ancient Civilisation will now generate two clumps of 2-3 Ancient Ruin resources.
  • Planets with the special Crashed Warships will now generate two clumps of 2-3 Crashed Ship resources.

    Morale/Security/Health Overhaul:
  • Added a new part to the Loyalty Graph section of the UI to show the net change in security, morale, and health each turn and updated the warnings associated with low stats.
  • The tax calculation has been adjusted. City GDP is now 4BC per 1k population multiplied by any race multipliers and tax office bonuses, +1 BC per infrastructure built, and +10% if the planet has a starbase.
  • Population tax rate now decreases the morale per turn in each city by a certain amount. Planets with more cities will be affected more by tax, but the effect can now be more easily counteracted by building more entertainment centres in each city.
  • The Tax Policies technology now reduces the morale penalty from taxing citizens by -2%, and completely eliminates the penalty from having a 10% tax rate.
  • The Psychiatry technology now gives +1% morale per turn in cities with a hospital.
  • The Tax Office building now gives +25% GDP in a city and -2 morale per turn
  • The Entertainment Center now gives +1 morale per turn
  • The Genetic Enhancement: Happy technology now gives +5% morale per turn to every planet across your entire empire.
  • The Waste Management technology now gives +1% health per turn on all planets.
  • Added new planet leader Slave Driver Korn, who gives +10% metal production per turn but causes -4 morale per turn on the planet.
  • Planet Leaders can now have stats that increase or decrease morale per turn, health per turn, and security per turn on their home planet.
  • Weapons can now have effects that decrease morale, security, health, or loyalty by a fixed amount.
  • The Neural Scanner technology now gives +2 security per turn on all planets in addition to its +10 spy bonus.
  • The Universal Antidote technology now gives +5 health rating per turn on all planets and a 100% resistance to biological weapons.
  • The Crimewatch Network technology now gives +1 morale per turn in cities with a police station
  • Added new Security events for your planets: Petty Crimes when below 75 security, Rioting when below 50, and Organised Crime when below 25.
  • Added new Health events for your planets: Minor Virus when below 75 security, Disease Outbreak when below 50, and Epidemic when below 25.
  • Warlord races now get -1 morale per turn for each city without a military barracks.

    Robotic Race Improvements:
  • Robotic races no longer require coal/food to now build new population, they can do it just with money and can now build up to the planetary maximum even if there isn't enough room for a full build load (e.g. if there's space for 750 pop and you would build 1000, you can now build the remaining 750 while you previously couldn't).
  • Added a new "Forge Patch: Antivirus" technology that you can activate once every 10 turns at a cost of 500 energy to increase security on the planet by a flat 20 points. This option is under Forge Services in the Services panel.
  • Added a new "Forge Patch: Spy Scan" technology that you can activate once every 10 turns at a cost of 500 energy to tell you how many spies are on a planet and have a 25% chance to kill one spy. This option is under Forge Services in the Services panel.
  • Added a new "Robot Deconstruction" technology that lets you deconstruct 1000 population in exchange for half the metal used in their construction. This option is under Forge Services in the Services panel.
  • Added the Nanite Engineering technology, which gives all ships an additional +10% armour regenerated per turn in addition to the standard Robotic race bonus. Also gives +10 ground troop and boarding party bonus. This has now been activated and should be working correctly.
  • Robotic race AI now use their lack of farming and residential city requirements to their advantage -- building more Defense cities.

    Other Features and Small Changes:
  • Ice planets now have a much smaller equatorial region with terran and desert land. As a result, Tundra planets (50% Ice 50% Terran) also now retain most of their ice.
  • Race colours are now randomly selected from a list of 6 possible colours, which were chosen to be distinctive enough to avoid confusion in fleet combat. The player is always green, but colour selection will be added in a future update.
  • The Save Game dialog now prompts the player for a name for the save game file. The save box has been altered to fit the new name, and the confirm overwrite window is no longer needed since you have to type a name and click the button or enter key now to save.
  • The Auxiliary Forge now holds 1000 population and is still limited to one per city. We've been having a discussion recently on the forum about these limits, and this may change in the future.
  • The AI will now build propaganda transmitters on all new planets if it researches them.
  • The Survey Scanner now scans 100 hexes per turn, up from the previous value of 50 per turn. Probes still have one scanner and multiple scanners on a ship still stack, so a science vessel with multiple scanners will make short work of scanning a planet.
  • The Ambassador Module has now been changed from a flat favour generation per turn to a +10% bonus to the value of all diplomatic offers to other races as long as we have an ambassador in one of their star systems.
  • Added a new Solar Flare on Red Giant disaster that can happen if you colonise a planet in a Red Giant system. It's extremely rare but will wipe out everything on the planet and turn it into a molten wasteland.
  • Added a new Global Warming disaster
  • Rearranged some of the tech trees to make room for new technologies
  • Removed the Laser Rifle technology as you don't engage in ground combat this early and if you pick it you can be without a turret. This also caused the AI to sometimes build warships with armour plates but no weapons.
  • The Orbital Minefield now deploys mines on top of several enemy ships so that they explode at the start of the combat.
  • Fighters and Heavy Fighters now have their own modular ship designs.
  • A small number of kickstarter backer star names proved to be too long for the game, so we've had to split them up into multiple names.
  • The planetary stats should no longer appear to randomly flicker when hitting End Turn. This was caused by the game updating planetary stats while drawing from the same variables. The stats are now cached while the new ones are recalculated to prevent this.
  • The Revenant ships have been nerfed. The Spectre (Frigate) now has a damper field, one bomb and one particle beam. The Phantom (Cruiser) has a damper field, one armour plate, two beams, one bomb, and one fighter. The Battleship has lost a few armour plates but is otherwise unchanged, and the Titan has been added. We may increase the number of ships in revenant fleets later as part of a balance pass and may factor in the game's difficulty setting.
  • Temporal rifts now open in 6 to 17 turns instead of 12 to 23.
  • Fighters and Heavy Fighters now always contain one beam weapon with a range of 2 rather than sometimes using a projectile weapon. If the race has no beam weapon, they will instead be equipped with slightly worse "Prototype Laser Cannon" beams. This can still be modified in the weapons.txt file to make them carry other weapons (for modders). If they do ever happen to use a projectile weapon, it will deal half damage.
  • The map will no longer rotate when you hold the left mouse button on the End Turn button.
  • The Auto-Resolve option for Fleet Combat has been enabled.
  • When you auto-resolve a fleet combat, the game now displays the Fleet Combat Victory panel to tell you the result and let you level up crew members and salvage ships. Right now the entire battle happens instantly.
  • Increased the point cost of galactic council resolutions to account for new council technologies

  • Solved several crashes that can happen when ending turn while on the Shipyard screen
  • Shipyards no longer accidentally use metal and build capacity from enemy planets in the system
  • Natural disasters such as the Solar Flare will no longer make you declare war on yourself (lol)
  • Shipyards will now pause when their owner has insufficient command points remaining to build the ship.
  • The GalaxyAI now correctly re-initialises after creating or loading a level. Previously it didn't start making decisions for 1-2 turns.
  • Robotic race AIs will no longer sometimes accidentally set a tax rate and ruin their income.
  • The galaxy AI is now executed before the rest of the end turn code, so races can no longer dispatch ships on the same turn that they arrive (an ability the player can't have).
  • Fixed a bug in the code that checks treaties between two races. This had no effect before this patch because all treaties previously came from your race, but we noticed it when we made the AI able to declare war.
  • Fixed several crashes that could happen when ending turn due to changing ship numbers in the system window.
  • Fixed potential crashes in the code that dispatches fleets.
  • Fixed bugs in the Merge Fleets code, previously sometimes fleets belonging to the same race didn't merge correctly when idle at the same star system.
  • Fixed a crash that could rarely occur when a popup appeared during the level creation process that caused the game to play a music jingle before it loaded the music.
  • Fixed a visual bug with one of the United Colonies ship parts
  • It should no longer be possible to accidentally open two fleet combats at once by responding to two attack popup boxes in a row. The popup dialog queue is now saved when you open fleet combat and restored after combat ends to prevent this problem.
  • Revenants now correctly attack enemy fleets, bomb enemy planets and self-destruct after the bombing run. Previously they would just arrive in the system and stay there quietly for the rest of the game.
  • Fixed a bug where you could get the Revenant threat message when the Revenants were dispatched to attack an enemy planet. (Note: We may actually put in a separate message when the Revenants attack another race as it's good to know when it happens)
  • Fixed a bug with farms sometimes getting bonuses from the wrong hexes and missing bonuses from others.
  • Fixed a bug where certain untradeable technologies were making their way into the trade list for diplomacy.
  • Fixed a bug with certain planetary disasters that caused them not to activate. That red giant you're colonising can now correctly throw off a solar flare and cook your planet. Enjoy :D
  • Fixed a bug with the Bio-toxin bomb that prevented it from being fired.
  • Fixed a bug with ships going through wormholes they hadn't discovered yet or taking shortcuts through wormholes even if they can't reach the other side normally.
  • Fixed a bug with ship captains that would cause anyone giving an armour HP bonus to give 100 times the expected bonus.
  • Fixed a bug in the shipyard window causing ship design 0 to be non-modifiable. This should never happen unless you're modding the game.
  • Fixed a bug preventing the "Upgrading to Blueprint" message from being drawn from the city view
  • Weapon stats from weapons.txt are no longer case sensitive. This fixed a small bug with one of the weapons, and ensures we don't get a repeat of that error in future, and it'll be easier for modders.
  • Fixed a bug with disaster immunity not applying correctly. We are going to drastically increase disaster immunity turns in a future update when we add more disasters
  • Fixed bug causing planets not to update after a disaster if you happen to be at the planet when it occurs.
  • Planetary defenses will no longer prevent you from bombing the planet on their own, as this would lead to a fleet combat that ended immediately.
  • The AI will no longer accidentally attack a planet even if the owners have changed since the fleet was dispatched to attack it.
  • Fixed a series of bugs with the planet screen code that caused various mechanics to mis-calculate areas near the planetary seam. This led to some strange behaviours all across the game, from the AI code and bombing to resource generation.
  • Fixed a bug where the AI wouldn't realise the planet maps wrapped around and would screw up placement on the planetary seam. This is a separate issue than the previous one.
  • Fixed a number of End Turn crashes when you're on the planet screen.
  • The Fighter Squadron Cruiser ship design will no longer have multiple augmented engines. It should only be possible to have one of these per ship.
  • Fixed various Fleet Combat bugs causing ships to move or fire at the wrong time or target.
  • Fixed a crash in Fleet Combat caused by the game thinking a ship is moving but it actually has 0 moves in its movement queue
  • Fixed a visual bug and related crash in Fleet Combat caused by the game using the wrong variable to draw the laser for reactive strikes
  • Fixed a bug with the display of star system names when multiple races colonised the same star system.
  • Fixed a bug with the display of the number of turns for a fleet to reach its new selected destination
  • Fixed a bug with auto-resolving fleet combat that caused the victory window not to have anything to salvage.
  • Fixed a bug with the fleet combat wrap-up code that destroys starbases etc that were knocked out during the battle. When starbases are destroyed, the star system will correctly update to reflect this immediately instead of waiting until the next time you click End Turn.
  • When an AI fleet attacks a planet, all combat ships belonging to that race that are stationed in the system (and may be performing a trade route blockade) will now join the fleet combat. This makes the AI-spawned fleet combats consistent with player-spawned ones when attacking a planet.
  • Fixed a bug with how the AI valued the military force of ships using missiles and drones. Now your best warhead damage is used in the calculation for missiles, and your best beam weapon damage is used for fighters.
  • Fixed missing Spy Pod module for Zloq and United Colonies.

    -- Brendan, Lead Developer

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September 28

Dev Update: HD planets, New Ship Models, and Victory Sequences deployed. Spying, War AI and Singleplayer Storyline in progress

Apologies to Steam users, this dev update announcement was supposed to be released earlier but was delayed.

In our previous dev update, we showed off the complete overhaul of our 3D ship designer, the Galactic Council that meets to vote on matters of galactic importance, and improvements to the sociology tech tree. We also discussed plans for our ambitious Art Patch (V0.9.5.0), which was to introduce HD planet textures, ship models for several races, a start sequence animation, and victory sequences for the various victory conditions in the game.

The Art Patch took a few weeks longer than expected as we decided to add narration voiceover to all of the victory and start sequences, and adding new races of ship models to the 3D ship designer turned out to be a bigger technical challenge than we thought, but this update is now live on Steam! Since then we’ve implemented all of the core mechanics for spying and have begun writing the storyline for the singleplayer campaign. The next milestone for the Predestination Alpha (patch V0.9.6.0) will include the UI for Spying, add all of the spy technologies proposed in the previous dev update, and a War AI system that will analyse enemy empires for weakness, declare war, and send ships to attack.

The new HD planet textures and shader are now live and they are huge improvements over the previous versions. Areas which show up as Terran, Desert or Ice on the environment map are now more easily discernible just by looking at the texture, and the detail and shadows now match the texture of the underlying terrain. In order to add some variation between planets of the same type, we have also added several different variations of grass, dirt, sand, and rock textures that the game now picks at random when it generates the planet.

We used a combination of Substance Painter and Bitmap2Material to generate the base textures or produce them from photos we took ourselves, so each texture has a matching heightmap that gives it additional detail, and we used Substance Designer to create new environment maps with more realistic variation for habitable worlds. For a few of the planet textures, we also used an impressive new smart texture platform called Artomatix Materialize that lets you remove gradients and specific features you don’t like from a photo and generate a new tiling texture from it. Check out the screenshots below to see some variations of the most common planet types:


Much of the work since the last update has gone into finishing and integrating new ship models for the Z’Loq and United Colonies, which are now live in the main game. We expected this to be a relatively simple matter of just copying the Renegades ship parts and then slotting in the new models and textures, but things rarely go that smoothly in game development. In the end, we had to develop a new 3D model loader to get the Z’loq and United Colonies ship models into the game and scale them correctly. We then built new default ships for everything from frigates, cruisers, fighter squadrons, and battleships to warp-capable missiles, space stations, and probes. Below are some examples of the new ships:


The victory conditions were activated in a previous update, but until now they’ve had placeholder ending sequences. As a tiny independent dev team with a very small budget, we decided to play to our strengths and develop animated story slideshows with shader effects rather than producing potentially expensive video cinematics. When the story sequences were complete, Project Manager Tina Lauro watched them all the way through and concluded that they would really benefit from voice narration.

Recording the voices and developing a system to use them in the story sequences with correct timing took a little extra time, but the result was definitely worth it and we needed to develop a narration system anyway for the upcoming fully voiced singleplayer storyline campaign. The victory conditions and intro sequence with full voice narration by Tina Lauro are now live on Steam, and below is a video of the intro sequence recorded directly from the game:

The core Spying gameplay we discussed in the previous dev update was actually fully implemented and tested for V0.9.5.0, but we didn’t have time to develop the user interface for it or to implement and test all of the associated Spying technologies so players can’t currently access it. We’ve designed mock interfaces for the Spying tab on the hostile planet interface and are in the process of implementing these now. The screenshots below should give you an idea of how the tab will function, though of course the icons and images will change.

One change we’re announcing to spying from the previous dev update is that the calculation for success chance of a mission now uses the planet’s security rating. The spy gets a score based on his infiltration rating from 0 to 100 and all of your spy technology and racial bonuses, while the defender’s score is based on the planet’s security rating from 0 to 100 and all of his spy bonuses. Certain missions will have increased difficulty factors and a random element is always thrown in just as with ground combat.

Security Rating Improvement:
As part of the Spying update, we’ll be trying out a few changes to how the Security rating system works. We’re going to make security act like a resource that can be built up or depleted, for example police stations will add +1 security per turn and each city without a police station will give -1 per turn. Events such as bombings and some spy actions will then be able to reduce security by a lump sum (e.g. -20), so it will take the planet several turns to recover from the hit and get back to 100% security.

If this works well in practice, we may do the same for the Health and Morale ratings as this would open up some interesting tactical options. We could then easily implement propaganda weapons that reduce morale, deployable computer viruses that reduce security, and biogenic weapons that not only kill troops but also reduce the planet’s health rating. It would also open the option of having more random events, and maybe making health ratings suffer on planets with hostile environments.

The Galaxy AI in Predestination is currently a purely defensive AI , so it builds ships and distributes them throughout its empire according to which systems are the most vulnerable to attack from neighbouring fleets. It can detect when you’re sending a fleet to attack and will move enough ships into the system to repel your attack (providing ships can get there in time), but it can’t declare war and doesn’t attack you of its own accord. The next major improvement to the game’s AI will be the implementation of a proper War AI that can analyse strategic weaknesses in an enemy’s empire and send fleets to attack.

The first step will be to implement a system to declare war on enemies and tie it into both the diplomacy and fleet combat gameplay. We then plan to give each race a particular style of War AI that will affect how they wage war,  in a similar manner to the random government type each race gets at the start of a game that affects its choices in diplomacy and colonisation. Some races will be more territorial, some may prefer to exterminate cities rather than capture them, and some may use more strategic weapons such as warp-capable missiles than others. We hope to get the War AI implemented alongside spying in V0.9.6.0.

Remaining 3D models:
There are still a few 3D models left to implement for the planetary buildings and infrastructure, such as the large buildings and race-specific infrastructures. We announced in the previous dev update that these were all completed and were ready for texturing by our Art Director Steven Pollock for texturing, and I wanted to let everyone know that this is still to come. The time we had budgeted for this task was used to fix unexpected problems with the Z’loq and United Colonies ship parts. We’re aware that placeholder models can make the game feel unpolished and will attempt to find the art dev time to texture the remaining buildings as soon as possible.

On the subject of 3D ship parts, we have three races of ships now completed (Renegades, United Colonies, and Z’loq) and three remaining (Sauros, Starforged, and Kazzir) in addition to a limited number of ship designs for the Revenants that we’ll be designing under the direction of a Kickstarter backer. The Sauros ship parts are about 40% complete at this stage, and we’ll be beginning work on the Starforged and Kazzir as soon as possible, and reaching out to the Revenant Kickstarter designer backer to begin that process.

Singleplayer Story:
A fully voiced singleplayer story campaign is one of the goals we reached during our original Kickstarter campaign, and we intend to deliver on that promise. We’ve written outlines for the first two major storyline arcs, the first being the story of the events leading up to the Revenant war and the second being the canonical story of what happens to each of the empires after they are sent back in time. The pre-war story arc will function as an introduction to the lore and backstory of each of the races, all of Predestination’s core game mechanics, and how each race archetype plays differently.

We’ve broken down the pre-war story arc into 7 episodes, each of which has a particular map setup and branched story options with challenges/goals to be completed. Now we’re working on writing the dialogue for the story option sections, which will be recorded to produce a fully voiced storyline. We don’t currently have a release date for the first storyline episode, but wanted to let everyone know that writing and design work is thoroughly underway on this major feature and the programming and mechanics required will be implemented once we’re finished with the other major gameplay features above.


Thanks for reading this massive dev update and for your continued patience as we work hard toward the big Version 1.0 feature-complete release. As always, if you’re a Kickstarter backer or paypal pre-order customer and would like your key for the Early Access alpha of Predestination, you can email with the email address you used on Kickstarter or paypal and we’ll send over your keys immediately. If you’d prefer a DRM-free option, email earlyaccessrequest and specifically ask for it and we’ll provide you with the latest non-Steam release.


— 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.


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

    • 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.
    • 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.

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