Community Announcements - jables


Unit Cannon update is locked, loaded & live!

Our new update is live! Starting today you can push entirely new invasion strategies against your foes with the Unit Cannon! This powerful unit will allow you to launch up to 12 units at a time anywhere across the galaxy, pushing the ability to break defensive setups or set up forward offensive bases!

We have also put in a lot of changes for our newer players, including a player guide to teach the basics of gameplay. This is accessible through the “Player Guide” on the Main Menu, or in game by hitting F1 or escape and selecting it. You will also see updated information and top ranked replays on the brand new main menu to help get you up to speed and competing for the top spots on the leaderboard!

For you system designers out there, we have added CSG palette to make placing CSG from any biome much easier than before. This gives you the tools to more easily make the amazing planets we have seen our players create.

Other changes you will see are the addition of customizable secondary colors to allow people to make their army feel more like their own, a lot of balance changes (see the list below), major adjustments to our ranked planet Berg, as well as the addition of 3 new ranked planets to the rotation, and bug fixes across the board!

We hope you enjoy the new changes as much as we do!



If you would like more detailed change report, take a look at the extensive list below

[Balance]

[Unit Cannon and Umbrella Balance]

Unit Cannon
Metal Cost: 14,400
Health: 3,000
Buildable Units: Ant, Spinner, Dox, Grenadier, Combat Fabber, Slammer, Adv. Combat Fabber, t1 and t2 bot and vehicle fabbers
Metal Build Rate: 120
Energy Draw Rate: 4,050
Maximum Pod Capacity: 12
Rate of Fire: 3.0
Drop Pod Initial and Max Velocity: 150.0
Drop Pod System Velocity Multiplier: 20.0
Gravwell Velocity Multiplier: 10.0
Factory Cooldown: 3.0

Ion Cannon (Umbrella)
Added anti-entity weapon to intercept Unit Cannon drop pods
Anti-Pod Rate of Fire: 2.0
Anti-Pod Range: 180

[Naval Balance]

Naval Factory
Build Cooldown decreased to 3.5 from 8
Size decreased by 25%
Advanced Naval Factory
Build Cooldown decreased to 6 from 20
Size decreased by 25%

Destroyer (Orca)
Move Speed increased to 9 from 6
Acceleration decreased to 30 from 60
Brake increased to 90 from 60
Health increased to 1500 from 1000
Shell damage increased to 50 from 40
Torpedo velocity decreased to 50 from 60
Torpedo Splash Radius set to 10
Torpedo Full Damage Splash Radius set to 1
Size decreased by 25%

Gunboat (Piranha) -- Previously Sea Scout
Role name changed to Gunboat from Scout
Name changed to Piranha from Sunfish
Metal cost decreased to 150 from 300
Health increased to 175 from 100
Acceleration decreased to 50 from 200
Brake decreased to 150 from 200
Move Speed decreased to 15 from 20
Sight Radius increased to 150 from 100
Damage increased to 20 from 15
Ammo Initial and Max Velocity increased to 130 from 80
Range increased to 130 from 90

Frigate (Narwhal)
Move Speed increased to 9 from 7
Acceleration decreased to 30 from 70
Brake increased to 90 from 70
Shell Rate of Fire decreased to 1.25 from 2
Shell effects changed to match the destroyer shells.
Missile Rate of Fire increased to 3.0 from 1.5
Missile Range increased to 150 from 100
Missile Ammo turn rate increased to 720 from 360
Missile Ammo lifetime increased to 3.0 from 1.0
Enabled spread_fire on missiles
Size decreased by 25%

Battleship (Leviathan)
Move Speed increased to 8 from 6
Acceleration decreased to 30 from 60
Brake increased to 80 from 60
Health increased to 6000 from 4000
Rate of Fire increased to 0.2 from 0.1
Size decreased by 25%

Missile Ship (Stingray)
Move Speed increased to 8 from 6
Acceleration decreased to 30 from 60
Brake increased to 80 from 60
Size decreased by 25%

[Defense Cost Balance]

Single Barrel Laser Tower:
Health decreased to 500 from 750
Metal Cost decreased to 225 from 300

Laser Tower
Metal Cost decreased to 350 from 450

Flak Cannon
Metal Cost decreased to 900 from 1600
Health increased to 2000 from 1000

Torpedo Launcher
Metal Cost decreased to 400 from 600
Splash Radius set to 10
Full Damage Splash Radius set to 1

Advanced Torpedo Launcher
Metal Cost decreased to 1000 from 1800
Splash Radius set to 10
Full Damage Splash Radius set to 1

[Artillery Cost Balance]

Pelter:
Health increased to 500 from 450
Metal Cost decreased to 900 from 1500

Holkins:
Ammo Capacity and Ammo Per Shot reduced to 37,500 from 400,000
Ammo Demand reduced to 2,500 from 20,000

[Air and Anti-Air Balance]

Spinner
Ammo turn rate increased to 720 from 360
Ammo lifetime increased to 3.0 from 1.0

Bomber:
Turn rate increased to 110 from 75
All ground based AA will now prioritize bombers and gunships

[Miscellaneous Balance]

Dox
Acceleration decreased to 50 from 200
Deceleration decreased to 50 from 200


[UI] Newly redesigned Main Menu

[UI] New backgrounds on some loading screens

[UI] Nukes now have orbital trajectory lines

[UI] New Player guide added

Accessed from main menu or using F1 key or escape in game.
[UI] Secondary colors are now selectable



[System Editor] Using the advanced controls now requires explicit activation with a dialog prompt.

[System Editor] You can no longer alter the blueprint for a custom planet. The controls are hidden if changing the blueprint could cause malformed planets.

The planet terrain must be as you want it before going into advanced edit for metal/start/csg edits as there will be no going back once you enter advanced edits.
[System Editor] You can no longer operate in multiple edit modes. Activating one mode will disable the other modes, and may wait for the mode to finish cleaning up. This should prevent certain cases of data loss.

[System Editor] The system editor will no longer forget to save custom csg/metal spots if you load a system and then save it without ever previewing the planet.

[System Editor] The system editor will indicate how much custom data is currently stored for a planet.

[System Editor] CSG palette now in place

[System Editor] CSG brushes now show up on cursor when selected

[System Editor] Custom start spots now available in System Editor



[General] Naval sound pass

[General] Added Cosmic Edition names to credits

[General] Gunboat (previously Scout Boat) has a new model



[Bug Fixes] Fixed “My Replays” view to now show your replays

[Bug Fixes] Holding down backspace will no longer exit to main menu

[Bug Fixes] AI and Subcommanders should now be working again

[Bug Fixes] Fix system editor issue: Load planet bug

[Bug Fixes] Crash fixes for server

[Bug Fixes] Fix for AI getting stuck due to a desire to go a particular factory first, but being unable to do so due to unit restrictions being placed on it.

Example being a sub commander in Galactic War that has a high desire for vehicles, but being unable to build a basic vehicle factory.
[Bug Fixes] Torpedos should now only fire while the commander is on the seafloor layer.

[Bug Fixes] Fixed crash for out of game match notifications on Linux

[Bug Fixes] Fixed disconnected icon in game

[Bug Fixes] Fix for Bombers being able to sit above targets and bomb

[Bug Fixes] Fixed Bombers clearing their focus target when attack order is cancelled

[Bug Fixes] Fix for units not being at max health when a fabber with high build rate assist
Community Announcements - jables
Hey all,

We’ve wrapped up the Fall sale over on Steam, and heading toward one of the biggest sales of the year on the Winter Steam Sale. During these two sales, we are getting quite a few new players in the game. With this in mind, we will be spending December concentrating on the new player experience!

This will be a first pass at updating tutorials and general menu flow to make it more intuitive for new players to get into the game as well as make it easier to get info from Uber to players.

What does this mean for you as a current player you ask? Well we’ll do a pass on overall bug fixes and polish throughout, as well as more balance tweaks! We have been listening and taken a look at overall map size for ranked maps. We like the response the current 3 have received, but are looking at some larger maps for the next round and will be adding 2 more Ranked 1v1 maps to the pool. We’ll look at adjustments based on feedback on the 3 current maps, as well as other smaller changes to help help push the metagame to a better level. Based on player requests, we’ll be re-adding the ability to select secondary color and custom landing spots. Oh and then there’s this little thing we’ve been working on…



:O

We will get more information when we have a better idea on release date for the Unit Cannon, but it should be hitting PTE (public test environment) soon for balance testing.

We’re planning on getting the main update out by December 18th, though Unit Cannon may take a bit longer depending on balance tweaks needed (please keep in mind that we are Pacific Time Zone, so those in the rest of the world, may be getting this late in the night or on the 19th your time).

As usual, I will post more details to keep you updated as we move toward the 18th!
Community Announcements - jables


Build 75539 is live!

Leaderboards are live! Starting now you can see where you stack against the world. Work your way up, and take the number 1 Uber spot!

We’re happy to announce the release of the full 1v1 Competitive Update! We started working toward this with our 1v1 ranked games and matchmaking in our last update, and have moved it to the full experience by including the Leaderboards allowing you to see the top of each rank and where you land in the world of rankings, as well as bringing in 3 new symmetrical 1v1 maps custom made for our ranked play!

With this in mind, we have also reset the rankings to start the Leaderboards fresh. You’ll need to play your 5 provisional games to get your new rank.

Our System Designer now has the ability to make symmetrical planets, do CSG editing, and add custom metal placement for all you modders and planet creators out there! This is the first steps on this, and we plan on expanding the functionality of the designer even further in the future!

There’s been a ton of changes, tweaks, and bugfixes in this one, so keep reading for a more detailed list and head on over to the official forums for discussion!

[General] You are now able to chat after games, even in chronocam mode
[General] Added in backer names on more commanders in the Armory
[General] More backer names are now in for planets and Galactic War credits
[General] Nukes now have a specific effect if they happen in space
[General] Jigs have a new custom explosion effect

[Balance] Jigs now explode in a nuke sized explosion (drag select will space these to be safe, but you can hand place them closer if you feel lucky)
[Balance] Change to Dox vision from 150 to 100
[Balance] Commander torpedoes rate of fire reduced from 2.0 per second to 1.0 per second
[Balance] Commander torpedoes range reduced from 200 to 160
[Balance] Dox will now correctly fire on factories
[Balance] Nuke damage will now expand out to match the effect

[Ranked] Leaderboards are now online (found under Multiplayer off the main menu)
[Ranked] Players can watch the last replay of the top 10 of each rank in the Leaderboards
[Ranked] 3 new custom made 1v1 planets for Ranked play, to replace the old pool
[Ranked] You can no longer pause in ranked games
[Ranked] Disconnecting in a ranked game now pauses it and gives the disconnected player 180 seconds to reconnect before they forfeit
[Ranked] A player has 30 seconds to show up for a ranked lobby before the game is abandoned
[Ranked] A player disconnecting from a ranked lobby now immediately abandons the game (and applies a penalty to the abandoning player, like before)
[Ranked] Players are now notified when they have a match and are tabbed away (flashing icon and sound)
[Ranked] A new and louder sound now plays when you find a match.

[System Designer] We’ve implemented symmetrical planet creation
[System Designer] You can now edit CSGs (move, add, delete, copy, paste, rotate, raise, and lower them)
[System Designer] You can now place or remove metal spots
[System Designer] All System Editor hotkeys can be found under settings and changed if you like
[System Designer] Orbiting bodies are not allowed to be more massive than what they are orbiting (As a placeholder fix, the system designer will move the orbiting planet to orbit the sun if you increase mass higher than the planet it orbits)
[System Designer] Water flows into custom CSG

[UI] Lots of small changes to bring more continuity through the UI
[UI] When first entering game, we have a bar added to give new players an idea of the initial controls
[UI] Top 3 players from the Leaderboard are listed on main menu along with their last replay
[UI] The message telling you that your opponent abandoned the ranked lobby will no longer disappear after 5 seconds.

[AI] Now uses Gas Giants
[AI] Neural net tweaks
[AI] Will now build Annihilaser
[AI] Better handling of platoons
[AI] All known issues of AI getting stuck now fixed
[AI] Added a large set of new AI names
[AI] Now better performance in the late game due to smarter pathing choices

[Bug fixes] Changing economy after everyone has clicked ready will unready everyone
[Bug fixes] Your rank changes will now immediately update after a match
[Bug fixes] Replaced the messed up “5” in the font
[Bug fixes] Landing zone low resolution circles now removed
[Bug fixes] Straight line graphics bug when you look up through atmosphere into space is now fixed
[Bug fixes] Linux should now correctly load all translated locales
[Bug fixes] You should now be able to see the quit confirmation even if the game is paused
[Bug fixes] Nukes and commander explosion damage should now better match the visual effect
[Bug fixes] Fixed some of the instances of jerky movement
[Bug fixes] Orbital Fabbers will now correctly build on planets other than their current planet
[Bug fixes] Fixed detection that the planet you are orbiting was destroyed while attempting to move somewhere else
[Bug fixes] Commander AA now prioritizes air correctly
[Bug fixes] You should no longer be incorrectly prompted to reconnect to an old game
[Bug fixes] Attempting to requeue after playing matchmaking should no longer prompt you to reconnect to the game you just played
[Bug fixes] Connecting to a matchmaking game should be more reliable

[Armory] New Commander: Berlinetta
[Armory] New Commander: Banditks
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

After studying key performance indicators, applying performance improvement procedures, and following a robust phase of knowledge implementation, developer Uber Entertainment has decided going forward to suspend work on the Human Resources Kickstarter.

That means that it’s cancelled. The strategy game was shooting for $1,400,000 with which to pit Cthulhu-esque old ones against Skynet-esque robots, but after a little over two weeks it had become clear that it wasn’t going to hit its target.

… [visit site to read more]

Community Announcements - [Uber] Garat


Online? Offline? However you want to play Planetary Annihilation, it’s your choice. Starting now, you can take your battles completely offline.

We’re happy to announce the release of the offline server. Offline server allows you to take over the galaxy in Galactic War without connecting to the Internet. You can also battle against your frenemies or the AI over a LAN.

You'll also see your massive armies moving around much better now. After almost two months, and a team focused on improving pathing, you should see major improvements on unit pathing, reliability and performance across the board. And as always, each build includes a host of bug fixes, performance improvements, and ever more polish.

Notes for offline play:
- We have had a few reports of people unable to launch offline server mode. If this happens to you, please go to settings and turn off Local Server. We are exploring the issue internally, and will be getting out a fix ASAP. Thanks for your patience.
- Local Server Settings: Auto will determine the best mode to use based on your system specs and requested game mode. On will always try and use local server for any supported game modes. Off will force your client to still connect to our servers for all game modes.

You can always find more information and help in our FAQ, located here: http://support.uberent.com/kb/faq.php?id=82

For more detailed build notes, please keep reading:

[Server] Turned off the idle timer for local games.
[Server] Turns off local server when use is not "recommended". Current threshold is 4+ cores & 8+GB memory. (Matches our Steam recommended spec.)
[Server] The server is 64-bit only. Due to memory restrictions and a number of other technical roadblocks, there is no 32-bit server version. (This only affects Windows, since Windows is the only platform that still supports a 32-bit client)
[Server] The spec that the server looks for to run locally is the same as our recommended spec - 8GB of RAM and quad core. You can override this by setting Local Server to "On", which means it will try and use a local server for everything - except online hosted games, which still go through Uber's online server management.

[System Editor] Planets now look exactly the same in game as they do in the system editor.
[System Editor] Metal spot placement now looks exactly the same in game as it does in the system editor.

[UI] Spectator UI upgrades
[UI] System editor UI polish

Detail Pathing Notes:

- Flow Field Integration has much improved CPU and Memory performance
Sectors are now independent from terrain meshes resulting in much smaller sectors.

- Better Path Planning
Smaller sectors make the higher level path graph more granular which results in more 'accurate' path planning. In the past units might go 'right' when they should have gone 'left' around a rock, this change fixes that.

- Dynamic Walls support
If you surround yourself using dynamic wall pieces the pathfinder behaves correctly.
We now rebuild the path graph and small / large pathable islands so 'pathability' queries are correct.

- Faster Nav startup time
Nav Voxels now use an inlining OctTree container which improves start up time as well as run time and memory usage.


---------------------

- General nav bug fixes and improvements
(lots of little things here, hard to say unless I look over the last couple months of checkins)
PC Gamer

There are a number of reasons why a videogame might require a connection to the internet in order to run, but they all suffer from the same inherent drawback: no connection means no play. Fortunately, that will soon cease to be an issue for Planetary Annihilation.

"We re happy to announce the release of the offline server. Coming in an update this Thursday (October 9), offline server allows you to take over the galaxy in Galactic War without connecting to the Internet," Uber Entertainment revealed yesterday. "You can also battle against your frenemies or the AI over a LAN."

Player-operated server functionality is also in the works and will be added to the game "down the road."

Uber recently announced a new Kickstarter for the robots-vs-monsters RTS Human Resources, but said in a prior update that the new project won't impact the ongoing development of Planetary Annihilation. "Work on Planetary Annihilation will not stop if Human Resources funds," the studio wrote. "Both games will have a team dedicated to these separate projects."

The update, as mentioned and barring unforeseen circumstances, will go live on October 9. While you wait, find out what we thought about Planetary Annihilation by way of our review, which you can dig into right here.

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

A lot of people are down on planet-slinging RTS Planetary Annihilation, criticising its recently out-of-Early-Access release for missing important features. One of those features was the ability to play offline, as currently even singleplayer matches against bots require you to have an internet connection. That’s going to change on October 9th when offline play is added to the game, as announced on the Uber website.

… [visit site to read more]

PC Gamer
need to know

What is it? An inter-planetary RTS.  Play it on: Quad Core CPU, 16GB RAM, GeForce GTX 660 Ti or better (emphases on 'or better'), 2 GB HD space.  Reviewed on: AMD Quad Core 3.3GHz, 16GB Ram, GeForce GTX 660 Ti PC Alternatively:Supreme Commander Price: $30/ 23 Release date: Out now Publisher/Developer: Uber Entertainment   Multiplayer: 10-player online Copy protection: Steam Link: Official site

Here's what I did right before a bug ruined one of my best battles in Planetary Annihilation: My commander was building power generators and bot factories while a team of constructors scoured a green planet for untapped metal deposits. About 50 units—tanks, mechs, and anti-air—lined up for a portal that would take them to the enemy moon.

Once they arrived and secured a stronger foothold, hundreds more would follow. With the only two resources—metal and energy—coming in steadily, and a row of factories set to auto-build, I'd created an army that would put the American military industrial complex to shame. It covered almost the entire surface of the planet, and as I zoomed out into space and spun it around I was drunk with power.

I could carpet bomb the moon with nukes, harvest gas giants for energy, or build huge engines on smaller celestial bodies to change their orbit and crash them into my enemies. I'll get back to that bug I mentioned in a moment, but learning to execute any these strategies was also far too difficult. The game's only tutorial is an embedded, low quality YouTube video, and it only skims over the basics using a UI from previous builds.

This multiplayer partner taught me how to use mines.

Planetary Annihilation is a complex, massive RTS, where most matches take place across multiple planets. It didn't tell me how to get 100 orbital landers to pick up 100 tanks, or how to set my constructors to assist each other. It didn't explain the tech tree or why I couldn't build metal and energy storage yet. Even now, after spending close to an hour fiddling with the messy key bindings menu, I still don't know how to rotate the camera.

The bigger problem is that just as I was about to unleash all hell, a bug corrupted the graphics so I couldn't see anything. It could have been my most epic battle through single player Galactic War mode, but the only way to fix it was to restart, and since you can't save the game in the middle of a battle, I lost about 30 minutes of progress. This happened several times on my AMD Quad Core, 16GB Ram, GeForce GTX 660 Ti PC, and other players with completely different specs reported similar problems in multiplayer chat and Steam discussion threads.

Welp.

Captain planet

The Galactic War mode is a series of AI matches tied with a 2D galactic map that for some reason slowed my framerate down to single digits. After every match, I got to choose which system to attack next and upgrade my army with pieces of tech that are all available in multiplayer. It didn't do the best job of explaining different strategies, but it did force me to experiment with aerial and naval units by staggering access to the full tech tree.

The only distinction between opponents is the variation in commanders, which have different constructing or combat abilities. It's a negligible difference, but the tech tree is wide enough to let players specialize along parallel paths. Bots, for example, are excellent in rushing, while a steady trickle of tanks can destroy any base as long as it keeps coming. An air force, meanwhile, can come out of nowhere, level an outpost, and disappear just as fast, but it can't travel between planets.

The widest view in the game showing the system and units moving between planets.

Invading an enemy planet is the most interesting new problem Planetary Annihilation introduces. Sending a couple of units to build a portal works in the early game, but you can't get to the ground and build one once the enemy has complete radar cover and orbital guns. Even massive invasions consisting of hundreds of orbital fighters are blown out of the sky.

If two players have two separate planets locked down, invading a third, uninhabited planet provides extra resources and another manufacturing center. The endgame, especially with multiple players, is a challenge of managing manufacturing, doomsday weapons, and infrastructure in one part of the solar system, while directing a vicious ground war in another.

A picture-in-picture mode let me keep tabs on both at any time. It's overwhelming, but I enjoyed Planetary Annihilation most when there were too many things to do, and the only limit on what was possible was how fast my brain could process information.

When I put my tower defense skills to good use and established a network of laser turrets and anti-nuke launchers, matches became a nail biting race to build the most efficient infrastructure and fund the titular Planetary Annihilation moves.

In one multiplayer match, I did everything I could to prevent another player from conquering a metal planet, which can be transformed into a giant, Death Star-type laser cannon. I managed to shuttle my commander to another planet just as mine was exploding, but then he blew up my new home as well. In another match, I had the pleasure of crashing a moon into another player, but when I did, another graphical corruption made the spectacle invisible. Planetary Annihilation always reminded me that it was broken when I was enjoying it the most.

A commander at the moment of detonation.

When it's working, PA mostly does a great job of presenting these battles by going for "cute" rather than "badass." Tanks don't look like chrome death machines, but stunted toys in bright, primary colors. It's like every unit is the corgi version of its real life counterpart, though it's still intimidating to see hundreds of them storm your base at once.

However, with enough units, the only way to manage them is zooming way out, at which point they appear as small, simple icons. I zoomed in now and again to witness the satisfying explosions and projectiles up close, but if I was trying to be practical, combat was abstracted.

And then there's almost always some technical hitch that ruins everything anyway. It's hard to find multiplayer matches, especially with eight players like I want, and when I do, one player crashes, or one planet just refuses to render, appearing as a black box.

I know that there's a great, massive RTS beneath all these issues. I've seen glimpses of it when everything works correctly, but at the moment I can't recommend Planetary Annihilation without a warning that it's bound to disappoint and frustrate, even if you do teach yourself to play it.

Community Announcements - BradNicholson


Today, we busted out a new Kickstarter for a new strategy game called Human Resources. Built on the same engine that you helped us create for Planetary Annihilation, Human Resources expands on the scale and destruction you’ve come to love in exciting and different ways. We realize that some of you might take this news as concerning, so we wanted to come out and say this: work on Planetary Annihilation will not stop if Human Resources funds; both games will have a team dedicated to these separate projects.

In other words, things will stay the same. A Planetary Annihilation team will continue its amazing work on the game, and you’ll keep receiving new updates with new features, fixes, and mechanics. Meanwhile, a separate team will roll into pre-production on Human Resources.

http://youtu.be/oNZ7oto4z4A

What’s pre-production? It’s the first phase of game development. It’s the time where we sandbox and define features, game mechanics, and systems. Then, we begin to build any new technology that we need to support it. We’ll sketch out how we can accomplish our goals and when. It’s a pretty exciting phase where we create new worlds and possibilities.

Games are evolving. You don’t just “finish” them anymore. We see them as services, as active things that grow over a length of time. Planetary Annihilation’s vision has been achieved or else we wouldn’t have launched it, but that was just one journey. We embarked on a more adventurous one the second we updated it to 1.0.

This is a very, very exciting time for us. Words suck at expressing how much we love all you guys for your incredible passion and support. Planetary Annihilation wouldn’t exist without you — and we plan to keep it going. If you’d like to check out Human Resources and become one of humanity’s new overlords, please do so. We’d love your support.

Prepare to have your eyes melted by the attached trailer.

Thanks,

Uber Entertainment <3

PS: Sorry for the eye melting.

PPS: But it was worth, right?

[tl;dr: today, we announced a new Kickstarter for a strategy game called Human Resources. Plans for Planetary Annihilation’s development will be unaffected. Human Resources’ team is a separate team.]
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Adam Smith)

Human Resources has one of the finest elevator pitches I’ve ever heard. The Singularity comes to pass, the machines rise, and humanity awakens a host of Lovecraftian horrors on the same day. It’s a tale of duelling apocalypses. Skynet vs Cthulhu, with humanity caught in the middle. The Kickstarter page has just gone live for Uber’s strategy followup to Planetary Annihilation, and I spoke to design director John Comes and art director Nate Simpson to learn about the end of everything.>

… [visit site to read more]

...

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