Leave the farms and cities behind, jump straight into managing your own planets in The Universim, a brand new God-game in development by Crytivo Games and Alexander Koshelkov.
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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?

“The Universim brings with it enough innovation to create somewhat of a new genre in the gaming world. We don’t want to restrict your control over the game to a mere farm, town, or city, we want you to control entire, procedurally-generated planets, complete with wildlife and dynamic environmental conditions. You will certainly spot some familiar mechanics in The Universim, adapted from some of the best god games of all time, but it’s almost entirely designed from the ground up. Some of the mechanics in the game will be introduced to you for the first time ever, and that is why your feedback is absolutely crucial for us. We want to position ourselves as an indie studio that is driven by your positive feedback. We came here to make fun games, and to do that we need your help and support. The Universim is our first game as a studio, and that is why it’s very important for us to deliver an excellent product.

Please keep in mind that we’re planning to add features and new mechanics along the way, which means that the game won’t be packed with action and content from the very beginning. Overall, The Universim is a slow-paced game, where you will guide a species as it evolves from the Stone Age all the way to Space Era and beyond.”

Approximately how long will this game be in Early Access?

“Until we’re happy with what we’ve got. We’re planning to be in ongoing development for as long as we need to. Depending on the game’s success, we will also continue developing new features that the community wants to see in the final release for absolutely no extra charge. However, we expect The Universim to show its full potential within 12-18 months from now. Again, that doesn’t mean you won’t be able to have a lot of fun in the game much sooner. We’re just making sure you understand what to expect.”

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

“The Universim will be dramatically different and far more polished closer to release. As we said earlier, we will continue introducing new mechanics and developing new features as we go. New features will either break the game or make it far more enjoyable. That’s where we will need your feedback. Taking part in our Early Access puts you right beside us on this journey, and we have a long way to go. If you’re the type of person who expects no bugs, glitches, or missing content in the game, we highly recommend you to wait for proper reviews or the full version of the game to be completed. We encourage you to invest some time into researching more about The Universim before purchasing it. As much confidence as we have in The Universim, your expectations can be very different, and we want do our best to ensure you aren’t disappointed with what you get.”

What is the current state of the Early Access version?

“We have spent a huge amount of time developing an in-game planet generation engine by the name of Prometheus. We made it capable of generating procedural planets with dynamic life conditions on them. At this time, we have a main planet with a certain generation scheme on which you’ll start playing. We call it Mother Planet. This planet will make you feel right at home, as it’s based on the planet you’re currently sitting upon. New features and mechanics will be added as we progress, along with new eras and planets. Currently, your civilization begins with two citizens that can evolve and spread. We are restricting gameplay to the Stone Age to test all of the major systems before additional eras are introduced. Later on, you’ll be able to help them evolve through different eras, such as: the Stone Age, Medieval Era, Modern Age, and Space Era. Our team are working hard every day on new features and bug fixes. As you read this message, we probably fixed a whole bunch of issues in the game. Naturally, it can be quite difficult to describe the current state of The Universim, as it changes all the time, but you can keep up to date by reading updates on all of our major channels. We just want to assure you that we’re doing our best to implement new features as soon as we can, but we’re not prioritizing time over quality.”

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

“This is still up for debate, as we want to ensure that the product’s final pricing will be fair based on the functionality of the finished game. We still have many features that we’re discussing internally, things that change the game drastically, and those features might take us a lot more time to develop. That is why some things might change down the road. However, we will always do our best to keep the price as fair as possible. Once more, we didn’t come here to make tons of profit, our aim is to acquire a large enough budget to make The Universim the best planet-management god game ever and continue to amaze you with our new games in the future.”

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

“Even though Crytivo Games is new name on the market, we are already known as a responsive and supportive developer. The Universim is our product and the success of it is incredibly important to us. And without you, we will not have success. We will do our best to communicate with you on Steam and in our official forums to make sure you are as satisfied as possible. We want to be an indie studio you can rely on, not one that came here to make tons of profit on sketchy DLC’s or in-game purchases. We’re all about fun and innovation, and we want you to be a part of it.”
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Recent updates View all (61)

December 5

NEW PATCH V0.0.22 TEST SQUAD IS NOW LIVE!




We’re back with another exciting patch for all of you incredible people. Our team has once again astounded with its ability to balance the flow of new content and bug fixing, driving the experience to new heights while squashing those annoying issues. Now that we’re finished patting ourselves on the back, let’s get to the fun stuff!
  • Brand new nugget list panel, with new filters, more headers and more details, including a new favicon menu.
  • Nugget favicons are now shown as an icon over the nugget as well.
  • Research: Blue Perks of the same tier can now be queued up for research: they will automatically continue to next queued perk after current is complete. From the panel, player will be able to add or remove from the queue, and see the order in which perks are stacked.
  • Building upgrades reviewed: now resource collection for upgrades will happen before demolition, and the building will continue working as usual until then. Resources status can be monitored on the upgrade panel.
  • Status Flags: building status icons are no more! we now have flags, which integrate smoothly into the environment, improving the look and feel. Flags will display up to two different status situations, and further warnings will appear after the ones on display are solved.
  • Path line for nuggets
  • Time stopped before epicenter is placed
  • Trickle Effect God Power
  • Tornado: New building damage formula
  • New building lumber mill.
  • New building stone mine.
  • New animal - the bear.

MASSIVE ROAD SYSTEM

Starting off as tiny pathways, these little veins of early economic activity will soon grow and harden into highways and concrete footpaths as your civilization advances. A ridiculous amount of work was invested into this system over the past few months, but it is beginning to pay off. Our biggest challenge was to create an entirely dynamic road system that expands as new buildings are introduced, on top of being upgradeable from era to era. Let’s not even mention the difficulty of getting this to work on a spherical world. Overall, it was quite the experience, but we’re enormously proud to be introducing it to you now.



PLANET OPTIMIZATION

With the addition of dynamic roads, preserving performance became another top priority for the team. With a little magic, we not only mitigated the new system’s impact, but also improved performance further to allow for far more objects to be on-screen at any time. Planets are now curvier and more decorative than ever. You can even expect faster loading times! Also, keep an eye out for denser animal populations as you go about your divine duties.



NEW MEDIEVAL BUILDINGS

Stone Mines and Lumber Mills officially mark the beginning of the Medieval Era! You can now construct neat little box-looking buildings that will churn out resources faster than ever before. Speaking of which, we’ll be balancing things over the next few patches to ensure we get the numbers right.



NEW NUGGET LIST PANEL

Our Nuggets are not just soulless and empty AI agents that drift about the game world performing menial tasks, they’re actually highly-advanced (albeit buggy) beings that attempt to act as alive as possible. Well, unless they’ve been tossed about by a tornado. Then they play dead very well indeed. As such, they have a dramatic list of stats that should be clearly presented to you. With the new panel, you have detailed access to any Nugget’s stats at any time.



NEVER LATE AGAIN!

We agree with your complaints that it can be a little difficult to prepare for natural disasters before they undo all of your hard work. The notifications were simply not giving you much time to react, leading to frustration as your Nuggets clung hopelessly to the barebones foundation of a disaster shelter while the civilization was ravaged. Disaster predictions will now be far more timely, giving you detailed information via the season calendar once you’ve constructed a Forecast Tower.



BUILDINGS SHOULDN'T BE ABLE TO SCREAM!

It can be a little overwhelming as buildings begin blurting out complaints about some or other resource shortage, filling your civilization with glowing pop-ups like you just clicked on a dodgy link. We always aim to keep things in the game as clean and natural-looking as possible, which led us to redesign the building notification system entirely. We are replacing pop-ups with a flag status system, equipping each building with a dedicated flagpole that will raise a different flag based on the building’s needs. We’ll keep iterating on this to get it right.




NUGGETS CAN SCREAM

Nugget status icons were revisited as well, leading to slight changes that improve readability at a glance. We’ve added a severity indicator to the status icons that appear above a Nugget’s head. If Nuggets begin displaying negative status effects, like hunger, thirst, cold, or otherwise, the icon will be yellow to start off with (less severe) and slowly turn into a red icon (severe). Icons turn red once a Nugget’s health or other important stats become endangered.

WHERE ARE THEY GOING?

The Nugget trajectory guessing minigame has been removed. We have replaced it with a Nugget trail line, showing you exactly where a Nugget is headed. You’ll never have to raise an eyebrow and allow confusion to take hold ever again.

CONTINUE READING HERE

IMPORTANT

We have even more exciting announcements coming soon on January 9th, 2018.
Sign up at http://www.crytivo.com to be among the first to hear our announcement and net yourself an exclusive reward.
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November 1

Pumpkin Patch is Now Live

GREETINGS CREATORS!

Today is the great day for another portion of some delicious news. As many of you already know, we tried to keep the pace and we were adding a lot of new features to the game each month. We got to the point, where we were satisfied with the amount of content we put in and decided that it’s a good time to take a short break from the flaw of the new changes and work on some bug fixes, balance and AI improvements in order to provide to our valuable players an interesting and exciting gameplay. We hope you guys got tired from nuggets who were hitting their heads into the wall or were so lazy, that actually were standing on the same place and were just chilling. In this patch we said enough of those stupid Nuggets! Let us introduce you a new Universim Pathfinding system v1.0. Our new pathfinding system is able to solve all (most) those issues and allow players to feel that there is some hope in their civilization and maybe stop kicking Nuggets butt in order to force them to move. With the introduction of our new pathfinding system, we tried to solve the major issues with Nuggets AI and improve the workflow of the game and make it more dynamic. The new Pathfinding system is 4 times more accurate than previous one, we had to go through a lot of challenges to introduce this system in a short period of time and keep relatively that same performance. We hope you'll love it!



We also thought that it would be cool to allow the player to place the buildings more precisely on the map. Therefore, we added a grid around each building that allows the player to see the boundaries of the building. We're also starting reserve space around the buildings for future Dynamic Road Formations.

On top of that we made a lot of changes to the balance of our game. We re-balanced a lot of different aspects in our game in order to provide a pleasant experience for you guys. Mating system was changed multiple times, nuggets effects & perks were revisited and rewritten in order to provide a better representation of the nuggets stat changes. Happiness effect got its separate love. Happiness now will depend on many different factors and actions, so you should be careful of what you are doing.

In addition to all the bug fixes / AI improvements and balance, we also added some pets to Mother Planet! Foxes & Mammoths are ready to join us today!


NEW CONTENT

Fire Fox

Furry Mammoths

New quest: “Punish my Nemesis”
Refactored cemetery. Now it contains pyre
Clouds are now savable


BUG FIXES

Fixed: School perk had negative effect
Fixed: Gravedigger standing still after you scare him
Fixed: Gravedigger tries to reach nugget in orbit
Fixed: Critical bug related to “AreaRadius”, “Find my lost nugget” quest
Fixed: Critical bug during searching for nugget, “Find my lost nugget” quest
Fixed: Dead nuggets were not in the cart after load
Fixed: Female nuggets not mating in some cases
Fixed: NRE related to dead nuggets and FormatCurrentStatus method
Fixed: Stuck nugget eating in the eatery after game load
Fixed: Stuck nugget when cleaning construction site
Fixed: females from couples made with cupid power never had more than 1 kid
Fixed: Descriptions of powers were cut in God Powers Carousel
Fixed: Upgraded Reservoir capacity. Reservoir capacity stated increase of 10000 instead of 15000
Fixed: Slow Burn perk caused nuggets to feel hungry all the time
Fixed: Multiple perk effects were not working properly or didn’t have significant changes
Fixed: Improved Nuggets work assignment. Before nuggets were assigned to the closest buildings to build. Now they have an intention to finish building the first placed building unless any other building received all the recourses before the first building
Fixed: Some happiness effects did not increase nuggets happiness
Fixed: Windstorm would deal damage after it ended
Fixed: Bunker slots were locked
Fixed: Engineers were functioning only on 40%


BALANCE CHANGES & IMPROVEMENTS

Wood/Stone refineries will create a small demand for wood/stone if they are not full, forcing nuggets to harvest those resources.
Injured nuggets will be auto-replaced in a building if they are in hospital.
Improved transportation AI. All buildings should be served (sooner or later)
Improved repair AI. Now lower health buildings should be served first.
Improved decision AI (idle ai can be interrupted at any point).
Adjusted auto assignment of nuggets. System should try and search for nuggets with required education level first.
Improved male/female birth ratio.
Improved construction priority builders assignment.
Improved farmer AI, it will go harvest even if it has next critical AI (thirst, hunger, etc.)


PERK MOVEMENT

Storage Area Perk (Unlocks Warehouse) was moved from Stage 4 to Stage 2 in order to allow players to accumulate resources in one spot early in the game and increase construction speed & improve the dynamic of the game.
Recreation Perk (Unlocks Local Business) was moved from Stage 2 to Stage 3 due to the new way how happiness stat works & improve the balance.
Refined Materials Perk (Unlocks Store & Wood Refinery) was moved from Stage 4 to Stage 2 in order to allow players get and accumulate new materials for the buildings upgrade once they will be available.
Ancient Burial, Dew Forecasting & Education perks were moved from Stage 3 to the Stage 4 in order to balance out the perk order and reflect changes that were made to the Tornado / Hurricane.
Naturopaths Perk (Unlocks Hospital Pre Medieval upgrade) were moved from Stage 5 to Stage 6 in order to start the transition from stone age to the Medieval age and allow room for the new perk system that is coming in the next patch.

PERK STATS

We revisited a lot of perks and their stats in order to improve the balance of the game. This helped us not only improve the balance, but also fix some bugs that were causing the players experience issues with the food or did not apply any effect at all due to a very minor increase. Before we also had some perks applying effects to some stats in percentage value and hard value which caused some issues with the balance. We also decide to redo the percentage value on some perks and make them “hard” values in order to simplify the system and improve the balance. This change allowed us to control the nuggets stat growth more precisely and make sure that our perk system doesn’t break the game. The changes are:
Primitive Tools: Might changed from 2->1
Cooking: Hunger Reduction changed from 2% ->5%
Heavy Lifting: Might changed from 2->3
Heauge Mahscles: Might changed from percentage value to the hard value 10% ->4
Hide Bags: Carry Capacity changed from percentage value to the hard value 10%->2
Molars: Hunger Recovery changed from 5% -> 7%
Divine Stamina: Nugget Stamina changed from 18% -> 15%
Slow Burn: Nugget Food needs changed from 15%-> 20%
Divine Punishment: Twin increase changed from 2% -> 50% from current value
Elbow Grease: Might changed from percentage value to the hard value 5%->3
Round Cogs: Pump output changed from percentage value to the hard value 5% -> 2
Dam It: Pump output changed from percentage value to the hard value 5% -> +2
Cooking Utensils: Food cooking time was changed from percentage value to the hard value +5% -> +2 seconds
Tactical Evisceration: Gutting speed changed from +5% -> +14%
Tinctures: Hospital healing increased from +8% -> +20%
Efficient Pipelines: Pump output changed from percentage value to the hard value +5% -> +2
Fishing Lures: Gutting Time changed from percentage value to the hard value from 17% -> -2sec

REPRODUCTION SYSTEM

After multiple responses on the new mating system, we decided to change it more and allow players to slowly but surely progress forward. The new mating system will provide the player with a slow but a constant grow. Surely with some usage of the God Power everything can go horrible wrong... oh.. you are all Gods... Gods don't do any mistakes, so nevermind. New mating system will provide the player with a good amount of nuggets in order to fulfill all positions in the buildings and have enough available nuggets to build those buildings. The issue with the dying civilization is solved as well, so you can finally enjoy your growing civilization endlessly until you kill all your nuggets yourself.
The rate of nugget mating was increased
Number of kids increased from 3 to 4
Getting Twins chance decreased
WEATHER SYSTEM CHANGES
Time for the tornado & hurricane was changed in order to accommodate changes that were made to the Perk order. Players should have enough time to build the forecast tower & a bunker in order to protect their nuggets from complete destruction and death.

CEMETERY

We know you've been having issues with Gravedigger not being super productive, so we refactored cemetery completely. Before, Gravegigger was not able to keep up with all the madness you had in your village. Dead Nugget bodies were lying all over the place, infecting healthy Nuggets because of his laziness. Now, let us introduce introduce stronger, more productive and scarier than before Gravedigger TWO POINT OH. Now Gravedigger can collect multiple bodies at the same time, he moves faster and knows better what body should be collected first to keep your village nice and shiny. Cemetery Building by itself been redesigned dramatically. It was merged with Pyre! Gravedigger now will become a Pyre Manager! Yes, you got it right! He has been promoted as well. Graveyard has more space for the dead souls. Last but not least, Gravedigger will be able to reuse old grave spots, if nobody was visiting dead Nugget for a long time his spot will become vacant for a new "tourists".



PERKS DESCRIPTION & TOOLTIPS

In this patch we also introduced tooltips in order to help players to track Nuggets stat changes. Now each learned perk will show up on the Nugget panel and provide the data to the player about the effects that are applied to the nuggets. All the perks got a new perk description & a specific description for the tooltip feature.



BUILDING COST CHANGES

Water Reservoir Level 0 - 20 (W) : 30 (R) -> 10 (W) : 10 (S)
Eatery Level 0 - 15 (W) : 25 (S) -> 10 (W) : 20 (S)
Farm Level 0 - 20 (W) : 25 (S) -> 20 (W) : 30 (S)
Fish Hut Level 0 - 20 (W) : 20 (S) -> 15 (W) : 15 (S)
Warehouse Level 0 - 15 (W) : 20 (S) -> 20 (W) : 25 (S)
Hospital Level 0 - 25 (W) : 30 (S) -> 20 (W) : 10 (S)
Refinery Stone Level 0 - 25 (W) : 25 (S) -> 20 (W) : 20 (S)
Refinery Wood Level 0 - 25 (W) : 25 (S) -> 20 (W) : 20 (S)
Cemetery Level 0 - 10 (W) : 25(S) -> 10 (W) : 20 (S)
Forecast Tower Level 0 - 35 (W) : 35 (S) -> 30 (W) : 30 (S)


HAPPINESS

Nuggets now are getting influenced by many different factors that are happening around them. If you will treat your nugget with food & water, he will be satisfied with your kindness, but if you decide to break Nugget heart by taking his spouse away or abuse them, they will eventually try to commit suicide. So be extremely careful with the actions that you perform on your nuggets! Nuggets will gain or lose their happiness due to the next action:
Child Birth
Child Death
Being next to the corpse
Seeing the God using a Dark Power
Dehydration
Disease
Drinking
Eating
Next to the Funeral Pyre
Gay Mating
Graveyard
After they healed their disease
After they recovered from the injury
Being Homeless
Having an Injury
After the Le Cupidon power
Seeing the God using a Light Power
When they get married
When they mate
When they Oppressed
When they lost their partner (partner death)
When the partner left the family
When the partner didn’t show up on a date
When they Starving
Straight Mating

ART ASSETS

Evolution tower has a ground decal.
Hospital has a ground decal.
Archive has a ground decal.
Bunker 3d model was updated to occupy center of its reserved space.
Pre-Medieval well has now water inside.
Animated Fox model is implemented.
Mammoth model with animation is added.
Cemetery model is updated - now it has funeral pyre on its territory.
Ghosts-Nuggets with animation now will appear in the game.
New ‘Bite This’ animation for nuggets is available.
Nuggets now become mummies after death. Mummy model is implemented.



UI/UX CHANGES

Cemetery panel redesign. Cemetery and Pyre are now merged into one.
Redesign worker slots and added detailed tooltip on hover.
Redesigned nugget slots to show only their picture and progress - rest will be visible after hover. That way we are able to make panels a lot smaller so they won’t be in the way so much.
Redesigned buildings resources usage panel (bottom right) there is a demolish and turn on/off building button now.
Worker ID card update. Nuggets statistics are affected by numerous factors. Now you will be able to see the value and when hovering - list of factors.
Evolution tower. Added ‘more coming soon’ label when all researches are done.
Evolution tower mechanics change. Introduced new white perks.
MainUI update - added white perks research as well.
New worker slots, resources usage panels and close button added to:
Archive
Bunker
Cemetery
Construction Site
Eatery
Engineers Hut
Farm
Fishing Pier
Forecast tower
Hospital
Local business buildings
Prayer Enclave
Residential buildings
School
Stone refinery
Warehouse
Wood refinery
Warehouse
Water Pump
Water Reservoir
Water Well
Fixed tooltips for Education traits in Nugget ID panel.

PERFORMANCE CHANGES

Some of you might get a slight performance decrease. This is the result of more detailed Pathfinding Grid that wrapping planet around. We will continue working on Performance optimization.
Loading Times increased slightly.

KNOWN ISSUES

Please keep in mind, even though we did a tremendous job improving the overall AI Stability and Performance you still might come across some issues and bugs. Please report them to on our Forums and Discord

P.s: We also would like to say thank you to:
Eudaimonic
Nemisis311
jlreymendez
letsgo2u

For their contribution and active participation during this patch test & community mission. They all will receive Free T-Shirt with our game logo. Please send PM to Sasha or AlexK for the instructions on how to receive your T-Shirts.
Everyone else, who also participated during patch test & community mission, we would like to say thank you for helping us to improve the game. Your active participation will be noticed and awarded. Participate, respect each other and let your imagination go wild during those missions and test. Thank you all for sticking with us on this crazy ride! We hope you love all of the new additions, and we have plenty more in store for you. Stay tuned, stay in contact, and stay awesome! Don't forget to leave your comments below.

Please don't forget to add The Universim to your Steam Wishlist HERE
All our love, The Crytivo Crew
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About This Game

  • Meet the Universim


The Universim aims to revive the glory days of the god-game genre, and bring it into the new generation with fresh ideas and ambitious gameplay. With the powers of a god, you are unleashed upon the universe to begin forging your galactic empire in the stars. From dust to the cosmos beyond, your civilization will rise through the ages under your guidance. Yet, this is not the same static world you may be accustomed to, this is a dynamic, living world that is just as unpredictable as it is beautiful. Everything in The Universim revolves around dynamic gameplay. No two planets will ever be the same, natural disasters and other events can be triggered at any time, and the AI will react to the world in an organic and believable way. Although, it wouldn’t be any fun if things don’t get a little silly every now and then.



Your citizens (Nuggets) will make their own decisions and always seek to better the civilization in some way, but, at times, things may not always go to plan. Fortunately, you are there to keep them on the straight and narrow. Or, rather, to keep them from getting themselves killed, at least. One such situation that may arise from bad decision-making is that two or more AI cities declare war on one another. You then have an important choice to make: intervene and attempt to bring an end to the chaos, or simply watch as they destroy one another. Some people just want to watch the world burn, and we’re okay with that.
Research plays a pivotal role in The Universim, and is therefore an area that will require your utmost attention. Without certain discoveries or technology, your civilization may not even be able to progress beyond the Stone Age. For instance, fire is a crucial invention to ensure the warmth and safety of your early civilization, amongst other useful applications. New research options become available as your civilization progresses through the ages.



Learn More About Nuggets

Due to the dynamism of the game, natural disasters, alien visitors, disease, war, famine, riots, and so much more can be thrown at your civilization at any time. All of these factors will leave their mark on the civilization, but can be dealt with in numerous ways. When something like the plague strikes, it is up to you to quickly strategize on how you will help your civilization overcome this disaster. The way in which you fight certain disasters varies from era to era, depending on the current research level and available technology.

When it comes to disasters, the world itself is not the only bringer of doom. You, too, can trigger disasters if you are displeased with your civilization’s decisions. Your influence over the world is dependent on two basic elements, Power and Wrath. Power comes from having a loyal civilization under your control. Successful completion of tasks and other activities will generate the Power you need to alter the very world itself, such as changing the weather or triggering events. It can also be used to initiate a major civilization action. Conversely, if your civilization begins to lose loyalty due to failed events, every action they perform that displeases you will generate Wrath. This, in turn, allows you to unleash destruction upon them at any time.

The more loyal a civilization is, the better they will follow your orders. Sometimes, you just need to remind them who is boss. What better way to do that than to send a meteor down with a friendly note strapped to the side? There are also less destructive ways of maintaining loyalty, though. You kind of need a civilization to exist in the first place if you plan to rule over one. Although, it’s sometimes just fun to blow things up, isn’t it? You monster.

Disasters will also have many simulated secondary effects. Something like a meteor crashing into the planet will not only leave a sizeable crater, but it could also set trees and buildings on fire. Fires spread dynamically, making it rather dangerous for any structures or citizens within range. However, YOU can prevent forest fires! By wielding your Creator Abilities, you can drag a storm cloud over the impact zone and cool the situation down before things get out of hand. Creator abilities are your way of interacting directly with the world and assisting with various issues that may arise. These kinds of abilities drain Power, though, so use them wisely!



Buildings and society will evolve as you progress from era to era. Every era will bring with it entirely new types of buildings that will impact your civilization in some way. All buildings will be constructed around what we call The Epicenter, the central heart of every city in the game. You can place an Epicenter in any feasible region on the planet that supports cities, and buildings will begin developing around it as your population grows. Normal housing structures can be built automatically, but you will need to explicitly choose where special buildings go up. Special buildings include things like farms and nuclear power plants. Civilization development and expansion is based on the conditions around your Epicenters. In certain environments, your population and buildings will grow faster. However, in cold environments, deserts, and other rather inhospitable areas, resources like food may be scarce and will thus hinder development.

In a vibrant, living world driven by dynamic events, realistic natural processes, and ever-changing environments, you need an in-game simulation engine that is capable of going above and beyond expectations. This is what the Prometheus In-Game Engine™ aims to be. Developed from the ground up in Unity3D, it will form the foundation upon which every element in the game is built.

Thanks to Prometheus, every planet you encounter in the game will be as unique and vibrant as the last. Doesn’t random generation rock? You will come across planets with varying temperatures and environmental conditions, as well as a wide range of characteristics that make them special. Planets will also undergo the changing of seasons, which affects the many environmental biomes on the planet. It has the potential to cause rapid changes in temperature and conditions, leading to a significant change in the rate of resource gathering and civilization development.



Seasons will change according to the in-game timeline. Summer offers the best food yield and growth period due to its favourable weather, while winter can have a negative impact on the wellbeing of your civilization. Some winters may go by quickly, while others will drag on. There is even a chance for the most brutal winter of all to ravage your civilization for months on Mother Planet. Fortunately, our in-game News System will inform you about upcoming winters, giving you enough time to react and begin preparing for the long winter months ahead by storing food and researching the appropriate technologies. Fire, clothing, storage of food, and building shelters are all excellent examples of proper preparation.

The space era will be the culmination of all your hard work. All of the decisions you have made thus far will truly begin to bear fruit or reveal their consequences, if any exist. This is when you will begin to discover all of the beauty and mercilessness of alien planets.

Colonization plays a huge role in the Space Era, as it allows you to spread your civilization across the stars. New research opportunities, technologies, resources, and more can be discovered by exploring and colonizing planets! However, colonizing a planet requires a little preparation beforehand. Simply hitting the GO button when initiating a mission will likely result in unhappy endings. If adequate research about the planet is not done, it may lead to the untimely demise of your colonization team. After all, it can be rather difficult to traverse molten lava while fending off giant space mosquitoes with nothing but a tube of sunblock! Even more so, if they happen to be wearing the previous mission's sub-zero equipment.



Every planet in the game can be colonized. They may just require a dash of scientific magic to make them habitable. Certain planets could even possess extremely valuable resources, but there is always a catch. Such planets may also have a ticking timer attached to them, indicating that the planet is going to explode or the sun is minutes away from going supernova. Are you brave enough to risk it all and attempt to harvest those resources before time runs out? There is always the option to leave the planet to die in peace, of course. You may already have a cargo hold full of valuable resources and new discoveries. It would be a shame to see all of that go to waste! Oh, and your poor colonization team, too. Imagine all the paperwork…

Naturally, the hardships may not always end at having to harvest all of the resources before the timer hits zero. The planet could still have unsuitable conditions for your team to get the job done. You will most likely need to place atmosphere generators to generate air and thermal regulators to keep the temperatures on the planet at suitable levels. It’s not going to be an easy process, but the rewards may just be worth it.

Most alien planets will also likely have a few strange creatures roaming around. Some may be friendly, and could even become good friends with your crewmembers. Others have sharp teeth and a general dislike for everything that moves. Better pack a few weapons as a precaution! You will encounter many unique and interesting creatures, vegetation, and environments in your travels. Be sure to send any interesting combinations you find to us! Prometheus might get a little ‘creative’ sometimes.



A lot of extra detail is planned to go into numerous planets in The Universim. You can expect to find many easter-eggs and secrets scattered across the universe. There are even plans to possibly include mod support somewhere down the line. After all, no modern game would be complete without inappropriately-shaped rocket ships!

By utilizing an intuitive GUI, you can keep track of the various planets in the universe and manage your intergalactic endeavours with ease. Every star in the sky is actually a different planet that you can discover and explore. This is another area where research and technology can make or break your experience. One such technology is the Discovery Rover. This vehicle can be sent to distant planets to acquire information about the conditions, colonization requirements, hidden dangers, and available resources. However, as with everything else, you will need to prepare your Rover adequately for the mission. Additional technologies like Environmental Armour, Thermal Shielding, weaponry, resource probes, and more will need to be acquired in order to get the most out of your rover and protect it from the dangers of alien planets. There is even the ability to add an all-purpose camera to it, which allows you to take direct control and drive it on alien planets! Did someone say VR? We might have. Maybe.

What will you do with the power to control the universe? With the fate of galaxies resting in your hands, and the fragile lives of so many under your influence, there is no telling what you may accomplish. Through your every decision, you are writing the history of a species. This is your story now, so make it one to remember.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: TBA
    • Processor: TBA
    • Graphics: TBA
    Recommended:
    • OS: TBA
    Minimum:
    • OS: TBA
    Recommended:
    • OS: TBA
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