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.
All Reviews:
Mixed (39) - 66% of the 39 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?

“Predestination originally launched on Early Access when we had completed the first playable vertical slice of the game and before many of the major features such as diplomacy and the 3D ship designer had been implemented. Our goal with Early Access has always been to involve players directly in the development process as we implemented each of these features so that they could help guide the process and keep us on the right track, and in that regard it's been a monumental success!

We Want Your Help to Polish Predestination

With all of the core gameplay systems now implemented, Predestination is now in a feature-complete state and we're just two updates away from the big V1.0 update. Once that happens, we'll begin a phase of dedicated polishing and iteration based on Early Access player feedback until we're happy that the game is ready for launch while also adding promised user content.

Predestination has been a community-led project from the very beginning, using comments and suggestions from our existing Kickstarter backers and Early Access adopters to drive progress and inform development. Early Access has been an amazing experience that has helped evolve the game over the past two years into something we're extremely proud of. Your support and feedback will be more critical than ever as we enter this final phase of iteration and polishing.”

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, and to release once we're feature-complete and the community thinks the game is ready. While we can't put an exact timeline on it, all major features are now complete and we're now about to enter a period of iteration and polishing that will lead to full release and beyond.”

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

“The Early Access build has a fully playable version of Predestination's sandbox mode that lets you play against the computer on procedurally generated game maps, and has the first of our episodic singleplayer missions. All major features are now implemented, and we're now working on the final few minor features and remaining content:

Major features we'd like to get into V1.0:

  • (COMPLETE) Tax and Economy gameplay
  • (COMPLETE) Ground combat & planet capturing
  • (COMPLETE) Empire Age options
  • (COMPLETE) Low morale and loyalty planet events
  • (COMPLETE) Trade Routes
  • (COMPLETE) Diplomacy gameplay
  • (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) More technologies in Tech Era 3: First Contact
  • (COMPLETE) Tech Era 4: Galactic Domination
  • (COMPLETE) Tech Tree: Synergies
  • (COMPLETE) Multiple Victory conditions
  • (COMPLETE) Spying gameplay
  • (COMPLETE) First episodic story mode mission
  • (COMPLETE) Empire management tools (dropdown menus)

    Minor features and content we'd like to get into V1.0:

  • Minor Feature: Fleet interception and blockade-breaking battles
  • Minor Feature: Diplomacy AI improvements (25% complete)
  • Minor Feature: Challenge maps (50% complete)
  • Content: New sound effects and weapon effects
  • Content: Final building and infrastructure models (90% complete)
  • Content: Finished ship part models for all races (50% complete)
  • Content: Kickstarter backer content
  • Content: User Interface improvements

    Features we'd like to add after release:

    The following is a list of major features that we'd like to get into the final release of Predestination or to add later in free updates.
  • Additional story episodes and challenge maps
  • Multiplayer gameplay (online & LAN)
  • Detailed modding support
  • Space Monsters

    See our Development Update thread for the latest progress.

What is the current state of the Early Access version?

“Predestination is currently in a fully playable Early Access state, and all major features have been implemented thanks to your support and feedback. The main things left to add before release are additional content such as further episodes singleplayer story campaign, some user interface elements and improvements, some 3D models, sound effects, and content designed by our Kickstarter backers. We're now working on V0.9.9.0, the second last patch before we hit the big V1.0 update, when we'll begin working heavily on adding promised user content, iterating on gameplay and balance based on your feedback and polishing the game for final release.

The game is fully playable in its current state, but it hasn't been polished significantly and will contain bugs. If you enjoy helping to shape an emerging game with your feedback, or supporting dedicated indie developers, buying into the Early Access now will definitely help us out. If you're just looking for a new game to play and the Early Access process doesn't appeal to you, we would instead suggest adding the game to your wishlist and keeping tabs on development through our regular development updates. You'll get a notification when the game is officially released and can make a decision then. Predestination is currently singleplayer-only.

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?

Feedback: Brain and Nerd has a longstanding history and proven track record of using feedback to improve Predestination, starting with our Kickstarter and Greenlight campaigns and leading all the way through our Early Access journey to where we are today. We've used community feedback to help mould Predestination into the 4X game that fans of the genre want to play, even when it has meant completely re-designing gameplay that a lot of development time was spent on but that just wasn't fun.

Forums: We publish extensive patch notes with every update in our Development Tracker thread to keep players informed of every change, and maintain a detailed Bug Reporting thread where players can report bugs they encounter and often get responses directly from us. We respond to practically everything that's posted on the forum and you'll often see us spend a great deal of effort explaining game design decisions and opening them up for public discussion and debate.

Modding: Predestination has been built from the ground-up to be highly moddable, with most game assets and information loaded from flat human-readable files. We plan to look into having Steam Workshop or other modding support, and will work closely with modders to make this happen if we can.”
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Recent updates View all (31)

January 23

Patch Notes for V1.0.0.1 (Build ID 2462838)

Patch Notes for V1.0.0.1 (Build ID 2462838):
This is the first bugfixing and iteration update since the recent V1.0 update when we officially started the Beta phase. It fixes a number of serious crashes players reported via the crash report tool in-game and several major bugs reported in the bug reporting thread in the forum. While fixing some bugs in the resource deposiy distribution algorithm, we also took the opportunity to iterate on that part of the game.

I'd like to quickly apologise for not getting this update out sooner and not catching up on all the forum posts and emails right now, unfortunately my dad has just passed away and I won't be back to work until next week at the earliest. Until then, please keep sending in your bug reports and suggestions on the forum and know that I will get around to all of them as soon as possible. Remember that all feedback is useful at this point ad we are going back to iterate on old gameplay we may not have changed in a while.

Major Bugs & Crashes Resolved:
- Solved an out of memory crash during the "Initialising Planet Generator" step. Turns out that MonoGame may be handling disposing of textures differently, so now we do it explicitly in this code.
- Modified the PlanetGenerator to pre-load all of the continent, mountain, crater, and terraform data at the start of the game. This uses about 100mb extra memory, but reduces video memory usage and significantly reduces planet generation times. It solves a video memory crash that was being reported by a few players.
- Added forced texture memory cleanup after unloading ship textures. Combined with the asynchronous texture loader, this should improve video memory usage a bit in most of the game and may fix a few crashes reported by players.
- Solved a problem where the graphics generated for a planet could change after the first time they're generated.

Resource Iteration:
- Resource Borders: The resource deposit generation algorithm has been significantly improved. There is now always at least a 1-hex border between resources that can't be farmed together (e.g. there's not necessarily a border between Fertile Soil and Land Animals, but there will be one between Ore and Fertile Soil). This ensures they are more usable and should prevent deposits such as Coffee or Uranium from generating inside an existing deposit seam where they can't be reached.
- Tighter Seams: Seams of deposits such as Fertile Soil or Ore will now slightly prefer tiles that are next to two or more of the same resource. This means they now generate in bigger blobs with less empty space, allowing you to get more 4, 5, and 6-hex filled ore refineries and farms.
- Improved Distribution: To help stop resource seams of the same kind from sticking together (which happened sometimes under the old distribution but more with the new distribution), the game now preferrentially selects starting hexes a distance of at least 3 from existing deposits. The seams can still grow toward each other and merge, but it's less likely to happen now.
- Cactus Resource: Added a new Cactus Plot resource, restricted to Desert environment hexes. It provides a +100 food bonus just like Fertile Soil.
- Cactus Farm: Reptilian races now start with the Cactus Farm infrastructure, which provides 200 food per Desert hex / 100 per non-desert hex, +100 per Cactus Plot, +100 per Fertile Soil, and can harvest Coffee Beans. It can't harvest Land Animals (appears on Terran planets) or Fish (appears on Ocean planets).
- Algae Farm: Aquatic races can now researvh the Algae Farm infrastructure. This compact but very inefficient single-hex infrastructure provides a flat 1000 food/turn and can be built on Ice, Terran, and Desert hexes. It can harvest Fertile Soil and Cactus for a small +100 bonus and can harvest the rare Coffee Bean strategic resource for a global research bonus. This gives Aquatic races a way to finally harvest Coffee Beans, and to colonise Desert planets prior to terraforming.
- AutoFarm: The Humanoid's Farm infrastructure is now called the AutoFarm. It still provides 200 food per terran hex / 100 per non-terran hex, +100 per Fertile Soil deposit, and can harvest Coffee Beans. It can't harvest Cactus (appears on Desert planets) or Fish (appears on Ocean planets).
- Fishery Infrastructure: Humanoid and Reptilian races can now research the new Fishery infrastructure, which can only be built in the ocean. This provides 200 food per hex and gets a bonus of +50 from any Fish deposits that are in range for a minimum of 1400 and a maximum of 1750. This makes it more efficient than a Cactus Farm or AutoFarm on planets with very few Desert or Terran hexes or few Fertile Soil / Cactus Deposits but lots of fish.
- Fertile Soil: Fertile Soil hexes are now restricted to Terran environment hexes. We've also rebalanced how many Fertile Soil deposits appear on non-Terran worlds (e.g. Ocean planet food resources are about 75% fish and 25% fertile soil).
- Fishing Coral Reefs: Increased base food output from Fishing Coral Reefs from 50 per ocean hex to 60. This gives them 1140 food/turn if completely empty building up to 2090/turn if filled with Fish.
- Growing Deposits: Deposits grown in Coral Reefs etc are no longer deleted when the infrastructure is destroyed. This allows you to demolish and rebuild new infrastructure to switch priorities if needed without having to wait for new deposits to spawn.

Other Improvements:
- Starbases now always cost 5,000 metal to build regardless of what is attached to the design. This ensures that all planets can build a starbase even with only a nominal amount of metal storage such as 1 or 2 industrial cities. It's also important on tiny planets as they can only get one city.
- To compensate for the removed metal cost and make upgrading simpler, all weapons and modules fitted to Starbases cost double BC.
- Made the loading screen display progress for loading each race's ship models individually rather than just displaying one message for all of them.
- When you click the "Open Planet" button on a notification about finding a rare resource, the game now rotates the planet around to that resource upon opening the planet.
- The Build a New City buttons are now correctly grayed out when you have reached the planetary maximum.
- When the mouse is over both a Fleet in space and Star at the same time, clicking will now open the Fleet window or System window depending on which is closest to the mouse pointer on the screen. Previously it was difficult to click on.
- Improved memory management code and activated compaction of the Large Object Heap in several places in the saving and loading code.

Other Bugfixes:
- Fixed slow-down when the Planets >> Exploration panel is open with a large number of planets available. The game was not correctly culling off-screen text, and rendering that much text caused some slowdown.
- Fixed the size of the fleet container boxes on the Fleet >> Manage Fleets menu when you had a lot of ships in one fleet. It wasn't taking into account the tiny gap between each ship image.
- Fixed a bug in the Diplomacy >> Galactic Council panel where the scrollable list wasn't restricted to within the bottom part of the screen.
- Fixed a bug in the Diplomacy >> Galactic Council panel where you could click on council resolutions outside the viewable area.
- Fixed bug where the revenants could destroy your homeworld early in the game. Homeworlds are now off-limits to Revenant attacks.
- Fixed the Spying tab tooltip saying "SPYING NOT IMPLEMENTED" when it actually is.
- Fixed an odd visual bug and crash that could happen when clicking the "Open Planet" button on a notification about finding a rare resource. The new planet would open but the map would be using data from the previous planet you visited, and you could end up with big white hexes and an index bounds error at Predestination.PlanetScreen.HandleRadialMenu.
- Fixed a bug where explosions on the planet screen were appearing 2-4 times for each explosion.
- Fixed incorrect delays on some explosion graphics.
- Fixed a ship designer bug where it would say "1 planet using this design" etc if you create a new design and haven't even saved it yet. It was mistakenly checking how many of the default Starbase you had in your empire.
- Fixed a crash in the ship designer when updating a starbase design you've just created.
- Fixed a number of bugs in the ship designer that could happen if you had the Fleets >> Ship Design tab open while in the Shipyard Screen and selected different tabs on each of the two Ship Design windows. Now all ship data and tab selection data is shared between these two tabs automatically so if you change to the Starbase tab on one, the other will also switch to the same tab.
- Fixed a bug that could happen in the ship designer if you seleted a ship design while it was open in the editor. The fix for this was simply to disable clicking on the Fleets >> Ship Design tab while you're editing a ship.
- Fixed a big where the planet graphics could change if the AI explored a planet.
- Fixed several bugs that could cause the roads to flash and the AI to not colonise if you create and then load a game in a specific order.
- Fixed a bug causing the Reptilian Hatchery selector highlight and building model to be drawn over the UI when the UI is scrolled down. Also fixed the buttons being off-centre.
- Fixed a bug causing part of the Infrastructure Info panel to be drawn over the UI when the UI is scrolled down.
- Fixed visual bug with the Metallic Coral icon
- Fixed a bug on the Infrastructure Info panel when viewing farms etc that don't use any power. There was a weird red line next to the Power reading.
- Fixed a bug where the Planet AI would demolish an Artifact Excavation or Farm or Power Plant in order to build a Starbase. This resulted in sub-optimal starts if you selected the Space Exploration era start, and made the AI sometimes accidentally harm its tiny planets.
- Fixed a bug causing the highlighted technologies in the Trade panel on the Diplomacy screen to be drawn over the UI when they are outside the window.
- Fixed a bug with terraforming where the planet would suddenly disappear. Like what? How? What?
- Fixed various bugs with resources like Land Animals spawning in the sea or Fish on land.

-- Brendan, Lead Developer
9 comments Read more

January 13

Patch Notes for the Beta Release Update (V1.0 Build ID 2435796)

Hey guys,

We've just released our massive V1.0 update, which marks the point where we're officially leaving alpha and entering beta. That means we've finished all the gameplay features and it's unlikely we'll make any major gameplay changes from this point on. Instead we'll be focusing on smaller gameplay improvements and iterations, bug fixing, balance changes, and UI changes. We'll be asking for focused feedback on certain topics on the forum to help guide us through beta and on to final release.

The headline features of this update include a complete engine overhaul (including switching from XNA 3.1 to Monogame), 64-bit support, massive optimisations, a near total overhaul of the Tactical Fleet Combat gameplay, our first Challenge Map, a score system for both singleplayer missions and sandbox games, and Fleet Combat in space (not at a planet). We've also added support for some new graphics options, smoother animations, better explosions, new nebulae in fleet combat, a bunch of new building models, and a ton of bug fixes.

A Dev Update article will be released on this update and our plans for the next step soon, and below are the patch notes:

Core Engine Overhauls:
We switched the underlying tech in the Predestination engine from XNA 3.1 to Monogame and .NET 3.5 to .NET 4.5.2. This was a massive job, but allowed us to add 64-bit compatibility and take advantage of some new memory management tools. At the same time, we overhauled large parts of the game engine to fix recurring bugs, clean up a lot of technical debt from all the features we've adding during alpha, and optimise performance and memory usage.
  • Switched from a 32-bit executable to a 64-bit compatible one. Players on 32-bit operating systems should not notice any difference, while those on 64-bit operating systems will have more memory to work with. This will let us expand the game more in the future, and if we expand it to the point that it causes memory problems for 32-bit users we'll put in some low-memory options.
  • Replaced the fragile old XNA spritebatch code with a new more fault-tolerant system. Instead of crashing when things happen out of order, the worst case is now a graphical glitch and most of the time there's no problem at all. This was pretty necessary in order to switch to MonoGame.
  • Replaced all of the old graphics state code throughout the game with a robust new GraphicsState system. We've pre-defined a series of common renderstates, depth states, stencil buffer states etc and now switch between them before rendering each element. This was a massive task but required to switch from XNA 3.1 to MonoGame.
  • Overhauled all screens to have multiple rendering layers: Pre-Rendering (rendertargets etc), Under UI Rendering, UI Rendering, and Overlay Rendering. This fixed a number of display bugs all throughout the game, and makes adding new UI a lot easier.
  • Wrote a new texture loader that results in an overall smaller memory footprint.
  • Wrote an entirely new runtime model loader for .X files that's compatible with Monogame and supports both pre-scaled models and our custom automatic scaling to optimise it for use in our 3D ship designer. Added scaling and rotation data to all of the Renegade and Kazzir ships, fixing a load of broken designs after the switch to Monogame.
  • Removed FXAA code as it proved to be incompatible with the new setup, but we plan to add a new FXAA module at some point in future if we get the time.
  • Removed the visible star from Fleet Combat as it was only seen if you happened to turn the board upside down, and there's no reason to do that. The code for the star and lens flare had some problems and it wasn't really worth fixing, so we removed it.
  • Fixed incompatibility of planet continent heightmaps and other images with XNA 4.0 / Monogame.
  • Overhauled all of the existing shaders in the game for compatibility with Monogame and Shader Model 4.0 specifications. Also used this opportunity to tweak some of the existing shaders and add new effects for each class of shield.
  • Overhauled the System window's rendering code. The planet code was taking far too long to render and has been replaced with simpler textured spheres. The old star rendering code turned out to be a MASSIVE memory hog and performance killer, so we replaced the entire thing with a much more efficient one based on rotating fake cameras around a pre-generated nebula. Star size is now correctly shown on the system window and bebulae are more visible.
  • Wrote a system for handling the dynamic loading and unloading of voice files while preventing memory fragmentation, and a system for playing voice files. The Diplomacy voices have been unavoidably delayed as the person who is processing them has been unavailable.
  • Drastically reduced the runtime overhead of loading in some UI elements by checking whether each image has a separate mouseover component before loading rather than handling load errors.
  • Improved memory management and resolved fragmentation of the Large Object Heap.
  • Quad and QuadBatch rendering is now more efficient.

    Fleet Combat Overhauls
  • New State System: We added a whole new Fleet Combat State system with a built-in action queue and timer system. This was a lot of work, but has eliminated a ton of bugs and odd behaviours in Fleet Combat. The game now constructs actions such as movement and firing as separate state objects and adds them to a queue, and processes that queue in order. Certain actions such as Reactive Strikes can skip to the head of the queue in order to interrupt a player's move as expected, and impossible actions are now automatically pruned from the queue (such as moving a ship that has been destroyed by a reactive strike). Overall, Fleet Combat feels a lot more solid and polished since we made this change.
  • Fleet Combat In Space: You can now intercept enemy fleets in a system outside orbit of your planets by clicking on the race icon in the Enemy Ships tab of the System Window. This lets you break blockades, destroy unwelcome enemy scouts that wander into your star systems, defend an ally in war whose planet is being sieged, and kill non-combat ships. Of course, if your enemy owns a planet in the system then you'll have to attack the planet and can't intercept the fleet in space.
  • Ammo Rework: Previously, all bombs and missiles had limited ammo and had to be resupplied by visiting a starbase. This was frankly not fun and not a very big strategic element, so we've redesigned how ammo works. Missiles and Fighters now automatically re-fill at the start of Fleet Combat so you have 5 shots each battle, and Bombs now refill each turn so you can bomb a planet into the stone age over several turns without refueling. We may need to go back and look at bomb balance in a future update, but this ammo system feels much better.
  • Larger Battlefields: The size of the fleet combat battlefields has been increased and ships now start slightly further apart. This will allow players to execute more strategies based on getting ships into position (e.g. hiding in nebulae) or firing missiles while running away into the corner. Ships also now start further apart to stop them getting stuck behind each other.
  • Nebula and Explosion Optimisation: We used to have a serious problem with memory leakage caused by nebulae and explosions in Fleet Combat, and if too many explosions happened at the same time then your game could crash with an out of memory error. This has now been fixed as we now pre-generate a small set of nebulae and explosions and handle their positions and animations on the GPU.
  • Nebula Overhaul: We've added a few new types of nebula to Fleet Combat and changed their bonuses, it now goes like this: Cloaking Field (ships inside count as cloaked), Ion Storm (damages ships inside each turn), Ice Cloud (Halves Missile and Projectile damage), Dust Cloud (Halves Beam and Fighter Damage), Graviton Field (Slows and damages ships each turn), and Hydrogen Plasma (doubles missile explosion and area-effect damage).
  • Nebula Distribution: When fighting in a star system that's inside a nebula, there will now be pockets of nebular gas in the fleet combat. Blue nebulae have Ice Clouds and Ion Storms, Green have Cloaking Fields and Ice Clouds, Orange have Dust Clouds and Hydrogen Plasma Purple have Ion Storms and Gravity Wells, and Red have Hydrogen Plasma and Dust Clouds. This can be used very strategically if you colonise a planet inside a nebula.
  • Smooth Animations: Ships now turn smoothly as they move rather than turning sharply in a single frame, and ship movement animation times are now based on the ship's size class and speed. Movement in general feels much smoother and more polished now.
  • New Shield Graphics: Each class of shield (Electron, Magnetic, Graviton, and Temporal) now has its own unique corresponding model and shader, all of which are moddable. The Electron and Magnetic shields have a similar hex-based design to the previous shield model, while the Graviton and Temporal shields are more circular.
  • Projectile Weapon Overhaul: Projectile shots now draw as bullets based on specified 2D images rather than all of them just firing a tiny asteroid at the enemy. Every projectile weapon now has its own moddable weapon texture and a specified Bullet Pattern that lets you make it appear to be rapid fire, single-shot, charge-up, etc.
  • Beam Weapon Overhaul Beams now draw as lines based on input 2D images rather than simple coloured hardware lines. Every Beam weapon and beam-type Special weapon now has its own weapon texture in the files, and these can be modded too.
  • Weapon Audio Overhaul: Every weapon now has its own moddable Audio File specified in the weapons data file. Weapons are also now timed by the audio, so you can have slow-firing weapons or weapons with long charge-up times if you want for effect.
  • Missile and Fighter Pathing: Missiles and fighters no longer follow ship-like paths to their targets. They now pick a hex closer to the enemy and move straight there without passing through intervening hexes. They can still be shot down by reactive strikes on reaching their target and before firing, so the balance hasn't changed, but they will no longer accidentally generate crazy long paths to their targets and will no longer be blocked by targets in between.
  • Missile Rebalance: Missiles have now been increased in speed to increase their utility. Nuclear Missiles are 1 speed faster than your fastest frigate, Fusion and Gravimetric are 2 faster, Anti-Matter Torpedo is 4 faster, and Quantum Torpedo is 6 faster. Missiles and fighters also now draw dotted lines toward their targets to give you an idea of where they are going.
  • Fighter Rebalance: Removed the Ammo Regeneration from the Fighter Bay and Heavy Fighter Bay and gave both 2 Fighters total to launch during Fleet Combat instead. Fighters now fire 2 shots returning to the ship that launched them, and heavy fighters can fire 4 before returning. On returning, they are refueled and ready to be launched again.
  • Dauntless Guidance: Missiles and Fighters now automatically pick new targets when their assigned targets are destroyed, so it's no longer a total waste to fire too many missiles at the same target.
  • Engine Disabling: Shooting a ship in the rear now has a chance of disabling its engines for up to 3 turns as long as the damage penetrates the target's shields.
  • Utility Improvements: The Anti-Missile Beam now has a 100% chance of destroying a missile on contact, increased from 50%. The chance-based nature of this just made it unsatisfying, even if it does only cost 15MW to fit. The Stasis Field, Tractor Beam, Transporters, and Graviton Field Emitter also all now have circular firing arcs. Previously they had extended arcs that made it difficult to use them strategically (e.g. to fly past an enemy ship and tractor it from behind).
  • Plasma Field: The Plasma Field area-effect weapon has been re-added as we've solved the memory issues it was causing. Its power grid usage has been increased from 25MW to 50MW as it was a bit ridiculous against larger ships when tested.
  • Orbital Minefield: The Orbital Minefield technology now automatically starts all enemy ships on 50% armour instead of spawning mines on the battlefield.

    Score Screen:
  • Added a new score screen that appears at the end of every sandbox game, singleplayer mission and challenge map. It gives you points for things like number of planets colonised, technologies researched, different victory types, eliminated races, etc. There are also bonus points for things like rifts investigated and peace treaties mediated, and a speed bonus depending on how quickly you win the game and what size the galaxy is.
  • Singleplayer missions can now give points for each objective, and the score screen now shows how many Objective points and Bonus Objective options (from optional missions) you achieved.
  • Singleplayer missions now have star ratings (Bronze, Silver, and Gold) depending on the points you gained during the mission. The rating thresholds and which points are available are determined by the individual mission. The maximum achieved medal is now saved to your game data directory.

    Missions / Challenge Map:
    The first Challenge Map has been implemented: The Time Trap, original design by kickstarter backer Lee Newsum. This mission takes place in an alternate ending to the main game, where scientists from the United Colonies have captured the Revenant homeworld and begun searching for technologies. The excavation team accidentally triggers a planetary security system that traps the star system in an energy bubble and begins spawning regular Temporal Rifts full of Revenant ships.

    Cut off from the rest of the empire and most of your technology blueprints, all you have left is a selection of ship technologies, a few Ancient Ion Cannons found on the planet, and a powerful Ancient Starbase in orbit. You must use your limited resources to rebuild their fleet and fend off waves of Revenant ships that grow in intensity throughout the mission. You can research the ancient structures on the planet to improve their effectiveness, unlock powerful Revenant technologies, design new ships to try out unorthadox strategies, and maybe even capture a few Revenant ships.

  • Added new galaxy map options for missions for if we want to move the race's homeworld to the Revenant planet and delete its original homeworld. This is used in the first challenge map.
  • Added new galaxy map options to make Revenant fleets to escalate over time by a specified amount (in terms of military score). Without this option set, Revenant fleets will always be proportional to the military strength of the race being attacked.
  • Missions can now select to either completely overwrite the default tech trees with new ones instead of merging the new ones into the old ones. This is used in the new Challenge Map to create completely custom tech trees with all-new techs and even new names, and this will be available to modders.
  • Mission objectives can now be instructed to hide their progress from the player on the info dropdown. This is used in the new Challenge Map to provide a countdown to when the next Revenant Attack is going to happen without having it display a confusing Progress indicator.
  • The mission info on the left hand side of the screen now draws on top of whatever screen you're on, and fades out on the Conversation screen.

    Game Options Improvements:
  • Added the ability to switch between bordered and borderless mode in the options. The device will automatically reset when you click the checkbox so there's no need to restart.
  • The screen resolution is now set when you launch the game for the first time, but changes to the resolution in the ini files will be preserved, so you can finally change the resolution. There is not currently a dropdown for screen resolution in the options panel, though, and if you change screen resolution after first launching the game then you'll need to edit the ini file to change to your new resolution. We're working on getting a resolution selector into the game as soon as we can.
  • Cut out and replaced the system that blurs behind the user interface with a much better system that now automatically catches UI elements and has far less rendering overhead. Everything is also now drawn to rendertargets before final rendering, opening up further potential for post-processing effects.
  • Cleaned up a load of unused game options in the ini file.
  • Renamed many of the game options in the ini file to make their purposes more clear (e.g. by adding PlanetScreen or GalaxyScreen before options that affect a particular screen).
  • Added a new bakc-end system that allows me to specify whether an update should overwrite the existing ini file with default values the first time it runs. This is neccessary to prevent crashes when we make changes to the ini file other than just adding new options, and if we want to change the default options.
  • Added an option slider for Voice Volume separate from Sound and Music volume.

    Minor Features:
  • Races and technologies can now have bonuses specifically to Ground Cannon damage in fleet combat in addition to bonuses to Beam weapons. This is used in the new challenge map.
  • The game now keeps track of how many Temporal Rifts you investigate and how many Revenant Attacks you survive, for use in awarding bonus points or tracking during missions.
  • Switched the main game font from Verdana to Xolonium.
  • Added the ability to make the Volume sliders exponential rather than linear in the ini file.
  • Added GroundCannonDamagePercentage and ShipyardBuildRate as Technology Stats, so we can now make generic stacking bonuses to those as technologies. Used in the new mission.
  • Added models for Factory (Tier 1, 2, and 3), Research Lab (Tier 1, 2, and 3), Food Processor (Tier 1, 2, and 3), Industrial Market, Military Barracks, Reptilian City (Hatcheries), Robotic City (The Forge), Robot Fuel Factory
  • Added model for Support Centre (robotic)
  • Updated the tutorial to remove a few references to "upcoming" gameplay that is now in the game, and reflect the fact that we've entered beta.
  • Optimised the tech tree loading process. Previously there was a lot of error handling happening that could cause the game to slow down when initialising the game or loading a mission.
  • The explosion graphics have been modified to be a bit more rendering-friendly and visually appealing. They're now a bit more random, more spread out on the planet screen, and the game no longer omits explosions when there are too many already on screen as we fixed the memory issues it was causing.
  • Added support for races having buildings that belong to another race, so we can have a Revenant space station in the first challenge map and it'll use Revenant technology (particle beams etc).
  • When loading a Building, Weapon or Module that is already loaded (e.g. through mission files), the existing item in the pool is replaced instead of the game crashing.
  • Total overhaul of animation code and transitions all throughout the game to use a more accurate delta time system. You should now notice smoother animation and transitions on slower computers.
  • Overhauled the screenshake code to a more tightly controlled variant so it will no longer sometimes jerk way off-screen for a split second if you blow up a ship with a missile. Also took the opportunity to add rotation to the screen shake and extract some new screen shake options into the ini file.
  • Added a half-size tooltip for some smaller items
  • Improved the way the game fades to black and back out again when switching screens, saving, loading etc. This is now consistent across all screens and much smoother.
  • Individual races may now use the ModelProcessOverride.txt file to specify that their ship part models have already been pre-scaled to the correct size. This is used now for the Renegades ships as they were designed before we came up with our new auto-scaling model loader.

    Dozens of minor bugs have been fixed as a result of the Fleet Combat overhaul and the engine changeover, but they haven't all been documented. Below are those that have been documented:
  • Fixed a bug causing Revenant fleets to automatically attack the player if they don't find a military threat worth attacking.
  • Fixed a bug causing the tutorial to sometimes not reset fully if you exited during the times where you have no popup on the screen to prevent you from quitting.
  • Fixed a bug causing the map options to get stuck to weird defaults after you launch or load a singleplayetr mission or the tutorial. This now correctly only saves the options for your Sandbox games.
  • Fixed a tutorial bug causing the game to sometimes skip over the check to see if you have a colony ship if your game was running slowly enough.
  • Fixed a bug causing the music to get stuck on if you set the volume from full to zero inside one frame.
  • Fixed a Fleet Combat bug causing the Plasma Mine Layer to lay mines off to the side of your ship instead of where the firing pattern shows it should be.
  • Fixed a bug making Kazzir missiles invisible.
  • Fixed the scale of asteroids in Temporal Rift investigations
  • Fixed a missing United Colonies satellite model that could rarely cause a crash
  • Fixed a text bug in the first Kazzir mission - It said to build a Scout ship but really you select what ship to build.
  • Fixed a number of text mistakes in the technology files. All of the ship hull technologies were displaying the wrong amount of power grid.
  • Fixed a number of new bugs with the tutorial that only started happening on our test rigs after we switched to Monogame. These bugs may have affected a number of other players, causing the tutorial to get stuck at various points.
  • Fixed a certain tooltip staying open when you enter fleet combat.
  • Fixed a scrolling defect on the Research panel.
  • Fixed a major bug with the research panel that allowed tech trees to be held over from one game to the next, causing problems with missions like the new challenge map that have unique tech trees.
  • Fixed several rendering bugs with the 3D ship designer and with 2D representations of ships on the UI.
  • Ships now correctly re-cloak when starting a new fleet combat with a cloaking device active or ending turn inside a Cloaking Field.
  • Bonuses from Planet Leaders that affect Fleet Combat now correctly apply during Fleet Combat. Previously, a few bonuses applied 100 times larger than they were supposed to or didn't apply at all.
  • The game should no longer sometimes crash when a planet switches owners or is destroyed while the Planet Screen is open.
  • Fixed the game accidentally designing some ships with multiple copies of "One Per Ship" technologies.
  • Fixed several bugs with the totalling up and display of research points in the top right of the screen not matching the actual output of your empire.
  • Fixed the display of tax stats from planets sometimes not matching up with the amount of net tax being made.
  • Fixed a bug in the ship designer when editing a starbase designt hat was in use elsewhere in the galaxy. It previously wouldn't work out the cost to upgrade all of them correctly.
  • Fixed a few display bugs resulting from the font switch
  • Fixed the lighting graphics on the Recycling Plant, Apartment Complex, Humanoid City, Energy Market, Industrial Market etc.

    We'd like to give everyone a huge thank-you for waiting for this update! The patch was ready just before the holidays but we found a stubborn engine-level crash right as we intended to release it. It's taken us until now to get all the bugs resulting from that fixed and last night we completed a full test series that came back successful. As always, please let us know if you experience any problems with this update!

    Note: This update will make all of your old saves no longer work, and will reset your game options the first time you start up. It will also go through the first time setup on Steam when you launch it to install new dependencies.

    -- Brendan, Lead Developer
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Early Access

The Early Access build of Predestination is currently very close to being finished, but there is still work left to be done before launch and you may encounter bugs. We also still have placeholder sound effects and some placeholder artwork that will be replaced before launch, and the gameplay and balance will change during Early Access based on feedback. We continually work on squashing bugs while we implement the new features, and publish regular dev update articles packed with information on each major update. Predestination is currently single player only and English language only.

If you're not sure if you can deal with a game that isn't finished or polished, we suggest adding the game to your wishlist so that you'll get a notification when it officially launches. We'd rather lose a sale than frustrate or upset a customer who isn't used to testing out unfinished games.

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 flung back in time by a powerful hostile race known as the Revenants, and must now work to rebuild their empires and somehow stop the Revenants in the past. 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, turn-based tactical fleet combat, advanced planetary exploration and colonisation gameplay, terraforming, a seamless 3D ship designer, and many other features.

Current build and release plans

Predestination is currently in a fully playable Early Access state, and all major features have been implemented thanks to your support and feedback. The main things left to add before release are additional content such as further episodes singleplayer story campaign, some user interface elements and improvements, some 3D models, sound effects, and content designed by our Kickstarter backers. We're now working on V0.9.9.0, the second last patch before we hit the big V1.0 update, when we'll begin working heavily on adding promised user content, iterating on gameplay and balance based on your feedback and polishing the game for final release.

The game is fully playable in its current state, but it hasn't been polished significantly and will contain bugs. If you enjoy helping to shape an emerging game with your feedback, or supporting dedicated indie developers, buying into the Early Access now will definitely help us out. If you're just looking for a new game to play and the Early Access process doesn't appeal to you, we would instead suggest adding the game to your wishlist and keeping tabs on development through our regular development updates. You'll get a notification when the game is officially released and can make a decision then. Predestination is currently singleplayer-only.

Post-release plans

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've promised to add multiplayer and modding tools in free updates after release. We have some very exciting plans for future content, such as space monsters and races with living ships, and constantly turn to our community for ideas. Stay with us and keep an eye on our development updates for more news on this after release.


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 and went on to become the first Irish game to be successfully kickstarted, reaching 200% of its initial goal. A small grant from the Arts Council of Northern Ireland's Creative Industries Innovation Fund allowed us to add a stretch goal feature that we didn't reach during the campaign -- A freeform 3D ship designer. A small secondary Kickstarter campaign was launched to improve on the 3D ship designer with new features like customisable space stations and CAD-like advanced tools, which was also successful.

The game's Fleet Combat, Planetary Colonisation and Galaxy level gameplay were each developed as separate modules and individually tested by our dedicated beta backers before being joined together into one cohesive playing experience. We launched this as our first alpha build on Steam Early Access in 2015, and have continued to develop the game with your support and continued feedback. Since then, we've released over 70 regular updates and implemented almost all of our target features, including:
  • Tax system and economic gameplay
  • Ground combat, planet bombing and capturing
  • Space Exploration galaxy age -- Skip straight to colonisation.
  • Planetary morale, health, security and loyalty systems
  • Trade Routes and blockades
  • Diplomacy System
  • Race Stats and four Race Archetypes with unique technologies and gameplay
  • 3D Ship Designer & racial ship part models for 3 races
  • Ship captains and colony leaders
  • A directed tutorial for 4X newcomers
  • Wormholes
  • Planet specials, including strategic resources
  • Warp-capable missiles
  • Temporal Rifts, and Revenant attacks (random events)
  • Planetary disaster events
  • Building and infrastructure models (90% complete, final batch in progress)
  • Tech Era 3: First Contact
  • Tech Era 4: Galactic Domination
  • Synergies technology tree
  • Multiple Victory conditions
  • Spying Gameplay
  • A fully moddable episodic story mission system
  • Empire management tools

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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