With an automation mechanic that mixtures technical minecraft mods and factorio's logic, Destroy every sentient being on a planet far far away from the Earth; with creating factories with cubes, a giant mech and a little bit of magic!

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Because it's impossible for me to release this game properly on my own. At least, it's impossible unless I work on it for 15 years or so.
We can say that I need support to make the game what I envision it to be. I have my own vision for what will be added to the game, but of course, this will also be shaped by the feedback I receive from players. Even if no one plays it, I will continue to develop it because I truly believe that it can be a great game.
”

Approximately how long will this game be in Early Access?

“If I can find a few more psychopath like myself, I estimate it could be finished in 2-3 years. (Probably)
(I think)
(I hope so)
(I guess)
(It Might be)”

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

“I aim to release versions that are as feature-complete as possible.
Just like a game that is released in chapters. Of course, it will develop as updates to the main game rather than in chapters, but I think you probably understand what I mean.

So, once the Alpha 1 version is complete and finished, everything that can be done on the first island will already be added, and you will have consumed all the content there, so you won’t need to go back to previous versions in new releases.

The biggest difference in the full version will be that it will be complete, of course (I hope). Isn't that quite surprising?
We plan to release the full version when we have completely eliminated bugs that could critically disrupt the game and when all the planned features have been added. I plan to have all of this completed in about 2-3 years. Some of the major features I plan to add are as follows:

Procedural Planet and Structure Generation: Once this mechanic is complete, I will simply set a few parameters, and boom—a fully explorable planet will be generated, with bosses and cities forming within it on their own (the bosses and creatures are created by us, of course; they’re not procedural (I think?). The algorithm will simply add them to the planet’s random dungeons, etc.).
On these planets, you'll create a system to find, mine, and smelt ores, just like on the island, and try to create an energy source that doesn't run out in 5 seconds. In other words, whatever you do in the normal game, you'll do on the planets too. The only difference is that there will be much more area to explore.

The exploration part will mostly be done with mechs, of course, because planets are massive. You couldn't fully explore that much area even by running at 20,000 km/h with an endoskeleton implant xd. And there will be many more bosses you can fight by entering with a mech. There will be castles where giants live, and kings who are bosses we need to kill, and so on. I don't want to give too many spoilers.

With the vehicle mechanics, which are mostly complete, we'll be able to build spaceships and travel to other planets. I'm thinking of having 7-8 planets, but this number could be too many or too few; we'll see in the future.
This brings us to the next important mechanic:

Vehicle Mechanics: This feature will allow you to build your own vehicles using blocks (if I can manage to complete it, of course). But it's a mechanic I've mostly finished and (most of the time) works properly.

For example, you can build a small hovercraft for your own use.
Or you can build a small vehicle to mine resources and transport them back to your main base.
OR YOU COULD BUILD A TERRIFYING CHAOS MACHINE THAT ABSORBS THE SOULS OF EVERYTHING IN ITS PATH AND DRAGS THE WORLD INTO A HORRIFYING CHAOS if you wish. Oh, and there's also the option of building a spaceship and exploiting the resources of other planets if you want (though it's not really optional—you'll need to visit different planets to progress).

I have tons of crazy plans like these. Of course, none of them are 100% certain to happen. But they’re not that difficult either—I’ve already completed one of them about 70%, and the other one was already added by a certain game (whose sequel just came out) ten years ago.

(Of course, you can see these if you manage to play for more than the first five minutes and not give up.)(Are you still reading this???)”

What is the current state of the Early Access version?

“Alpha 1.0 is complete, and I am currently working on Alpha 1.1. The Alpha 1 version is specifically designed to complete the game's introduction, tutorials, and the first island.
In Alpha 2 WE PLAN TO ADD planetary mechanics (procedurally generated planets with dungeons, castles etc.(yep theme not just sci-fi, it's more complicated)) and we leave the island to explore the open world. It's too early to discuss this version and beyond.
(And I'm pretty skeptical that I won't die or go to jail by then.)”

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

“We plan to gradually raise the price as we ship new content and features.”

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

“I'm thinking of making them my slav- I mean,
In addition to gathering the community's ideas about the game and incorporating the appropriate ones into the game, I am also considering asking them for direct help with asset creation. Things like designing a beautiful creature model, developing it, and adding it to the game. I may need this kind of asset help quite a bit because I am incredibly bad at modeling.
Also, joking aside, I'm developing this game entirely on my own because I love it. And I'm absolutely terrible at modeling and animation.”
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Planned Release Date: To be announced

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About This Game

UAG is a automation game blended with mech combat, story and a little bit of magic!

General Summary

You've been sent to a planet on the other side of the universe, and your mission is to eliminate all intelligent life forms and prepare the planet for colonization.

To do this, you must use the ores and other resources found on the planet to build factories, use the materials produced in those factories to manufacture weapons, and use those weapons to kill the creatures so you can further upgrade your factory. And the cycle goes on and on...

The Backstory (You may be want to learn it from game itself?)

You are Max, a young man in his 20s. Everyone Max loved (except his mom) left him. He had no friends, no interaction with a woman (except his mom), and no future for further education after high school. (except living his mom's basement)
After his only friend, Carl, left him for a job in government Max started to feel like he had no place on Earth.

So he applied to the Galactic Invasion Program with the lowest score possible, so they sent him to the furthest planet with sentient beings that has been detected. 
He was sure that he would probably just die while travelling across the universe.

Unfortunately, he didn't die, and now you need to make the planet ready to invansion with killing every sentient being and destroying the planet's resources with your Cubic Automation Systems(TM)! With your best friend and boss, an invasion planning bot named Marvin!

...and also there is a giant mech that you control to kill stuff...

You know, boring things.

Gameplay

The game’s main loop is about building factories and systems with cubic machines to produce mech parts and upgrade your mech, then using the mech defeat giant creatures and bosses, so you can use their parts to upgrade your automation systems.

In short, build machines, defeat bosses, build more machines, defeat more bosses, build even more machines, and so on.

Style

UAG is blend of a more realistic (as far as my potato machine supports) style and cubic machine blocks inspired from technical minecraft mods I used to play all the time.

Do you realize that our sense of reality completly broken and looks like there is no turning back from this, right?
And it happened just in time that I started to mock objective reality and try to define it again on my own.
You always understand value of something when they took it from you.

YES! IT IS A STORY-DRIVEN GAME! (no spoiler this time, I suppose)

Start a journey of 

pain

with our main character Max

and GOD

ssssssssssssssssssssssssssssssssssssssss

YES! IT IS A STORY-DRIVEN GAME! (no spoiler this time, I suppose)

Start a journey to counquering the planet "***********" with our main character Max! And his lovely friend

And other characters that will join later on! Fight with pesky creatureas and bosses!
Create enourmous, pesky factories!
Discover the enormous pesky planet around you!
Have breakfast with your friends about every 2–3 days and learn their life stories! and watch their fight like your parents used to do! (so sorry about that... event. I really do)
Conquer pesky castles of pesky demi-gods!
No I know what pesky means don't try to fix me!
Sometimes even a pesky dinner!

Find out why your dad is mi- Wait what?
Did we...
Did we actually find his dad why... gone?
Oh, okay then. 

She said it is better if you see it yourself!

(((INSERT THE GANG'S IMAGE HERE)))

More Gameplay!

Modular Energy Systems

You don't need to restrict yourself with pre-defined energy producing blocks!

There are both different types of energy sources, and different types of gathering them!

For example, you can use a Haftonit ore in burner just like burning coal for energy, but also you can beam it with lazers and gather the light it emits!

(I don't actually remember what haftonit emits so you may want to check it before doing something stupid!)

Every source emits different types of energies with different effiencies, so you need to figure it on your own for most optimal energy producing type!

Transportation!

Did you tired from waiting for the absolue end?

Every century, every decade, a new propecy, a new declaration of doom...
But how we going to know that it is not "the time?"

Transportation!

Did you tired from every time you need to transport something, you need to create a new line? 
Electric lines, item lines, a new dedicated line for every item...

Don't worry! You don't need to deal with old pesky conveyor belts anymore!
Our glorious pipes here to save you.

You can carry literally everything in pipes, energy, different types of items, doesn't matter. Use a really long line for everything, then you can separate and organzie every type with item regulator!

(Item regulator (TM) sold separetly)
(No, not really. It's just a reference to old lego ads.) 

More More Gameplay!

Just like how it was in good old days!

There is a quest book that guide you to what you should do to beat the game! No more hopeless wiki searches!

About 10 Tiers!
A lot of upper quests!

A very many amount of quests!

Ores! 

You can mine each ore separately! It's not that important, but no one appreciates it!

Signal System!

This is a system that lets you control how your blocks work with various type of signal blocks. Similar to redstone, but when I tried to create a very simple system like it, I accidentally ended up making a probably Turing-complete computer! And the rest of the system developed accordingly.

If you've researched signal computers, you can even manage your blocks with visual coding!

More Ores! 

Well, did I mention that rather than being represented as a large pile, each mine can actually be mined individually?!!!?!?!?!?!1!!?!1 (insert epic ore gif here)

And A Lot More Weird Pesky Mechnanics!

Like this crystal growing machine! 

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Quad-core Intel or AMD 2.5 GHz or superior
    • Memory: 8 GB RAM
    • Graphics: Intel(R) Iris(R) Xe Graphics (128 MB) or equal GPU to that
    • DirectX: Version 12
    • Storage: 4 GB available space
    • Additional Notes: Lowest known setting
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Memory: 16 GB RAM
    • Graphics: An Actual GPU (not iris Xe)
    • DirectX: Version 12
    • Storage: 5 GB available space
    • Additional Notes: On higher settings, It is heavy on GPU and RAM. Cpu looks like just chilling idk
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